Needful things (simple additions to improve the game)

  • Enable manual number input in world generation for the various settings (= select value, hit Enter, input numbers)
  • Show in vehicle status whether it’s leaking fuel, power or other stuff. Possibly show ‘leak’ status when examining the section where the part resides.
  • When examining a vehicle part in vehicle status, show its natural maximum hit points and other relevant info for that part (power generation for solar panels). All the information would function as a reminder and helps with planning.
  • Generate a preview of chosen city size and city spacing combination. Generate random map examples. Potentially allow picking one of the random maps as the actual game map.

No. That would be sensible. Let’s not get carri— Yeah OK you’re right… I mean… (mumbles)

:stuck_out_tongue:
Anyway:
Allow cleaning of filthy wearables using only a rag and a little bit of water, given that said wearable is not made of cloth or leather.

If somehow possible within the game engine, make charges for lighters stack across all available lighters.

a - Pile of 73 Lighters (6,327)

Or even:

a - Lighters (6327)

They weigh nothing, they’re common as muck, and they take up two pages of inventory and ten invlets between them. I would gladly sacrifice every single pilot light and plastic chunk in exchange for not having to deal with that anymore.

Activate bionic torsion ratchet when performing constructions.

  • The ability to Give NPCs Items in the Examine menu. Potentially en masse.

Not only would this let me more easily load NPCs up on Pemiccan and Booze, it would let me slowly win the trust of the myriad NPCs who are so frightened of my character they flee into the nearest zombie horde. I’m not a bad plant-robot-bunny-demon, have a gummy bear!

  • Lagomorph Ears mutation (Beast mutation) - Improves hearing greatly. Visibility: 10, restricts non-fabric headgear. Ugliness: 0.

  • Deluxe E-Ink Tablet PC - Includes camera and a double sized battery.

  • The ability to “brick” vehicle accelerators. Vehicles thus brick’d will continue to accelerate until they can no longer do so, even after the player bails out.

  • Venomous mutation to apply to the player’s unarmed attacks if they have long fingernails, talons or large talons. Venomous claws are a thing, and if it’s already in I’ve never noticed it.

  • Venomous spit mutation in the slime mutation tree. Consume nutrition to fire a short range glob of venom at a target, poisoning them on contact, with a chance of temporary blindness. Ideally this would just be identified as a “compatible natural weapon”, so it would proc either Venomous or Strongly Venomous, depending which the actor possesses. Requires venomous.

  • Acidic spit mutation in the slime mutation tree. Continues to be venomous, but also burns peoples’ faces off. Requires Venomous spit.

I think it’d be good if there was a way to make dirt and grass appear the same on the minimap. It’d do wonders to make it more readable.

Existing Clothing Tweaks:

Sleeveless Survivor Duster should have “Sleeveless Duster” as a valid ingredient.
Sleeveless Survivor Trenchcoat should have “sleeveless Trenchcoat” as a valid ingredient.
Survivor Trenchcoat should have “Leather Trenchcoat” as a valid ingredient.
Sleeveless Survivor Trenchcoat should have “Sleeveless Leather Trenchcoat” as a valid ingredient.

Give Bag Socks and Gloves Acid Resist. Being waterproof conventional polyethylene (aka “plastic bags”), they can survive Phosphoric, Nitric, Acetic, Hydrofluoric, Benzoic, Chromic, Citric, Formic, Lactic, Sulfuric, Tartaric and Hydrochloric Acid, with only Perchloric Acid having a significant effect upon the material:

http://www.vp-scientific.com/Chemical_Resistance_Chart.htm

New:

Fingerless Survivor Gloves (Light, Normal, XL) -1 to all Protection types. -1 Encumbrance (-2 for XL). Loses Waterproof, gains “Performs well when wet” and “This piece of clothing won’t hinder attacks using mutant anatomy”.

Suggestion:

Make Brass Knuckles and similar items worn items that cause hand encumbrance and grant unarmed damage bonuses when worn, rather than weapons that must be actively wielded. Likewise, make certain gloves also provide bashing damage bonuses to unarmed damage, such as boxing gloves and armoured gloves.

Add Bow specific scopes. Yes, they exist. http://www.lancasterarchery.com/bow-accessories.html

HMPE bow string: Increases draw strength by +2, increases damage and range by 1 each, while increasing reload time by 5 and dispersion by 2. Cannot be crafted (While UHMWPE fibres are found in all sorts of things, like military armour, fishing lines and the like, spinning it into the right form requires pre-cataclysm level technology which the player would definitely not have the resources necessary to reproduce or reweave), but can be found in sporting goods stores rarely.

There are also Kevlar bow strings which would offer similar bonuses, but these would have a nasty habit of randomly breaking, requiring the bow to be restrung in the middle of a fight, and that’s not so simple. As an alternative, kevlar strings could be simply given lower bonuses

Ergonomic Grip: Bow compatible. They also exist - even bows benefit from having a decent grip.

String Silencer - Honestly, Bows and crossbows go twang. It’s no gunshot, but it’s definitely audible. String silencers serve to reduce that noise. Lower quality ones might decrease accuracy (makeshift would take a plastic chunk or two), while professional grade ones do a better job silencing without the same impact on accuracy.
http://deadbullseye.com/the-5-best-bow-string-silencers-and-string-wax/

60" steel drum should probably automatically pulp and destroy any corpse it drives over, not to mention break everything rigid. It may also make sense to have its priority for collisions increased, since it’s hard to picture a steam roller somehow hitting Frame-first.

Speaking of, Steam Engines. Fuelled with wood and water, along with potentially higher grade fuel sources like charcoal and diesel infused wood (could this be abstracted into “fuel”?). Who the heck wouldn’t want to run a steam powered tank, given the opportunity?

  • When sewing or modifying clothes, display in parenthesis how many rags/patches/kevlar plates etc. is needed to repair/upgrade the clothing.
  • Change the NPC dialogue menu choices from alphabetical to numerical. Allow choosing dialogue options with up/down arrow keys and Enter.
  • Enable assigning a preferred vehicle seat to an NPC… they keep stealing my driver’s seat!

Edit:

  • Allow the use of vehicle controls from the adjacent position even if there is an NPC chilling/sleeping at the driver’s seat.
  • Enable waking up NPCs from their push-against menu, and without changing their sleeping preference setting.

Add an option to Mercenary Hiring dialogue to permit refusal, rather than mandatorily giving up eight grand.

Add “Stay in the Car” command to friendly NPCs, similarly to “Guard this spot”, but attached to a vehicle.

Add “repair gear” to NPC interaction menu, so long as they trust you enough to take their gear off in the first place.

Add Morale Bonus for being adjacent to friendly NPCs. Possibly even a bodyheat bonus, humans are social organisms, and science labs are cold.

Permit NPCs to Take a Drink from kitchen units without hassling me every ten minutes.

Add food-centric pickup rules to NPC behaviour settings “Eat when you’re hungry”, “Drink when you’re thirsty” to make the NPC go after the highest Nutrition, highest Quench comestible they could see, ignoring standard pickup rules.

Add Bonemeal as a valid alternative ingredient to bone broth.
Add calcium content to bones. Bone broth offers 83% calcium requirement, therefore individual bones should contain at least 8%, arguably more.
Add Calcium and Flesh tag to waste bread, as it contains bonemeal.

Add Strong Mixed Alcohol to any use of pure ethanol. Anything that goes into it has more than enough alcohol to serve as a servicable molotov, disinfectant, and local anaesthetic.

Add context menu option: “Treat wound with alcohol.” to consume a unit of strong liquor in order to give a 50% chance to sterilise a wound.

Add alcohol/water mixes. One unit of strong alcohol to three units of water, one unit of weak alocohol to one unit of water. While it still may contain parasites the majority of dangerous bacteria can be removed to lower the chance of sickness.

Add to intestinal parasites a rare, long term chance to give the Lactose Intolerant trait permanently: https://en.wikipedia.org/wiki/Giardia

Add crickets - insect, not sport. Crickets are extremely nutritious, high in calcium and iron, and common to New England. Crickets can also be ground into flour (there are cookies and protein bars made out of cricket protein), made into pasta, or just de-limbed and eaten roasted. You could also find them in great numbers in places like zoos and laboratories, where they are bred to provide protein for animals.

Add spider silk as a byproduct of destroyed webs (the player probably wouldn’t have the resources to make use of silk gel in the spider’s abdomen).
Spider silk has coagulant and antiseptic properties, and exceptional tensile strength and density. Spider silk from a giant spider would be a highly valuable post-apocalyptic commodity.

Potential functions include as thread substitute, bandage ingredient, and as clothing material that is as strong as kevlar, three times more flexible, and a fraction of the weight, and Black Widow silk in particular is known for being even stronger still.

TWEAK SUGGESTION:

It seems that crafting bricks doesn’t offer any reduction in crafting time when batch-crafting them. I think this is pretty strange, as I doubt that a survivor would fire one brick at a time, so I’d like to suggest to add a time reduction for batch-crafting. Well, it would probably be even better if crafting bricks would be a similiar process to making charcoal/fermenting stuff (you set up the process than leave it to finish on its own), but that is probably a bit more than a simple suggestion.

Guard spot is a bit buggy now, but this sounds doable.

Add "repair gear" to NPC interaction menu, so long as they trust you enough to take their gear off in the first place.

There is a minor problem with addressing NPC items, but this also is doable. Expect minor bugs for some time, though. Things like repairing NPC socks switching to repairing NPC leather trenchcoat, making you waste leather or damage tough gear. Not randomly - only when NPC changes or loses worn items - but still, it’s hard to ensure it won’t happen.

Add Morale Bonus for being adjacent to friendly NPCs. Possibly even a bodyheat bonus, humans are social organisms, and science labs are cold.

I thought about it, but now they (NPCs) are a bit dumb, which could result in keeping NPCs just for companionship. Though it makes a lot of sense for realism and could give a good reason to keep useless friends around.
They could give a higher bonus when happy too, though this could end up abusive in a funny way (“eat those toastems, pig, my piggy”, “do this heroin bro, I need that morale bonus of yours”, “get drunk for me, will you?”, “hey babe, use this vibrator, make me happy”).

Permit NPCs to Take a Drink from kitchen units without hassling me every ten minutes.

Planned. The problem here is that NPC pickup code is explicitly pickup code, not “pick up and eat” code. Will need moderately major changes.

Add calcium content to bones. Bone broth offers 83% calcium requirement, therefore individual bones should contain at least 8%, arguably more.

Honestly that bone broth thing isn’t exactly realistic. IRL bone broth contains less calcium than vegetable broth.
As for eating bones: it is a bad idea to eat them raw. We could have some simple bone frying recipe or even boiled bones as a byproduct of bone broth.
Not sure how well do humans absorb calcium from chewed bones. Human digestive system isn’t even truly omnivorous (like bear’s) and from what I’ve heard, properly extracting calcium from bones requires acidic environment. Human stomach acid is weaker than vinegar.
That said, bone meal is so well absorbed that it’s actually a health hazard to dogs and cats, so should provide plenty of calcium to humans too. And that could be more harmful to humans than dogs and cats, since those two feed on bones naturally and so are more likely to have more robust calcium metabolism. However we don’t simulate hypervitaminoses from food sources.

Add context menu option: "Treat wound with alcohol." to consume a unit of strong liquor in order to give a 50% chance to sterilise a wound.

From what I’ve heard in the discussions on the forums, it’s not actually a good idea to cauterize a wound. We have current cauterization system mostly because it serves a gameplay purpose and we can’t just throw it away without upsetting balance.

  • Option to sort the skills alphabetically in character info sheet. (Where is the skill I’m looking for!)
  • A hotkey for reloading tagged battery-powered devices in your inventory at once. Option to tag items for such quick reload.

From what I’ve heard in the discussions on the forums, it’s not actually a good idea to cauterize a wound. We have current cauterization system mostly because it serves a gameplay purpose and we can’t just throw it away without upsetting balance.[/quote]
Cauterization means burning. Applying alcohol is different, and much less harmful.

Fix the NPC “find my dog” quest so that if the NPC is following you he/she doesn’t kill their own goddamn dog and then whine at you about it. I fed that asshole to a giant ant for that.

Also, gruit beer. For when hops become the rarest thing ever. Gruit is an ancient spiced beer from before the use of hops becamethe standard.

A way to search through the V-list of enemies in sight.

Have it so when a unit attacks a larger unit 2 consecutive times or more, that it’s evasion rating be debuffed, stacking. Have this debuff clear entirely when the smaller unit takes damage, and have it decay gradually when it stops attacking.
The only reason why I’m really mentioning this is because this:

Is honestly quite silly. At this rate, you’d think having a spider desperately try to chew through my honor armor constantly would give me the opportunity to… crush it against my body, or roll over on top of it. I’m not even that badly encumbered or unskilled!

Also: Another nifty idea would be to give Z9 enemies a new “lunge” attack with a 2 tile range, which knocks the player back 1-2 tiles with minimal impact damage, and places the Z9 right next to them.

[quote=“Coolthulhu, post:3232, topic:5570”]I thought about it, but now they (NPCs) are a bit dumb, which could result in keeping NPCs just for companionship. Though it makes a lot of sense for realism and could give a good reason to keep useless friends around.

They could give a higher bonus when happy too, though this could end up abusive in a funny way (“eat those toastems, pig, my piggy”, “do this heroin bro, I need that morale bonus of yours”, “get drunk for me, will you?”, “hey babe, use this vibrator, make me happy”).[/quote]

Hah! By the time I have enough speech that NPCs stop either fleeing in terror or shooting me it pretty much is just because I want a buddy around. A corpse pulping buddy that constantly whines at me about being tired and thirsty. Very “Last of Us”.

Honestly that bone broth thing isn't exactly realistic. IRL bone broth contains less calcium than vegetable broth. As for eating bones: it is a bad idea to eat them raw. We could have some simple bone frying recipe or even boiled bones as a byproduct of bone broth. Not sure how well do humans absorb calcium from chewed bones. Human digestive system isn't even truly omnivorous (like bear's) and from what I've heard, properly extracting calcium from bones requires acidic environment. Human stomach acid is weaker than vinegar. That said, bone meal is so well absorbed that it's actually a health hazard to dogs and cats, so should provide plenty of calcium to humans too. And that could be more harmful to humans than dogs and cats, since those two feed on bones naturally and so are more likely to have more robust calcium metabolism. However we don't simulate hypervitaminoses from food sources.

Yeah, the whole nutrition thing could use a little tweaking across the board (Iron in the Vegan Diet -- The Vegetarian Resource Group), but it’s not very “simple”.

Junk Bread having so much calcium in it from the bone meal that it’s actually bad for you would be awesome, though, and a great reason why it’s classified as junk food.

Add context menu option: "Treat wound with alcohol." to consume a unit of strong liquor in order to give a 50% chance to sterilise a wound.

From what I’ve heard in the discussions on the forums, it’s not actually a good idea to cauterize a wound. We have current cauterization system mostly because it serves a gameplay purpose and we can’t just throw it away without upsetting balance.
[/quote]

Yeah, cauterisation isn’t a good idea unless you’re straight up bleeding out and going to die without it, and should carry a chance of causing an infection if you do it.

New suggestion: Make “Beans” be “Soya Beans”.

These are a pretty common food crop and can be found around the North East.

Soy fermentation recipes lead into things like soy sauce and fermented tofu. Fermented tofu would be more nutritious than regular, unfermented tofu.

As well as just plain “beans” recipes, soya beans also allows cooking recipes leading to soya milk.

Having made it myself before it’s pretty time intensive - 60 minutes or so, easy - without a blender, but very simple. This milk substitute that stays fresh longer and can be used as a dairy substitute. Premade pre-catacylsm soya milk would be common in Coffee Shops, and could substitute for milk in many recipes.

Cooking soya milk also supplies okara as a byproduct. This is also edible (healthy, but not super enjoyable, uncooked, since it’s pretty well tasteless) and can be made into vegetarian burgers, added to bread, granola bars, porridge, or dried for long term storage.

Okara is also a commonly used animal feed (hence being a possible find in barns particularly those near soy processing factories) and can even be used as a component in fertiliser.

Beans beans the magical fruit indeed.


This again?
To clarify, I had used the washboard, and like many tasks in the past, it rendered me completely unable to interupt the task, or react or respond to the environment, making me completely helpless. In this case, a decayed zombie trying to wreck my shit.

Suggestion: Require that all reasonably interruptible actions contained in feature merges should be made to be interruptible and should interrupt with a prompt given reasonable external impulse (“You’re getting your ass kicked, stop doing x? Y/N”), as a development standard, before they can be merged into mainline.

It’s not that this mistake is a hugely terrible bad one (though I imagine it can outright end unsuspecting characters), but the fact that this is the same mistake made so many times over…

Also can’t interrupt installing parts into a car. Very annoyingly when you pressed the wrong button, might I add.

In addition to “Delete World on Character Death”, add “Reset World on Character Death”.

freezer.we currrently only have refirgerators and anomalic freezers in ice lab.one shoudl not been only restricted to ice lab and drying if he want long time preservation of food.