Needful things (simple additions to improve the game)

Maybe have construction menu work stations that let you craft and disassemble faster than the vehicle based or tool based alternatives?

Changing Lighters, matchbooks and cash cards to display like 50 ‘foo’ totaling ‘charges’; rather then taking up around 2 pages of inv space … would be lovely… (or removing cards form “use”)

edit;
Also would be nice to use tools / reload ammo off the floor as that starting to become a thing
and adding more tools to the item action menu (mp3 player, handheld game system, camura, e-ink pc, jackhammer, fishing rod,bullet puller)…
unless there some way to add to it by the json files? heres starting to love using tools by using tab-letter without having to dig past 2 pages of cards after realizing i forgot to set that tool a key this life…

Perhaps empty cards could be converted into spent cards that stack and spent cards could be converted back into normal cards if they are used in a charging process. I imagine that there would be some complexity in having a single process accepting both normal cards as a discreet item and a stack of empty cards that would be reduced by one and pull a new card item out of thin air, but one can dream…

As of the latest experimental empty cash card DO stack, CAN be recharged with money (via ATM) and ALL cards with any money on them can be easily emptied into a single card.

I love whoever added that feature awhile back.

[quote=“Logrin, post:2504, topic:5570”]As of the latest experimental empty cash card DO stack, CAN be recharged with money (via ATM) and ALL cards with any money on them can be easily emptied into a single card.

I love whoever added that feature awhile back.[/quote]

I do tend to burn any 0 charge cash cards after fusing them in to a ATM… but them boxes aint common and i havn’t seen one at all in this town, im on about having a lot of tools with different charges should be bundled together

speaking of stacking… i wonder why items like rags. plastic chunks, ant/spider eggs… so on don’t …

Would be great if it was possible to hold your breath for a couple of rounds (high stamina cost every turn maybe ?) so that you can spend maybe 20 seconds not breathing that smoke or that toxic gas.

Do you mean how rocks stack? If so, that is because rocks are now ammo, as opposed to just being an item.

On another topic, it would be awesome if some weapon mods added slots of their own. Mostly so we can get rid of some random crafting recipes…

Might need to cover your nose too in doing so, which would carry additional penalties from occupying a hand. XP

when viewing items in trunks and the likes, things like rags and plastic chunks and basic items just have a number next to them and it asks how many do you want.

Advanced inventory menu

It’d be nice if quivers could be worn from the waist (as they more often were historically) rather than limiting the survivor to wearing a quiver on the back, movie-style.

I’m also a bit unsure as to why bows can be worn. Putting oneself inbetween a bent stave that’s trying to straighten itself and a stout cord does not sound fun. Actors can get away with this because their bows don’t have a significant pull - one presumes that the survivor’s bow is a lot more powerful!

[quote=“Womble, post:2511, topic:5570”]It’d be nice if quivers could be worn from the waist (as they more often were historically) rather than limiting the survivor to wearing a quiver on the back, movie-style.

I’m also a bit unsure as to why bows can be worn. Putting oneself inbetween a bent stave that’s trying to straighten itself and a stout cord does not sound fun. Actors can get away with this because their bows don’t have a significant pull - one presumes that the survivor’s bow is a lot more powerful![/quote]

Agreed, it’s a bit annoying. You can either wear a quiver without a backpack, losing all your valuable storage space, wear it with the backpack for another couple points of encumbrance (even after the nerf to layering penalty, it adds up quickly)…or you can just keep the arrows in your inventory.

As for wearing bows, seems reasonably that you could get away with doing this for the self bow, but the others…probably not.

Seems like a change that would distract form game play somewhat, and if would go down that route then most ranged weapons should start degrading after a few thousand shots n so on…

Speaking it be nice if the game would draw on 'f’ireing with bows, and back holsters…

True, but switching the slot for where you wear quivers is reasonable.

Have to say i moved it to the belt slot by a personal mod,…but due to one of the later changed have changed over stuff to that slot… maybe moving the smaller quiver to leg, while leaving the large one where it is…
ofc… if you ask me…arrows and bolts could take up more volume so it is better to use a quiver if you have more then a handful of arrows (expanding how many they hold along with this too)

Making reload time much longer if you have to fiddel them arrows out of your backpack. It should be like that but inever felt like it was. If the penalty is already in make it bigger.

Thing is, some cultures have back quivers, but most use belt quivers.

I see three options here. One, just make quivers worn at the waist. Two, do that PLUS make a belt version. Three, add a use_action to adjust which way you want to wear it, by adjusting the straps.

I’m testing whether the third option is doable right now.

A sneak or walk slow function that lowered sound when moving.

Oh good, it seems that the transform function, when used on armor, does in fact correctly change layer. Now to see if the quiver use_action can work correctly when given an item_action entry in the menu, then it’s solely a matter of changing all the descriptions so the wording makes sense.

Oh, and I’ll need to add an uncraft recipe for the “worn at back” version since the normal version can be dismantled. Would look weird if you had to unfuck the straps just to take the quiver apart.

EDIT: FFFF-

item management would be a good place to start, empty all containers with spoiled items, move all items of type X to this spot or from x spot to y spot, advanced inventory management that works on more then an 8 tile square, this would be a great qol improvement.