Needful things part 2

todo

#21

Dumb thing: A hearing aid. I always take poor hearing (cause it doesn’t matter that much for my playstyle) but I’d like some ability to recover from it for alarms or even recognizing noises which I myself have made, barring CBMs or mutations. Tier 1: Ear horn, maybe wield it to hear better. 2: Ear horn hat: very encumbering, but let’s you not need hands. 3: Hearing aid: lowish power consumption or rechargeable, low encumbrance, only for hard hearing and doesn’t enhance. Tier 4: Faster draining hearing enhancer, CBM, and mutations. Tier 5: things which provide enhancement and protection. Maybe you’d need multiple stacks for hard hearing to become enhanced, but only one item for normal hearing to enhance.

Edit: another thing: a place-able thing to cook with coals! Charcoal cookers only can have 50 charges. Maybe rename it to a “Portable Grill” and add a rock structure (rocks + frame) or grill (tank, metal, etc, must be placed) so I can place an object and load it with charcoal. As far as I know there is no option to just cook with coals easily. For ‘realism’ maybe they’d need a sack or can (for storing and then prepping coals).


#22

A vehicle coal cooker part would actually make a ton of sense. Just about every portable grill i can think of has wheels. Can we make them spawn in backyards like shopping carts spawn at stores?

A construction would also make sense for those bolted down barbecues that you see at parks.


#23

For my own suggestion: a towel rack that you can load with one or two towels, so you can just examine the towel rack to dry yourself without having to mess with your inventory.

Also, a washbasin construction that can hold water and wash clothes. I’m tired of ending up with my washboard in my inventory.


#24

A rocket launcher battery to mount on vehichles.

Basically several survivor rocket launchers strapped together and rigged to fire in a volley.


#25

That sounds freaking amazing. And terrifying. But mostly amazing.


#26

I mean mostly not making ranged weapons miss 80% of the time two tiles away would be nice


#27

I’ve concluded that you’re pretty much meant to always precisely aim.


#28

Yes, ALWAYS either wait or use precise aim. Even at super high markmenship it’s still a terrible idea to do otherwise


#29

Although, it would make sense that there should be a 100% chance to hit the target, graze or not, at point blank range.


#30

No kidding, you miss when a human sized creature is two feet in front of you at point blank. Seriously, are you turned opposite way or something?
Stupid, it is. - Yoda


#31

I wasn’t going to say anything, EDIT: But this conversation has come up multiple times. People, including trained professionals, miss enemies that are only a few feet away. It’s called panic fire and it happens all the time. Most of the time when you hear about a police shooting, they’ve frequently fired 5-15 shots and hit two or three, even when in the same room with a perpetrator.

I agree that the aiming system needs work because distant shots, even with appropriate rifles, have a very low to-hit. That said, I use a pistol and a shotgun all the time at around 8 tiles (shotgun) to maybe 12 tiles (pistol) and with a low skill level. I find them to be just fine. I spend two or three ‘waits’ before firing and it almost always works out for me.


#32

I seem to have a fair bit of luck with throwing weapons however, just to point out. Maybe it is just luck or something, but I seem to hit more. Excluding when I have a broken arm(s), obviously. In my experience guns specifically have always just not worked very well, so I just don’t use them. Plus, the fact that I can be silent is always nice.


#33

Protip: Manhacks aren’t a good enemy to gauge your shooting on. For some reason, people do this.

God of Slaughter Noble Culver has 24 Perception and Marksmanship 17, and he still misses Manhacks at 6 tile ranges.

Size and Range are important; remember manhacks are about the size of a human heart/fist.

…Now I kinda want to play a Perception-based Bird Character and see how high I can get my Perception. If I start with 12, I could theoretically get as high as 30 if I pushed it.


#34

I did some zombie science in the other gun thread with scoped rifles against a standard zombie. The results were not great.


#35

Some sort of indication that an item is modified in the clothes layering ui.


#36

Tank mod really needs a tank recovery vehicle. https://en.wikipedia.org/wiki/Armoured_recovery_vehicle It could be based on the Main Battle Tank’s chassis as is tradition, the turret replaced with a telescopic cantilever or something.


#37

I really think we could use vehicle installed charcoal kilns/smokers. It would also be good if we could upgrade the existing FOODCO/kitchen/forge to include stuff like waffle irons, metal tongs, swage and die sets and whatnot.


#38

Since speedloaders and clips are a thing now, it’s time to add them to the old M1903 and Mosin-Nagant rifles. The BB gun could get a BB bottle with dispenser nozzle.


#39

This one’s easy, and someone’s probably done it already: split the unused mags_military itemgroup between mags_milspec and mags_surplus. The STANAGs go to milspec, the rest goes to surplus.


#40

Wait clips are an actual thing now!?! Or do you just mean magazines?