What's Happening in YOUR Randomly-generated Apocalypse?

Am i gonna have to report this one? -w-

Now there is a prompt saying how low is your chance of improving the item. It informs you with objective numbers that you have 0.0% of improving that t-shirt and are just practicing sewing on it. What other warning is necessary? Periodic “you are practicing sewing, you won’t reinforce that thing, your skill is too low, stop wasting time”? An expected time to achieve the goal with expected thread consumption?

There are lots of time wasting activities in DDA. Crafting leather gear, reading books by inadequate light, butchering every zombie slaughtered, grinding survival by lighting a piece of wood in the water, dismantling rags, digging with a pickaxe, crafting hardtacks, etc.
Trying to get through the game without figuring out that sometimes you have to let go will not go well.

Hmm. Having a prompt for it does seem to be a good idea, yes.

Though when dismantling rags becomes an essential source tedium, something has gone wrong. I’ve still yet to test whether the sewing changes you implemented have worked out to faster sewing. Will have to do so.

[quote=“Random_dragon, post:11163, topic:47”]Hmm. Having a prompt for it does seem to be a good idea, yes.

Though when dismantling rags becomes an essential source tedium, something has gone wrong. I’ve still yet to test whether the sewing changes you implemented have worked out to faster sewing. Will have to do so.[/quote]
Maybe a machine that uses batteries to disassemble rags to threads? a reverse sewing machine if you will.

Hmm. That seems kinda pointless. As I continue to point out, realism needs to be balanced against what it adds to gameplay.

If dismantling rags is something essential, that thing that is wrong is most likely your playstyle.
If the starting 8 long strings in the shelter don’t get you to lvl 3 in tailoring, you must be trying to fail intentionally. Then you can craft and dismantle the short ropes, each of which provides enough thread to do any sane tailoring project short of wearing 2 long knit scarves (for example, because you want to peck zombies in the winter).

And what if you aren’t starting in a shelter?

And in related news, apparently it is flat-out impossible to repair a barely-scratched backpack at level zero tailoring skill. Though I guess if you assume level zero is “herpderp how is needle thread” then I guess that makes sense. :V

The most complex thing lvl 0 lets you do is sewing a bunch of rags into a roughly foot-shaped bag you can then call a sock. With this skill level, you could try to sew on a rag that would roughly cover a hole, but likely in a way that would do nothing good to the backpack in the end. The thread would fray, the rag itself would quickly fall apart when stressed etc.

But if you keep trying, you will gain that lvl 1 and possibly figure out what to do before you completely wreck that poor item.

OK, LMOEs could use some sewing supplies. A survivalist should be aware that clothing doesn’t last forever.
Wilderness starts are wilderness starts. There are no video games, toiler paper or sewing supplies in the forest.

Maybe. Personally, in most scenarios rags will be infinitely easier to obtain than strings. I would be in favor of reducing the time needed to 75% of its current amount, maybe.

And…hmm. The thing is that it’s hard to visualize just HOW MUCH damage accounts for a single level of damage. I can admit from personal experience that patching up a genuine hole is a pain in the ass, but a simple tear is something even I could manage to fix. XP

Eveen if you are not starting in a shelter, there is always a lot of strings around. Almost all windows in game give you long string after breaking it, eveen if there is no “curtains” interaction.

Meanwhile in my world. I found “Robots for fun and profit” recently and parked up next to a small power substation (electric parts Klondike). Creating the army of manhacks.

And yet for every long string you get from that, you get 2 sheets, each yielding 19-20 rags. So rags are still the more readily-available source of thread even by that logic. ._.

Day 15.

I’ve almost cut and bashed a path through the forest yesterday afternoon (I don’t have enough lighters and besides, I don’t want a forest fire). I think I’ll give it one more day, there’s only a few trees left to bash since the cart gets stuck on the foliage.
In other news, I went to the western town the long way and not only looted another house but found an intact RV on an outlying road (but low on fuel) and an electric sports car in town.

I’ve also found a hacksaw, but I can’t recall what I wanted it for. That’s what you get when you have to take long breaks from playing. I think it had to do with vehicles, but there’s quite a lot of them around and some are fairly nice - a SUV sans wheels to the south of the shelter, a luxury SUV at the edge of the northern town and an electric car, a Humvee with a broken engine to the far north past the town.

Playing on 2.5 zombie spawn + hordes + size 10 distance 2 cities + 2.0 evo rate. The “playable area” is quite limited - cities are densely populated so driving through them is a problem.
Despite the huge cities, I haven’t seen a single library so far. And it’s winter already, meaning hulks and predators.

The slime pit had a shoggoth spawn. It is eating up any zombies that spawn nearby.

Antibiotics are happening. And then I woke up.

Specifically, if you start infected, you have to acquire some. I have not had much success lately.

RNGesus was kind and somehow managed to spawn an infantry fighting vehicle and one of Noctifer’s borderline crazy survivor RVs within relatively sane walking distance of one another. Step 1) Grind to repair/install point Step 2) Fuse the two into some sort of insane first season deathmobile Step 3) Make nearby ant colony suffer. Step 4) Never be hungry again

Created 20 manhacks. Now I surrounded by a swarm of this things when raiding the town. They killed zombie hulk in 4-5 turns. The only threat for them for now it’s shoker zombies and shoker brutes, cuz their zone-electrocution kills my poor buddies in one hit. But they very easy to rebuilt. To create inactive manhack from broken one you need only a few additional scarps.

Spawned a new game in the latest expi. Triffid grove in the city. Well, it the corner of the city, where a house could have spawned. As a result there is a massive triffid/zombie war right outside my door, and Im still naked, its still night, there still a flurry of snow falling, and believe it or not I like my odds more than usual.

Became a Cenobite Prototype, spent the night cauterizing myself for fun. Life is good as an medical anomaly. Schizophrenia, constant mood swings and chemical imbalances are insubstantial when compared to the benefits.

Enjoy having your stats still near zero in the morning. Unless Cenobite counters that. :V

[quote=“Random_dragon, post:11171, topic:47”]And yet for every long string you get from that, you get 2 sheets, each yielding 19-20 rags. So rags are still the more readily-available source of thread even by that logic. ._.[/quote]But at this point, the argument is pointless. You have enough string, thus, enough thread, right? :v
The question is whether you have enough thread, not whether rags are a better way of getting it.
If anything, rags taking so long to take apart while being so common is exactly what makes their quantity of occurrence rather pointless when considering it’s viability as a thread source. String and rope (you can get string from smashing seatbelts out of wrecked cars, did you know?) are your best ways to do it because they’re readily available, and easy to disassemble.