Feedback on 2.5

I don't know why, but I get random CTDs and even full computer resets (at times) after playing for a while.
Other times I can keep going for an entire session without any issues.

Anyone of you techies can figure out what the issue could be? :unsure:
My guess is that there is something "unstable" in the experimental, since with other games I can play most times without any issues.
You can check your event logs from Windows to see what the cause of the crash is. See if it's memory, GPU, hard drive, etc. Updating drivers may help if it's GPU. Changing settings may help as well. If you aren't letting Windows manage your page file, and you have it set too low and are running out of memory, that might cause crashes. It's just not easy to really know the cause without any details. :)

I just assume it fills up so quickly do to how often it rains lmao
Yeah. People complain about it being called a dew collector and passively collecting water instead of getting a bunch whenever it rains, but you can just consider it a mix of the two. It gets water when raining and also passively collects it even when not raining and the overall speed you get water is based on how quickly those processes happen on average. Personally, I prefer getting water at a constant rate rather than a bunch when it rains and then having to wait until it rains again before I can get any more. So I'm content with the dew collectors as they are. Change their name to rain collectors if you want. To me, the name doesn't matter.

Having no jerry can doesn't make your character unable to interact with the gas in the barrel.
Having no jar makes your character unable to interact with the water in the lake.
Yes, but they could have easily made it possible to gather water from a lake and boil it into jars without needing empty jars. It could have been done in many ways. Even just making it so each click filled an abstracted jar, letting you get a full jar of murky water without needing to have empty jars in the game. Or you can make it so you collect water with a bucket and then there's a recipe to boil a bucket of water to get 10 (or whatever) jars of water, again without needing empty jars. The interaction could have easily been done without empty jars. If people just cared about being able to get water from a water source, there were options that could have been done more easily than adding back empty jars. I mean, using abstracted jars at a lake would have been a change from "add X water to your water meter when clicking the lake" to "add 1 murky water to inventory when clicking the lake". That could probably have been done by changing a single line of code if it's well-written code... These two commands should be something as basic as fillThirstBar(amount) versus addInventory(murky_water), perhaps with values or whatever as well, but still a simply swap from one to the other.

So it ends up being a question that people keep having trouble explaining... do they want empty jars so they can collect it from a water source for immersion? If so, empty jars weren't necessary as shown above. Do they want empty jars so they can make a lot of glue very quickly and practically unlimited since bones are so easy to get? If so, is that a good reason? And even then, if you could collect jars of murky water from a water source using abstracted jars, is it really any different than if you have empty jars in the game? And in the end, if we want to talk about immersion, there is no reason you should ever have trouble finding empty containers to fill with water in an apocalyptic world. They are EVERYWHERE and in very large quantities. A single grocery store would have thousands of containers that can be used, from soda/pop bottles to water bottles to energy drink bottles to juice bottles to milk bottles to non-drink containers that can easily be repurposed for drinks. Most houses are likely to have at least half a dozen containers of some kind that could be used, with many having many more than that. And so on. So abstracted jars, where you are basically saying that jars are so easy to find that you don't even have to think about them, are more immersive than a system where you struggle to find jars and have to craft your own.
 
You can check your event logs from Windows to see what the cause of the crash is. See if it's memory, GPU, hard drive, etc. Updating drivers may help if it's GPU. Changing settings may help as well. If you aren't letting Windows manage your page file, and you have it set too low and are running out of memory, that might cause crashes. It's just not easy to really know the cause without any details. :)


Yeah. People complain about it being called a dew collector and passively collecting water instead of getting a bunch whenever it rains, but you can just consider it a mix of the two. It gets water when raining and also passively collects it even when not raining and the overall speed you get water is based on how quickly those processes happen on average. Personally, I prefer getting water at a constant rate rather than a bunch when it rains and then having to wait until it rains again before I can get any more. So I'm content with the dew collectors as they are. Change their name to rain collectors if you want. To me, the name doesn't matter.


Yes, but they could have easily made it possible to gather water from a lake and boil it into jars without needing empty jars. It could have been done in many ways. Even just making it so each click filled an abstracted jar, letting you get a full jar of murky water without needing to have empty jars in the game. Or you can make it so you collect water with a bucket and then there's a recipe to boil a bucket of water to get 10 (or whatever) jars of water, again without needing empty jars. The interaction could have easily been done without empty jars. If people just cared about being able to get water from a water source, there were options that could have been done more easily than adding back empty jars. I mean, using abstracted jars at a lake would have been a change from "add X water to your water meter when clicking the lake" to "add 1 murky water to inventory when clicking the lake". That could probably have been done by changing a single line of code if it's well-written code... These two commands should be something as basic as fillThirstBar(amount) versus addInventory(murky_water), perhaps with values or whatever as well, but still a simply swap from one to the other.

So it ends up being a question that people keep having trouble explaining... do they want empty jars so they can collect it from a water source for immersion? If so, empty jars weren't necessary as shown above. Do they want empty jars so they can make a lot of glue very quickly and practically unlimited since bones are so easy to get? If so, is that a good reason? And even then, if you could collect jars of murky water from a water source using abstracted jars, is it really any different than if you have empty jars in the game? And in the end, if we want to talk about immersion, there is no reason you should ever have trouble finding empty containers to fill with water in an apocalyptic world. They are EVERYWHERE and in very large quantities. A single grocery store would have thousands of containers that can be used, from soda/pop bottles to water bottles to energy drink bottles to juice bottles to milk bottles to non-drink containers that can easily be repurposed for drinks. Most houses are likely to have at least half a dozen containers of some kind that could be used, with many having many more than that. And so on. So abstracted jars, where you are basically saying that jars are so easy to find that you don't even have to think about them, are more immersive than a system where you struggle to find jars and have to craft your own.
Yes its pretty different. Your solution of an abstract jar provides unlimited water from day 1. With "real" empty jars (or bucket or whatever container) there is a way to balance.
 
Yes its pretty different. Your solution of an abstract jar provides unlimited water from day 1. With "real" empty jars (or bucket or whatever container) there is a way to balance.
Water is basically unlimited from day 1 anyhow. The idea that it is any kind of challenge is just make believe. In any case, that was an example and I provided other options.
 
Yes its pretty different. Your solution of an abstract jar provides unlimited water from day 1. With "real" empty jars (or bucket or whatever container) there is a way to balance.
Only on the first day there is no need for unlimited access to water. To make glue you need to find a beaker.
 
how is it immersive to carry a bunch of jars down to a water source? It isn't, and it can't be. That would break immersion. a person would take a bucket to collect water, not a bunch of fragile glass jars just banging around in their backpack. How is it immersive to fill up 125 bottles of murky water simultaneously? it isn't and it can't be. It isn't any more or less immersive than using the creation menu to 'trade' buckets of water for quantities of murky water.
U serious?
The only good point from ur comment is "filling large amount of jars simultaneously"
 
I would love to see gas cans added.

Not me. I am fine filling up my gas can for my snow blower as I have to do it really once or twice a winter. Having to constantly lug one around in game to siphon gas is just not fun gameplay. It's bad when filling up various containers constantly in-game is more annoying than doing it in real life.
 
I've never bought drinks of any kind from a trader and I'm already stacking drinks that I find in storage that will likely never be used. ;)

And that is great for you. I think I bought a couple of drinks on Day 1 because I had not yet tracked down a cooking pot yet to start boiling water. After that though, I have limited myself to just buying empty jars and making my own drinks.

I tend to cook the various foods in game. Sure I could stick to a diet of only grilled meat and eggs & bacon, but I enjoying setting up a small farm for my survivor so that I can cook things like pies, stews, etc. And those things take water as one of the recipes. Throw in 0% jar return and not perking into workstations to try and rush dew collector, I need to keep an eye on my water.
 
So basically, what the fun pimps should have done, is allow people to click E on a water source, and have it give you 1 unit if murky water, instead of drinking it. I wonder if that would be possible in the game engine.
 
So basically, what the fun pimps should have done, is allow people to click E on a water source, and have it give you 1 unit if murky water, instead of drinking it. I wonder if that would be possible in the game engine.
So with 100 clicks in the first 2 minutes you ll have 100 water? No thank you.

Not to mention the "OMG!! Jars are created from thin air!!11!" crowd.
 
I wonder if that would be possible in the game engine.
It is, and for me, it would've solved the main issue. TFP has the additional issue of wanting to gate the amount of murky you can obtain, which means they have to add some other problems. For gating, I wouldn't really mind either way, but it being a survival game, I'd easily agree to some amount of gating early on.
 
Hmm.. the article talks of "condensing", but also "dew-nights" .. so it sounds like a "fog catcher", not exactly a "passive dehumidifier".

I get where you're coming from. I guess the reason I argued over fog vs. dew is that where I live we hardly ever have fog, but that little thing started dripping less than an hour after the sun went down (New England, summer). We have some humidity here, definitely not arid, but the humidity is nothing like we'd see in the summer around St Louis and central Illinois.
 
Yes its pretty different. Your solution of an abstract jar provides unlimited water from day 1. With "real" empty jars (or bucket or whatever container) there is a way to balance.

I played with the abstract jars (via a Modlet) since jars were removed. I addressed "unlimited water" in two ways: Stacking Limits of 10 and a 6-second delay on harvesting water from a water source. I found that satisfied my desires for a feature to haul water away from a water source and limited how much water I would take. A Dew Collector was still handy to have.

Right now, I'm in the 100% recover Jars camp because that's the TFP feature that allows water to be harvested and carried, not because I want a large inventory of jars. I don't mind a Dew Collector creating jars, but it does seem like a loose end that admittedly is needed for the 0% recover jars folks. I also don't mind jars being really common since I can just drop them or not take them into my inventory in the first place.

It seems more like the goal isn't unlimited water, but in prolonging survival suffering, which I can support. That's why I tend to favor complicating purification, because it can be a factor for much longer.
 
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