Sounds a bit painful, doesen’t it?
Farms should be larger. Like, much much larger. If you require at least 4x2 overmap tile worth of farm to sustain yourself, then the farms have to be much larger to feed the local populace.
Most of what is currently grassland should be some sort of a crop farm.
The infection system.
About a year ago you’d get spam-passed-out every 10 seconds after a while - which, granted, was ridiculously yet hilariously broken. Now you go from “normal” fatigue/tiredness to “exhausted” within 2 to 3 hours after being infected.
Having experienced a handful of infections in my lifetime - several degrees - I can tell you this is severely unrealistic. Seems like I’ll have to debug myself “infection immune” until someone actually works this out.
I personally think the debuff for fatigue/tireness in general need rework.
-first stage of iron deficiency be exhausted all the time
-same for cold or flu
I think the core issue that the debuff for fatigue/tireness starts too extreme
Slings are stuppendisly good weapons for how simple they are. The damage they do in game should be higher in the hands of a skilled character as it currently doesn’t compare to some of the information you can find (take the top of your head off, reaching speeds of 100 km per hour, doing damage though armor). You should also be able to make lead ammonition for slings since even the romans could do that. Another thing that makes them very usefull is the fact that you can throw grenades and other small explosive devices with them as well as molitove cocktails.
It is so true. I have used a shepherd sling but I was VERY cautious while using in out in the field. Sling is difficult to master but deadly. Romans had special tongs used to remove stones and lead balls from human bodies. Projectiles go deep into flesh. Imagine a human head after a headshot
i think its not so much the fatigue/tiredness is too extreme, and more that what you’re doing is always going to be considered extreme as far as labor is concerned… it may be possible to push through that fatigue and keep going (as seen in-game, with an increase in time spent) but eventually that leads to diminishing returns and you just have to rest. (which is far shorter of a rest time than in real life.)
i think the sling is balanced enough as it is right now, considering a vast majority of people wouldn’t be knowledgeable about its use at all, currently novices can use them effectively and masters cant use them as well as they’d want to (as opposed to novices not being able to handle them at all, and masters taking heads off). I mentioned it before in this thread but implementing some sort of proficiency system with weapons would be a plus, increasing the overall effectiveness of a weapon you’ve used over a long period of time, rather than simply discarding weapons for new ones.
Oh, one thing that’s always seems a bit too generous - off road driving should be rougher on your vehicle, especially light frame/small tire vehicles. Tires should take occasional damage, and the frame should take rare damage if your speed is too high, or if you’re just very unlucky now and again. High driving skill could reduce the frequency of this damage somewhat, but not completely negate it.
Likewise but to a lesser extent when driving over gear/corpses in the street. Bodies should also cause loss-of-control checks at all but very low (8-15km/h) speeds, making it more hazardous to just bulldoze your way through crowds.
Yes, but the standalone items can at least be made faster/more efficient than the vehicle mounted items, which should be faster/more efficient than the handheld items.
… besides full-stopping on a bush? (i know what you mean though)
i think before we think about that, we’d have to change up the terrain to allow for hills/valleys, as well as bumps and holes naturally… where a forested area may be completely impassable for vehicles and possibly even for on-foot, currently as long as your careful you can reasonably take a bike or motorcycle through
The road network generation ought to be overhauled before traversing open terrain is made more difficult. Currently it’s often impossible to get from one town to another by road without ridiculous detours because the road network generation doesn’t generate many of the roads that ought to be there (I think there recently was a PR to improve the situation, though).
Guts should be added. These should rot very quickly and should be removed when fielddressing. They can be used for food by turning them into sausage casings or by stewing them similarly to tripe or by grilling them with other (organ)meats.
that… uh… thats what offal is.
one would assume that most animals that can be field dressed would produce meat, organs (if not pulped or otherwise damaged) skin, sinew, offal and blood relative to the bodies size before cutting it up.
on the topic of butchering products, there should be recipes for salting or drying organs (such as livers) like jerky or dehydrated meat to make it last longer.
That would be really easy for someone to add, you know
btw, if someone has any hints about how to enlarge farms, I’d be all ears.
I’ll try fixing this sometime in the future, if noone else does it first:
Firetrucks should contain large tanks of water. Also, their sirens seem messed up (all red and all in middle).
There should be an NPC who is always named Jason. He lives in a hut that he calls “The Source”, which is in a predictable location that can be hard to find the first time, but easy once you know where it is. Likewise, talking to Jason is somewhat confusing until you get to know him - he speaks in riddles. However, if you can get used to him, then you can learn anything about how the world works, just by asking the right question. You can also ask him “please change the world”, which will make him follow you, on what he calls “a quest of metaphysical enlightenment”. If you git him to the Hub, and then convince its inhabitants of the change you want, you can modify how anything in the world works.
I’m really doubtful about the realism in that suggestion…
Fall damage should take into acount the size and weight of the creature. Something that is bigger and heavier hits the ground with a LOT more force than something that is lighter. This should result in bigger and especially heavier enemies having a larger percentage of their health pool depleted when falling dispite these enemies usually having more health and armor.
Is there a mod that makes shallow/deep water pits contain limited water?
edit: shallow water on map
In general, all terrain of a specific type is identical to all other terrain of the same type. This is a limitation in the game engine that will hopefully get adjusted after 0.F gets released. Until that change, it is not possible for the main game nor any mod of the game to have limited water for shallow/deep water, because those are terrain and there’s no way to store the limited amount of water.