What SHOULD be more realistic?

I’ll need to seriously delve into the bike rack code at least. A week ago I got a cart permanently stuck onto a rack, and now I have motorcycle with 2 racks that cannot rack anything :rage:

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By help files you mean doc/VEHICLES_JSON.md? Are there any other?
By wiki you mean Vehicles - The Cataclysm: Dark Days Ahead Wiki? Any other pages going into more detail?

But help file I mean the ingame help accessible through the menu and contained in data/help/texts.json.

And by the wiki I mean those pages on the player wiki, along with stuff like the long write-up I did on engines. Poke around a bit.

But the main source of how the game works is the code.

Ok, I’ve read through that. Any docs on bike racks in particular before I dive into code? I’ll try to fix some stuff there first.

The bike rack use action is in src/vehicle_use.cpp and relies heavily on the merge and split logic in src/vehicle.cpp. I think those functions were adequately documented when I wrote them but various people have written fixes in the last two years and may or may not have improved or worsened the documentation. You’ll need to read and ask questions.

The biggest undocumented gotcha is that all vehicle positioning depends on tilerays, and the tileray transformation is not reversible. You can calculate for mount point A and vehicle position B and facing C the absolute map square location of A as D; given D, B, and C you can’t reliably calculate A.[1] This makes merging vehicles kind of tricky and is a huge reason for why each bikerack only supports a single tile.

[1] If C is a multiple of 90 degrees, it’s possible, but it isn’t for any other angle.

and now I have motorcycle with 2 racks that cannot rack anything

Without looking into the code, I’ve compared the save files between known good racks and these two, and the only part of the bike_rack id object that differed was the “flags” object. In working ones it was 0, for the motorcycle one it was 8. I’ve set both from 8 to 0 and now I can use these two racks again.

Honestly, I’m wanting things like gloves/socks/shoes/etc to not come in “pairs” as a single item, and instead have there be left/right individual items that only fit on one hand/foot. Adds both realism and fun ideas for roleplay, too. Like, wearing mismatched shoes because one of them is your “lucky” shoe in character. Or wearing asymmetrical armor, because that’s cool sometimes. Or, maybe an archer would have a fingerless glove on the hand they draw the bowstring back with, and the other hand fully gloved. All sorts of ideas…

Allow us to use more things as drugs. Think getting high off of the fumes form diesel or gasoline or sniffing glue.

It would be nice to have the frequency of random corpse spawns and mass graves lowered as time progresses. Since the corpses should have either revived and wondered off somewhere or they should all have rotten away. This would also make it slightly less annoying to explore a year into the catalcysm and still have to deal with random hordes in the middle of a nowhere.

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Can there be wind speed in the building? When I open any opposite window, there should be a little wind blowing in. I think there will be some changes to the smell diffusion and some facilities.

Another thread discussed odor and health, and one of the core devs mentioned that currently odor diffusion is just a cloud, whereas it really ought to be a cone, so I’d expect the odor diffusion model would have to be updated before any introduction of draft would have any effect on it (I don’t know if draft is implemented, but I’d guess not as I don’t think there’s anything the game has implemented that would make use of it).

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I’ve got another idea. Eggs. Specifically, somehow including eggshells, egg whites, and egg yolks. I’m unsure exactly how to implement it, but one thing I do know is that, IMO, the mutagen recipes that use eggs should specifically use egg yolks, since that has the relevant genetic material. Also, some cooking recipes could just use the whites, like, say, Meringue cookies.

I believe it’s fairly straight forward (although cumbersome) to implement as JSON only changes.

  • Introduce the egg components in the appropriate JSON file (note that you’d probably need one set for each kind of egg in the game).
  • Introduce a set of crafting recipes to split eggs into their components. I don’t know if you need a separate recipe for each kind of egg or if it’s possible to make one that can take any kind of egg and produce the appropriate species related components. I suspect you’d need separate recipes, though, as recipes tend to produce a single result, and I think byproducts have to be fixed.
  • Go through each and every recipe that uses eggs to determine whether eggs should remain in the recipe or be replaced by the yolk or white (This is the cumbersome part). Unfortunately, I don’t think the system allows you to specify the usage of only the part of the egg that you want and discard the rest, although I guess some recipes should allow usage of either the whole egg or the yolk.
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I remember some recipes having “waste products”(don’t remember exact term used in-game) so maybe it could use a whole eggs, then leave unused parts as that.

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Recipes can have side products (I don’t know what the proper term is either), but I doubt they can be conditional, i.e. e.g. give goose egg yolk as a side product when using goose eggs in meringue, but raven egg yolk when using raven eggs, and nothing when using egg white (of any kind) directly.
I suspect that you’d have to code additional logic to allow side products to depend on what was input in one of the ingredient selections.

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I always have a lot of ideas to tell you.

—More terrain? Snow, desert, wetland?
—Track?Vehicle driving, water ripple?
—Depth?Shallow water 0 to - 1, deep water - 2 to - 3, lakes - 7 to - 8, the sea - 10 (the layer here can be understood as the depth from the surface 0 down, and there should be signs that the depth gradually increases to the center, surrounded by sand or wet soil).
—Architecture?As we all know, from the industrial age, urban buildings generally have more than two floors. According to the items in the game, I believe it is an overhead modern, there should be many standing buildings (large shopping malls are a good example, modern, beautiful and real).
—Green plants?The sidewalks on both sides of the street may be too open, add a little “natural”?
—Lights?There will be enough lighting in the city within 7 days after the disaster starts, and the emergency system will be automatically powered off (nuclear power) after 3 days without care. At this time, only solar or other natural energy supply equipment can be used until 2 years or more later ,For example, advanced street lamps(wind and water may be damaged in a few months, because there is no maintenance).

I want to express my opinion, but the rationality needs to be confirmed😀

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  • Snow: Giving snow an actual effect would be nice. A fair bit of work to introduce the problems caused by moving through/over snow, though, as it affects everything that moves without flying. Ice forming on water would be another winter factor, but it then would require modeling of when ice breaks under the weight of creatures and vehicles.
  • Deserts: Are there any deserts in New England? Could obviously be useful as support for mods set in other locations, or options to set the base game in a different location, if that is introduced.
  • Wetlands already exist in the form of swamps.
  • Tracks: Only adds display overhead currently, as only the PC moves about in vehicles. It would be useful in a future where NPCs move about in vehicles as well, at which time you could use tracks to, well, track them.
  • Water depth: Makes sense, but probably not particularly useful until there are actual things to do down there (such as e.g. recover things from a sunken (not disintegrated) vehicle). There would ideally be other things of interest at the bottom as well, although I can’t come up with any examples.
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Things to be found in water? Golf balls. Golf clubs. Golf carts. Enraged Golfers (armed entirely with badly damaged clubs, can be befriended by adjusting their score through the debug menu. Befriended Golfers speak in calming tones allowing sleep when not tired, they won’t provide quests but tip very well).

Doesn’t that make diving meaningful?
If this project can be realized, we can add a new value - Underwater atmospheric pressure.You can’t go deep into the sea without a diving suit.
Maybe it can also make the mutant gill get just the right withdrawal.

hey this is the realistic suggestions thread not the terrible suggestions thread!