Not yet. Fields would be acceptable, stuff, not so much (absent a tornado, hurricane, etc)[/quote]
I would love to do that, but it’s beyond my programming abilities. Well, it’s beyond my abilities to do it properly, with wind moving around buildings and cars…[/quote]
Oh, it’s totally feasible. Now, doing it cleanly, readably, logically, and efficiently. . .
The “New” smoke effect from smoking cigarretes/cigars/joints is simply horrible. Not only intrusive and ugly but also it lasts for ages if it is indoors. The old effect was way better. Can we have it back? Thanks!
Forgot to say: Im playing experimental console version. I have no idea about how cig smoke looks like in tiles version.
Yeah, I think when I’m indoors the smoke’s getting obscured, and then however drawing previously-hidden-tiles works is considering it a permanent part of the architecture until a harder map reload (using stairs).
Good to know it’s a graphical change, and not because my guy got so addicted he smoked his pipe that much harder. Also, pipes seem to be giving me the older method of smoking, immediate use, one hit, effects. None of that ‘lit for a while’ business. Downside is I seem to be getting nothing but -50 morale cravings by activating it. It literally only makes things worse in the last few experimentals I’ve had any time to try this week.
Cigarettes/joints, on the otherhand, are working wonderfully. I have a bazillion cig butts that can and will be re-used.
[quote=“ID404-NotFound, post:360, topic:5582”]This new warmth mechanic has me a bit offguard, I feel like I’m cold all the time, especially when I sleep!
I find it funny though, for the moment after I drink coffee, I have instead of Chilly, it’s Chilly(Rising!!) and main body parts have 60 (in pink)[/quote]
I didn’t code any of that ;p so who knows what’s going on there! Also if you have clothing on the same tile you are sleeping on, you will use it for warmth without needing to wear it. For example, you can drop 4 blankets on your bed and never need to worry again.
I found a road roller. Those metal drums are my dream for zombie (and everything else) crushing.
My new deathmobile will have them, and super-powerful engines to lug them around.
The Solar Roller VI used to have them, until I realized that even 6 large electric engines could not make the thing go faster than 40 mph. I make due with wide wheels and hard plating.
I just put rollers on the front and back of my ‘SupeRV’ (a converted APC) yesterday, actually. I had to replace the V8 engine with a V12 to get it to go a decent speed, as it now weighs around 12 tonnes. The APC’s original wheels are still on there too; not sure if they’re just dangling there uselessly now or what.
The rollers themselves seem pretty good, but running things over still seems to damage the side mirrors a ridiculous amount, even when they’re not getting hit themselves. Maybe I’ll just have to do without the mirrors.
[quote=“Antistar, post:367, topic:5582”]I just put rollers on the front and back of my ‘SupeRV’ (a converted APC) yesterday, actually. I had to replace the V8 engine with a V12 to get it to go a decent speed, as it now weighs around 12 tonnes. The APC’s original wheels are still on there too; not sure if they’re just dangling there uselessly now or what.
The rollers themselves seem pretty good, but running things over still seems to damage the side mirrors a ridiculous amount, even when they’re not getting hit themselves. Maybe I’ll just have to do without the mirrors.[/quote]
FWIW a road roller IRL tends to top out around 7-10 MPH. So yeah, roller drums are hella heavy and are intended to slow you down.
Yeah, I’m actually surprised at how fast it’s going with the v12 in it; its top safe speed is around 110 km/h![/quote]
I would think that going at a speed of 100km/h on roller drums would not be so good for the vehicle. Would think that the vehicle would be impossible to handle and would probably start shaking to the point where the parts would start breaking down.
Coolthulhu came through with a recipe for unfermented vinegar. Another reason to build fermentation vats and get farming–and thereby pickle food and make batteries.
Rivet & Skidborg reined in some overly-powerful condiments, BevapDin with some turret code reworks–makes the iuses more genericized AND links critter HP to damage state; perhaps more importantly, fixed a nasty memory leak in field handling, so hopefully forests getting fungal-haze’d will only terrify you and not your processor. drbig cleaned up critter special-attack formatting (should be hella easier to read and edit 'em now, especially with i2amroy having added support for multiple specials).
And the translation crew is keeping things up to spec. German and Russian are looking good, Danish updated, and we’re now looking at an Argentina localization.
Is there a way to see what exactly has changed between each experimental update? There’s multiple updates in a day, but I’m not sure what has changed, exactly.
This is the most recently merged pull requests, so it groups the changes more logically than the raw commit list.
I also configured this service called waffle.io to build a “sprint board” for us, which might be useful to coordinate on priorities, but we haven’t fully adopted it. https://waffle.io/CleverRaven/Cataclysm-DDA