xth for (re)adding a “pour until filled” option to water collection and make it take longer/be interruptable (that isn’t a word but w/ever)
I don’t even really see the overwhelming need to make filling a barrel take longer. The whole thing is a complete non-issue.
Like I’m sorry, but there are RIVERS in this game. As long as they’re not totally undrinkable or unpurifiable, water is just never going to be that big of a deal in this game. If anyone wants to make farms of funnels over jugs (or whatever) the optimal way to go, they need to add an optional desert setting or something.
[quote=“Thwap, post:5043, topic:42”]I don’t even really see the overwhelming need to make filling a barrel take longer. The whole thing is a complete non-issue.
Like I’m sorry, but there are RIVERS in this game. As long as they’re not totally undrinkable or unpurifiable, water is just never going to be that big of a deal in this game. If anyone wants to make farms of funnels over jugs (or whatever) the optimal way to go, they need to add an optional desert setting or something.[/quote]
I’ve already got a PR up with a fix, so hopefully that should get merged soon.
I put funnels over bigger things then gallon jugs… like a jerry can or bigger so i never have to run to a river just for water… thats how lazy i am xD
Metal tanks are incredibly easy to come by once you get a hacksaw, a wrench and 2 mechanics.
Much easier to come by than actual big funnels.
On a related note: makeshift funnels are incredibly inefficient compared to actual funnels. (8585)/(380380) = 0.05.
So unless I’m missing something, makeshift funnels are only 5% as efficient as actual funnels.
Quick empirical testing seems to confirm this. Not sure if me checking the barrels may have affected the results, but I ended up with makeshift barrel having 5 water and regular funnel barrel having 97 (after unspecified amount of time - hard to account for weather when it changes quickly).
Whether intended or not, this means that makeshift funnels are more of a desperate measure, while a single actual funnel sitting on a big barrel is pretty much indistinguishable from a well+pump.
Makeshift items confirmed to be passe as all hell.
Tank drones.
What do.
Halp.
The thing is, in real life a makeshift funnel, unless you completely 1/100th-assed it, is going to be about as efficient as one you bought at walmart for a dollar.
[quote=“baldamundo, post:5048, topic:42”]Tank drones.
What do.
Halp.[/quote]
Make another character.
So…diesel engines, since I’ve never got the search function to give me what I want and I’m too lazy to check Wikipedia to see what the difference is, I’ll just ask.
What’s the difference between diesel engines and normal engines? Besides diesel being less common then gas and seems to be only mounted on heavy vehicles.
EDIT Huh, I can’t fire my shotgun while driving anymore, BUT COME ON! WHO NEEDS TO USE THE STEERING WHEEL?! LOOK MA! NO HANDS!
Not that this changes anything, double hand cannon pistols are my weapon of choice.
[quote=“bahihs, post:5036, topic:42”]Wow is this true? (The filling up water thing)
That has to be the stupidest feature I’ve ever heard of. What exactly is the point of this except mind-numbing tedium? Increase the time it takes to fill the barrel, don’t force the player to manually fill the container 300 times.
Seriously what is the point of this?[/quote]
To answer your and others rightfully angry posts:
This was never considered a feature - and it would be a really stupid one. It was a bug that was merged with my PR Container Inventory Management - Liquids which allows for easier movement of liquids in Advanced Inventory Management screen.
Immediately after I found out, I made and PRed Fix for container filling from infinite sources… like rivers to restore original behavior. But it was sadly not merged for ‘reasons’ stated inside the PR comments.
After another two days, i2amroy thankfully stepped in with his PR Add water source long actions that was deemed acceptable for a merge (it indeed is better than just restoring previous behavior) and saved the day and our fingers.
I am truly sorry for any inconvenience the original bug caused.
Edit: Url fix
Differences are minimal. Diesel engines have a tiny bit better safe/max speed ratio, have better power at same weight, but consume more electricity for same power (not very noticeably more).
Until we get biodiesel, just stick to the biggest gas V12 you can get.
i have spasms but antibiotics do not help so its not tetanus antifungal and antiparasite drugs do not help too
what i have and how to cure it?
Antibiotics have only 1 in 3 chance to cure tetanus.
Bird mutagen also has a spasm message.
thanks now i cured it
All is forgiven Robik, especially since it was in the interest of making liquid transfers easier (I am a big fan of the advanced inventory screen).
Quick question, does the + menu do any thing? I mean I can move clothing around but it doesn’t seem to have any effect, other than what gets damaged first in combat. (Shouldn’t wearing a t-shirt over a military rucksack have some effect?)
[quote=“bahihs, post:5056, topic:42”]All is forgiven Robik, especially since it was in the interest of making liquid transfers easier (I am a big fan of the advanced inventory screen).
Quick question, does the + menu do any thing? I mean I can move clothing around but it doesn’t seem to have any effect, other than what gets damaged first in combat. (Shouldn’t wearing a t-shirt over a military rucksack have some effect?)[/quote]
Doesn t have any effect as of now other then the one you already stated. Which is usefullenough isnt it :P.
- you can easily see what you wear where and adapt accordingly.
[quote=“Valpo, post:5057, topic:42”][quote=“bahihs, post:5056, topic:42”]All is forgiven Robik, especially since it was in the interest of making liquid transfers easier (I am a big fan of the advanced inventory screen).
Quick question, does the + menu do any thing? I mean I can move clothing around but it doesn’t seem to have any effect, other than what gets damaged first in combat. (Shouldn’t wearing a t-shirt over a military rucksack have some effect?)[/quote]
Doesn t have any effect as of now other then the one you already stated. Which is usefullenough isnt it :P.
- you can easily see what you wear where and adapt accordingly.[/quote]
It affect rendering order of clothing overlay tiles. There is no tileset using the feature, but MShock is working on it. Innermost pieces will be drawn first, and outermost over them. Trench coat over hoodie for example.
I just wear clothing in correct order as self-imposed rule. Feels gamey otherwise.
alslo is good to move usable things like holster to top it help activate it for pepole what do not use keys
[quote=“Robik, post:5058, topic:42”][quote=“Valpo, post:5057, topic:42”][quote=“bahihs, post:5056, topic:42”]All is forgiven Robik, especially since it was in the interest of making liquid transfers easier (I am a big fan of the advanced inventory screen).
Quick question, does the + menu do any thing? I mean I can move clothing around but it doesn’t seem to have any effect, other than what gets damaged first in combat. (Shouldn’t wearing a t-shirt over a military rucksack have some effect?)[/quote]
Doesn t have any effect as of now other then the one you already stated. Which is usefullenough isnt it :P.
- you can easily see what you wear where and adapt accordingly.[/quote]
It affect rendering order of clothing overlay tiles. There is no tileset using the feature, but MShock is working on it. Innermost pieces will be drawn first, and outermost over them. Trench coat over hoodie for example.
I just wear clothing in correct order as self-imposed rule. Feels gamey otherwise.[/quote]
can twait for those tileset additions.
realy wanna see the mutation tileset changes on your char too…/ aprehensive
Are there rats or monster in the sewers yet in experimental? Because in stable it’s ridiculously safe down there. I’m thinking of connecting my underground lair to the subway/sewer network of the nearest city and using it to get around. Bit of a dig though.