I don’t really understand how one type of funnel can be less “efficient” than another, it’s literally just a big bowl with a tube stuck down it. No mechanics, no moving parts, just one solid hunk of shaped material. Unless handmade funnels are filled with holes or have an arbitrarily tiny top portion, there’s no reason that they should be less effective.
I mean if we were going for REALLY realistic we’d be able to just leave opened containers outside without funnels and have them be filled up naturally. Slower, obviously, than if there had been a funnel. Unless it’s like a barrel or something, then it doesn’t even make sense to use a funnel, as the opening of the barrel is wider than the funnel.
[quote=“IcedPee, post:5302, topic:42”]I don’t really understand how one type of funnel can be less “efficient” than another, it’s literally just a big bowl with a tube stuck down it. No mechanics, no moving parts, just one solid hunk of shaped material. Unless handmade funnels are filled with holes or have an arbitrarily tiny top portion, there’s no reason that they should be less effective.
I mean if we were going for REALLY realistic we’d be able to just leave opened containers outside without funnels and have them be filled up naturally. Slower, obviously, than if there had been a funnel. Unless it’s like a barrel or something, then it doesn’t even make sense to use a funnel, as the opening of the barrel is wider than the funnel.
But that would be too easy, perhaps.[/quote]Yeah having to use a funnel is meant to keep getting water from being too easy. Personally I think it only adds tedium to the game. Now, if they created a desert map option, I could see how it would add some challenge to the game, if there were no unlimited sources of water. That toilet bowl full water? Worth it’s weight in gold. Makeshift funnels would be one of the first pieces of equipment you would craft, and finding a regular funnel would be worthy of celebration.
Slows down, in practical terms. It’s very good at protecting certain areas and not so great at protecting others, but you’re better off with one than without any rain protection.
Almost 20 times longer for both makeshift and leather.
At this point makeshift funnels don’t really make sense. If plastic is very scarce, cost of making a makeshift funnel is high and it’s better to use leather ones until you acquire enough plastic to make a mold and regular funnel. If plastic is common, it’s better to just craft regular funnels.
Slows down, in practical terms. It’s very good at protecting certain areas and not so great at protecting others, but you’re better off with one than without any rain protection.[/quote]
They also make half decent early game weapons in my experience.
For the people complaining about the funnels, just open Cataclysm\data\json\traps.json and look for the [tr_makeshift_funnel] and [tr_leather_funnel] entries. Just change “funnel_radius”: ## to whatever value you want. I use 280 - ~ 70% of a real one (380).
Is there any documentation explaining how the music system works and if there are any avaible soundpacks? Some time ago the experimental versions came with 2 songs.
Also, is there a way to increase the crafting range so I can use a fire that is near my home instead of having to drag all the food with me?
[quote=“dreukrag, post:5308, topic:42”]For the people complaining about the funnels, just open Cataclysm\data\json\traps.json and look for the [tr_makeshift_funnel] and [tr_leather_funnel] entries. Just change “funnel_radius”: ## to whatever value you want. I use 280 - ~ 70% of a real one (380).
Is there any documentation explaining how the music system works and if there are any avaible soundpacks? Some time ago the experimental versions came with 2 songs.
Also, is there a way to increase the crafting range so I can use a fire that is near my home instead of having to drag all the food with me?[/quote]
So far as I know it’s run fromdata/sound/soundset.json. You can plug in additional tracks there and turn off shuffle if you want, though we don’t have dynamic music. Yet.
We need to change that music thing to make sounds depending on actions. Footsteps when you walk, gunfire when you fire, boom when boom, calm when nothing is around and the safe mode would not be triggered, and some other fight music otherwise. Zombie sounds when they attack and they die. Like in X@COM. That game had an awesome immersion. Is there a way to have like, “call sound” with certain events and commands? Or just normal music?
[quote=“KA101, post:5309, topic:42”][quote=“dreukrag, post:5308, topic:42”]For the people complaining about the funnels, just open Cataclysm\data\json\traps.json and look for the [tr_makeshift_funnel] and [tr_leather_funnel] entries. Just change “funnel_radius”: ## to whatever value you want. I use 280 - ~ 70% of a real one (380).
Is there any documentation explaining how the music system works and if there are any avaible soundpacks? Some time ago the experimental versions came with 2 songs.
Also, is there a way to increase the crafting range so I can use a fire that is near my home instead of having to drag all the food with me?[/quote]
So far as I know it’s run fromdata/sound/soundset.json. You can plug in additional tracks there and turn off shuffle if you want, though we don’t have dynamic music. Yet.[/quote]
Oh awesome! Can’t wait for the dynamic music. Are there any plans to include a gamelog, so you could have a 3rd party addon read it and play sound cues, like soundsense for dwarf fortress
[quote=“dreukrag, post:5311, topic:42”][quote=“KA101, post:5309, topic:42”][quote=“dreukrag, post:5308, topic:42”]For the people complaining about the funnels, just open Cataclysm\data\json\traps.json and look for the [tr_makeshift_funnel] and [tr_leather_funnel] entries. Just change “funnel_radius”: ## to whatever value you want. I use 280 - ~ 70% of a real one (380).
Is there any documentation explaining how the music system works and if there are any avaible soundpacks? Some time ago the experimental versions came with 2 songs.
Also, is there a way to increase the crafting range so I can use a fire that is near my home instead of having to drag all the food with me?[/quote]
So far as I know it’s run fromdata/sound/soundset.json. You can plug in additional tracks there and turn off shuffle if you want, though we don’t have dynamic music. Yet.[/quote]
Oh awesome! Can’t wait for the dynamic music. Are there any plans to include a gamelog, so you could have a 3rd party addon read it and play sound cues, like soundsense for dwarf fortress[/quote]
You read my mind, I was just about to suggest a Soundsense like solution. There’s the text that scrolls along as you do things there on the right, but I don’t think it’s external to the game (Like DF’s gamelog.txt). If there was an external log, I would think you’d be able to use Soundsense as is, and point it at the DDA Text file and change the triggers that make the sounds.
Does anyone know if the loot from scavenging bushes iss easonal? At the start of the game in spring I found loads of eggs and no wild veggies. It’s now summer and I find loads of veggies but no eggs.
I want to make some reptile mutagen but the egg supply seams to have dried up.
[quote=“Jack Slinger, post:5316, topic:42”]Does anyone know if the loot from scavenging bushes iss easonal? At the start of the game in spring I found loads of eggs and no wild veggies. It’s now summer and I find loads of veggies but no eggs.
I want to make some reptile mutagen but the egg supply seams to have dried up.[/quote]
Just something to think about with powerstations is when smashing things there alot of them explode, food for thought if a hulk happens to be chasing you through one
Yes. All seasons except winter can spawn eggs, it’s just that only 1 edible item type can spawn from a single forage and both summer and autumn have huge chances to spawn wild veggies and shrooms.
Relative probability of spawning a bird egg is 15, reptile egg 5, wild herbs 10, rhubarb (only spring) 5, but wild veggies 100 and shrooms 50. There’s also buckwheat at 5/10/15 in spring/summer/autumn.
So (unless I got something wrong) the chance of getting reptile eggs in autumn is 5 / (15+5+10+15+100+50) = 2.6% and that’s only counting the shrubs that drop something (depends on your survival and perception).