Needful things (simple additions to improve the game)

[quote=“Malaxxor, post:3259, topic:5570”][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.[/quote]

When you think on it, for the most part batch crafting when you have more then one tool should offer a time reduction

yeah, and obviously some things can only be done one at a time. like you can’t stitch up 12 pairs of pants simultaneously. or craft any complex metal objects with the electric forge.

[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”.[/quote]

To add to food-related requests: I’d love it if Self-Aware, upon activating, told me how my vitamin intake is looking like (am I getting enough calcium/B12/whatever?).

Also strongly supporting the spoilage time display of some sort in-game.

[quote=“Zireael, post:3263, topic:5570”][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”.[/quote]

To add to food-related requests: I’d love it if Self-Aware, upon activating, told me how my vitamin intake is looking like (am I getting enough calcium/B12/whatever?).

Also strongly supporting the spoilage time display of some sort in-game.[/quote]

I found that via the debug menu, using edit npc/player, change needs on yourself, you can see the vitamin level.

Perhaps food spoilage levels knowledge should be linked to cooking? Just like high level of survival tells you which mushrooms are !!fun!!

My number 1 item idea for the overall game? DENTAL FLOSS!!! WOOHOOO…not in game, but would be a great idea. =)

Usage:

-Small string
-Recipe for Long String
-Small amount of thread count(very strong, especially waxed floss)
In fact, a category of Strong Thread. Make crap sturdy with Waxed Dental Floss(adds small cut gain resist) No encumbrance because it is as flexible as thread.

-Medical suture. This plus Sewing/Tailoring kit or any kneedle + any cutting device, would allow for a time consuming healing choice. Add feature of “Deep Cut” and Suture option. Waxed Dental Floss to the rescue!

Other practical applications apply, Sturdy given to clothing when using all floss plus similar sturdy gear. Kevlar gloves for example made with floss would auto apply Sturdy, when crafted. =)

Some way to hook up jumper cables to a car battery that isn’t installed in a vehicle.

From Faster and better ways to make meals.

[ul][li]Electric and non-electric pressure cooker. Both pressure cooker types should be able to: cook foods at 1/2 the current times required or even 1/3 (electric = built-in electric heating element ONLY, conventional = any source of heat) and make “clean water” faster. What I would really like to see but probably won’t see it, is a set-it-and-forget-it feature for the electric pressure cooker, AKA automatic shut off. From my understanding a pressure cooker, if implemented would be considered a “tool” only, even though in reality it is also a container, that on the other hand would belong in the “other” section.[/li]
[li]Slow cooker. Designed to allow you to create more nutritious, low level “Cooking”, compared to other methods available for low level “cooks”. Once again I would like to see the set-it-and-forget-it feature implemented for it.[/li]
[li]Parabolic (solar) cooker: concentrates the sun rays to a focal point to heat a cooking vessel. Technically it works as long as some sunlight bounces off of the cooker, but for simplicity it could be made to work on “bright” days only (to simplify it even more, once cooking has started, allow it to keep cooking even if it isn’t “bright” outside anymore. Optionally the cooking time could be dynamically increased as conditions change.) When it’s not being used to cook/heat stuff, it could also be used to operate a steam engine = mechanical energy > battery charges. The sky full of sunlight is the limit. More information @ Parabolic solar cooker designs[/li]
[li]Usable microwave ovens.[/li][/ul]

Added:

[ul][li]Eating Insects For Survival and how to efficiently collect them.

Insect Collecting Techniques
"Bait traps attract insects with food. Rotten meat attracts carrion feeders, while other insects like overripe fruits, fermented foods, sugary foods, or oils (peanut butter). Some insects are even attracted to dung. “Sugaring” is a method of painting tree trunks, etc. with a fermented mixture of fruits, sugar, and an alcoholic beverage such as rum or beer, and is a good method to catch certain types of nocturnal insects."
I’m thinking a wooden box that is easily disassembled (does not use nails and instead fits like a puzzle), where the inside walls are covered with honey (to get insects stuck and as a bait). One of the walls has a string nailed to it and at the end of the string there’s a container where you can add a bait of your choice. The bait container is to there to keep the inside walls from being tainted by the bait when it’s harvesting time. To harvest anything that stuck on the walls, the walls are disassembled and you could either use the back of knife to scrape the insects off or just rinse them into a bowl.
The coding for this could mirror the one used to gather/harvest maple sap.[/li][/ul]

Irony? If you lived in the real area…go near a body of water and open you mouth for 10 minutes = full belly =(

it sucks @$$ during the summer. Doesn’t work in the cold weather though >_>

Crosspost -

It would be nice if rags stacked. It’s frustrating lugging around a bag of sewing materials nowadays without using [nobbc][/][/nobbc], and that tends to be more clunky than the regular interface unless you’re moving lots of things or moving things that don’t fit in your inventory (such as loading a car or moving barrels/kegs.)

[quote=“Xfin, post:3261, topic:5570”][quote=“Malaxxor, post:3259, topic:5570”][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.[/quote]
When you think on it, for the most part batch crafting when you have more then one tool should offer a time reduction[/quote]

While I agree with that, in the case I brought up it’s mostly that your survivor has a rather large kiln at hand in which he undoubtly could fire more than one at a time. If you want raw numbers, the kiln is 36 volume, while a single brick is 2 volume. Given that the constructed clay kiln is made out of 40 rocks, I guess it has roughly the same proportions as the portable kiln (40 rocks = 40 volume).

With that said, it looks like our survivors are fireing each brick seperatly, as each brick takes 40 minutes to craft. I guess that giving a batch time reduction would be an easily implemented way to model the fact that the kilns are large enough to fire a few bricks at the same time.

Add an Activation command to [welding] goggles to turn them into a low encumbrance Head item with no special features and back again.

  • wield 2 handguns

  • repair complete vehicle at once (!!!) :slight_smile:

  • pickup just ammo from weap directly when looting

  • use up batteries, thread, etc… from adjacent tiles when crafting, without the need to reload/recharge tools

–crafting two weapons to make a akimbo version of it would be nice…but with the new mag system…
side it probably be oddly effective because most people wait till the zombie is 1 or 2 squares away before they finally shoot

wasn’t this a option that got removed?

'U’nload?; if you keybind that command to 0 then you can just spam 0 to unload everything on the ground

Has anyone who’s ever suggested such actually fired guns-akimbo before?
The only applications it has is either putting as many bullets in a zombie that’s in your face as fast as you can, or:
Used as a slightly deeper magazine when one-handing weapons (looking down ironsights, fire one weapon until dry, then fire with the weapon in the other hand until dry, looking down the ironsights as well).
If you’re not looking down the ironsights, you can’t expect to hit anything at range.

  • Make powdered candy sticks a substitute for sugar in all recipes at a 2:1 ratio.

  • Make a recipe to turn candy cigarette, peanut butter candy, chocolate candy, necco wafer and peppermint patty into powdered candy with hammering 1.

  • Remove Egg products from foods like Deluxe Beans and Rice. These foodstuffs contain the flesh tag potentially containing any flesh. Egg dish duplicates could then serve, such as “egg fried rice and beans”.

  • Change curry recipe to have Red Sauce as an alternative to the Tomato variants, rather than as an alternative to curry powder, and add ketchup as a variant as well. You can’t have curry without anything curry related in it.

  • Add Makeshift Pan - Food cooking 2, boiling 1, bash 6, to hit +1, mpa 120, weight 1.3 kg volume 8.
    Fabrication 2. 8 Scrap Metals. Tool with 1 hammering.

  • Remove all requirements from ironshod quarterstaff save for Hammering 2. If you can make an iatjang out of duct tape, and a makeshift sword out of a 2-by-sword and some scrap, you can wrap some metal around some wood without getting an anvil involved.

  • Add a recipe for blade requiring Chiselling 3, hammering 2, and lump of steel. None of the blade’s weapons are particularly advanced, it’s unnecessary to have them be behind the forging wall.

  • Add Biolante Bud as a fruit alternative for ingredients such as Jam.

  • Add “portable vat” with half the material costs as the fermenting vat and assorted recipes using worts, the same way the charcoal kiln currently works. Each recipe “vat” would have 1001 volume, forcing it to be carried in the player’s hands or not at all (the same as they would have to carry any other liquid containing container in their hands), and preventing it from being stored in a vehicle cargo bay while in use.

After the recipe has lasted for the appropriate time, the vat may be used to turn it into its regular state as a liquid containing object that can then be unloaded accordingly.

Ability to transfer all gun accessories from one gun to another with few keypresses. Incompatible accessories could be handled in two ways A) Leave them in the source gun or B) Remove them too and report about it in the message log.

Basically there could be an option called ‘transfer accessories’ in the gun description. The player then gets a prompt:

  1. Also remove any incompatible accessories
  2. Leave any incompatible accessories in the source gun
  3. Cancel

…after which the player chooses the target gun. (unless cancelled of course)

–crafting two weapons to make a akimbo version of it would be nice…but with the new mag system…
side it probably be oddly effective because most people wait till the zombie is 1 or 2 squares away before they finally shoot

wasn’t this a option that got removed?

'U’nload?; if you keybind that command to 0 then you can just spam 0 to unload everything on the ground[/quote]

Im ussualy overladed when looting (too much weight, plenty of volume left), labs may have several barracks inside, after hitting a few you have all weapon types already, shitload of mags and only need bullets. When looting you then pick up every weap and unload it, weap stays in inventory mag falls on floor now you pickup the mag and unload it, bullets fall on ground, now you pickup bullets and drop mag and weap on ground… its time consuming as hell.

Sens, you don’t have to pick up a gun to unload it. You can unload items that are next to you. Hit “Shift + U”.

Am so glad they made it so when your holding a gun you don’t unload what your holding;
however. it would be nice if there was a Shift-R to reload items that your not holding …

Didnt know that already was in the game… thank you, hehe.