Needful things (simple additions to improve the game)

A sort of makeshift backpack for high-volume items like 55 gallon drums. Kind of like a strap for rifles and shotguns, and basically one or more long rope that you tie to the item and yourself. Very high encumbrance, but at least you can carry a 55 gallon drum and wield a gun at the same time.

Ah, perfect. So all it really needs is a specific message generated when using a given symbol.

Far as I can tell, Spiritualist is generic and works with all the different actions that could possibly count as religious practices, so variant holy symbols wouldn’t require altering the trait.

The problem is if you support a specific symbol for christianity and a specific symbol for judaism and a specific symbol for islam, then you have to add a symbol for buddhism, and one for hinduism, and one for jainism, and one for zoroastrianism, and one for scientology, and one for every other religion and sect that someone demands be in there. It is a million times simpler to keep it generic.

True. Aside from consistency with the array of religious text, the only other reason I’d really want this is the spriting issue, which has been answered by the suggestion of a small generic-looking necklace or similar item.

I sugest the ability to (a)ctivate dress shirts to don them opened up for less warmth, akin to scarfs, and the substitution of the wooden doors on the police station cells with metal bar doors. Also more clutter, police stations, and probably a few others, are way too destitute of anything.

Yus. Also, can Coolthulhu maybe wave the tentacles of enlightenment to discern how complex it’d be to allow clothing transformation to alter other properties, like body part coverage?

That would allow raising/lowering hoods if we could do that. I’ve tried and item transforming doesn’t affect what body parts the item covers. O.o

I don’t want to catch any crap for this, but I feel like that is the wrong direction to be heading. It feels to me like it’s just going to end up as a convoluted as every piece of clothing has an iuse that modifies some value by a trivial near insignificant amount and at the same time blurs the differences between these items so that the difference between a long sleeved shirt and a short sleeved shirt doesn’t matter because you can just activate the long sleeved shirt to roll up the sleeves. In the long run, it just ends up being a lot of people’s little pet ideas that get in that most players will never know or need to know to use. It’s not really a big deal though, but that’s precisely part of the problem. The overall effect is so minute that it doesn’t really matter much and so it doesn’t really get the discussion or attention other things get, but over time it does add up to a mess.

Being able to lower the hood on my fur cloak so I can wear a hat without melting is a damn useful ability. >_>

I thought that hoods were automaticly put on and off according to temperature necessity.

That’s a separate warmth bonus from the bonus cloaks give from being flagged as covering the head. :V

while i agree with both points of view, being one of those random derp-mazing players even i have at points wondered about being able to drop your hood for example.

[sub][sub][sub][sub][sub][sub]mama always said i shouldn’t talk myself down like dat :F[/sub][/sub][/sub][/sub][/sub][/sub]

It’s both interesting, realistic, and actually useful. Same reason the scarves can be loosened.

I just want to know why trying to make tool_armor do that doesn’t seem to work. What caused it to break when I tried modding it in? :V

A CB Radio vehicle part, like the kinds you find in Tractor Trailers. So we can put them in our cars to listen for radio broadcasts on the open road.

You know, with the activate command we could totally have sword canes…or transformation weapons like bloodborne…

When shields get added I’d like those huge pavise shields crossbowmen used, it would be neat to drop one down a hallway and let loose on some ranged foes. Especially if it counts as being a mount for those mount only machineguns…

Thing is, certain properties don’t seem to work right when you transform an item. Though it should work with canes gaining edge damage.

Speaking of needed things someone ought to add a zombie to honor the late Christopher Lee.
Something to do with mansion should be appropriate.

How about some survivors notes that may have a recipe on it? Maybe have some unique recipes brought upon surviving in the cataclysm. Or maybe even a map to a cache of goods.

Maybe an anti-fungal poison that you can launch from a grenade launcher that does high damage to plant life and terrain.

Hell yes! treasure hunting ( esp traces of notes leading from one place to another or perhaps abstract directions ) would be awesome!
i remember those things in games from the 90’s heh :slight_smile:

Also, we should tweak newspapers, fliers, survivor’s notes, and signs so they work right with the illiterate trait.

Some sort of autoshovel option. Like autopickup, but it’ll immediately clean up rubble if you stand on top of the rubble. Examining each tile one by one can be a big hassle, if you’re searching through a collapsed building.