This would require a json tag that limits the clothing to the ones you should be allowed to modify.
No XL kevlar vest - survivors don’t have the tools to oversize a factory-quality kevlar vest without permanently making it less efficient at protection.
Having protection be reduced by oversizing could also allow this without limiting via flag, though.
Some new locations along quests to go there.
For example a camp with like where you need to get some wee…errr medical herbs and you might end up finding a machette and hockey mask.
Let’s call the place, say Camp Silverlake.
I would like to see more clear how dangerous a Zed is then how it is now when you hoover over them.
I do like the description a lot but I would like to see some more stats, like health and or average damage out put
Not really realistic and if its to much then maybe some kind of ranking system on how dangerous the Zed is.
For me to find out how dangerous / resilience a Zed is is to poke it.
The names of strong enough on the map are highlighted in pale red or dark red though, so that’s usually a hint that they can wreck your shit. Not sure what the criteria for being highlighted is though.
Afaik its completely dependent on the monster DIff number. If I mod rabbits to have a difficulty of 50, they too will get a red name.
Now we clearly need certain rabbit with a thing for living in caves, gnawing on throats, and being vulnerable to holy hand grenades.
Now why would you wanna hurt a sweet bunny?!?
It’s not like anything else wouldn’t want them dead!
In Soviet Russia, bunny wants you dead? o3o
No, that would be Monty Python.
Huehuehue. =w=
At the very least, a zombie rabbit would be hilarious.
In soviet python old get joke.
In Soviet England, the French taunt you?
Chaosvolt ducks in anticipation of rotten-tomato-tossing due to combining so many old jokes ;w;
‘Construction site’ type building
concrete / quicklime / wood / logs / rebar / etc readily available depending on the building type and construction stage, small chance for tools to spawn
aswell as construction vehicles
[spoiler]
Say… The ability to quickly pick up and transport everything that’s on a tile ( All 4000 ) regardless of weight
Or the ability to move constructed objects which are either too heavy for your character ( Or impossibly heavy )
a less powerful solution for hauling, able to lift immense weights aswell
[/spoiler]
The building type atleast, should be easy to implement
goal- Making construction more feasible
[ol][li]We really need an ingame description of martial styles, maybe getting it by reading the corresponding book?
I get a feeling that the info in the wiki is severely outdated. My taekwondo with unarmed 3 or 4 does only kicks with a lot of knockbacks, which is cool, but i wanted to know that from somewhere :). Maybe put a letter in the selection screen, like in the advance inventory, to be able to read the description of the style? As it is now, there’s almost no information at all on them, the only way to know what they do is to try them, which is potentially dangerous. No info on brawling at all, maybe it’s better than other ones?
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[li]Also, why can’t i kick monsters using taekwondo while wielding a gun? Why do i lose the style’s defensive traits while wielding a gun/rifle?
[/li]
[li]In the construction menu, we really need descriptions of all the stuff there is, since i can build it, but i have no idea what it does. For example, is a clay kiln the same as a brick kiln or as a charcoal kiln? Is there any difference between a fireplace and a wood stove?
[/li]
[li]The same goes for the vehicle menu, there has to be a way to read the separate description of all the components in each tile, maybe by the same ‘e’ key?
[/li]
[li]There should be some kind of an ingame hint of which weapons train which skill, as with the ranged weapons, although they’re pretty obvious, i guess, but i don’t see any reason why they shouldn’t be flagged as ranged weapons are.
[/li][/ol]
Edit: does some devs even read these posts or am i better at writing a separate topic?
Also, we really need to be able to interact with items in all adjacent squares from the advanced inventory, by pressing the ‘e’ key, just like we do with the items in the inventory. For example, why do i have to have the flashlight in my hands to 'U’nload it, or to 'D’isasemble something (thanks for the ability to do this in the ‘5’ tile), or to 'a’ctivate that tanning cured pelt?
Also to be able to pour liquids in/from containers in all adjacent squares, not only those directly below.
The way it is now, it’s pure tedium, 'd’rop whatever you have in hands, 'w’ield the steel jerrycan, re’f’ill the vehicle, 'd’rop the jerrycan, 'w’ield whatever you had in hands, while it could be as simple as 'e’xamining the vehicle and re’f’illing it while having the jerrycan in an adjacent tile.
Another one :). Please, for the love of god, ask me if i want to spend those duct tapes to repair that vehicle, or tell me how much would it cost, before i can press that 'r’epair button.
Also, ask me please if i want to spend those batteries to re’f’ill the battery in a vehicle, or, even better, how any batteries i want to spend on that (would be good for other stuff used for re’f’illing too, like gasoline, since sometimes i want to keep some gasoline for other purposes without using other containers), because an accidental press of the ‘f’ key ruins all i have planned to do with those batteries.
Another one :D. I never understood why i can’t use those aluminum or tin cans (and other stuff) for storage of liquids. I can have hundreds of cans, but if i don’t have a bottle, i can’t make clean water :D.
An option to roll down the windows on car doors (so that you don’t have to open the door to fire a gun out of it)
It’s the future. We have solar cars and throttle-style cruise control seems to be the default method of driving. Where we’re going, we don’t need power windows.
Water cannons shooting any liquid, catapults/cannons/whatever that can shoot any solid of reasonable size, and maybe, just maybe, a trebuchet that can shoot the things not of reasonable size. Also, the ability to get soaked in different substances. I want to be able to shower zombies in napalm, then fire a flaming ball of !FUN! at them to light the entire horde up. Also, once NPCs are better and bandits are more implemented, as well as disease, fucking launching zombie corpses over walls.
Pileups and wreckage spawning mangled corpses.