Has there been any work on being able to make something more out of excess wool clothing that I keep having lying around my main base? Haven’t been paying attention to things lately, and I’m still itching to rip up all these sweaters into wool rags, or whatever I’d end up making them into.
I also noticed that there’s an option for the kind of region that generates. Does this mean that if I wanted to play in a region that’s more like the Southwestern states or elsewhere than New England, that would eventually come to be further along in development? Probably not a simple question though, but something more long-term.
Yeah, that might be worthwhile because as it stands, I usually just ignore wool clothes and take the wool allergy trait because there is very little drawback in it.
[quote=“Sanarr, post:6, topic:5570”]Erm… not sure if it counts as “simple”, but I’m sure that it very fit to “missing” category.
I’m feeling lack of quest-like features. No, not like “go defeat master zombie and save the world”, but some in-game things that would give some motivation for char to search for X or do Y stuff. Like deactivating nuclear plant which about to melt (or missile silo that about to laucnh ICBM-s), or pour some fungicide to stop fungal expansion (even if imaginable one, before dynamic map changes would actually become real).
I know that it is a sanbox game, but, to my mind sanbox with some random quest stuff will be more interesting and less likely to become boring over time.[/quote]Don’t you think that “deactivating nuclear plant” mission is kinda a ‘save the world’ scenario?
knitted wool items should be disassemblable into wool yarn, or perhaps skeins (or just balls for universal understanding) of yarn with [x] charges
if the wool item is cloth it makes sense that it’d just be ragified
What about of making some canned food/drinks contents hidden from player? I mean - imagine if after some rains/nearby fire/some other means picture from can just gone away. So char would hold some “tin can with unknown contents”.
[quote=“Sanarr, post:225, topic:5570”]What about of making some canned food/drinks contents hidden from player? I mean - imagine if after some rains/nearby fire/some other means picture from can just gone away. So char would hold some “tin can with unknown contents”.[/quote]I don’t think that is necessary.
Weapon slings. Simply put, these could be made from rope/sting/rags, be attached to weapons and, when attacked, allow you to put said weapon on. They would also slightly increase accuracy from them getting wrapped around the arm.
The reason for this? Security guards get a carbine and a holster, something they cant use with the carbine because its a carbine, not a handgun.
i think we need to look at refinements to make the game less terious. the way we store items is a bit of a hassle.
let items roll up. so instead of having 10 of things listed roll them up
The ‘V’ screen that lets you see different stacks. How about it displays with an UI that has tabs by items type, in alphabetical order.
ammo is a hassle to deal with due to the different types. How about in the V screen you can list the guns categorized by ammo type and the amount of each type of ammo in surrounding areas to the right. So 2 columns. Then you can auto-pickup and see what is missing.
ammo memorization of some sort. you have designated stashes. So you can track in game how much ammo you have of each type and the type of guns you have. so when you go to a gun store its easier to keep track of the types of ammo you.
[quote=“youtoo, post:231, topic:5570”]i think we need to look at refinements to make the game less terious. the way we store items is a bit of a hassle.
let items roll up. so instead of having 10 of things listed roll them up
The ‘V’ screen that lets you see different stacks. How about it displays with an UI that has tabs by items type, in alphabetical order.
ammo is a hassle to deal with due to the different types. How about in the V screen you can list the guns categorized by ammo type and the amount of each type of ammo in surrounding areas to the right. So 2 columns. Then you can auto-pickup and see what is missing.
ammo memorization of some sort. you have designated stashes. So you can track in game how much ammo you have of each type and the type of guns you have. so when you go to a gun store its easier to keep track of the types of ammo you.[/quote]
Friendly reminder that this thread is to give entry-level (whether to coding, DDA, or both!) coders project ideas.
Longarm scabbards have been proposed; they’re not “slings” so that point kinda messes things up.
Having to open the can to find out what’s inside seems more Irksome than rewarding; I despised that mechanic in Nethack and cant be bothered to implement it here.
The game should probably have Walnuts in it, both to be found in kitchens/groceries and as a wild “fruit”.
I have a feeling that harvesting Maple Syrup could be a bit technical, but it would be simple enough to add plastic buckets around the place so that the necessary components are in the game. (Let the buckets get cut up for scraps in the meantime.)
Similarly, while coding for making Applejack could be a pain, just adding the stuff into the game isn’t going to be a major problem.
[quote=“AseaHeru, post:236, topic:5570”]Maple syrup would be a pain in the arse unless the process is REALLY watered down.
I mean really, 50L of sap to get 1L of syrup?[/quote]
It’s an open-ended game: goals are worth whatever the player decides they’re worth.
when making a lot of noise around office and apartment towers, zombies occasionally drop from above, spraying glass and debris, with most of them dying but some survive.