What SHOULD be more realistic?

There is autotravel which works in vehicles.

In perfect condition yes, which for a vehicles in a turn based game is impressive in and of itself.

Interesting. I’ll see how it works when I can, I’ve been on a hiatus from playing this game for months (maybe a year or so) so features like these slip by.

That’s why I decided to gloss over the land vehicle part and primarily focus on airborne vehicles. Anyone with some experience driving in the game knows the obstacles of driving and the problems of implementing this feature as a result.

Things like fuel considerations, do we generate the route dynamically in real time or do we make it like Fallout 2’s map travel system with random encounters? Do we just teleport you and the vehicle like how we do with over map travel (but include the vehicle) and deduct the amount of fuel used to travel (or use up all the fuel to get close to the destination), how do we implement discoveries on the over world map? How and when should we warn the player of danger or needs like hunger or tiredness, will we code detriments for driving tired? And so on.

Airborne vehicles are way way way more simpler in comparison, you just drive at a positive Z-level which is literally just empty space at 220mph pressing “.” Every second looking at nothing but blue empty tiles. No real obstacles or anything, the only real thing you need is “teleporting” the vehicle and player to the respective overmap tile and have a fuel consideration in respect to that. Maybe manual landing as well.

But I guess helicopters and the like need to be polished obviously before any of this is taken into consideration, to polish things out and eventually allow PC made airborne vehicles and prevent stack overflows from going on a Z level that’s too high.

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I would like to add that a system that allows the player to just fast travel with or without land/airvehicles abstracted to the level of just teleporting them there and having the chance for encountairs/obstacles along the way. Then consuming fuel, calories, food and water and increasing time and weariness and based on the route taken and mode of transport could also be used for NPC’s and various factions to for more realism.

Gaint insects being cold-blooded should be impacted by ambient temperature and either become faster or slower.

Replacing bicycle parts should not need welding equipment.
I mean, I found a bicycle in game in a junk yard with a busted front wheel mount. I took off the wheel and mount, found a replacement mount and went back to install it, but can’t. Need a welder. Why?
Fixing it requires welding equipment, which is perfectly fine and reasonable. But I spent years of my childhood living above my parents bike shop, and they just needed basic tools to put a bicycle together, including attaching the wheel mount to the frame. Going by the tools they needed, installing a bicycle wheel mount should need a screwdriver set or multi-tool at least, at most a toolbox or workshop toolbox.

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The vehicle logic applies to all vehicles, including deathmobiles. The “wheel mount” of a bicycle would be the part of the frame to which you attach the wheel, and that part is not really a discrete component in the real world for a bicycle. If, however, that part of the frame was somehow snapped off, you’d need welding to attach a replacement.
The nave of the bicycle wheel is part of the wheel, and not a discrete component in the game, and I suspect you expected the mount to be the nave, in which case I agree you wouldn’t have needed welding to attach it. Bicycle and motorcycle wheels differ from larger vehicle wheel in that they have a nave that sort of contain the axle and so have very simple mounts that are part of the frame, while larger vehicles have abstract axles onto which you attach mounts to which you attach the wheels.
The finding of a bicycle with a destroyed mount is basically an artifact resulting from the vehicle framework logic in the game.

I actually read something similar to that in another couple comments, just didnt mention it. I did have one question regarding this however, how long exactly will the grid power be on? how about water? is this going to be a project zomboid sorta deal where you have a 2 week grace period of free water and free power? what about lighting fixtures in generation? a complex problem for something that seems fairly simple.

The “furniture” power network isn’t going to be the infrastructure one, but rather networks you build yourself to power “furniture” appliances from your power sources. Thus, you’d disconnect the stove from the broken infrastructure network and hook it up to your network instead.

Remaining/restored infrastructure facilities is something completely different. I’d expect the power to go out in the first day due to infrastructure damages that result in short circuits (cars and zombies taking down power lines, fires, etc.), and probably cascading shutdowns as transformers are overloaded, resulting in rerouting that overloads further transformers.
Logically, the water supply ought to work for some time in most places until the water towers run dry, but ruptured pipes (again, rampaging and fires) may well hasten that process.

The power/water/sewage grid is gone at the start of the game. Some people consider the final collapse of the power grid to be the event that starts the game. There’s no plans to change that.

There is an intent to allow you to establish a zone across a reasonably sized building (up to 3x3 or 5x5 OMTs or so) and spend a certainly amount of effort and supplies to isolate that building from the remains of the power grid and attach your own solar panels/wind mills/combustion generators and batteries to it. Then you could attach stand-alone appliances to it.

But in general, having a powered home base would a special thing, and 98% of the buildings in the game would remain unpowered terrain and furniture, instead of being a relatively memory and processor intensive facility with appliances.

So what would be the remaining 2% be? Stuff like labs, bunkers and military instalations running off of their own nuclear generators?

It would be the buildings that you specifically turned into a facility as I described above.

Theoretically, would it be at all possible for you to restart power to a city? Like fully late game sorta idea, requiring a lot of time and effort, but would that still be possible?

No, see Frequently Made Suggestions ¡ CleverRaven/Cataclysm-DDA Wiki ¡ GitHub.

I’d like a 9 encumbrance on my torso to not throw me off balance. Lol are you kidding me with that? Has anyone ever fallen over awkwardly while wearing a few articles of clothing? That type of thing should be at a higher encumbrance. Harder does not mean better.

I say if you gather enough qualified NPCs you should be able to revitalize a city completely. It’s not like skilled technicians just completely forget how to run a plant just because of zombies. It shouldn’t be easy, but definitely not impossible. Of course, you better build some fortifications. Bandits, aliens and zombies would be attracted to shit like that.

A city is a large place. To “revitalize it” you’d need to repair the power grid, which includes fixing all the breaks and short circuits and cut if off from the national grid in all places, build a power plant from scratch, repair the water plumbing (fixing leaks, cutting off supply to locations outside of the supported area), build a water treatment plant (as the previous one probably was far away), and then repair the sewage plumbing in a similar fashion, and finally (or, probably, first) build defenses around the “city” to deal with zombies, bandits, and aliens.
And that’s just what you’d have to do in the game. Before that, you would have to add code to the game itself that allowed you to do the above, which, among other things, would require you to replace the reality bubble with something that would, as a minimum, stop enemies to just teleport past defenses.

Thus, your “skilled technicians” wouldn’t just have to run plants of kinds they probably haven’t had anything to do with previously, but also build those plants from scratch, while also operating heavy equipment to dig up cables and pipes to repair and replace them, while simultaneously operating a guard rotation scheme.

Not to mention that one should take the regular maintenance of the whole thing into account, too.

I could see it being done if you buddy up with one of the more powerfull factions like the old guard or a unuseally large, powerfull and organized group of raiders. You might also be able to get your own faction up to a point that you could electrify your own base and fix/rig together your own plumming. But you could probably only get to the level of a small to medium town over the course of several years and if your faction is succesfull enough to get recruit the manpower and get the resources recuired to do it and succesfully protect it from those who wish to take it from you.