Needful things (simple additions to improve the game)

Laundry machines should drop heating elements upon de(con)struction.

Display the waterproof level of each body location… somehow. It’s kind of a b*tch to investigate which part of the body is letting rainwater through.

The MShock Modded tileset was effectively the only continuous, long-term part of the game I considered myself responsible for. I’m going to need to find someone to take up work on it instead.

To be fair, at that point you’re not trying to dull the pain, you’re just trying to shut off your central nervous system. Which has dire consequences for autonomous functions like the heart. That’s at least how that works in my headcanon. At some point the CBM reaches a point where there aren’t any nerves to dull at all, so it just shuts off the CNS, which is amazingly fatal.

This. I want more heating elements.

The next time I tried it I nullified the risk by using Blood Filter in combination, since Sensory Dulling also eliminates some pain entirely. It’s not my fault Repair Nanobots doesn’t fix my nerves. And then I got shot again and died.

Easily changed, I think:

Open furniture.json with Notepad++
Search for ‘washing machine’ or 'f_washer’
Add { “item”: “element”, “count”: [1, 4] } under the section "deconstruct"
Add { “item”: “element”, “count”: [0, 2] } under the section "bash"
Add commas to the ends of lines, except the last ones. Use eyes, common sense and pattern recognition skills.
Save & close.

“element” stands for heating element, I think. [1, 4] means 1-4, I think, so you could tweak these.

Note: I have NOT tested this. I know nothing.

Erm, like… what about craftable jumpsuits? We can craft the XL variant, but not regular ones. This has to be an oversight, right?

Jumpsuits include a plastic material. That’s why they’re so good.
I’d say the XL jumpsuit not using a regular one is more of an oversight here.

Alternatively, we could get rid of that plastic part, drop its armor to 3/3 (or bump its encumbrance noticeably) and make it craftable on lvl 3 or 4 (4 better because it’s kinda bare, except for leather pants).

I would love to see tobacco plants a possiblity. The idea of growing my own sustainable tobacco makes smoking more appealing, plus I love roll ups and this would actually give me the chance to roll tobacco more hehe. (Rolling tobacco is understandably rare in the game). I’m pretty sure growing tobacco in New England is possible too so it wouldn’t be unrealistic.

[quote=“Litppunk, post:2880, topic:5570”]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?[/quote]

Not certain, but I’d wager that this arrangement is due to the fact that going back to the earliest RL dungeon crawlers, your goal is to reach the bottom of the dungeon. Going down equals advancing in the game, so they with the “forward arrow” I guess we could call it. This is pretty much how I taught myself the difference anyways, basically keeping in mind I’m playing a videogame, not doing maths :slight_smile:

HTH, sorry for derail.

An NPC or group of NPCs that missed the cataclysm.

They spawn in a sealed cave and when found they ask you to get them to a town/hospital. They only appear within the first week otherwise lack of air or water kills them. The NPCs have not encountered monsters yet so appearing as a mutant will intimidate them. They have a low morale score when in combat and are prone to fleeing the attackers.

I imagine the NPC’s missing cataclysm would be a neat idea. Mostly you would find a cave of dead people with a sinister story rotting away with their corpses.

one of the things that has bothered me in cataclysm is that crafting a molotov uses less liquid than what is in a bottle of hard liquor so to make one you have to have an empty bottle on hand then use nearly all the alcohol but not quite in the other bottle to craft it instead of logically just plopping a rag in a full bottle and calling it a day

well that actually makes sense when you think about it. Usually one pops the top takes one big swig to get the fuel level below 1 inch- from surface and then stuff rag in, let soak a moment light and throw. Never a good idea to have the fuel dripping down your arm while lighting it with the other hand…

Methylamine. For the high grade meth we are still not able to cook. Also, high grade meth. With a blue tint of course. And with all the Breaking Bad references in the world.

Maybe also come up with a chemical plant, a building where to find common hazardous industrial chemicals which would not belong to labs.

Finally bothered to “time” how long it takes to cut rags into thread. JUST short of an hour seems a bit long. Maybe trim it down to 30 minutes… 45 maybe? I mean how long can it take to separate the threads from a rag. IRL If it was a shirt or other article of clothing you would just make a small cut, find a thread and pull until it all unraveled, and repeat. Right? Wouldnt a rag be easier since there is no real tied in threads anymore? Or am I thinking of a rag differently than what it is in game. Cuz when I think rag in cata terms I think of a smallish square of cloth with exposed threads on all four sides. Maybe this isn’t always the case… but I would think for game purposes it would be close enough. How hard can it be to shred into usable threads?

Especially since putting all the threads together to make a rag takes 6 minutes… seems like this should be reversed or something. Am I missing something?

[quote=“Litppunk, post:2916, topic:5570”]Finally bothered to “time” how long it takes to cut rags into thread. JUST short of an hour seems a bit long. Maybe trim it down to 30 minutes… 45 maybe? I mean how long can it take to separate the threads from a rag. IRL If it was a shirt or other article of clothing you would just make a small cut, find a thread and pull until it all unraveled, and repeat. Right? Wouldnt a rag be easier since there is no real tied in threads anymore? Or am I thinking of a rag differently than what it is in game. Cuz when I think rag in cata terms I think of a smallish square of cloth with exposed threads on all four sides. Maybe this isn’t always the case… but I would think for game purposes it would be close enough. How hard can it be to shred into usable threads?

Especially since putting all the threads together to make a rag takes 6 minutes… seems like this should be reversed or something. Am I missing something?[/quote]

I’ve said it before, that yes, it makes sense for unraveling a rag to take a while, but that and hour goes beyond realistic and into POINTLESS realism. Especially since rags are an infinitely more abundant source of rags than string. -w-

that sounds like agreement… but… I am also wrong? It takes almost a full hour to separate strings in a standard rag off an item IRL? That doesn’t seem quite right.

Frankly, I would disable rags-to-threads completely. Most textiles today don’t unravel easily. Burlap might be an exception, but even that produces threads that are pretttty thick to be used in sewing.

If you need threads, smash house windows, get the long strings and disassemble them. Or remove a seatbelt from a car, and start disassembling that. Also, I would disable the seatbelt disassembly, too…

If you want to edit the rag disassembly time, edit data\json\recipes\recipe_deconstruction.json
In it, look for “result”: “rag”, (line 1629)
And a little below that “time”: 60000, (line 1634)
Halve it or whatever.

[quote=“BeerBeer, post:2919, topic:5570”]Frankly, I would disable rags-to-threads completely. Most textiles today don’t unravel easily. Burlap might be an exception, but even that produces threads that are pretttty thick to be used in sewing.

If you need threads, smash house windows, get the long strings and disassemble them. Or remove a seatbelt from a car, and start disassembling that. Also, I would disable the seatbelt disassembly, too…[/quote]

Or if you need threads, unravel a rag. This remains an extremely abundant source of rags, and it’s always been my dominant source, far more available than strings or ropes. It wasn’t until sewing got whupped with the Stick of Time Consumption that unraveling rags became unfeasible. Again, it’s still acceptable to have rags be time-consuming to unravel, but the amount needs to be reduced or one of THE most abundant sources of thread becomes impractical to use.