I just got flung into a wall by a brute… barely survived then ran! away 10/10
And mod has been merged. Much squee ensues.
KA101 just merged my radio bomb PR. Actually radio-activated item, but only bombs (and noise emitter) got the tags for now. Autolearn at 4 elec/2 fab for radio mod.
You need a RC controller to activate those, making it rather hard to use and cost per/bomb is quite steep, but I intend to follow up with an update for it.
Today is the day of The Moddening it seems. owo
[quote=“Coolthulhu, post:723, topic:5582”]KA101 just merged my radio bomb PR. Actually radio-activated item, but only bombs (and noise emitter) got the tags for now. Autolearn at 4 elec/2 fab for radio mod.
You need a RC controller to activate those, making it rather hard to use and cost per/bomb is quite steep, but I intend to follow up with an update for it.[/quote]
And as anyone who played the Bomberman games knows, remote detonators are worth it. Unfortunately I was a little too close to the Keg O’ Boom so my NPC co-rider caught a shrapnel upside the head, but we reduced the vault and the zombies to rubble & thin red paste.
So did he adopt a little rodent and started talking to it?
Afraid not.
hmm radio activated noisemaker bomb… have these been made to be merge-able into a single item? Or do you have to do them separate? Definitely an awesome item to have in case of “emergencies” especially if (remote noisemaker/bomb) is an (RC car/noisemaker/bomb) That is definitely one of the first “complex” items I would want to be able to make in a “real” zombie apocalypse.
Yeah, the idea is that you can attach a radio trigger to your noise emitter and turn it on/off remotely using the various remote controls. No attaching it to an RC car yet.
progress is progressive. I am happy.
Hmm. Seeing the experimental content has already given me ideas for additions I’ll have to make to my mod, next time I PR an update to it.
My fault for not paying attention to what was already in the latest experimental content, really. ;A;
Thyme definitely will be good for the “natural bandage” recipe the mod adds, since thyme’s used as a disinfectant.
Also, stomachs. So tempted to incorporate that into the cheesemaking reaction, but…only wildlife where this really makes sense are deer and moose, as most of the animals that drop the “large stomach” item aren’t ruminants.
I might need to look up whether enzymes from non-ruminant animal sources can be used as an alternative. o3o
EDIT: My mod’s tweaking the Wilderness challenge to allow the mod classes also doesn’t add the new wilderness classes, hnnng.
[quote=“Coolthulhu, post:715, topic:5582”]Kevin merged my turret aiming rework.
Manual turret aiming should now be way less unusable and clunky.
Get onto the turret tile, put down your weapon and press ‘f’ to aim it like with a normal gun. Press ‘F’ to make it switch between burst and 1 shot mode.
Can also aim all turrets at once by pressing ‘f’ while sitting on the controls.
You can’t aim yet (only pick targets) and it doesn’t give any mechanical buffs yet, except the ability not to hit own car while shooting over it.[/quote]
So we’re taking steps to being able to re-enact that scene in Tremors…was it 2 or 3? Where Burt is sitting in the quad machinegun turret and laying into all the stage 2 graboids running at him?
I know it’s already been discussed a bit, but man, I am loving the addition of stamina. It makes raiding cities a lot more viable early game, what with the ability to actually outrun most enemies, but can still result in your death if you’re careless. Especially if your breath gives out. Like it did on me because I sprinted around everywhere like a madman.
Any comment on how it works together with rollerblades? I haven’t found any and been able to test yet.
Stamina cost is scaled so that it’s per-turn. Running halves move cost.
So it works really well - you save on stamina and get huge speed. With mutations, you can go as low as 17 moves per tile, which means you could catch up with a car going 90 km/h. Without mutations you can go 28 moves/tile, which is comparable to a car going 55 m/h.
All while consuming only as much stamina as usual.
Are there plans to add skills/mutations that affect your endurance and recovery, besides what affect encumberance and weight have?
Quite a few active mutations should cost stamina rather than fatigue/hunger/thirst. Many things to do, not enough time.
stamina regen in lieu of direct costs for mutations should drain nutrition.
Move more get hungry faster.
I can’t find Kevin’s vision rework in PRs, meaning it’s probably merged.
Smokes, glass etc. should affect vision differently now. I don’t know exactly, but I think they should no longer “cut off” your vision and instead shorten it.
KA101 merged DaveK’s Advanced Inventory Menu update. Lets you wear/unwear items with it and target items covered by vehicles.
Kevin merged my eating off the ground PR. Probably more importantly than just letting you eat off the ground, it makes it very easy to write functions that let you select stuff that’s partially in your inventory and partially on the ground. Doesn’t yet allow eating/selecting from vehicle cargo.
There are also some quite important technical changes by BevapDin. For example working field counts, which mean a single tile of blood will no longer force processing the entire 144 block tile.
3 new zombies: smoker zombear, stretchy zombie and (salvaged) power armored zombie.
Armored is by jokermatt999, smokerbear by FrostWood (both merged by KA101). I can’t find who wrote the stretchy.
Kevin’s went back for a little more work, and I think Frost-wood is responsible for the Blob-in-a-skin stretchy zed.
And I’ll also give additional thanks here to Nar0tiq for unfucking the lean-to load error. o3o