Not sure if this is simple nor if already has stated this but, There should be an ability to remove [spoiler=added items]that were added by the
Tailoring Kit. Such as, Kevlar, Wool, Fur, Leather.[/spoiler]to clothing through the use of the Tailoring. High the skill Greater the chance of success, Lower, You have a chance to mess up the clothing and lose the Item that was added to said clothing.
Could terrain effect the amount of noise you make as you move over it. For Example, you move over a metal floor or stone floor and instead of creating 6 sound it gives off 9; Grass could decrease the amount of sound you make by half.
Would think the regular wooden floor is the noiciest.
All that creaking no matter how lightly you try to step.
Also the amount of noice made by movement should be adjustet by footwear and how much you are carrying.
All those tin cans in your pockets do make same noice.
Mild annoyance here…jacks. In real life, every single car I’ve had came with a jack. Meanwhile in-game I search an entire town and only find 2 vehicles with jacks.
I can’t tell if the rarity of jacks is a development issue, a “cars don’t come with jacks like they do in Texas” thing, or a “this the the future” thing. ;A;
Please, please, please include an executable with the file download! The current method of download is way too slow and complicated. It wouldn’t even be that hard, and the target audience would become much bigger. For the sake of the people who want to play this game, but can’t because the download is too complicated, add an in-file executable.
Ah, you mean the uncompiled version on Github? I will admit that compiling is a monumental pain in the ass, but it would be feasible to figure it out if the wiki’s page on compiling wasn’t a jumbled mess of outdated info, dead links, and useless crap. ;w;
I almost wish we had the options to diable zombie evolution, though postposing it by 100 seasons is good enough in practice.
Likewise, fixed seasons would be a nice but normally unneeded option given the maximum.
However, having NPC spawn multiplier affect FIXED NPCs would be a damn useful thing. Dynamic NPCs are still annoying, but with static NPCs on it seems like the multiplier doesn’t affect them.
Powders and other fine substances should probably require a container for proper storage, if you have flour sitting in your floor trunk it will not be pretty… and would mix with that coffee grounds to make “coffee flour”… which would be cool to see but not very useful to add probably.
related note, I think that plastic bags are still not refillable, that’d be very nice.
It’s not very hygienic to have hundreds of meat jerkies or fruith feathers lying on the floor either.
Good thing cata doesn’t have vermins or miasma to spoil foodstuff left open.
on the subject of vermin… everything else is mutated, what about the little things? bacteria, viruses, and (most) bugs aren’t considered yet, mutant things on that scale could be really interesting
It’s more of a problem with the driving skill itself: it doesn’t depend on anything at all, except itself.
It could probably use some perception scaling.
I did not see this when I searched, so I’m putting this one up, because I was tired of picking up giant metal tanks in order to fill small ones. Could it be possible to use a hose and siphon liquids from large tanks (if you have removed them from the vehicle) to put the liquid in smaller containers? Collecting rainwater for purification would be so much easier if this existed. Of course, I haven’t updated my game yet, so it may already be implemented.
remove linkage of (a)pply and (E)at commands, I want to use my fungicide on the fungus infested ground, not eat it! I’m certain there are other scenarios like that one, and more to crop up w/chem additions over time.
Related: the ability to choose a direction for (E)ating, to grab and eat at the same time, Double tapping “E” would do just your inventory perhaps?