Needful things (simple additions to improve the game)

The rigged atomic taser might be best combined with some electrical insulation. Higher voltages tend to be less directional and more radial…

I kinda assumed the rigged atomic taser would be more of a boobytrap. XP

Ability to disassemble packs of firecrackers? How come you can make 15 firecrackers into a pack, but you can’t disassemble a pack into whatever’s left over?

Aye. Thing is there’s no sane way to handle packs of firecrackers. It’s counted as a tool loaded with a set number of charges, and the pack still exists after being depleted.

Any dismantling recipe would either have to drain a set number of charges from a pack via treating it as a TOOL (still leaving an empty pack), or remove the pack via treating it as an COMPONENT (which ignores how many charges are in it).

You could make a pack of firecrackers just a paper wrapper tool and it accepts firecrackers as ammo? Then you could unload it to get the firecrackers out and reload it to make it a pack again.

Chimmichangas cause this game needs them

And thanks to a certain dragon’s addition of flatbread, that allows a little more tex-mex cooking to add. Also? We have hickory. Could add some BBQ. o3o

Tortilia wraps, they have meat in them

Hi everybody,
I don’t know how hard it would be to code or how easy it would be to balance but i would love to see handyman zombies.
1They would have a pool that includes all the hand tools ie hammer, wrench, screwdrivers
2 They would be wearing basic PPE: steeltoe shoes, hard hats, gloves and other such stuff
3 They would be on a toughness scale between a technician zed and a soldier zed

In canada manufacturing is about 1/5 to 1/4 of the workforce( source http://www.statcan.gc.ca/tables-tableaux/sum-som/l01/cst01/econ40-eng.htm)
Cheers,
Demitri of fetunchinni

I’m sure someone’s suggested it by now, but a survival crank flashlight?
It’s a bulkier version of an LED flashlight that’s more like a lightstrip lantern, that has a number of functions.
Can’t be reloaded or unloaded directly per se, but you can hold it in hand and press “R” to spend a bunch of turns making noise winding it up in an interruptible process till you fill the charges.

Using it (A) gives you a menu where you can:

  • Change light level. 3 settings: Low (low power usage for glowstick level light), High (Normal power usage for flashlight level light, and Flash (Flashlight level light, but uses less energy due to turning off and on and substituting for red Leds)

  • Light on/off (incase you don’t want light)

  • Radio on/off - (uses even more power when on. Can be used with directional antenna)

  • Radio (scan) (same as on a radio when on)

Comes in ultra-rare atomic edition that has a cover instead of a light on/off option and doesn’t need to be cranked.

a coup de grace for a really skilled character, wherin if you would have done enough damage to kill a monster you do an excessive amount of damage that can either pulp or explode it… mainly for keepin zombies down

I frequently explode zeds with niten ichi-ryu and a ++diamond katana. Excess of 500 dmg sometimes.

Excess damage already damages to the corpse, and can result in a pulped corpse. At some point (100 extra damage, maybe?) you get chunks flying, and at some point past that, the chunks are all that’s left.

Just have to do enough damage.

speaking of I would really, really love for certain monsters to have better armor values, and for certain damage types to be better suited at negating them. Most of the giant insects should be much harder to slash apart due to their exoskeletons. I really want there to be a situation where I need a chainsaw, explosives or high-speed collision to take something down. I.E. stack enough damage or do none at all.

A suit that would put you into sleep when the adrenaline tag would pop up

Hmm. Would it be logical to also converting fur pelts into leather patches in the same way you can trim cured pelts into cured hides?

[quote=“Midaychi, post:2590, topic:5570”]I’m sure someone’s suggested it by now, but a survival crank flashlight?
It’s a bulkier version of an LED flashlight that’s more like a lightstrip lantern, that has a number of functions.
Can’t be reloaded or unloaded directly per se, but you can hold it in hand and press “R” to spend a bunch of turns making noise winding it up in an interruptible process till you fill the charges.

Using it (A) gives you a menu where you can:

  • Change light level. 3 settings: Low (low power usage for glowstick level light), High (Normal power usage for flashlight level light, and Flash (Flashlight level light, but uses less energy due to turning off and on and substituting for red Leds)

  • Light on/off (incase you don’t want light)

  • Radio on/off - (uses even more power when on. Can be used with directional antenna)

  • Radio (scan) (same as on a radio when on)

Comes in ultra-rare atomic edition that has a cover instead of a light on/off option and doesn’t need to be cranked.[/quote]

Yeah, my crank flashlight’s got a radio, as well as a USB XD

A prison break scenario with extended list of criminal professions to choose from, I would love to do this but have no idea how to even start… I tried messing arround in jsons but I’m too stupid to make it work.

A lab special that transfers your brain into a robotic body which is immune to the classical biological issues of breathing, bleeding, infection, mutation… It can also have bionics installed or removed with no failure risk, but, well, letting your energy reach zero is not frequently described as super-special-awesome!.. It’d be an alternative transhumanist endgame for people who don’t want to be a walking zoo…

I mean, if there was a whole slew of interesting mechanics that came with being a ro-boat, things to deal wtih and challenges to overcome, so that surviving as a robutt was just as difficult but just shifted your worries and needs around, then that might be cool.

Just ‘make robot’ though, well you can kinda already do that with the debug menu.