Needful things (simple additions to improve the game)

[quote=“Zireael, post:1977, topic:5570”]How do they work if they’re solar powered and it’s night? O_o[/quote]They have alight sensor and a pair of rechargeable AA batteries within.

[quote=“Valpo, post:1976, topic:5570”]Not all red berries are poison >.>[/quote]Particularly in new england… I do like the idea of poison berries that takes survival or possibly cooking to tell apart.

A “Repair All” feature for vehicles. Preferable with it being a menu saying “Repair for 1/2/3/4” hours" type of deal. Second part not as entirely necessary.

A starting scenario where you have a fungal infection.

“You were caught in a rain of spores as you fled and are now coughing up a strange substance.”

Being at least level 1 in first aid to safely make injections. Using a syringe is not that easy when you have never used one before. (and when you don’t even know where to use it)

How about a function that allows to specify in jsons that items get a different name displayed depending on skill and/or other stuff.

This would allow for things like at survival 0 only finding “red berries” and once you reach a certain threshold, you identify them as poisonous berries. This would work well with all nature/foraging related stuff, but even with some parts of mechanics I guess.

Hasn t this been done with the mushrooms you forage already? I may be halucinating …

If so it shouldn t be hard to include more foraged plants.

Berries already seem like a desperation food-source to me. I feel that if there were a toxin potential then there would need to be much more incentive to use them.

The one with mushrooms is an ugly hack and shouldn’t be replicated just with copy+paste.
Mushrooms have their properties set by type, meaning hallucinogenic mushroom is a totally different item from the poisonous one, which is different from the edible one. You can’t use poisonous mushrooms to create dried mushrooms, for example. I think Advanced Item Menu could also let you know which one is which by comparing stacks.

A more proper way would be to have some sort of a tag that could be inserted into items and would be respected by the crafting system.

Gasoline faucet. Like a water faucet, but dispenses gasoline. Good for refilling tools.

System of inheritable item flags, could be applied to cannibalistic recipes, so one would not need to make human flesh duplicates of existing consumables (although, I would miss all the puns and references). Additionally, this could make clothes or items made from rags or other similar materials to inherit some sort of flag which penalizes its quality, to facilitate more scavenging of clothes . Effects for blob saturated and/or venomous flesh could be nice additions too.

A more proper way would be to have some sort of a tag that could be inserted into items and would be respected by the crafting system.

That’s a very good idea!

the ability to empty out liquid onto the ground from a bottle

for when you’re trying to boil water or make molotovs but only have an extra bottle of hydrogen peroxide

[quote=“shlomo shekelstein, post:1992, topic:5570”]the ability to empty out liquid onto the ground from a bottle

for when you’re trying to boil water or make molotovs but only have an extra bottle of hydrogen peroxide[/quote]

Select the container in question and Unload it. When it asks you what container to transfer the contents to, press escape.

Give basic zombies a shove or push attack to move survivors away from choke points or knockdown the really weak survivors.

Be able ot put whatever liquid you want into barrels. Currently I think you’re limited to edible ones, and only the ones you’d want to actually ingest. I want to be able to pour all my gasoline into one tank, or have a vat for my lamp oil and whatever. Shuffling containers around for things you use constantly gets really old.

The closest workaround for gasoline so far is setting up a rig with gasoline tanks and siphoning them off when needed. But yeah, wooden kegs for non-drinkable liquids would be very convenient.

A bear trap that resets itself via battery or solar power and a small electric motor.The trap releases the monster as it resets.

Tripwires. Set them up like jumper cables, one end on one wall and another end on another wall. Can trip zombies up slowing them down a good amount, maybe damaging them, but stronger zombies might just run through the wire breaking it. Maybe a set up where the wire is rigged to a grenade, so when the wire is tripped the pin to the grenade is pulled.

Maybe for a sharper type of tripwire piano wire could be used. Could cut zombies as they try to go through it.

Directional explosives, like Claymores.

In terms of very simple things, a recipe for soup that lets me make it all in one go instead of having to have two bottles, fill one with broth then use that to make soup in the other bottle.