Derp realization. Why no ethanol vehicles? That would give a source of fuel the player can actually craft. o3o
[quote=“Eric, post:2079, topic:5570”]What about crafting recipes that allow the player to forge swords made of gold and silver?
They would be a lot heavier and less damaging than a sword made of iron or steel, but wielding it would make the player feel fancy (for those who pick the Stylish trait)
EDIT: On that note, what about gold and silver helmets, masks, and armor? Again, they would be very impractical, but make characters with the Stylish trait feel super fancy.[/quote]
Solid gold swords might be impractical, but 24-carat bullets would work just fine. And be fancy as hell.
Vehicle tanks that can be filled with other liquids, mainly salt water (perhaps have to make a special corrosion-proof tank, zinc lined or something), ammonia and bleach. Because I am driven crazy by inventory management of these and I love vehicle tanks.
Also, perhaps make items stacked on the stairs be accessible from one floor up or down?
What about crafting recipes that allow the player to forge swords made of gold and silver?They would be a lot heavier and less damaging than a sword made of iron or steel, but wielding it would make the player feel fancy (for those who pick the Stylish trait)
EDIT: On that note, what about gold and silver helmets, masks, and armor? Again, they would be very impractical, but make characters with the Stylish trait feel super fancy.
this might be interesting, but a more practical application could be a tailoring-kit like application of non-cloth materials with soldering iron / welder or the like, this would improve fanciness in the case of precious metals, and reinforce in the case of steel, perhaps add corrosion resist with zinc / aluminum (vague anode logic…)
it would be neat to add superalloy to your metal breastplate… or a scale - mail type addition to your Jedi Robe (welder alone might not make sense there, make scales first, then attach in the same manner as chitin… tailors kit? hmm.)
anywho, it might be neat to add some bling to your gear, it’s why I wear sheriff’s badges if I find them.
More environmental hazards, with some tip-offs to their (potential) presence. what made me think of it was the crash sites in game, and the airliner size ones just suggested. They would have potential for major flare-ups of jet fuel, and some toxic fume danger.
crashed military sites might have radioactivity, and chance for fires or explosions, even civilian houses could have leaked gas from appliances or utility pipes. Flooded basements, weakened structure, and mold can also be dangerous.
Some options to the map.
Mostly would like the option to remove locations from the map, like burned houses/looted stores.
Also players Constructions would be nice to update the map like your epic base actually showing on the map or the forest you accidentally burned actually beign gone like fungal towers or triffid hearts you destroyed.
The map should upgrade itself like that.
Would be great.
When i think like how i see a bridge i build over a river on the map in 7 days to die i can t help to hope to see something aproximate in cataclysm… although the map is not very granular.
Once we get sky Z-Levels, we need multi-floored vehicles if that’s possible.
Tank control on one floor, home in the next.
The source code for vehicle parts does mention the idea of multi-floor vehicles eventually being a thing (nasmely how it’ll complicate the solar panel code with currently check ground natural light level), so that’s good news at least. o3o
Perhaps being able to adjust the detonation time for RDX/ANFO charges?
ability to fly with the right mutations / equipment, once Z-levs are done
allow application of substances to weapons / ammo, such as antifungal compound or weedkiller.
And then enjoy applying sewage samples or mutagan to weapons and whacking NPCs with it.
Maybe tweaking a bit with the amount of information the game gives to player?
For example damage and warmth.
For unskilled only showing these as general levels like low, medium or high, but after certain, relevant, skill threshold showing the actual numbers after the player is skilled enough to have more than a vague understanding of items involved.
[quote=“Cat09, post:2090, topic:5570”]ability to fly with the right mutations / equipment, once Z-levs are done
allow application of substances to weapons / ammo, such as antifungal compound or weedkiller.[/quote]
Don’t forget the ability to crash horribly if you get shot during flight. Wings are fragile fragile things.
The code for this is already in IIRC. The tank variety hasn’t been expanded yet, though.
When you lose bionics from a failed install, let the game specify which ones are lost. When I end up with lots of bionics and that happens, I end up staring at the bionics tab for minutes trying to figure out what I lost.
The code for this is already in IIRC. The tank variety hasn’t been expanded yet, though.[/quote]
There was a PR for it but it was not merged and I think it’s out of sync now. I’ll look into it.
Groawable/Harvestable flax or other plants that you can harvest plant fibers from.
Maybe add reeds to river banks to harvest fibers from, dig up and eat the roots, etc
Some tweaking with the loots, mainly if the zed had a gun/large melee weapon then maybe it also should have a way of carrying it along, like strap or holster.
Small blades can be reasoned to be sticking from the zed when some unfortunate fool has been trying to fend it off, but really big ones, like a sledgehammer stretch imagination a bit too much.(How do you stick a sledge into zed!)
So could the system be tweaked so, that certain things automatically come with a way to strap them on a walking corpse?
[quote=“CosmicKobal, post:2097, topic:5570”]Groawable/Harvestable flax or other plants that you can harvest plant fibers from.
Maybe add reeds to river banks to harvest fibers from, dig up and eat the roots, etc[/quote]
There are cattails and dogbane. And you can grow hemp and cotton.
Hemp fiber is currently only an option in More Survivial Tools, if I recall. owo