I like this idea.
Carriers, or other kind of external vehicle parts that can be placed above vehicles and provide storage.
That would mean being able to have two storage parts on the same tile as long as one is labeled in and the other out. For example, -trunk- and [carrier].
[quote=“Vareruma, post:1082, topic:5570”]Carriers, or other kind of external vehicle parts that can be placed above vehicles and provide storage.
That would mean being able to have two storage parts on the same tile as long as one is labeled in and the other out. For example, -trunk- and [carrier].[/quote]
And when you accelerate too quickly the stuff in the carrier goes flying. Though, that sounds like a lot of code.
It can be granted that carriers are tightly closed, albeit a similiar feature can be made based on how fuel tanks work: when being too damaged they keep dropping fuel over time. Carriers drop a random stack of an item instead.
I agree on the code part though, even the simple idea of having two storage items in a tile might be difficult to realize when coding.
[quote=“Muaddib, post:1048, topic:5570”]A while ago I complained about night vision effectively making you “blind” to lit up places which quickly ends in dying fast to turrets.
So I have a (possible) solution. Give night vision an animation. Kind of like rain animations. Lit up places are shown normally. Dark places that you can observe thanks to your night vision have some darkening animation that fades in and out around your character in some kind of pulse.[/quote]
Quoting my own post because I got killed by night vision mutation again.
How does one go about crafting a quarterstaff in the latest stable? I cannot seem to find the option to do so. Nor am I constantly accosted by wild quarterstaves appearing…
What do you mean killed by NV?
Turrets in labs are indicated by lit up walls/rooms. Night vision ruins that by lighting up everything with no way to distinguish dark areas from light areas. Que me getting shot by a turret thanks to NV.
Well, the only other thing lit up in labs are computer terminals, so just don’t go next to those.
I know how it feels.
You need a mutated NV for this, though. The regular is too weak to make you see far enough for this to happen.
Also, NV alone isn’t enough to kill you this way. You can always check for turrets by going far enough for your NV not to cover the walls. Ursine vision however…
2 bashing, 2 (or 3?) fabrication.
I think it’s more about balancing than realism in this case. Wooden and plastic weapons are bad, which makes shockers harder to deal with.
Currently a weapon is conductive if any part of it is. Changing it from “any part” to “all parts” is literally 2 characters of code and it would be realistic already.
Pretty sure that destroys the contents.
[/quote]
Only a small number of them - glass ones. Purifier is stored in glass flasks. You can still get power armors and CBMs just fine.
Anti-Fungal Grenades- Basically an explosive loaded with fungicide made to kill fungicide
I think you meant Fungaloids there. Unless you want to kill bottles of fungicide.
Well flame needs something to get rid of the fungicide XD
but yes i meant fungus
How am i supposed to know that the place is lit up when my night vision lights up the entire lab?
Because there are two things in labs that generate light, computer terminals and turrets. Don’t stand next to either of those and you should be okay.
Turrets emit their own light… and it is really easy to just blunder into sight range of one.
But you cannot see lit up areas if you have 2nd or 3rd level night vision. Hence why you just walk across a turret without realising the turret is there. Because the standard telltale light is “obscured” by your night vision.
Do turrets emit enough light that they can reasonably kill you if you do not hug the walls and are not carrying a light-source? Still, having night-vision marked as unlit space wouldn’t really be terrible. The aesthetic would be all off for people who rely upon it, but the loss of definition would not seem to be particularly inappropriate for what seems to be regarded as an extremely powerful ability that likely functions using unnatural mechanisms.
On the other hand, the problem seems to be that turrets are actually a potential threat. Maybe you just need to stop picking on poor defenceless turrets and start giving them a fair fight? It is bad enough that they cannot move…
Is it time for infra-red, ultra-violet, sonic, doppler, L.A.S.E.R., pressure, anomaly-sensing, and gravity based-sensors? A turret that shoots at any sounds associated with firearms could be amusing…
There’s no good way to show unlit space on ASCII terminal other than the loss of colors (already in).
The palette doesn’t have a lot of colors.
The problematic turrets are the ones behind doors in lab. You can’t see them without opening the door, you can only look at the lit up walls and doors.
How about having huge tanks of water on the roofs of tower and apartment blocks? It would be useful for when you are searching and can’t find bottles of water or toilets.