That’s a good idea!
[quote=“Slax, post:3200, topic:5570”]Keeping contained fires alive if performing an activity.
“The fire is about to go out. Feed it? Y/N”
Should allow you to throw something in. That’s about it.[/quote]
perhaphs the option to chose a flammable item, filter out the non flammable.
What about a “Toggle extra options” option, that when activated would make most stuff that have a pop-up don’t and go directly to the result, or stuff that didn’t use to have a pop-up before behave like, well, like before. Reloading, wielding stuff and dropping the old wielded item, moving over acid or smoke, etc.
Toxic waste barrels/silos! Because this.
And stylish pistol twirling. Swish swish, swoosh swish, holster. Small mood boost. (As long as you don’t accidentally shoot yourself in the foot.)
the ability to dance, for fun. or just have it be a trait that you can dance in free time.
[quote=“Slax, post:3200, topic:5570”]Keeping contained fires alive if performing an activity.
“The fire is about to go out. Feed it? Y/N”
Should allow you to throw something in. That’s about it.[/quote]
A good visual indicator could be the light level. As the fire is dying the light radius grows much smaller prompting you to be able to add to the flames.
Hey, if it worked for Don’t Starve it could very well work here.
Combat style: gun kata
Out of curiosity, can recipes be added to non-book items?
Seems like something like that would be very handy for weapon/armor conversion kits. Less clutter for the crafting menu.
Personal handbook, based on how much skillz you have you can make a book to help you retain your skillz by reading it as a refresher, it takes time to write in it though.
perhaphs could also use a kindle or something.
Gas mask should have an ability to be strapped onto your belt or belt rig. Most gas masks come with a pouch to store mask itself and detachable/spare filter. Store the gas mask in the pouch attached to your clothes/armor might help with gas masks being stuck in your inventory if you don’t want to wear it all the time.
Maybe adding random areas with radiation will be good idea? It would give us a thrill
More information/feedback:
- Weapons: Show in weapon’s description how long does it take to wield the said weapon from its current location (inventory, holster, sheath etc.). The value could be accurate or a rough value, such as “Time to wield: 200-400”.
- Possibly do the above for clothing items as well, or any item for that matter (values for both wearing and wielding).
- Similarily, show in wielded or worn item’s description how long does it take to take off or stash in inventory.
- Weapons: Calculate and show the reload time for the wielded weapon, in its description. List all applicable locations where there is ammo/non-empty magazines.
- Tag or rename clothing items that can carry ammo or magazines, such “chest rig (mag)” or “chest rig (m)”.
- Print a notification when NPC follower wakes up, just like when he/she goes to sleep.
- Show on NPC mouseover (or with any viewing method) whether the NPC is awake or asleep.
- Print the full description of a monster on mouseover, instead of cutting it off. That’s bloody annoying.
- Sometimes give a heads-up when weather is about to change: “It looks like a thunderstorm is coming.”
- Usability: Implement a hotkey for consuming another food item from the last used food item stack, along with an informative message such as "You eat your meat pizza. Items left in the stack: 12.
Reload times in description are very unlikely to happen due to how is info passed around. It isn’t available in info print function. It also depends on ammo location and even its type.
“Eat from last eaten stack” may happen later on, when we solve the technical issue of identifying items. It is more complicated than it sounds, but we’re working on it.
NPCs wake up msg could happen.
NPCs now should have a sleep status background. Not sure about tiles. If tiles don’t allow statuses to have icons, that’s actually easy to write.
Ah. Yes I’m on tiles. Status icons might be nice. I just thought it might be more reliable to convey the NPC sleep status to mouseover/description. Then the tiles creators wouldn’t have to create the icons… Or maybe have both? It might also depend on the specific tileset. I’m ALWAYS on some MShock tileset. Chesthole tileset seems to have certain icons on characters, but I don’t know if they’re relevant to this.
Please make ‘monster collection’ on camera/E-Ink tablet scrollable and sortable (sort only on tablet?). In times of Pokemon Go, it is imperative that a survivor can catch’em all
[quote=“BeerBeer, post:3212, topic:5570”]- Usability: Implement a hotkey for consuming another food item from the last used food item stack, along with an informative message such as "You eat your meat pizza. Items left in the stack: 12.[/quote]How about: “You eat your meat pizza. (12 left)” for brevity?
A ‘repair all’ for vehicles that functions just about exactly like holding down r, except it skips over parts you can’t repair, and of course isn’t spending so much time waiting through and processing user input. If it ignored parts the player can’t repair (due to lack of parts or skill for example), even better!
Bologna really ought to have enjoyability… I don’t know if that’s intentional or it got overlooked.
It doesn’t make much sense to me that Bologna is apparently totally tasteless and bland.
It is tasteless and bland. It’s made from lips, eyelids, gristle, and assholes, with enormous amounts of fat added to disguise the taste. Balogna is usually seen as a poor-person’s food, and is often cheaper than other cold cuts.
Ewww… I had no idea it was made from those parts.
I do remember really liking bologna though when I was little. I admit I haven’t had it in many years, since other meats really are a lot better. I just think bologna shouldn’t have zero enjoyability, I was thinking like a really low number, something slightly positive instead of totally neutral.