Needful things (simple additions to improve the game)

zombies are waay too damn observant, weak scent and light step and they still hone in on you like a beacon.

I would like to see a feature of “townbuilding”… this means that we are banding together with NPCs and we slowly develop a small community. We could set up plans, that X goes to get some water, Y and Z are in charge of making items and fixing the buildings. Farming would also play a bigger role, and later in game, small makeshift towns could pop up

fire-starting quality. Currently there are various items, especially in some of the mods that add survival items. But we have no way other than the vague descriptions from possibly never compared items. Having a set fire starting quality listable in the crafting menu would be a nice touch, may be the only tools that you have no way to look up, with the exception of typing “fire” and hoping your not missing an item like, matches etc… that you might be able to craft but which doesn’t have fire in its name.

There might be other items which would benefit from qualities like this as well.

[quote=“Litppunk, post:3463, topic:5570”]fire-starting quality. Currently there are various items, especially in some of the mods that add survival items. But we have no way other than the vague descriptions from possibly never compared items. Having a set fire starting quality listable in the crafting menu would be a nice touch, may be the only tools that you have no way to look up, with the exception of typing “fire” and hoping your not missing an item like, matches etc… that you might be able to craft but which doesn’t have fire in its name.

There might be other items which would benefit from qualities like this as well.[/quote]
Not bad.

Pvc bows. get pvc pipes and fiberglass rods to make a bow.

also pvc pipes.

More info in the ‘repair item’ window. For example, when using sewing kit or tailor’s kit:

Repairing |\ -> ||
Relevant skill(s): tailoring 5 (48%), DEX 9
Success chance: 4.0%
Damage chance: 1.0%
Materials needed: 1 rag OR 1 plastic chunk
Materials nearby: 27 rags / 12 plastic chunks
Tools: sewing kit OR soldering iron

Then grey out the “plastic chunk” part, because it’s for soldering iron.


(just something to consider:)

  • In clothing layering window, show the materials that the selected item is made of.
  • Give the ability to repair apparel in the layering window: Select item, hit ‘r’ for repair, choose tool (optional), present ‘repair item’ window.

A way to know if the character has already received a flu shot in the current game. Maybe have flu immunity show up as a trait/mutation?


I think the Chain Lightning CBM is absurdly OP. Paradoxically, the more zombies there is, the more OP it is. Entire CBM could be removed or toned down, by which I mean limiting the “jumping” ability so that it’s not possible to zap a group of infinite size. The bolt should do less damage after each jump. Limit the jumping to adjacent zombies only? Or have the CBM mimic the actual shocker zombie ability?

^ on tailoring, and similar skills having # of items listed as well below the other info. Amount of thread equipped (in needle/kit), and nearby as well (including on you) within refill range

If you’d ever tried to shoot a ridiculous amount of enemies with it, you’d know it only goes up to a hundred or so. That, and it doesn’t do a ton of damage. I like it the way it is - it’s a way to thin out large groups of enemies without using explosives.

I haven’t. IMO it becomes OP at around 1000 power unit reserve = 10 Power Storage CBMs, which is quite early. At that point one can kill 20+ zombies in one short lightning-filled session. I mean, you can first (A) weaken the herd with it, then (B) thin the herd, and then (C) annihilate the herd, and with Chain Lightning CBM, the “C” phase is reached quite early. Depending on one’s power regeneration options, one can also keep spamming the lightning quite liberally. And no, I had no idea the jump actually caps out. 100 is quite a lot. It really shouldn’t touch that many, and if it should, it shouldn’t do so much damage. I think it DOES do a ton of damage, relatively speaking. And not having to use explosives is pretty much my argument as well. :stuck_out_tongue:

Edit:
Maybe rainy weather could boost the jump ability. :stuck_out_tongue:

Hordes shouldn’t spawn in vehicles. I can’t count how many times the Solar Roller has gotten ripped up because some zombie spawned inside it.

shocker hulks and infernal hulks, power hulks, Hulk grenadiers, Fungal hulks, Boomer Hulks “the bilespewing can send you flying.”, Operator Hulks, Hulk Hogans, The Hulk, Rat Hulks, Cat Hulks, Bat Hulks, gnat Hulks, Treants, Shadow Hulks, Banshees, Flamingo Hulks, Commando Hulks, Hulk Scientist, Feral Hulks, Spined Hulks, Bacon Hulks, Marlose Hulks, Survivor Hulks, Mega Shoggoths, Thriller Hulk, Hulk Dancers, Zombie Power Rangers, Vine Traps, Mecha, Scp-682, and a vegetable hulk for all your murderous nutritional needs.

Thrillers and dancers are already hulks, and I’m with you on fungal hulks. I shouldn’t be able to turn a zombie hulk into a fungal zombie.

I think that fire shoud have charges to use it in crafting like hotplate/integratet toolset charges. It will prevent boiling ton of water on the newspaper’s list. Fire gets charges the same way as player gets bionc charges from the Internal Furnace CBM.

I thought boiling water took longer the larger the number of units you had to boil.

If that’s the case, then weak fires would die out quickly and prevent disproportionate use of them.

Steel boom’s description should contain specific installation instructions. It’s such a special and crucial part that I think it deserves detailed newbie instructions. Although personally I think I’d do away with it and create multiple jack support for lifting masses.

I thought boiling water took longer the larger the number of units you had to boil.

If that’s the case, then weak fires would die out quickly and prevent disproportionate use of them.[/quote]

Unless its been changed, Everything in regards to ingredients & tools is calculated at the beginning of crafting, so as long as you have everything needed to start… 20 waters, then you may. Or am I mistaken, and its only recipes with long crafting times this becomes noticeable?

Quite surprised to see that this isn’t already a thing, but seed potatoes should definitely be craftable from regular potatoes. Basically, one can wait for a potato to sprout ‘eyes’, cut it apart and plant the pieces. That’s all. Therefore, I suggest the following recipe:


    {
        "result": "seed_potato_raw",
        "type": "recipe",
        "category": "CC_FOOD",
        "subcategory": "CSC_FOOD_OTHER",
        "skill_used": "survival",
        "difficulty": 2,
        "time": 5000,
        "autolearn": true,
        "qualities": [ { "id": "CUT", "level": 1 } ],
        "components": [ [ [ "potato_raw", 1 ] ] ]
    }

A way to interrupt putting something away in carried storage, retrieving something from carried storage, and a way to interrupt picking something up off the ground.

Once, I was killed picking up a minifridge on a bridge. I wish I could have pressed ‘5’ to stop to defend myself, sparing myself from YASD.

I picked up a plastic jerrycan (something that would literally take a second to do in real life) and had a spitter come into the building, break both of my legs in the acid, and then savage me a bit. I am glad to have survived, and I would not have without my shotgun.

Kindly lower the heavy duty frame installation time.
Or at least give the ability to change frame symbol/shape. All my frames are H. I would like to be able to change the outer ones to | and such (with maximum convenience).
Edit: Disregard. I’m a senile old fool and my kung-fu is weak.

Might we pleeease have a debug command for completing/resetting/starting/deleting NPC quests? They still get broken between saves.