Needful things (simple additions to improve the game)

  • Show clothing item fire and acid resistance when viewing clothing layers, just like it shows bash, cut, and environmental resistances.
  • Ability to center screen view to the player character with a hotkey after driving (stopping), when the option “auto-shift view while driving” is active.

[quote=“Pantalion, post:3237, topic:5570”]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.[/quote]

Hey! Fried okra is southern cuisine exemplified, you just have to know how to deal with the mucilage (the same stuff that makes aloe vera slimy). Basically you just have to use a lot of cornmeal (the mucilage will take the place of egg in most fried vegetables, as long as you start with a dry mix it’ll work well). The other alternative is to soak the okra in vinegar to dillute the mucilage. Either way, okra is to beans as sorghum is to grains (in the words of Eugene from Walking Dead: “Criminally underrated”).

The dirt/grass dichotomy of the overworld has always looked kinda weird (an aspect that is exaggerated by the minimap and certain tilesets,) and ever since 0.A or so it’s been getting worse due to the addition of buildings that have a perfect ring of grass around the outside. It looks really weird if you notice it, and because of the way these buildings are generated there’s not really any easy fix for it. Any ideas on how to resolve this? Maybe we could make it so that the entire overworld is covered in grass, but grass gets generated with a randomly selected color a la Dwarf Fortress?

Fusion blaster arm suggestion, either:

-Add in an extra bionic, Robotic Hand, that can be installed over a Fusion Blaster Arm, that serves the purpose of allowing two handed operation again.
Or
-Change the fusion blaster arm, so that it’s instead stated to be as “Strapped alongside” or “plugged over an existing arm”. Make it so that instead of replacing the arm entirely, it simply just encumbers it until the bionic is removed.
Or
-Remove the fusion blaster arm completely, or superficially at least, replacing all references and loot drops of it with a Fusion Blaster Cannon firearm.

Mainly because status quo doesn’t seem right at all, and these are the best alternatives I can think of.

Also, typing this out gives me another idea: Make it so one-handed weapons, for the most part, only consider the least encumbered hand and arm for encumbrance. So if you have a splint on one arm for instance, it only checks your working arm’s encumbrance. This also means that one-handed weapons will suffer less from encumbrance overall, due to the fact that even when both arms and hands are encumbered, it is still effectively half as much encumbrance as two handed weapons.
Reloading should apply full encumbrance per normal, though.

  • Two new food categories: Perishables and Non-perishables. Basically an alternative way to view all craftable food items.
  • When cooking food, and when there are multiple alternative ingredients, display the required amounts for each ingredient in the prompt when making a choice which ingredient to use.
  • Mention spoiling times for each food at “room temperature” in food item’s description. Or at the very least provide SOME indication of HOW LONG the perishable food item will last at room temp or in fridge. Will it spoil FAST, quickly, after some time, slowly, or is it “almost non-perishable”.
  • Ability to change a vehicle’s default examination point - the default first tile that’s viewed upon examining a vehicle.

[quote=“BeerBeer, post:3245, topic:5570”]- Two new food categories: Perishables and Non-perishables. Basically an alternative way to view all craftable food items.

  • When cooking food, and when there are multiple alternative ingredients, display the required amounts for each ingredient in the prompt when making a choice which ingredient to use.
  • Mention spoiling times for each food at “room temperature” in food item’s description. Or at the very least provide SOME indication of HOW LONG the perishable food item will last at room temp or in fridge. Will it spoil FAST, quickly, after some time, slowly, or is it “almost non-perishable”.
  • Ability to change a vehicle’s default examination point - the default first tile that’s viewed upon examining a vehicle.[/quote]

Those are pretty good and most are rather easy to implement.

Those are pretty good and most are rather easy to implement.[/quote]

It’d be nice if the “dry” food stuffs category was renamed preserves and all of the jarred, vacuum packed, and canning recipes were moved into it.

Also, I brought this up in the terrible suggestions thread, but a spud cannon would actually be fairly useful for an early game launcher weapon. They are somewhat easy to make and have plentiful ammo (potatoes, tennis balls, spheres carved from wood, etc.), and would allow the survivor to feasibly train launchers without book hunting.

Dual-ammo guns aren’t supported.
The problem is, spud cannon ammo would be both gasoline and some solid material. But it would have to be a single item in order to get it through the reload system. Gasoline is liquid, solid material wouldn’t be stored with it.

Dual-ammo guns aren’t supported.
The problem is, spud cannon ammo would be both gasoline and some solid material. But it would have to be a single item in order to get it through the reload system. Gasoline is liquid, solid material wouldn’t be stored with it.[/quote]Maybe a dis-assemblable crafting operation for the ammo? Rock shell, potato shell, wooden ball shell and etc, used by taking respective item, gasoline, a small plastic bottle or similar, and some string, and each having it’s own damage.

Those are pretty good and most are rather easy to implement.[/quote]

It’d be nice if the “dry” food stuffs category was renamed preserves and all of the jarred, vacuum packed, and canning recipes were moved into it.

Also, I brought this up in the terrible suggestions thread, but a spud cannon would actually be fairly useful for an early game launcher weapon. They are somewhat easy to make and have plentiful ammo (potatoes, tennis balls, spheres carved from wood, etc.), and would allow the survivor to feasibly train launchers without book hunting.[/quote]

giving the “ammo_data” flag is only used for water right now, maybe you could attempt to add the same ammo type (and i guess some damage too), to potatoes (and make them stack) as used for the mini-nuke launcher (or a slingshot… )


The amount of keystrokes needed to pick a lock should be reduced. Right now having to press ‘a’, then the lockpick’s letter (which can be capital, adding yet another button press), and then the direction of the door several times in a row is incredibly tedious. Plus when the lockpick gets damaged, it is moved to another stack so the letter to press changes.

Maybe there should be a menu that opens when you 'e’xamine a locked door:

[code]
This is a locked door

  1. Try to pick the lock
  2. Keep picking the lock until you run out of lockpicks or succeed
  3. Use a crowbar to pry it open
  4. Keep prying until you succeed[/code]

Electrician proffesion should star with screwdriver set or at least screwdriver.Currently it dont have any tool for electronics which would be expected.

[quote=“Someoneman, post:3251, topic:5570”]The amount of keystrokes needed to pick a lock should be reduced. Right now having to press ‘a’, then the lockpick’s letter (which can be capital, adding yet another button press), and then the direction of the door several times in a row is incredibly tedious. Plus when the lockpick gets damaged, it is moved to another stack so the letter to press changes.

Maybe there should be a menu that opens when you 'e’xamine a locked door:

[code]
This is a locked door

  1. Try to pick the lock
  2. Keep picking the lock until you run out of lockpicks or succeed
  3. Use a crowbar to pry it open
  4. Keep prying until you succeed[/code][/quote]Well, to help, you could remap the lockpick to a lowercase letter. Or, you could hold the lockpick in your hand an (A)ctivate Held Item with it, only two keypresses per operation not including the shift button being held down.

[quote=“iceball3, post:3253, topic:5570”][quote=“Someoneman, post:3251, topic:5570”]The amount of keystrokes needed to pick a lock should be reduced. Right now having to press ‘a’, then the lockpick’s letter (which can be capital, adding yet another button press), and then the direction of the door several times in a row is incredibly tedious. Plus when the lockpick gets damaged, it is moved to another stack so the letter to press changes.

Maybe there should be a menu that opens when you 'e’xamine a locked door:

[code]
This is a locked door

  1. Try to pick the lock
  2. Keep picking the lock until you run out of lockpicks or succeed
  3. Use a crowbar to pry it open
  4. Keep prying until you succeed[/code][/quote]Well, to help, you could remap the lockpick to a lowercase letter. Or, you could hold the lockpick in your hand an (A)ctivate Held Item with it, only two keypresses per operation not including the shift button being held down.[/quote]

You could also use the Item Action Menu (default:% (i rebound it to tab)) and map lockpicks to there own key (push ?) so you can go tab-p-door

But the idea to beable use a item by examining the door would be nice

Also, while I’m not saying that it’s necessary to fully justify in-context tedium to gameplay tedium, it still worth noting that it does sort of make sense for lockpicking to be tedious for those who don’t really know how to do it (low skill).

i think more layers to certain parts on vehicles could be interesting. as well as vehicle upgrade methods via this layering. (like swap-able storage battery requires a battery case) but have it for other things to make them make more sense. like while only being a single object is nice, letting the boom arm be two parts that need to be installed on top of eachother makes more sense, crane base>boom arm.

would also like to see multiple tile parts that need to be next to each other (in the examine screen, only runs a check for all components when a component is added, removed, or damaged)
such as you can, instead of a minireactor, use a regular reactor, or a BIG reactor. the normal reactor is made via placing a square of 2 reactors on top of eachother
╔ ╗
╚ ╝
the first reactor acts as normal, when over a section that already has a minireactor you can Install a Reactor section on top of it, it takes up another layer on the frame so be sure to have space for it as well. when a square of reactor sections is made it can generator power of the 8 reactors involved but uses fuel at a rate only 7 of them due to efficiency gains for the greater size. the drawback is obvious, it takes up more layers. then you can make a BIG one, if you are build this you must have cracked a ton of banks or got lucky with labs and bunkers. takes 3 minireacctors per square and makes the squares they take up opaque and takes a 3x3
╔╦╗
╠╬╣
╚╩╝
the big reactor is a power monster, generating the energy of 28 reactors(+1 bonus) for 24 reactors of fuel usage. only useful in massive mobile doom fortresses or stationary base frames with energy weapon turrets.

Dual-ammo guns aren’t supported.
The problem is, spud cannon ammo would be both gasoline and some solid material. But it would have to be a single item in order to get it through the reload system. Gasoline is liquid, solid material wouldn’t be stored with it.[/quote]

My KSG works fantastic as of v5300. Maybe mine is magic or they work a little different than a spud gun :slight_smile:


on a side not regarding “Activities”, When working on certain skills with certain goals for skill gains. I think a “workbench” would be nice. Basically this: if you have X tools and supplies(like crafting), you can stand or sit(comfortable) at any table and gain skill by those Activities.

Have table+tools+supplies = turn any table (less comfort, floor?) into a work area. The table/chair idea is just to give faster results because your character would be more comfortable than on the floor/ground and/or in the wind etc. Depending on the location you begin. The skill gain would be different depending on the comfort and weather, in doors/outside etc.

Remapping the lockpick is what I did, but it’s still annoying since when the lockpick gets damaged the others get moved to a separate stack. And wielding the lockpick can cause problems if a zombie comes behind me and I need to waste turns taking my weapon out.

[quote=“Malaxxor, post:3231, topic:5570”]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.[/quote]

Is nobody going to comment on that? 'cause it either seems to be an easily fixed oversight or I’m getting something wrong on how bricks are made.

Dual-ammo guns aren’t supported.
The problem is, spud cannon ammo would be both gasoline and some solid material. But it would have to be a single item in order to get it through the reload system. Gasoline is liquid, solid material wouldn’t be stored with it.[/quote]

Actually, there is one case were two ammo types are required to fire a weapon. the UPS powered weapons that have their own ammo, like the plasma rifle or the rail gun. harnessing the ups code for the sake of a spud gun using gas as a propellant is probably beyond the scope of a “simple” addition (given my admitted amateur coding knowledge and git stalking seeming to indicated that the UPS is a horrible cludge of hacks). But there is an existing frame-work to draw from. For now I was thinking that the recipe just go,
[spray-can flamethower]
[pipe]
[two-by-4]

And and accept basic ammo.