Needful things (simple additions to improve the game)

A means to make it more clear to an irridated survivor that they have a new mutation. I always miss radiation induced mutations.

Maybe like a red text?

Perhaps mutations should be a little less instant? Maybe an itch, then swelling, then a proto-mutation, then the full thing. Or when you wake up from sleeping you get an update of the fun things that changed overnight. Even in B fiction it seems pretty rare for a full-blown limb-spontaneously-emerges-from-body mutation to occur… Perhaps The Fly could be used as a template for mutation progression…

I saw a thread somewhere where this was being discussed and how best to implement. Not sure if its in the works now or not. I like that general idea though with the addition that you get a little bit more pain/“effects” during the transformation bones shifting and what-not will tend to do that.

[quote=“Random_dragon, post:2920, topic:5570”]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.[/quote]Maybe that’s the point? :V

its a bad point. Going away from realism to make the game more monotonous without even a ~Lore~ reason is just stupid.

Makes perfect sense to have the lowest quality source be the most abundant one. That’s how it works in real life.

The most abundant source of food is zombie corpses, but I don’t see anyone complaining about them being impractical to eat.

… so things were made more time consuming than they really need to be for balancing purposes? We aren’t talking wool or kevlar etc… we are talking about common cotton rag. It is plentiful enough in all its forms. That doesn’t mean it should take as long as it does, or be nerfed any more than it already is as a super common item. This game is filled with abundance of all kinds. That doesn’t mean nefing is required, that is not what cata is about.

  1. Drop 2 long threads on a tile
  2. Disassemble one
  3. Open disassemble menu, select “disassemble everything”
  4. ???
  5. 600 thread, enough to last you to tailoring 3 when you can craft short ropes and disassemble those

You could argue adding thread to LMOE supplies, buffing repairs once again, nerfing item damage (to make repairs less common), but making rags convertible to thread in negligible time would make the whole rag-thread distinction simply an annoyance rather than a mechanic.
I have yet to see a good argument for buffing rag->thread recipe.

Oh, and item damage was nerfed quite significantly not long ago: damaged items don’t lose resistance to damage (only armor values). You no longer need to keep everything at 100% health and especially not reinforced.

Yeah. Almost as common as mud. Does it mean it should be the best at everything? Free thread in no time?
Honestly, I’d prefer the thread to be totally free than to turn it from a resource that needs to be scavenged into a resource that simply requires additional keypresses.

They weren’t. They were made time consuming enough to make sense and be meaningful.

That’s a much better solution than making it take no time.
I’d rather keep the recipe because sometimes you just are desperate enough to spend an hour pulling threads from a rag, but if it was a choice between instant thread or no unraveling, no unraveling would certainly be a better solution from design, avoiding tedium and realism points of view.

hmm… did not realize that long string gave that much thread. Guess I will start tearing down all the neighbors curtains instead then. Still seems weird.

I tried to eat a whole zombie after reading this. Perfectly good food if you can handle the stat loss.

In fact, it might even need nerfing.

O.o really? there is no permanent sickness something or another that sticks around? Surely its still worse than cannibalism that drains your moral to below crafting levels and keeps it there till after you need to eat again resulting in a never ending cycle of hyper depression until a better food source is found for a while.

Maybe it gives parasites, since you can’t cook it (you probably should be able to cook it in vanilla). The morale loss is acceptable, it’s just that food poisoning is not really very dangerous; at the very least it should make you super thirsty.

being rotten zombie flesh it should be parasite free, but HIGHLY toxic… if it were regular zombies anyway. Since this is blob zombies… I am not sure how that “biology” should work.

…I guess still parasite free, since blob is unlikely to welcome parasites in its host or anything that will weaken the blob. Until the meat rots anyways. I would consider that the point where the blob is to weak to keep nasty stuff out of the meat and for digestive purposes it becomes just nasty rotting meat. Eating zombie flesh before it rots, would mean taking in some blob that refuses to leave. I think if you eat to much you should just die and become a zombie… or a living zombie or something. Does that go well with the lore? Seems kind of like saving the blob from no-host-death by getting yourself killed for it.

[quote=“Litppunk, post:2933, topic:5570”]being rotten zombie flesh it should be parasite free, but HIGHLY toxic… if it were regular zombies anyway. Since this is blob zombies… I am not sure how that “biology” should work.

…I guess still parasite free, since blob is unlikely to welcome parasites in its host or anything that will weaken the blob. Until the meat rots anyways. I would consider that the point where the blob is to weak to keep nasty stuff out of the meat and for digestive purposes it becomes just nasty rotting meat. Eating zombie flesh before it rots, would mean taking in some blob that refuses to leave. I think if you eat to much you should just die and become a zombie… or a living zombie or something. Does that go well with the lore? Seems kind of like saving the blob from no-host-death by getting yourself killed for it.[/quote]The blob is incapable of killing things by infesting them. They only start growing when it’s dead.
Like, the blob is in all of the ground water everywhere. Doesn’t matter how much you drink of it, the blob alone in it won’t kill you.

[quote=“iceball3, post:2934, topic:5570”]The blob is incapable of killing things by infesting them. They only start growing when it’s dead.
Like, the blob is in all of the ground water everywhere. Doesn’t matter how much you drink of it, the blob alone in it won’t kill you.[/quote] Wait, what?

[spoiler]All the zombies you see are people who consumed the blob-infested water but only turned after they died? I’m not lore-savvy so I’m sure you could explain this, but how comes the dead outnumber the living so much that you can go full days without seeing a single human being roaming around?

How comes there were more dead than living people to exterminate the latter so efficiently? There’s no way there were enough dead for the blob to infect to annihilate civilization with such force. Did the bombings/nether creatures do the job for the blob, and you’re forced to live with the consequences?[/spoiler]

Mostly this.

then what horrible effects will eating zombie flesh have? Maybe zombifie you (until it rots) anyways because the blob is still “active” in the meat and not yet dead until the flesh rots?

A motorised quern would be pretty handy.

Itd be nice if rubber shot or beanbags, could stun or stumble.

I was thinking this too. Creating a recipe for a DIY style powered quern from a quern+small electric motor should be easy.
But i’d hate having duplicated recipes with just reduced crafting time to make flour (even though the flour recipes are not cluttered yet)
Does anyone know if it is possible to make a tool able to decrease recipe completion time??