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Messages - Kevin Granade

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1
I'm guessing you mean based on charge level?  Reload should default to the most charged batteries of the correct type with some kind of override in case you want to use less-charged batteries for some reason.

Defaults are one thing, but there is a problem of using the much longer magazine reload "routine": select tool, confirm, pick reload, pick magazine, confirm, select disposal method, confirm.
Compare to current: pick tool, reload, confirm.
Tools don't have removable magazines of batteries, so there's no magazine selection, and as I said, it would default to reloading with the most charged compatible batteries.  As for disposal, it would default to placing them in the in the inventory unless that's full, so by default it's just pick tool, reload, confirm.

2. How many types of batteries would that make ? Small , medium and large (respectively for mp3, flashlight, and welder) ?
2. I'd start with just two: small and large - small for everything that has capacity <400 right now, large for the rest. Anything above that would require storage batteries and crafted compartments.
I'd say three is the minimum, one for very small/portable low current items like flashlights, one for high-current but portable applications like most crafting kits, and one for very high current items like welders.  The smaller two really don't overlap.

3
Need some clarification, mainly how many battery sizes are we talking about?  I'd guess it'd be something like 2-3 for handheld tools (tiny for watch-sized items, small for flashlights (AA or so?), large for radios or geiger counters (C cells?)), and 1-2 more for large but portable tools (welders, worklights, car chargers).
Existing battery migration - loaded tools could just get a battery for free, but there might be edge cases, harder to solve. Piles of pool batteries would need to be converted into piles of magazine batteries in some unspecified way (randomly, based on pool size or something else).
I don't think this is that problematic, loaded batteries ae pretty obvious, piles of batteries can just convert based on some ratio.
Lost granularity - each tool would need to allow only batteries of specific sizes, meaning we'd need "heavy duty batteries" for welders and those batteries would not fit in smaller tools.
This isn't a problem, this is working as intended.
More keypresses for each reload - you couldn't just reload with any battery, you'd need to pick one
I'm guessing you mean based on charge level?  Reload should default to the most charged batteries of the correct type with some kind of override in case you want to use less-charged batteries for some reason.
Double battery capacity toolmod gone - would need to be replaced by oversized battery compartment mod
Just a conversion.
Mod compatibility
In-repository mods need to be updated along with everything else, the rest need a conversion guide.
Which ones are MUST FIX before the migration?
Granularity isn't acually an issue, NPC handling probably doesn't work all that well right now, other than those all of them need to be addressed, they're serious regressions.

4
It is not, no.  If we did that you could just edit them out of your saves.  As a rule we don't start savescumming arms races with the players.  If savescumming messes up your game, just stop doing it.

5
Quote
Pathing between buildings, trees, or other furniture is what makes multi-tile pathing hard, if you eliminate those, the remainder is easy.

Do you have some specific trick in mind?
Yes, if the obstacles are few and far between, you don't need A*, you just do a simple flood-fill until you find a path that works.
We don't need to solve the momentum+turning navigation problem, just the width probem, monsters wouldn't have to move like vehicles even if they use the vehicle implementation.
For that all you need is the enlarged-obstacle cache.

6
It would require a huge rework of the vehicle system and interfaces related to it.
For example: targeting (a vehicle is not a creature, so it can't be aimed at with current system), melee attacks against vehicles (vehicles do not take non-bashing damage), part destruction, movement (legged creatures do not turn nor retain momentum like vehicles), fuel drain, creature AI..
You're neglecting the fact that these would all be good changes to the vehicle system.  In principle, we want to treat vehicles as melee/ranged targets the same as monsters. The remainder of the issues are amenable to simple workarounds.
I was thinking about pathing, if we made a sufficiently tough tank bot it could just not bother pathing and smash through things.  It wouldn't even have to be invincible to impacts, just tough enough that it wouldn't kill itself right away.  Same thing with hulks, dont have to path if you can just keep moving in straight lines.

That would mean tanks sinking in rivers (which currently is a horrible hack: vehicles just vanish without a trace), getting clogged in wrecks (wrecks can be really, really hard to destroy if rammed from a wrong side), balancing tanks around being able to plow through a forest, and being totally unsuited to non-flat maps (a single big pit could stop a tank).
Pathing between buildings, trees, or other furniture is what makes multi-tile pathing hard, if you eliminate those, the remainder is easy.

7
I was thinking about pathing, if we made a sufficiently tough tank bot it could just not bother pathing and smash through things.  It wouldn't even have to be invincible to impacts, just tough enough that it wouldn't kill itself right away.  Same thing with hulks, dont have to path if you can just keep moving in straight lines.

8
The Lab - Contributions and Mods / Re: 'Tempted' trait
« on: June 20, 2017, 02:08:56 AM »
The problem with having a chance to drop drugs/paraphernalia would be it leads to players standing around for hours spamming drop attempts, so a simple chance to succeed would be bad.
Perhaps if drop attempts both consumed focus and had a chance to succeed based on focus, then you could work yourself up to it and try to ditch it,  but if you fail a few times it a hopeless.  Also would probably need to ignore morale boost from drug use so you can't just crank your happiness up with drugs and then throw them away.

9
I don't know where you get the idea that a noticeable number of cars would spawn with keys in them,  that would be vanishingly rare.
There's a difference between installing a lock and making a lock. Making one is much more difficult.

10
I glanced at the macro in question, it seems straightforward.  I'm not enough of an anti-macro zealot to want them replaced with templates just for existing.

11
AFAIK that's relatively advanced locksmithing, so while it's doable, its not a solution.

12
Kind of, its honestly more like, "alternate timeline present day".

13
how about no keys spawn but most cars are unlocked because the driver just didn't bother locking with the apocalypse happening around them. some that could be are cars in garages, and military vehicles(trained to lock the door even if satan himself shows up) or any other kind of vehicle that obviously was parked rather then ditched. meaning MOST cars you don't need to break into. next you can fabricate a key to your car, it does not look like a normal key because it's lock is one of your own design, i mean by the time you are bothering to fabricate one you are probably building a vehicle of your own design, and like a cash card it's only 0.01 L
Getting in the car is not the problem, most if not all cars currently spawn with their doors unlocked.  The problem is locking them once you've taken possession.
What you seem to be suggesting is replacing the door lock entirely, which is possible, but leaves people with no way to craft advanced car parts with no way to do it at all.

14
This is one of those details we need for good interaction with random NPCs, yea.
For the, "sleeping in the car" case, the question is what's a good ui, do we make it manual, or just assume you lock doors any time you close them from the inside?  I'm leaning toward making it automatic, mostly since the number of moves to do it would be tiny, and theres little to no reason to leave them unlocked.

It gets a little involved to handle locking car doors from the outside, generally we assume you break into cars and hotwire them, so you don't have a key.  To handle this we'd need a system for tracking keys (Not hard) and a system for placing keys on the map (tricky, I don't have a good solution).  If your character is good at lockpicking, you might want to lock car doors after closingbthem from the outside as well, but we can't assume that's safe to do, so it's need to be manual or configurable.

15
actually... how many rads does a badge take to turn black? probably 500 i guess? weird as it is, i actually require a geiger counter before long to accurately track it though.
That's intentional, rad badges are intended to let you know when you've been irradiated, not accurately track exposure over long timespans.

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