Needful things (simple additions to improve the game)

Bugger it, PRing the stuff now, even with several others to juggle. https://github.com/CleverRaven/Cataclysm-DDA/pull/13142

There’s always room for a goat.:smiley:
(Stupid autocorrect.)

Does metal compactor not work with them?

It likely does, which is a big help to my current survivor that’s got crash sites but no towns, let alone hardware stores, anywhere near them.

A few metal items have options to saw or hammer them into scrap, so…

EDIT: Also, it’d be nice if certain ammo could be deconstructed without a kinetic bullet puller. Ideally this should return less lead and/or damage the cases, but at least allow recovering the primer and powder.

EDIT 2: Playing around with this. While you can define an uncraft recipe for ammo, it takes whole stacks at a time.

For experimental: Add a optional “keep running?” dialog that pops up when you are close to exhausted. it is easy to start running by accident / forget to stop running.

Pretty certain that it automatically stops you running when you run out of energy…

if only there was a spaceship with deathrays that do 38,000 damage per second… most planets probly wouldn’t survive that in cata

Catfoodbob this is the needful things thread, not the bad ideas thread lol.

Thought there already were pliers to allow for cheaper, less efficient ammo disassembly?
I’m not sure how you’d disassemble ammo with your bare hands.

The M2HB on vehicles should be able to fire semi auto. Only being able to use burst wastes a huge amount of ammo.

[quote=“Murphy, post:2409, topic:5570”]Thought there already were pliers to allow for cheaper, less efficient ammo disassembly?
I’m not sure how you’d disassemble ammo with your bare hands.[/quote]

I’d suggested that idea, but it was shot down. :V

Laser Drills, using massive amounts of power but they can cut through pretty much anything.

Phase beasts

Corrosive Grapplers

Tranquilizer, use on living animal (or NPC) and carrying their unconscious body to enclose area for future meal plan.

A craftable aerosol form of Purifier for use with the chemical thrower. It only causes mild irritation to people who inhale it and proves woefully ineffective aganist zombies. But unprotected blobs and post-threshold slime mutants are sent writhing in pain as the chemical solvent effectively dissolves them like an acid.

I like the idea of mob-type targeted weapons, but …purifier doesn’t melt mutants? I don’t know if it would be logically effective without some lore thingy to explain it’s functioning.

I got the idea for it after injecting Purifier Serum as a Slime Mutant. I was treated to a special message about it feeling like fire in my veins and writhing agony, along with receiving a boatload of pain. Thus the inspiration for a weaponized version of it to fight blobs. It wouldn’t affect other mutant subtypes anymore then a regular human though.

Could you add all the different construction parts as vehicle quarterpanels to make building my fortress possible?
As it is one can’t build a wall that lets you shoot through, put blocks movement.

The Sheltered start really could do with some refinement. Seems like easy mode.
You get +3 points and start with a ton of skills and resources. Seems off to me.

I thought the offset was starting in winter when you can’t forage? Not sure if balanced, but I think that was part of it?

That, and any food you find laying around will have long since withered away, if it’s perishable.