This is a very good idea. It would make early morning exploration more desirable.
Batch crafting certain foods should not take so long.
One boiled egg take about 10 minutes to craft. Two boiled eggs take 12 or so minutes.
Instead batch crafting should have a Max batch limit depending on the cooking pot size. Example: A regular pot can cook 10 boiled eggs so you cook 10 boiled eggs in 10 minutes. If the amount selected exceeds 10 then it takes 20 minutes.
This applies to dehydrating/smoking food too. A food dehydrator can usually hold multiple levels of food to dehydrate at the same time. Why do I need to babysit my food dehydrator while itâs doing itâs job?
Make it a construction and make it work like the charcoal kiln. This should apply to charcoal smokers too.
Also we need a Hotpot recipe or a Custom Stir Fry recipe.
Another request for realism. Add the option âDrink till slakedâ. The need to hit 3 buttons multiple times until my character is satisfied is a damn hassle. E>Select vehicle tile/water heater>d/2 then repeat until character is satisfied⌠a character with high thirst takes a while to satisfy.
The technical problem is that food crafting doesnât take pots into consideration beyond checking thereâs on available, but it certainly would make sense to have the pot size as a factor. The time it takes to cook a batch of eggs (or other things) also depends on how much mass you need to heat up, and in the case of eggs one layer requires considerably less water than a second one.
The charcoal smoker construction is passive, i.e. shove fuel and food into it, lit it up, and you can remove the processed food 6 hours later. The problem with tools (such as the dehydrator) is that the code doesnât support passive tools in a useful manner (you have to change items between active and passive variants, such as e.g. flashlights). Note that vehicle parts do support passive actions (such as vehicle mounted washing machines, dish washers, and autoclaves).
The above is not intended to say the suggested improvements arenât useful, only to indicate why theyâre difficult to implement with the current code.
Drink till slaked doesnât have anything to do with realism, as it doesnât change the functionality. Itâs merely a convenience (which is useful in itself).
Eating certain fruit and veggies should offer to give you seeds with a time and calorie penalty.
Gun combat still feels very badly out of whack, and has for as long as I can remember - mostly because they take almost no factors into account other than the attackerâs skill and the gunâs dispersion. The rest of the world seems irrelevant. All targets are treated as if they were just paper circles at the firing range.
This means there are basically no options for engaging a gun armed target other than out-ranging it with a sniper rifle and high gun skill. Any other classical approach - smoke, stealth, camouflage, evasion, cover, etc arenât considered, so most of the real techniques for dealing with ranged attackers donât exist in CDDA.
This is the opposite of real life, where shots against covered/evasive targets at any substantial range have a very poor chance of hitting - even for a skilled sniper. Stealth, cover, and evasion are all decisively important for gun battles - usually far more so than your gunâs dispersion, absolute range, or recoil, which are the only factors you really need to consider in CDDA.
Do any enemies in CDDA - including NPCs - suffer any pain or combat disability at all other than explicit stuns? Iâve never seen them suffer apparent combat disability the way your survivor does.
Thatâs fine for the zombies and blobs of course - but it does not seem at all right for animals, humans (feral or otherwise), Mi-go, insects, or even Robots. All of these should see their abilities degraded by injuries and damage to much the same degree as the survivor.
Maybe they are? But my impression and anecdotal experience has been that they donât suffer degradation at all from injuries.
Thanks for the reply.
A simple implementation would be to just ignore pot size and just set a limit. Or maybe just make it depend on boiling quality? Or would that be containing?
I guess just implement a Vehicle Meat Smoker part. Or turn your car into a smoker.
Think about the times people are so thirsty they just stick their heads under a faucet and down as much water as possible or the water fountain. Iâve also done such a thing IRL before. Didnât want to use a cup hehehe.
In the most recent stable, they only really suffer two (or three depending on how you count) penalties from combat. They can bleed out (only theoretically, they can apply pressure to their own wounds by standing still which essentially makes them near immune compared to zombies) and they can have their limbs broken. This can, I believe, slow them down if you break their legs (not sure) but it can also disarm them or disable their ability to use guns if you break their arms. Considering that you didnât know this, itâs pretty clear that the average player almost always kills NPCs before breaking any of their limbs.
There is no vehicle smoker part (and you donât want the smoke inside a vehicle anyway), but the furniture one is reasonably easy to build (I think it took 1½ hours, using something like 8 stones and 8 planks, using some reasonably low skills, Survival 3, I think).
I build 3 of these, as youâd need more than one for a large kill (I think 3 is enough for a moose), and drying fruit/berries/cereals require a lot of capacity.
Been trying to work on that in my recipes mod. I changed the recipe for clean water, so the initial time is longer (10 minutes to bring water to a boil + 10 minutes to make it safe to drink), but increasing the quantity has a minimal effect on the time required. Itâs still not perfectâ1 unit of water is 250ml, which would boil dry in well under 20 minutesâbut itâs still a lot more realistic. Most of the other recipes are similar; increasing quantity may increase prep time, and slightly increase cooking time up to a point, but for the most part, a recipe takes roughly the same amount of time to prepare whether youâre cooking a single serving or a large batch, with some obvious exceptions like sandwiches.
I also tried to create a steam distiller furniture item (functionally identical to a whiskey still, but larger volume) that processes large quantities of water without needing to be constantly attended, but I havenât found a way to make it function yet (or at best, it works identically to the charcoal water purifier).
For pure water I aim for the FOODCO kitchen buddy vehicle part thatcan magically purify any amount of water (well, the largest tank is 200L) instantly. Ideally, that should be a passive over time process (once activated), but you can pretend it actually done over time.
A furniture passive (once activated) purifier would be a good addition to the game. Iâd probably try to look at the charcoal kiln furniture to see if it can provide any clues. Iâm not sure distilling water would be the best way in reality, since the water gets too pure (no salts, etc.), with a boiler with a timer would provide the same functionality as when the player purifies water through boiling.
This would go for other humans and maybe for migoâs as they seem to have a equivelent to guns. But
non of those things go for zombies (exept a few specials) as they move predictably in a straight line towards you. Even someone just proficient with guns should be able to quickly follow up and hit zombies reliably given that the movements of a zombie are so easy to predict.
The charcoal kiln was my primary inspiration for this (that, and taking a huge amount of damage while making clean water on the stove). A boiler with a timer would work well, for sure, but the point of the still is simplicity; it can be made with 3-4 tanks, a length of pipe (ideally copper), a hammer, some wood and fasteners, and something to make holes in metal. Could be made better with a welder and a tube or pipe bender, but can be made functional without those.
Also want to add an even simpler solar still, though thatâs a slow way of getting clean water. But all it needs is a sheet of plastic or something similar, a bucket, a few rocks, and a pit.
You can craft using a stove without standing next to it (I believe you have to be within 6 steps for crafting resources to be available), to avoid heat and smoke damage (but donât let that deter you from improving the game!).
Good to know. Seems to be 5 tiles. However, you need to be within 2 tiles if you donât have another light source, and that apparently is close enough to take damage (as I experienced with that character).
Fire damage is also increased by more fuel burning. If you just burn one 2x4 at a time, 2 tiles should be OK. You can also take off armor and such to help keep you cool if your crafting for a long time.
Well, that convinced me to try the experimentals again. Now I found out that the latest experimental has the âAdvanced inventory canât be used to move items from player inventory to ground. #50430â bug. God damn I want to install Linux and rejoin the debug team now.
- World versimilitude/atmosphere/detail
- Skill requirements
âŚ1⌠A percentage of houses that are fully stocked, for the population that turned while out of the home.
A percentage of homes fully stocked but with damage/blood and bodies for the population that got surprised while at home or didnt react fast enough/took it lightly/tried to wait it out.
A percentage of homes half-stocked and with scattered furniture/junk, together with a percentage of vehicles with decent loot in the trunk, for those that left at the last minute.
A percentage of homes nearly bare, with or without bags of loot nearby/inside to represent those who were prepared but didnt make it.
A percentage half boarded up, et cetera
Ideally each location should from outward appearances tell you a little story of what happened there.
If buildings can be single out and unoccupied floor tiles checked, random % of objects or items could be moved/removed? I think versimilitude would jive with however messy it is to implement.
âŚ2âŚ
Recently learned putting up a curtain with a hammer and nails was Tailoring of all things.
Sat down on another play and braided grass into thread just for lulz and found out a couple tried leveled up my tailoring.
Seemed really backwards.
A simple tool onto a simple object for an intuitive result should not require any training, like nailing up a curtain the same way one hangs a picture.
Complex patterns and chains that have to be followed to McGuyver something should.
Reccomend first linking the right skills to the right tools used, ie the hammer is not a sewing kit.
And also lowering/bumping skills based on what we do naturally everyday withouy training vs what people usually have to youtube or ask people to figure out (i.e. making effective cordage from stripped plants)
OTHER THAN THAT
I really enjoy the depth and reasonableness of the game as it is, I havent really found myself wishing I could do something unavailable or thinking things should be different. The other things I might comment on I saw were already in development so not worth mentioning.
- Youâll find some houses with rooms blocked off by furniture. Youâll also find houses boarded up, with or without traps inside.
âTurned Onâ Combat Exoskeleton should be less encoumbering then âTurned Offâ one. As it for now, turning Power Armour on is just turning on climate control. Rediculous, but Salvaged Power Armour with AEP Suit is way better.