Needful things (simple additions to improve the game)

is there a chanse to have in future a recepe for build a window which included armored glass and bars on the windows?

Ability to open/close ALL vehicle doors (or curtains) at once.

^ heard about that one, its already a thing.

fix the menus lag.

What menu lag?

We need more uses for the computers skill! Early game / minor effect uses especially.

Backhoe. Manual digging is slooooow

So I am the only one with menu/crafting lag? Thats not a good sign.

  • Mention holster’s max gun size in holster description

  • Mention the volume by which a gun mod increases the gun size in mod description

  • In clothing layering menu, include the clothing item’s other protective stats (acid, fire)

  • Consider numbering the clothing layers. This would benefit newbies who might struggle to understand the various layers.

  • Vehicle parts:

  1. Glass/plexiglass/clear plastic roof tile w/ blinder. It lets sunshine through but blocks rain. Useful for those who can take advantage of sunlight (Solar Panels CBM, traits, mutations). Toggling the blinder would block sunlight as well, allowing better sleep.
  2. Glass/plexiglass/ clear plastic roof hatch w/ blinder. An openable version of a fixed roof tile. In case you like rain inside your vehicle. Potentially useful for future vehicle interior temperature equalization or 3D line of sight calculations.
  3. Simple roof hatch. When opened, lets sunshine but also rain through. An inferior version of the plexiglass hatch.

You should be able to close the doors through the remote vehicle controller if you install a drive by wire unit and small motors in your doors.

What? I thought it was a thing, but got removed. I really want to be able to close my doors remotely sometimes, especially when NPCs are involved.

Menu lag happens when you have a megaton of items in the crafting inventory.
Limit the number of items visible in your crafting space.

nope I get it even with little to no craft able things in the area. And it permeates all my main in game menus. No other lag noticed though.

  1. Please, make scrambled eggs and boiled eggs 0-level recipe.
  2. How about that the mechanical weapon upgrades (not simple attachments - upgrades like sights, tuned mechanisms, shorted\lengthened barrel and so on) will require firearms repair kit or gunsmith kit, some time to install and maybe some charges? Or maybe make upgrades, such like auto/rapid fire, caliber retool, sniper/assaut rifle conversion, tuned mechanisms, shorted\lengthened barrel not a stadalone items, but options in gunsmith kit menu, just like clothes upgrades in tailor’s kit menu?
  3. How about option to chose caliber for craftable firearms? Pistol calibers for tube rifle, 2 shot special, surivor six-shooter. Rifle calibers for rifels.
  4. How about make swan-off weapons not a standalone recipe, but option in hacksaw menu?
  5. How about make single spawn rate for each type of monsters? One for zeds, second for gigant insects and so on.
  6. Wild vegetables. What is it exactly? Maybe make mod, that remove that item from the game? It make survival in the forest harder, especially in early game.
    And i have a qvestion - if i have ideas about craftable items, shoud i write the recipe here or there is special tread for items? Thank you for reading it)

As far as I know, mugling is already working on it.
I assume 3 and 4 will follow.

  1. This would result in huge menus and wouldn’t be compatible with mods, so most likely won’t happen.
  2. Wild vegetables are just generic not domesticated vegetables. Like “mushrooms” are some generic edible mushrooms. If you don’t like them, you can write a mod to get rid of them (its easy, look up the existing blacklist mods), but a mod to remove just one item won’t be going into the main game.

This thread is mostly for small changes. If your item ideas are easy to describe in one sentence each, then they can go here. If they include complex mechanics, they should get a new thread. If they are guns, they can go here: http://smf.cataclysmdda.com/index.php?topic=2240.0

I am pretty sure that level0 = inept. I am pretty sure that there is a little bit more to eggs than that. Someone who has no idea how to do it will find that the boiled egg doesn’t provide much information on when it is cooked, and is prone to breaking and becoming egg soup which is exctremely unappetising. As for egg scrambled, that will probably result in egg burned to the side of the pot and nothing else, as they attempted to scramble it with no other ingredients. Cooking eggs is pretty simple once you know how(although they do have a tendency to stick to cooking surfaces and explode. Meat, for example, will also stick and burn, but is much easier to manipulate…) but I expect that at 0 cooking skill you have absolutely no idea how cooking an egg actually works.

The ability put on nearby clothes without transferring them into inventory first.

Advanced inventory menu, 'W’orn.

Something in the @ display that shows how much the vehichle you are dragging slows you down. Thanks Hulk for making me aware this had been changed.

More streamlining for crafting, as has been done for arrow crafting. For example, you’ve got meat, cheese, cornmeal and salt at hand, you should be able cook nachos with meat and cheese without the extra step of cooking the nachos first.

It would be nice if any mods in inventory were highlighted green if they can go on something else in your inventory. Like how ammo is highlighted when you have a gun it can go in.

(we need an upvote button - so much to upvote in this thread)

In a gun mod description, mention the skill requirements for its use. Too often I get ambushed by the “you need to have marksmanship 6000 in order to use this mod” message.

Am I the ONLY one around here that thinks…
That > should be up, < should be down, and that tile-sets should reflect this with stairs and such?