Needful things (simple additions to improve the game)

Just a suggestion for a tweak on one of the NPC quests. In the second mission you get from the Jabberwock quest, you have to kill 100 normal zombies. The number is all right, but it becomes next to impossible later in the game. Thanks to the zombie evolution, normal zombies become scarce to none at all, so completing the quest won’t possibly happen, and the chances to find an unevolved zombie becomes more and more small as time passes.

So, instead of 100 normal zombies, it’s 100 zombies of any kind? Or tough zombies at least?

[quote=“Azrad, post:2321, topic:5570”]Just a suggestion for a tweak on one of the NPC quests. In the second mission you get from the Jabberwock quest, you have to kill 100 normal zombies. The number is all right, but it becomes next to impossible later in the game. Thanks to the zombie evolution, normal zombies become scarce to none at all, so completing the quest won’t possibly happen, and the chances to find an unevolved zombie becomes more and more small as time passes.

So, instead of 100 normal zombies, it’s 100 zombies of any kind? Or tough zombies at least?[/quote]
or make it to where its based on the size of the zombie so some like hulks would count more towards the objective

[quote=“Catfoodbob, post:2322, topic:5570”][quote=“Azrad, post:2321, topic:5570”]Just a suggestion for a tweak on one of the NPC quests. In the second mission you get from the Jabberwock quest, you have to kill 100 normal zombies. The number is all right, but it becomes next to impossible later in the game. Thanks to the zombie evolution, normal zombies become scarce to none at all, so completing the quest won’t possibly happen, and the chances to find an unevolved zombie becomes more and more small as time passes.

So, instead of 100 normal zombies, it’s 100 zombies of any kind? Or tough zombies at least?[/quote]
or make it to where its based on the size of the zombie so some like hulks would count more towards the objective[/quote]

Could work. Either way, just normal zombies is impossible. Ran through a horde, and not a single normal zed was around out of at least 50 of them.

Being able to install an “oil lamp” and “lamp oil tank” to vehicles would be nice.

teh ability to combine the grey globs mixing it with gasoline to make candles…horribly scented candles, but nonetheless, candles

The last thing we need is mutagen incense candles. o3o

I dunno, there comes a point at which tinned glob is largely irrelevant, and you can largely build up an immunity to glob soup(if you use it at all), some sort of perpetual utility might be nice… Glob-powered vehicle? Glob-tipped darts? Glob fertiliser? Solidified glob walls? Glob aquarium? A glob-ranch where you rear globs to to taken on a glob-drive to a salt-flat to get glob-pelts? You could build a merchant-cart and travel around to all the N.P.C.s selling your glob-derived miracle elixir…

We also need tinned shoggoth for unlimited food…

In Soviet Russia, shoggoth eats you. No wait, that’s how it normally works.

[quote=“RAM, post:2327, topic:5570”]I dunno, there comes a point at which tinned glob is largely irrelevant, and you can largely build up an immunity to glob soup(if you use it at all), some sort of perpetual utility might be nice… Glob-powered vehicle? Glob-tipped darts? Glob fertiliser? Solidified glob walls? Glob aquarium? A glob-ranch where you rear globs to to taken on a glob-drive to a salt-flat to get glob-pelts? You could build a merchant-cart and travel around to all the N.P.C.s selling your glob-derived miracle elixir…

We also need tinned shoggoth for unlimited food…[/quote]

Honestly, I’d rather just use a ton of them to craft a goo pit trap. Though the ability to turn passing mobs into blobs is a really cheese move (assuming all goo pits act like the ones I see in labs). Maybe some kind of trap variant that only slows mobs who’ve stood on it?

Simple idea:

Add the chemical thrower as an mountable vehicle turret incl. of course a tank for sprayable fungicide.

Here’s an idea: For miltary checkpoints and possibly other areas, instead of the fixed spawning of cargo trucks in the source code, could we use spawning of a vehicle GROUP instead? Basically vgroup instead of vproto.

Combine this with adding a vehicle group with all existing military vehicles (weighted to make things like humvees and cargo trucks more common, presumably) and we can give more variety to military checkpoints, allow mechanized infantry carriers to exist outside debugging, AND give modders a way to add new vehicles to those areas if desired.

For one, I can see this proving useful when I eventually put up my tank mod…

We need to be able to 'W’ear those mp3 players. It’s silly that we still can’t (and that i didn’t think about it by now).

It doesn’t seem like it’ll affect anything much if it can be worn. You hear less with it activated anyway, and it doesn’t seem like it’ll encumber the head or anything. Though, I suppose wearing it will at least reduce the risk of accidentally dropping it, and removing the big morale bonus it gives.

[quote=“Random_dragon, post:2331, topic:5570”]Here’s an idea: For miltary checkpoints and possibly other areas, instead of the fixed spawning of cargo trucks in the source code, could we use spawning of a vehicle GROUP instead? Basically vgroup instead of vproto.

Combine this with adding a vehicle group with all existing military vehicles (weighted to make things like humvees and cargo trucks more common, presumably) and we can give more variety to military checkpoints, allow mechanized infantry carriers to exist outside debugging, AND give modders a way to add new vehicles to those areas if desired.

For one, I can see this proving useful when I eventually put up my tank mod…[/quote]

I might be wrong, but I think, vechile groups are already possible.

When you reveal the map with the debug menu it reveals a big square. Then, the next square over, there is another big map. The two maps should always connect via a highway.

NPCs who fight without weapons.

A prison break challenge, where you start as a con in a prison and need to escape. Gives you same or slightly higher amount of points as lab challenge.

It doesn’t seem like it’ll affect anything much if it can be worn. You hear less with it activated anyway, and it doesn’t seem like it’ll encumber the head or anything. Though, I suppose wearing it will at least reduce the risk of accidentally dropping it, and removing the big morale bonus it gives.[/quote]

it will be more realistic and it will give me one more volume to load something useful in my inventory :). It should not encumber anything, it’s too small for that.

Wearing the earbuds for hearing reduction on demand would be maybe useful, if it can muddle sounds enough to make some borderline-harmful noises tolerable. In real life you definitely shouldn’t count on earbuds giving enough NRR to protect from gunshots, but it WOULD be a good first step towards adding variable noise reduction.

They are, but spawning of cargo trucks at checkpoints, hazardous waste sarcophagi, etc are hardcoded to spawn a specific vehicle rather than using vehicle groups.

Since this thread is more active than the Boat Mod one:

I noticed you need duct tape or a welder to put a boat board on a vehicle. We should have a lower tech option, ie. use ropes to attach boat boards as an option. Or even just a recipe using logs/boat boards and rope to build a simple one tile raft.