The good thing about picking one apart and moving the parts to the other is that the result can be customized to not duplicate parts you don’t need duplicated and can instead use that space for something else.
(I agree that merging and THEN removing would be less work, but merging vehicles would require coding specific to that, and it would also need safeguards against circumventing current restrictions, such as e.g. the skill required to add additional engines. You’d also have issues with parts that can only be installed externally ending up on the inside.).
Just FYI: you can tow one with another using towing cable. Not merging and it’s sometimes wonky but if you can move another vehicle to your base to deconstruct it there without doing any repairs in the field (except wheels. I doubt you can tow something without wheels)
Can you tow floating vehicles on water (there are no tow cables in 0.E2 stable, so I can’t test it myself)?
It would make sense if it worked, but it’s not always code results in what makes real world sense unless someone has made sure that those cases are covered.
Yes, towline towing works for boats. I’ve tested it.
Ah, well…
Perhaps it’d be easier to implement if all the parts of the other vehicle were instantly deconstructed and installed into the first. That way requirements can be checked by the normal part installation code? In case of requirements failure, the code could just delete the in-progress one and restore the two vehicles from “backup”.
That’s more-or-less how vehicle combing via bike racks works now. Except there is a huge complication that it is extremely not trivial to figure out where the parts from vehicle B are actually mounted on the new vehicle. I didn’t feel up to solving that problem for more than a single tile width of parts for bike racks, but someone else is welcome to sacrifice their sanity figuring it out so that multi-tile vehicles can be merged. Feel free to ask me questions if this is something you want to do.
Why is this non-trivial? The manual part installation code can already calculate the vehicle-relative position, and the position that the part would occupy in the world. If merging is handled as follows, then the same has to be done, just in reverse:
for each tileB of B:
stack = {}
while #tileB > 0:
stack.append(tileB.pop_first_available) <- handles having to remove wheels before wheel hubs, etc
pos = world_to_relative(vehicleA, relative_to_world(vehicle_B, stack[0]))
while #stack > 0
success = install (vehicle_A, pos, stack.pop())
abort if not success
If you have two vehicles, adjacent to each other but not 100% aligned with a cardinal direction, it is extremely difficult to figure out where their parts are, because the tileray function used to convert a mount point to a real world position is not reversible. I mostly managed to finesse the issue for bikeracks, but I have 0 confidence in my ability to do for vehicles that are two tiles wide.
Basically, there is no world_to_relative() function for two vehicles that are not parked facing cardinal directions. So your algorithm is a good solution, except the part where you ignored the most complicated part of the problem.
I see. I’ve been reading the code a bit more, and will be needing to read it yet some more.
What if you required the vehicles to be parked facing cardinal directions? (I assume you mean 0,1/2pi,pi,3/2pi?).
The cardinal directions are the 4 orthogonal ones, as opposed to the 4 diagonal ones, so yes, the integral multiples of 90 degrees (using degrees), or pi/2 (using radians) is correct.
Applying artificial restrictions is rather shoddy, and shouldn’t be introduced without a very good reason. I doubt the rather marginal functionality of vehicle merging would be considered sufficiently important to be considered a very good reason.
However, I would personally consider it a reasonable restriction that you could only merge vehicles along their cardinal directions (no weird stuff at a 45 degree angle that the vehicle logic itself doesn’t support), and I would also consider it reasonable that the resulting merged vehicle would occupy tiles other than those the source vehicles occupied (i.e. snap the added vehicle into place). If that is done, you’d park the vehicles next to each other, bring up an interface for merging, and then select where to merge the added vehicle to the source one (both side and tile(s) along that side). I haven’t looked at the code, and so don’t know how messy it would be to try to implement it.
I can also see that logic being abused to e.g. add a vehicle to create a “tunnel” into a mi-go tower, including with the bulk of the added part being too large to fit through the opening.
Does there exist an explanation to different skill training speeds of various recipes? I had an NPC with survival 1 + 78%, and after crafting 2 plant fiber (6 minutes each), their skill increased to 2. Following that, I start a 50 cattail seeds craft (1 minute each) and their skill barely reaches 2+2%.
Also, I can increase up to skill level lvl+2 from a recipe that requires skill level lvl to craft, but my NPC followers cannot be trained past lvl+1. Is this because I have the “fast learner” trait, and they do not?
I believe it used to be that the rate at which skills increased decreased as the skill level increased (awkward sentence…). I.e. the more skilled you are, the longer it takes to improve the skill further. I don’t know if that logic has changed.
When it comes to companions, I suspect their roles as assistants means that they don’t train against the full difficulty of the recipe (probably -1). However, I have no evidence supporting that suspicion. If that is true, however, ordering them to craft the same recipe via a base camp facility would allow them to follow the same rules as the PC (you’d have to mod a base camp facility to add that recipe if it isn’t in the small set currently supported).
Is the Island Prison Escape Scenario broken or am I doing something wrong?
A Str 10 character can’t break a toilet without going 1 or 2 rounds of “catching their breath.” And then there’s literally no way to walk out of the starting spot without being insta-grabbed and either losing a limb or bleeding profusely and dying from the ridiculously extreme “north-pole-like” cold.
EDIT:
Should also add that it is outright impossible to get any tools to craft anything, including to craft lockpicks.
the cold would be because of your starting day, if you set your worldgen to be about 30 days into spring you wont have that problem (its cold because it starts ‘at the end of winter’, not just ‘at the beginning of spring’)
the prison break scenario is meant to be extremely difficult… theres many people who have written up ‘guides’ on how they beat it or what you should do to survive, but sometimes you just get really unlucky and walk face first into the hulk wandering around, and he smashes you through a few walls. it wouldnt be a challenge if it was easy!
The first part is obvious. The second part isn’t. Both parts clutter this thread …
I don’t have a base camp, but wish I could order NPCs to craft some things. Perhaps I’ll look into it.
Is the performance of a mountain bike better than a regular bike? I found one, but it’s in a basement so I’m not sure if it’s worth going through the trouble of taking it apart. Day one of the character so I have zero mechanic but also no other car yet either.
I tried doing basically what I’d do IRL to bring the bike upstairs,
I don’t know if it’s better or not (but my guess is that it isn’t). However, a few other things you may want to consider:
- Do you have a use for a bike now? At this stage of the game I’d expect to hike around various terrain where I couldn’t take a bike (I’ve use a motorbike I fetched along a forest trail, and that was a very awkward thing), looking for some kind of shelter to use as a temporary base, as well as to fulfill basic needs such as food (Very Hungry!) and clothing. I’d make a note on the overmap to indicate there’s a mountainbike in the basement so I could go back later and get it if I have a need for it. I’ve used a (foldable) bike for travel between loot locations and my camp, not for recon.
- Do you even have the tools needed to dismantle the bike, and, if so, do you have the skill to put the parts back together? You may need either or both before it’s useful to get the bike.
Mountain bikes have off-road tires for better off-road performance, though at typical bike weights and speeds I’m not sure how big a difference it is. 70% of cruise speed 12 mph or 100% of cruise speed 11 mph is almost the same thing.
Look at the stats: air drag (probably the same for all bikes), rolling drag (worse with those that have offroad tyres), offroad (better with those that have offroad tyres).
My main vehicle is a 2x1 motorcycle with 20" offroad motorbyke tyres. Has 100% offroad up to about 250kg total weight.
I would use it for scouting, since this is a brand new character. And this would include traveling over both roads and across fields.
I think the tools wouldn’t be too hard to find and dismantling a bicycle probably requires minimal skill.
For now I am focused on securing a main base and scavenging. I don’t have any other vehicle yet.