Needful things part 2


Continuing the discussion from Needful things (simple additions to improve the game):

So I’ve seen a video of a high-power airgun comparable in damage to the pneumatic guns ingame, and the thing was noticeably noisy, like a silenced firearm. Maybe the pneumatic guns with damage in .32 ACP range could have their “loudness”: set to 27-36.


It’s also worth noting that bows are quite loud, though easily made fairly quiet. A stock compound or recurve (I don’t have any experience with longbows) is easily loud enough to hear across a street or some similar short-mid distance. I’d also expect crossbows to be fairly loud as well.

For full realism, it would probably be necessary to give them a noise of 15-20, then make a “silencing kit” from a plastic chunk or piece of fur that can make it much quieter.


Good idea.

The Necromancy mod really needs something to spice it up, so I vote that the dormant minion should spawn a friendly jabberwock instead of a zombie. The recipe ingredients could be increased to match the butcher yield of a jabberwock, or the weight of ingredients equal to 1 jabberwock corpse (440.92 pounds).


Wait, I thought bows were mostly silent IRL. I’m confused meow.


Here’s an example of a bow before and after silencing as well as how to silence it.


As you probably saw in the video, they really aren’t. There’s a fairly significant noise from the string slapping the limbs and the overall vibrations in the bow. Of course, they’re nowhere on par with most guns, but you could still easily hear one from across the street or something.

At the risk of sounding like a snob, that’s a very cheap bow she’s using and, from what I’ve read, the most important part of silencing a recurve is adjusting the brace height to fit the bow. It’s entirely possible she did that off-screen though.

There are also things like limb dampeners you can get for recurves which apparently make a big difference, though I’ve never tried them.

There are other things to consider like the type of arrow rest in use and the poundage (power) of the bow. Since the entire bow vibrates during a shot, every part of it can contribute to the amount of noise made. Ideally, I’d like to see a “bow adjustment kit” consisting of a bow square, nocking pliers, some allen wrenches and some serving which could be used to “accurize” bows like the firearm repair/gunsmith kits, but that’s probably more work code-wise than it’s worth.

I’m also still mad that compounds are weaker than a homemade reflex recurve ingame.


It might be good to add a few gun sound effect thresholds between the 10 noise “plink!” and 150 noise “bang!” thresholds. Also bows and crossbows need their own sounds


Bows would probably need a kind of twangy thunk, a soft thunk if silenced.
Crossbows probably just a louder thunk.


Perhaps make it depend on what kind of crossbow it is as well as more crossbow types.


I think Laser Weapons should be changed; they should have high damage and worse overall penetration than normal firearms. It just seems weird having it the way it is, with such high penetration values.

Have explosives tell you the blast range so you know how far to get before throwing them.

Have higher capacity magazines. 100-Round STANAG Magazines apparently exist, but apparently no one in New England has one. The only one who makes large magazines seems to be Rivtech.


There are ammo belts which can be used on most assault rifles with the ammo belt feed mod which is craftable. Also as for the 100 round stanag mags have you look int the m249s on armored cars all that often or what places do you normally check for these things. (Correction now that I think about it in the armored cars I actually only recall finding 50 round mags possibly disregard)


Well, if I have to use them on an M249, it’s pretty much useless because that gun exclusively fires on full auto, and it’s impossible to aim on full auto (unless you use a Laser Rifle).

The reason I want 100 round STANAG Magazines is so I can put them on weapons like the AR-15.


Make a beltfeed adapter mod. It lets you use belts on that gun but you can no longer use magazines. Make sure to attach a brass catcher to collect the belt links, then you can put the belts back together with new rounds between fights.


You can take the magazines out of the m249s and use them in other guns. That was the design philosophy of the stanag series of magazines they can be used in most of not all nato guns chambered in 556.


Has anybody advocated moving the future-tech items, itemspawns, buildings and lore into Icecoon’s Arsenal and renaming it Cataclysm Era: 2055 instead of removing them totally?


Just wondering is it possible to get the engine to support vehicles moving sideways? Vehicles like this don’t have to be in vanilla, but with this it should be easier to mod in walking robots or alternative power armor using the vehicle system, or just allow pushing boats sideways.


That actually brings up a question. What happens if a vehichle with an anyone has no steering wheels which way does it start moving?


I think it starts in the direction the controls are paced (with forward beeing the direction the controls are facing). But I could imagine you can’t turn it because the wheels are fixed.


Vehicles have a front and back side, if the engine is on and you accelerate forward it moves forward, if you accelerate backwards you move backwards. Controls have no orientation. The front is just whichever direction it’s shown as in the vehicle menu.


Some ideas in descending order from easiest to hardest.

  1. Military Fatigues
    I always like to get kitted out in full military gear, but when it comes to summer, I start dying of heat exhaustion. Some sort of hot weather/summer/desert/light gear would be a nice addition.

  2. Ability to weld stuff to external tanks
    In my mind, I think of the external tanks like a tanker truck. I would assume you could weld stuff to a tanker with causing too much damage. Bonus points for a chance to damage the tank depending on your mechanics skill, but that’s not the easy part.

  3. More Mutations
    Mutating is !!FUN¡¡

  4. Add flavour to cities
    This would be quite difficult to add, I assume. I wish the cities felt a little more real. First off, the size of cities would need to be much, much bigger. The center, or downtown, would have all the high-rises and office buildings with skyways connecting them. Then suburbs would sprawl out from the center. Second off, make the buildings closer together/make them bigger. The buildings right now seem way to small/too far apart. Adding in more two-story houses, commercial buildings, and stuff like that. Third, the addition of flavour objects like street lamps, traffic lights, fire hydrants, etc. would add a bit of immersion without adversely affecting the gameplay.