I did actually know of the kinetic puller and repairing and such, however the method that is currently in play forces the player to steadily extinguish his/her supply of bullets and tools around their area extremely quick if they’re playing Static spawn (the version i personally prefer), and eventually you’ll be traveling miles in vehicles to find materials just to keep that sad little zip gun fed. Yes, you probably could last quite awhile ripping pullets and guns apart, as you go, but eventually you’ll lose everything and move to clubs/knives/grandma’s head on a chain. Now, the second part of what you said is essentially a better reasoning for this mod, because you’re right, things like sulfur, ammonia, and hell even bullet casings are either naturally occurring or fairly simple to make with the right machine. But again, the current method for “self-sufficiency” in the game when it comes to guns is to eventually have all guns die out. To some, that probably sounds great, because “hey, game balance, in real life guns really Would die out if SHTF.” I argue no, if you had the means to continue a supply of guns/firearms, who in their right mind would want to live in a post apocalyptic world of just humans, much less monsters and ghoulies and hallucinations of my mom (shudder you stupid old cow, i wanted that bb gun.) with just melee weapons left where it may be a 50/50 chance if you with a bat or the psycho with the crowbar dies?
Anyways, my stupid gun-owners rant aside, I really want to see how long I can survive on this once I get playing again, and the thought of firearms eventually drying up makes the game very ugly to me. So this will probably never become main and I get that, but I would still like the mod at least for my own game play.
[quote=“vache, post:41, topic:10605”]Please don’t implement anything following the tag method that computers use. Use an iexamine:: that gets associated with the tool, OR use the pseudo item crafting like the CVD machines. The computer code is in dire need of an update (which I have tried to give it twice now and never been able to finish).
As for making generators work, maybe we should examine making it possible for jumper cables to connect to furniture/terrain, then having pseudo item crafting able to detect the jumper cable->terrain connection, and then be able to drain battery charge from the connected vehicle?
Also, as far as raw materials go, I’d like to see more along the lines of extracting them using chemistry than just digging them out of the earth. Things like gathering bat guano for phosphates or methane gas from rotten food, etc. [/quote]
Yes, i took a much longer look at the computer code last night, and could figure out a single way to get rid of the hacking bit, regardless of turning the failure rate to 0, so looks like the examine function is really all I got from it.
I agree with the chemistry extraction bit, thats actually how real firearm materials are collected anyways, not this minecraft magical furnace junk. Maybe you can urinate into a plastic bottle and get potassium nitrate out of it or something too. Still, the machines are my focus and where I need the most help with the code so far, gathering the materials is for later.