Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
action commands
remnants of like the military or police that can work with you or be hostile
ways to train survivors
maybe base commands for npc's to wander in set areas.
just dont rush yourself man.
I released a inventory management system yesterday. I will continue to improve it, since it is a bit unpolished, but it is definitely usable, with the reservation that items from some mods might be incompatible.
What kind of action commands? Can you give some examples of what you have in mind?
Military and police factions are in the works. Military is kind of added, but in a bit of a hacky way. They will be the first step towards NPC Faction.
Train all survivor skill? Or physical exercise? Can you elaborate on how you'd like this to work?
There is a similar feature already that is called Scavenging. It is an activity that you can send out your npcs to do which means that they will scavenge inside a 50x50 square. It is currently a bit broken (especially in metaverse) and needs to be overhauled and improved, but that is also in the works. Or do you mean that they will not have a home/safehouse and will just wander around (semi) aimlessly?
If you have more ideas and want more direct contact with me to discuss ideas, feel free to join the Discord[discord.gg] and make suggestions there.
train skills like how their carpentry goes up if they do it more like how a player's skill goes up
ways to join the military faction if your like job as a character is military like the insurgent mod
I've looked into it a bit myself, and I believe it would take some time. Don't hurry yourself and burn out, please.
Something that survivor mods lack are weather-reactive NPCs, from my personal experience. And it's pretty important, for the sake of realism.
What I mean by this? an NPC will care about the weather, like any reasonable person. When it's winter, said one will look for shelter in buildings, alongside appropriate clothing (jackets, coats, gloves, hoodies, etc.), And catch a cold if the task is failed, die, even.
Or, when it's hot in summer, the NPC will refrain from said wares, opting for lightweight clothing with little insulation - tanktops, shorts...
Featuring this into your work would be pretty gentle.
As @Blondie said, don't rush yourself.
If you'd like me to elaborate further about the topic, I will do with pleasure.
My best regards.
@RealDude This falls under survival behaviors mentioned in the road map. My goal is to support e.g. Cryogenic winter.
To make development of this faster, I think I need to figure out how to correlate insulation and other parameters with the temperature, so the npcs know what kind of clothes they should be looking for, and also how this should work in the metaverse.
If you have any suggestions for how this should work, I am eager to hear your ideas.
Perhaps, accordingly to the temperature, you should determine how desperate they are for clothing, if that makes sense and is possible.
Something that goes by these lines:
22 - 20 Celsius = uncomfortable (would rather stay indoors, wears heavy clothing if possible).
20 - 17 Celsius = risking a cold (actively looks for heavy clothing, avoids going outside)
And so on.
Plus, the type of clothing the NPC looks for could be determined accordingly to the insulation and heat value it has, if that exists. Doing something by this line will also guarantee compatibility with any clothing mod.
Step 2 in the road map is npc survival behavior, which encompasses what you mention. I am still working on combat to make it solid, and after that I will move on to survival behaviors. Defecation and First aid overhaul will not be prioritized. The vanilla scope is already a bit too big, so I don't want to make the scope even bigger. I am however designing an API, so that the authors, or maybe an enthusiastic fan, can add the compatibility themselves.
Some factions will have custom dialogue e.g. soldiers, EMTs, prisoners etc. I am skeptical towards a ranking system, because it is very easy to implement this in a way that makes it kind of stale and I want it to add value. Do you have any suggestions for how this should work?
There will eventually be some kind of quest system, but I haven't decided exactly how they will work or how it will look. One idea that I really like is an idea that MrAtomicDuck featured in an old Youtube video about npcs where npcs get id cards. You can then get quests to find a loved one e.g. by finding their corpse and bringing back their id to their loved ones for closure. Alternatively, you could be tasked to kill someone and bring back their id as proof that you have done the deed. I think that could be really cool. Besides that, I'm pretty open to ideas.
I will not add compatibility with shortwave survivors, but rather implement something similar myself. Because of how this mod is implemented, I think this approach will be easier.
First of all, there is no way for us to view our NPCs moodles. I had no idea one of my NPCs were Exhausted. They didn't point out or state that they were exhausted. So they were unable to run away and they all died. There needs to be some way to view all their moodles. There is also a bug right now where they will repeatedly hop high fences over and over which drains their endurance.