# Needful things (simple additions to improve the game)

**URL:** <https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570>\
**Category:** The Drawing Board\
**Created:** [March 23, 2014, 10:36pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570 "2014-03-23T22:36:07Z")\
**Posts on this page:** 20\
**Page:** 18

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**Author:** ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)\
**Post date:** [June 29, 2014, 5:49pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/341 "2014-06-29T17:49:29Z")

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> [@bugsniper](#):
>
> More umbrella types so that albinos aren’t limited by the selection. Like metal umbrellas, crowbar umbrellas, assassin umbrellas with a hidden retractable spear, and gunbrellas. Most of which should not intimidate NPCs.

Limiting is kinda the point: it’s not a disad if it doesn’t limit you.

Going Penguin on the zeds would be amusing but a) you can’t wield the umbrella against the sun and pry/shoot/stab/helicopter/wev at the same time, b) gunbrella seems like it’d be fairly low-caliber, c) prying might not be good for its shade.

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**Author:** ![Hague](https://avatars.discourse-cdn.com/v4/letter/h/5f9b8f/32.png) [@Hague](https://discourse.cataclysmdda.org/u/Hague)\
**Post date:** [June 29, 2014, 6:41pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/342 "2014-06-29T18:41:58Z")

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> [@KA101](#):
>
> [quote=“bugsniper, post:340, topic:5570”]More umbrella types so that albinos aren’t limited by the selection. Like metal umbrellas, crowbar umbrellas, assassin umbrellas with a hidden retractable spear, and gunbrellas. Most of which should not intimidate NPCs.

Limiting is kinda the point: it’s not a disad if it doesn’t limit you.

Going Penguin on the zeds would be amusing but a) you can’t wield the umbrella against the sun and pry/shoot/stab/helicopter/wev at the same time, b) gunbrella seems like it’d be fairly low-caliber, c) prying might not be good for its shade.[/quote]

How about some sunscreen lotion? It probably wouldn’t totally eliminate the effects of the albinism, but it would mitigate the penalty somewhat and obviously it wouldn’t work for very long. Duration could be relative to varying qualities or perhaps a water-proof variety. Lotion would also be a source of zinc and titanium for chemistry.

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**Author:** ![Womble](https://avatars.discourse-cdn.com/v4/letter/w/f4b2a3/32.png) [@Womble](https://discourse.cataclysmdda.org/u/Womble)\
**Post date:** [June 30, 2014, 1:03am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/343 "2014-06-30T01:03:09Z")

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> [@bugsniper](#):
>
> More umbrella types so that albinos aren’t limited by the selection. Like metal umbrellas, crowbar umbrellas, assassin umbrellas with a hidden retractable spear, and gunbrellas. Most of which should not intimidate NPCs.

Or a magical soul-stealing sword, that most certainly does intimidate NPCs.

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**Author:** ![Bonevomit](https://avatars.discourse-cdn.com/v4/letter/b/e9c0ed/32.png) [@Bonevomit](https://discourse.cataclysmdda.org/u/Bonevomit)\
**Post date:** [June 30, 2014, 9:01pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/344 "2014-06-30T21:01:37Z")

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the crafting tables should be aranged alphabetically.

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**Author:** ![Womble](https://avatars.discourse-cdn.com/v4/letter/w/f4b2a3/32.png) [@Womble](https://discourse.cataclysmdda.org/u/Womble)\
**Post date:** [June 30, 2014, 10:54pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/345 "2014-06-30T22:54:59Z")

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Man-powered generator, as described [here](http://www.popsci.com/article/science/when-disaster-strikes-bike-generator-will-give-me-power).

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**Author:** ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)\
**Post date:** [June 30, 2014, 11:03pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/346 "2014-06-30T23:03:01Z")

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> [@Womble](#):
>
> Man-powered generator, as described [here](http://www.popsci.com/article/science/when-disaster-strikes-bike-generator-will-give-me-power).

I think the biggest problem with it (aside from non-men somehow being unable to fuel the generator) is that pedaling currently doesn’t seem to charge anything. Should either be a dedicated action, or cost Fatigue.

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**Author:** ![Womble](https://avatars.discourse-cdn.com/v4/letter/w/f4b2a3/32.png) [@Womble](https://discourse.cataclysmdda.org/u/Womble)\
**Post date:** [June 30, 2014, 11:20pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/347 "2014-06-30T23:20:27Z")

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> [@KA101](#):
>
> [quote=“Womble, post:345, topic:5570”]Man-powered generator, as described [here](http://www.popsci.com/article/science/when-disaster-strikes-bike-generator-will-give-me-power).

I think the biggest problem with it (aside from non-men somehow being unable to fuel the generator) is that pedaling currently doesn’t seem to charge anything. Should either be a dedicated action, or cost Fatigue.[/quote]

A dog-powered generator would be an entirely different design. 🙂 Essentially it’s a tool for “repairing” (recharging) the large battery devices.

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**Author:** ![FunsizeNinja123](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/funsizeninja123/32/118_2.png) [@FunsizeNinja123](https://discourse.cataclysmdda.org/u/FunsizeNinja123)\
**Post date:** [June 30, 2014, 11:25pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/348 "2014-06-30T23:25:34Z")

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> [@Womble](#):
>
> A dog-powered generator would be an entirely different design. 🙂 Essentially it’s a tool for “repairing” (recharging) the large battery devices.

…We have recharging stations and a rechargable battery mod.

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**Author:** ![RAM](https://avatars.discourse-cdn.com/v4/letter/r/b9bd4f/32.png) [@RAM](https://discourse.cataclysmdda.org/u/RAM)\
**Post date:** [July 1, 2014, 7:56pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/349 "2014-07-01T19:56:38Z")

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More sorting options for the crafting menus would be lovely. A skill level sort to see what you have just unlocked, a number craftable sort to see what you can build for free from your huge stash of materials, a damage sort to see what weapon is most harmful, especially one that adds best or cheapest ammunition, an ease of use sort to see which weapons you can actually hit with, a recursiveness sort to see which items are required for other items, a skill trained sort to see what you can use to train a specific skill. Alphabetical is [abbr=pun not intended, but very much appreciated]sort[/abbr] of covered with the search system…

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**Author:** ![Bonevomit](https://avatars.discourse-cdn.com/v4/letter/b/e9c0ed/32.png) [@Bonevomit](https://discourse.cataclysmdda.org/u/Bonevomit)\
**Post date:** [July 2, 2014, 2:57am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/350 "2014-07-02T02:57:15Z")

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How about an optional prompt that asks you to confirm attacking targets who are ignoring/fleeing you?

> [@RAM](#):
>
> Alphabetical is [abbr=pun not intended, but very much appreciated]sort[/abbr] of covered with the search system…

I never noticed that before. Never mind then.

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**Author:** ![deadmerits](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/deadmerits/32/19_2.png) [@deadmerits](https://discourse.cataclysmdda.org/u/deadmerits)\
**Post date:** [July 2, 2014, 4:57am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/351 "2014-07-02T04:57:21Z")

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Bonevomit, not that I have a problem with that but could you explain a situation when this is necessary? I mean do you run into friendly NPCs or accidentally killing a dog? Just wondering.

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**Author:** ![RAM](https://avatars.discourse-cdn.com/v4/letter/r/b9bd4f/32.png) [@RAM](https://discourse.cataclysmdda.org/u/RAM)\
**Post date:** [July 3, 2014, 12:25am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/352 "2014-07-03T00:25:48Z")

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I could see, down the road, if factions get going, that friend and foe handling could be an issue. maybe the default behaviour for friends should be speaking or patting or what have you, and neutrals would be yelling “Get off of my lawn!” a challenge, while hostiles would be the basic attack. With some sort of method of declaring an entity to be hostile. It would be convenient for the dwarf that wants to declare all trees hostile could automatically smash by walking into them, to conveniently walk a straight line through a dense forest, as a fifty strength dwarf ought. Speaking of, is dwarfism a needful thing? I mean, surely we need dwarves…

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**Author:** ![Murphy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/murphy/32/2371_2.png) [@Murphy](https://discourse.cataclysmdda.org/u/Murphy)\
**Post date:** [July 3, 2014, 12:45am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/353 "2014-07-03T00:45:54Z")

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> [@RAM](#):
>
> Speaking of, is dwarfism a needful thing? I mean, surely we need dwarves…

There’s a mutation threshold for that. Alcoholism and cave adaptation included.

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**Author:** ![AseaHeru](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aseaheru/32/8_2.png) [@AseaHeru](https://discourse.cataclysmdda.org/u/AseaHeru)\
**Post date:** [July 3, 2014, 2:50am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/354 "2014-07-03T02:50:08Z")

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We need a way to make vinegar, perhaps by making it so that the “rotten” cider/juice turns into it, or else allowing us to add those things to fermentation vats to make it.

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**Author:** ![IcedPee](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/icedpee/32/259_2.png) [@IcedPee](https://discourse.cataclysmdda.org/u/IcedPee)\
**Post date:** [July 3, 2014, 5:49am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/355 "2014-07-03T05:49:47Z")

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> [@AseaHeru](#):
>
> We need a way to make vinegar, perhaps by making it so that the “rotten” cider/juice turns into it, or else allowing us to add those things to fermentation vats to make it.

Erm… gonna have to disagree with this. You can’t make vinegar by dumping rotten juice in a barrel. The only somewhat realistic method of quick-producing vinegar involves bacterial cultures and still takes at least 20 hours, which is more than a little impractical with DDA’s current “watch the pot boil” style of cooking.

Also it’s not like vinegar is the sole ingredient in anything: I assume you want it for batteries but I may be wrong. Why not bottle acid rain instead? Vinegar is a luxury, strange as that sounds, and crafting it just wouldn’t make sense.

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**Author:** ![KA101](https://avatars.discourse-cdn.com/v4/letter/k/278dde/32.png) [@KA101](https://discourse.cataclysmdda.org/u/KA101)\
**Post date:** [July 3, 2014, 5:57am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/356 "2014-07-03T05:57:49Z")

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> [@IcedPee](#):
>
> [quote=“AseaHeru, post:354, topic:5570”]We need a way to make vinegar, perhaps by making it so that the “rotten” cider/juice turns into it, or else allowing us to add those things to fermentation vats to make it.

Erm… gonna have to disagree with this. You can’t make vinegar by dumping rotten juice in a barrel. The only somewhat realistic method of quick-producing vinegar involves bacterial cultures and still takes at least 20 hours, which is more than a little impractical with DDA’s current “watch the pot boil” style of cooking.

Also it’s not like vinegar is the sole ingredient in anything: I assume you want it for batteries but I may be wrong. Why not bottle acid rain instead? Vinegar is a luxury, strange as that sounds, and crafting it just wouldn’t make sense.[/quote]

Fermentation vats (and yeast-culturing flasks) actually are an exception to pot-watching: they’re programmed to check times, and IIRC function independently of the reality bubble. If you work up a recipe for aging X into vinegar, the vats could probably handle it.

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**Author:** ![Bonevomit](https://avatars.discourse-cdn.com/v4/letter/b/e9c0ed/32.png) [@Bonevomit](https://discourse.cataclysmdda.org/u/Bonevomit)\
**Post date:** [July 3, 2014, 6:40am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/357 "2014-07-03T06:40:12Z")

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> [@deadmerits](#):
>
> Bonevomit, not that I have a problem with that but could you explain a situation when this is necessary? I mean do you run into friendly NPCs or accidentally killing a dog? Just wondering.

There are a lot of times it’s something I want to avoid. From not wanting to hit fungaloids(particularly if you live in a forest of them), to not wanting to hit dogs, cats, and other animals that tend to get into the base and wander around, to avoiding attacking fleeing NPCs.

I seldom have a reason to attack neutral or fleeing monsters. And it would be nice to have that buffer.

> Fermentation vats (and yeast-culturing flasks) actually are an exception to pot-watching: they're programmed to check times, and IIRC function independently of the reality bubble. If you work up a recipe for aging X into vinegar, the vats could probably handle it.

Shouldn't jerky work like this?

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<div class="post-metadata">

**Author:** ![AseaHeru](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aseaheru/32/8_2.png) [@AseaHeru](https://discourse.cataclysmdda.org/u/AseaHeru)\
**Post date:** [July 3, 2014, 7:25am UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/358 "2014-07-03T07:25:57Z")

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> [@IcedPee](#):
>
> [quote=“AseaHeru, post:354, topic:5570”]We need a way to make vinegar, perhaps by making it so that the “rotten” cider/juice turns into it, or else allowing us to add those things to fermentation vats to make it.

Erm… gonna have to disagree with this. You can’t make vinegar by dumping rotten juice in a barrel. The only somewhat realistic method of quick-producing vinegar involves bacterial cultures and still takes at least 20 hours, which is more than a little impractical with DDA’s current “watch the pot boil” style of cooking.

Also it’s not like vinegar is the sole ingredient in anything: I assume you want it for batteries but I may be wrong. Why not bottle acid rain instead? Vinegar is a luxury, strange as that sounds, and crafting it just wouldn’t make sense.[/quote]Never said it had to be fast. Just make it so that “rotten” cider/apple juice/similar eventually turns into vinegar.

Also, how else are we to make pickles without it?

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**Author:** ![Rivet](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/rivet/32/11_2.png) [@Rivet](https://discourse.cataclysmdda.org/u/Rivet)\
**Post date:** [July 4, 2014, 6:59pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/359 "2014-07-04T18:59:13Z")

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> [@AseaHeru](#):
>
> Never said it had to be fast. Just make it so that “rotten” cider/apple juice/similar eventually turns into vinegar.

There’s a bit more to it than that. Vinegar actually starts off as alcohol, so you’d need to ferment the juice to begin with. That being said, I think it would be simple enough to add a recipe to the current brewing system to allow vinegar production.

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**Author:** ![AseaHeru](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/aseaheru/32/8_2.png) [@AseaHeru](https://discourse.cataclysmdda.org/u/AseaHeru)\
**Post date:** [July 4, 2014, 9:40pm UTC](https://discourse.cataclysmdda.org/t/needful-things-simple-additions-to-improve-the-game/5570/360 "2014-07-04T21:40:39Z")

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Well, as long as there is something.

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