Needful things (simple additions to improve the game)

Intimidating NPCs in using items even if they don’t want to do so

THIIIIIS

Hey, take that armor and a loaded gun or… i kill you!

When using normal “wield” command, also list the items on the ground (at the feet) so that I don’t have to spend over a minute to cycle a nearby large fire extinguisher through my inventory to save a car that my dumb ass set on fire… :frowning:

It’d also be nice for us who often like to drop empty weapons in combat, as opposed to putting them away, which is relatively time-consuming.

Man, can we just fix the roads the worldgen spews out?

The excellent wide paved roads leading to a lab, (there are waaaaaaaaaaay too many labs) paralleled by loooooong roads leading to FEMA camps and right next to one another.

Worldgen is kinda dicked up. FEMA camps should spawn in the wilderness in empty fields, not at the end of roads, god so many labs, roads amazingly well maintained and littered with car parts, extended for thousands of miles, to service a super-secret bunker for the military or a impromptu encampment, or something else that doesn’t deserve a road leading to it, maybe even a gas station spawned between it and the town, but the lab, bunker, whatever has zero parking space, no cars parked, the scientists allll rode the bus to work.

Cities should have certain weight to generation of certain tiles given by the size of the town. I’ve seen big towns with seriously 30% bowling alleys, 20% pizza parlors, tiny towns with 3 banks 2 houses a subway station and nothing else. Big cities in the center should have preference for multi-story buildings, commercial buildings.

Also so many labs. More labs than evac shelters, cabins, LMOE shelters, ect combined. In a typical spawn, the labs probably have more bunk space and robots than the sum of all the towns in the area combined. Dumb. Labs should be rare. They somehow all totally sucked at figuring out the threat despite there being 234 labs in the area and everyone being smart professional people.

Powerful air rifles.

0.1% chance of a mansion spawning with a staircase in it down to a cave level with a lab set-up, a computer, a giant mechanical t-rex, and glass museum cases with kevlar-reinforced jumpsuits, masks, and capes. It should also have an armoured military vehicle and a secret tunnel to the outside behind a waterfall.

Ammo vending machines, which are a lot stronger and sturdier than regular vending machines

So i’ve had this problem before, and I’m wondering about it again.

Moving high-volume 50 gallon tanks (see signature) without having to use the advanced inventory to move it one tile at a time, and also not break your back or force you to have bionic arms to be able to carry all that insane weight.

With foldable items, I had the idea of being able to (a)ctivate a trolly which you can then use on a barrel which turns it into a (g)rabable object very much in the same vein as a shopping cart. Or perhaps make it a wieldable item that will slow you down, be practically useless in a fight, and will make it unable to use another weapon unless you drop the trolley and wield your weapon of choice?

Basically, right now unless you got a vehicle that can carry heavy weights without becoming immovable, you’re forced to either go through silly hoops to move it (advanced inventory moving), or break your back by grabbing it.

Those already exist, I believe.

One relatively simple thing that I don’t think I’ve seen anyone mention (and that I, as a complete novice in programming, deem simple) is adding the logical operator for ‘NOT’ to the Shift-V vision. I’m playing a character who refuses to wear anything a zombie has worn, and I would absolutely love the ability to filter OUT anything with the word ‘filthy’ when I’m looking around.

Using beanbags/teargas to knock out humans to turn into slaves.

Slave breeding. (so I can make clothes)

[quote=“Braethias, post:3152, topic:5570”]Using beanbags/teargas to knock out humans to turn into slaves.

Slave breeding. (so I can make clothes)[/quote]

You monster. You forgot the additional benefit of free food from Slave breeding.
…wow, Cataclysm brings out the worst in all of us cough

Pregnancy isn’t implemented at all, and it’s questionable if it will be. First they need to finish up npcs in the first place, THEN they might start thinking about love interests or similar things.

Also, aren’t npcs already slaves, when you recruited them? You can tell them to give you all their shit, they die for you without hesitation, you can literally use them as meatshield…

Crippling strikes. Sometimes you gotta break a few bones to… not get clawed to death. Snap a leg off, slow enemy down.

A button to make the NPCs to change their attack modes and make groups to separate them easily.

Some way to put down dirt/build planters, for things like build your own grow basement/roof top garden

A more modular AR-15 platform.

We really need a way to LOCK car doors. So that random npc’s can’t open the doors anymore. Why am I suggesting this? I was sleeping in my mobile base in the middle of nowhere when all of the sudden a hostile npc opened several doors inside my mobile base, reached me and shot me…

build a barricade, burn it down?

Getting a small morale buff for crafting somethinhg(+5,stackable) and a small morale debuff for failing(-10,stackable)