[quote=“AseaHeru, post:431, topic:5570”]Perhaps a “craft random thing” for each sort of material and skill that has a chance of teaching a new recipe?
So, say, you “craft random thing out of scrap medal” and you learn to make, say, arrowheads, wile not getting any for that set of crafting.[/quote]
Random seems likely to lead to tedious grinding. Nthx.
A more diverse wildlife. Even in New England there should be more than 5 different types of animals.
(Btw: Why are we sticking to this whole New England thing again? The average player probably doesn’t even notice the scarce hints, and getting rid of New England would allow for different biomes, a vast increase of wildlife, etc.
More and different plants. Having just two different kinds of flowers is kind of sad.
A system that allows for re-randomization of items every time you play. (Is this implemented already?) Just the way e.g. Scrolls and Potions are handled in every other roguelike. This could go hand in hand with an extended flora, mutagens, mushrooms and possibly even books.
Houses (and regions in towns) of different levels of wealth. Perhaps 5 different levels for regular houses (plus Mansions), big and expensive houses should be a lot harder to get in than your average slum-shack, yet also allow for looting of precious advanced items.
Ability to include Mutations in Professions (already possible?)
I also second wind and puddles. Both seem very realistic and cool, although certainly a big chuck of code.
EDIT: 7. Make spider-eggs craftable into something that’s not (as much) disgusting as the basic egg. I jjust raided a black-widow-house and have twenty of those good, nutritious eggs which I can’t eat without getting my character to be depressed. THis might be possible, but my cooking of 4 was not sufficient, then.
EDIT2: 8. (This one should be easy, but important) Group the construction options. One category could be “Furniture”, one could be “Fortifying”, everything that doesn’t really fit in a category could be “Other”. I guess a makeshift version of this could be done by adding “fake” recipes which serve as separation lines.
Tell me which of those are possible to add by myself and I will gladly do so. Preferably in json format, I do know some C++, though, if that helps.
[quote=“Snaaty, post:436, topic:5570”]Some things that came to my mind:
A more diverse wildlife. Even in New England there should be more than 5 different types of animals.
(Btw: Why are we sticking to this whole New England thing again? The average player probably doesn’t even notice the scarce hints, and getting rid of New England would allow for different biomes, a vast increase of wildlife, etc.
More and different plants. Having just two different kinds of flowers is kind of sad.[/quote]
Yes please.
3. A system that allows for re-randomization of items every time you play. (Is this implemented already?) Just the way e.g. Scrolls and Potions are handled in every other roguelike. This could go hand in hand with an extended flora, mutagens, mushrooms and possibly even books.
In for some things.
4. Houses (and regions in towns) of different levels of wealth. Perhaps 5 different levels for regular houses (plus Mansions), big and expensive houses should be a lot harder to get in than your average slum-shack, yet also allow for looting of precious advanced items.
Sorta in.
5. Ability to include Mutations in Professions (already possible?)
Yes please.
EDIT2: 8. (This one should be easy, but important) Group the construction options. One category could be “Furniture”, one could be “Fortifying”, everything that doesn’t really fit in a category could be “Other”. I guess a makeshift version of this could be done by adding “fake” recipes which serve as separation lines.
Ability to include Mutations in Professions (already possible?)
is problematic, as traits are already “mutations”. So, just for the flavour of creating a “chef” with the gourmand “mutation” I should just create a template, with selected traits.
That means that I acutally asked for more mutations available at character creation.
On the other hand, wrapping them up within a certain profession could make sense.
If that’s too fiddly, I could just make a few professions that start with some mutagens. (Nowhere near as reliable, though.)
It would be nice if the logic that checks to see if you have an appropriate tool looks at your worn equipment. I modded in a Survivor Toolkit (basically a toolbox, pot, axe, and chemistry set) that can be worn like a survivor runner pack without granting storage. Sadly, I have to take it off to be able to use any of the tools in crafting.
That kind of thing will either be special cased (bleh) or we’ll get around to overhauling item definitions and the inventory system so worn things are treated consistently like that.
[quote=“FunsizeNinja123, post:441, topic:5570”]Oooh, so we could stuff a bunch of tools into a backpack and write on it with a marker saying “tool bag”?
:D[/quote]
Shopping bags full of sweet, delicious, rotten snacks.
also i think that mining could be a way of gathering ore for ore deposits… also to prevent inadverdantly finding ores in basements and such probably has walls lined withh a layer of concrete instead of just rock… also steel could probably be viably made with a shmurtz enuff charrruchter.
Oh and dont forget the zombie clerks with the nametags HI MY NAME IS we could use some more of those and they tend to gather up large groups of zombies around them maybe just by having a zombie attract tag
After separate limbs with encumbrance and everything related I think there should be the option to make improvised clothing too, like specifically covering your mouth, hands, head and everything. That is, a way to actually wear clothing without destroying it. I remember being able to cover yourself (I’ve yet to try it in my first play in many months) when you lie asleep at night but how does this work for hands and mouth and everything (right now my hands are chilly and I can’t find gloves)?
i remember a while a back that someone said that ammo vending machines should shoot you in the knee and play some music upon you trying to dismantle it.
FIFY.[/quote]
Is that how this works? Realistically, if you shoot a L.A.W. at it, it will not shoot back, but the contents may not benefit from quite as much vitality as one may hope for. Where as an attempt at motivating an ajar posture by way of inducement-by-crowbar would, perchance, afford some opportunity for potential retaliatory considerations? One seeking violations of such contraptions’ very nature, absent of the introduction of external mass in pursuit of some measure of displacement of the subject mechanism’s volume, also presents the capacity for hostile designations to be derived towards immediate legal rectifications…