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Im checking the NPC's mods, actually
also the npcs wouldnt know how to repair a bag either
i also just checked, the game also won't let you do crafting with broken items by default (if you set a saw's condition to 0, it won't let you use it to saw logs)
so i'd say yeah it's probably possible, i haven't messed around with crafting code at all so i can't say 100% though
Hey, Jack, I'll send you some patches later
if you got extremely unlucky then an item may have spilled right as your bag took damage, but otherwise it's meant to be a pretty gradual thing. also worth noting there is a sandbox setting to increase/decrease the chance, or to just disable it entirely by setting the chance to 0
the dropped items should be somewhere along your path though, to test, try standing somewhere safe and see if an item disappears from your bag and DOESN'T appear on the floor next to you?
I hope this mechanic provides for a 3D model of the backpack in both hands, like Skizot's Carryable Everything mod.
it's never shown but i like to imagine a broken bag doesn't just have holes in it, but also its handles and straps may be loose or broken completely (like the duffel bag in the mod's thumbnail :D). so forcing you to "hug" the bag and keeping it close to your chest would mean you're able to save your bag at the cost of saving yourself AND it'd solve the annoying gameplay loop you're running into when combined with inventory tetris
but as i say, i'm not actually sure if that is actually something i can do, i'd have to take a look
So, as annoying as I am ( I apologize for that :D ), one solution would be to add a “rip the backpack” feature of having scissors in your inventory like you do with clothes. Or just allow you to take them in your hand, for carrying to the car or to the trash.
Any of these options look better and more correct than carrying bags in trash bags. Don't they?
ISBuildMenu.onCreateBarrel, player, "carpentry_02_54", RainCollectorBarrel.smallWaterMax);
local tooltip = ISBuildMenu.canBuild(4,4,0,0,0,4,barrelOption, player);
-- we add that we need 4 garbage bag too
local garbagebag = ISBuildMenu.countMaterial(player, "Base.Garbagebag");
if garbagebag < 4 then
tooltip.description = tooltip.description .. ISBuildMenu.bhs .. getItemNameFromFullType("Base.Garbagebag") .. " " .. garbagebag .. "/4 ";
continue but as this is override by by impruved building menu is better as for thay to make a patch the check will not break the file for players without the garbage bags
not sure if i'd be able to change that one without messing with vanilla files tho sadly, so you'll just have to self-enforce repairing them before you use them if you want that immersion
also yeah that's weird, the whole idea was meant to be that you'd have to carry the bag in another container. this could be another bag, but i always just imagined using your "pockets" (or whatever you wanna call the player inventory) until you can get it home and drop it off
of course you can't store large items in your regular inventory in tetris, but you should still be able to put broken bags (with stuff in them) inside other bags, sounds like a bug if it isn't working like that.
Someone check please, a broken trashbag could be used to craft or build a water connector?
Let's say your backpack broke at home. You can't put it on, you can't take it in your hand, you can't put it in a garbage bag or any other container to take it out of the house either (at least in the Inventory Teris mod I couldn't do it). In the end, it remains dead weight.
What I suggest:
1. Allow players to use scissors to cut backpacks to simply dispose of them or even get materials from unnecessary player bags. ( if we make bags as clothes in the game, then do it to the end :D )
2. Allow broken bags to be taken in hand. So that being in the wasteland, the player can at least throw it in the car and drive it home. ( Or take it out of the house, returning to the problem ).
There is a new translation: *TAP* [ctxt.io]
thanks!
Latest changes sound like they probably fix this.