What SHOULD be more realistic?

Well, then we’re down to the scale @mlangsdorf mentioned, which indeed is reasonable as a multi year project (although plumbing for neither fresh nor waste water is covered by those plans, but wells are available, and there is no simulation of defecation, so a working system for waste products isn’t really needed).

Yep, don’t think anyone’s expecting 100 percent realism especially if it starts interfering with other projects. Powering a city would add alot of new issues and benefits for players to enjoy. Raids, zombie hoards as the negative. Benefit would be manufacturing, agriculture, fuel generation, etc. Basically a whole new end game to enjoy.

You can essentially get that with the current base camps. Build up your camp, build “vehicles” for crafting and power, build the smithy for some manufacture, agriculture.
There’s currently no expansion that provides fuel manufacture, but diesel crafting should be a possible addition.
You’d need to have roaming zombie hordes to get and of those to attack, but then you’d also run into the reality bubble issue with them teleporting past your defenses when those defenses are out of range from your PC (i.e. on a mission or just not at that side of the camp).

Defenses should be realistic to. Heavily fortified positions defended by automatic machinegun turrets and a bunch of people with guns should be nearly impossible to overtake by zombie human wave tatics (just look at world war 1) at least as long as you have the munition and are able to maintain the guns.

when I did that it crashed into half of the vehicles that were on a road in the middle of a field (and got stuck trying to maneuver around the other half) and went at 20 mph when the vehicle was capable of much more than that. The vehicle I was using was not an oversized deathmobile, it was actually just a (very but with same size) modified solar car.

Certain activities such as rowing, tree cutting and mining increase your sleepiness and cost extra calories. This happens saperate from the weariness system which was ment to replace it. These have never been removed from the game which seems like a clear oversight. As you now basically dubble up your calorie burn both by the old motifiers and the new weariness systeem.

This is probably a small one, but military vehicles, at least Humvees, should have their basic issue items included. The big one would be the pioneer kit because it’s a combination pick, shovel, axe, mattock, hoe/rake. Having a method to keep them in a padlocked box would a nice, but not strictly necessary.


Here’s a photo of the kit issued with Humvees.

https://www.hmmwvinscale.com/hmmwvpioneertools.htm
And the link I took the picture from. The relevant pictures are at the bottom.

I spent a lot of time inventorying these, so I feel like they should be included.

Maybe chock blocks and drip pans too. Drip lans should accumulate water when it rains, though most probably start out with a little bit of dirty fuel. This probably gets into tedious meme territory, but depending on your dex, a little bit of fuel should spill when fueling a vehicle, but if you’re standing on a drip pan, that fuel gets captured and you can use it. A threshold for minimum fuel spillage will prevent having to use drip pans while transferring fuel from the drip pan. Not to say it can’t happen though.

2 Likes

You can pretty much assume that whoever abandoned the Humvee took most or all the basic issue items with them. That said, a low probability chance for some or all of them to still be with the vehicle would be interesting. Please submit a PR for that.

1 Like

It would be need to track the level of fitness in regards to strength and dexterity. We already have this for stamina and weariness. This would also allow us to simulate the longer term effects of something like starvation and reflect the pre-cataclysm differences in fitness between different backgrounds: a soldier already starts out fully trained, while your everage survivor would have small penalties becease most people are out of shape and some challenge senario’s like a patient that has been laying in bed for years would have massive penaltie’s.

职业技能从此会变得实用,就如同飞行员一样,但相比飞行驾驶来说这是可以学习的,因为并不复杂

Allow us to simply roast small animals instead of wasting time butchering them. Stuff like small mammals, reptiles and fish could simply be impaled on a small stick and roasted above a fire whole without the need to butcher them (exept maybe removing the guts).

6 Likes
  1. Put pipe and rock in inventory.
  2. Carry to light source to craft.
  3. Pound ends of pipe flat to make makeshift crowbar.
  4. Find out makeshift crowbar no longer fits in inventory, for some reason.
    What is realistic about this.

Check that the rock (Or anything else) isn’t taking up space in the pocket large enough to fit it. A makeshift crowbar has the same weight as a pipe, and a slightly lower volume, so you probably just ended up putting something else in that spot in the in-between. Likely candidate would be whatever you were wielding before making it.

edit: flipped weight and volume, fixed

Tried dropping everything, have 23.90L available, still says “You have no space for makeshift crowbar.”

Unless your playing on a very old version, the net L don’t matter as much anymore, that’s just the sum of all the individual pockets. If none of them have a max length of 60cm, and a 1.25L volume, then it won’t fit. Gone are the days of fitting a shotgun into cargo pants pockets. The makeshift crowbar is an awkward one though, its longer than a normal crowbar, and doesn’t fit into most pockets or clips as a result. I just figured since you picked up the pipe into inventory, one of the pockets has gotta fit it, unless you ended up wielding the pipe.

With that being said, I will ask what version you are on exactly. If your using an older experimental, its possible you caught a version during the item size rework. The default length for things was something like 3cm, so there was a period where taking a basic, unupdated item and adding something to it would turn it to an updated item, massively changing what inventory it’ll fit in.

Version is cdda-windows-tiles-x64-2021-07-03-0512, downloaded from Releases (cataclysmdda.org). And yes, the pipe was in my inventory, which makes the fact that the makeshift crowbar suddenly didn’t fit all the weirder.

EDIT: Guess that was it then, pipes are 3 inches long in my game and the makeshift crowbar is 23 inches. If only I still had Linux to compile the experimentals on.

The “pipe fits but makeshift crowbar doesn’t” issue has been in the game since the nested containers became a thing.

If it isn’t a Golf Bag, a Large Tactical Backpack or a Makeshift Knapsack, it won’t fit anywhere.

It doesn’t make sense that a 10cm Pipe being smashed to become curved ends up becoming a 60cm Crowbar either. So one can probably assume that the MS Crowbar should 6cm long, not 60cm.

The pipe doesn’t actually have length data in its item definition, just volume (1L) and mass (1250g). So the game tries to estimate the length based on those figures, but often gets them wildly wrong (the 180cm dragon qiang in my Recipes mod comes out as 11cm, for example). However, if the pipe is 60cm long, then that would make it 4.61cm diameter (about 1.8 inches), closer to conduit than pipe, and probably pretty much useless as both weapon and crowbar. Probably more likely it’s 3" diameter, 22cm long.

Here’s a fix for it.
https://www.patreon.com/posts/54249545

Pipes already been fixed to 60cm in recent Experimentals, so that fix is already moot, just update. A 6cm prybar would be wildly ineffective against the things we actually pry in game, crates and doors. Even moreso than the prying 1 already is :stuck_out_tongue:

Still benefits anyone playing stable. And it’s the same size as a commercially made clawbar, and larger than a claw hammer.