Needful things (simple additions to improve the game)

[quote=“BeerBeer, post:3479, topic:5570”]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).[/quote]
You won’t see them under whatever’s on top, tho. OCD much? xD

[quote=“DeclanFrost, post:3481, topic:5570”][quote=“BeerBeer, post:3479, topic:5570”]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).[/quote]
You won’t see them under whatever’s on top, tho. OCD much? xD[/quote]
Oh… OH. You’re right. Can’t see them. I thought… Never mind.

Well, then. That changes everything.

Added. No reseting, but force-complete should work for things like “kill 100 zeds” (when every zed is evolved).

Oh cool, that’s a very useful feature.

more primitive weapons like copper maces and stone maces,the ability to build low level,shitty walls made out of pipes,sheet metal and cardboard,kept together with wire.
whetstones to sharpen weapons,lead weights for the same but for bashing weapons.
more makeshift non survivor gear armor and clothes,like a metal breastplate hammered out of a steel plating piece and leather.
some way to carry pebbles in a bag like other ammo types.

Is there a way to select an entire item group (tools/food/drugs) for picking up or dropping from the advanced and/or regular inventory menus? Because if not, there most certainly should be. Something quicker and more efficient than always hitting down-right down-right over and over and over every time I wanna transfer a large quantity of items.

I’m hoping this already exists and I just don’t know how to do it yet :slight_smile:

Advanced inventory menu can filter by category. Then you can “move all” to move all the filtered items.

Getting enough pain causes you to pass out. Doesn’t make sense that my character can have all his limbs broken, and continually battered after that for hours, days, or even weeks on-end and just loses stats.

Also possibly make it your character will mutter comments about pain, ranging from “Ow.” to “PLEASE MAKE IT STOP! OH THE PAIN! IT’S UNBEARABLE! KILL ME NOW! AAAAAAAAAAAGGGGGGGGGGGGHHHHHHHHHHHHH!!!”

:smiley:

The ability to define what map extras (dead scientists, dead military, lava chasms) appear via jsons. This would include between normal, and classic zombies mode.

I’m not a fan of the wild cataclysm, I usually go with classic zombies but it excludes a lot of cool things. To remedy this I want to make a mod for classic zombies (Classic Zombies Extended?), that’ll make for more zombie variety and give more chances for cool toys, but of course I’m limited to altering jsons.

I’ve got labs and military installments spawning again (easily of course), but the most reliable method of accessing labs (dead scientists) is compiled to not spawn in classic zombies mode. The only alternative I’ve found right now is to replace dead college students with dead scientists.

Missing from the Vehicle Control Menu;

Power-down ALL (mechanical/electrical) systems. Having to go through everything individually is annoying.

  • Vehicle examination view: It lists all the engines, fuel tanks and batteries. Make each part also show condition in that list by changing the part name text color to green, yellow, red etc.

  • A list of all damaged vehicle parts would be handy as well. On the other hand, I guess it’s understandable why such list shouldn’t exist. You should check your vehicle every now and then, and drive carefully in order to avoid frequent checks. But then again, a list could be a feature, provided by a part such as “vehicle status monitoring system” - a comprehensive sensor and datalink network for vehicles.

  • Foods inside tin cans aren’t recognized in crafting/cooking. You have to take them out first, which is kind of annoying. This has been an issue pretty long… But it wasn’t always like that. Bug?

Minifridge Mk2. Temperature adjustable by user. Colder fridge temps consume more power but preservers food longer. Hot ambient temp (summer heat) makes it consume more power, up to a point, while colder ambient temps lower the power consumption. Be sure to include the fridge temperature readout somewhere, possibly multiple places, such as examination menu, advanced inventory view, and on mouseover.

a simple addition to vehicles,it is a tile with the same stats as a heavy board but enabling limited sight from behind it.
pretty much a plate of steel with a vision slit so you can see something while not having low durability or too much vision.

(note: on version 6022 win/tiles)

  • Alpha mutagen is a grind to make, especially in larger (meaningful) amounts. Change the recipe to yield at least 3 portions instead of 1. I believe that is the easiest way to solve that issue.

  • Increase Alpha mutagen recipe book drop rate. It is now unreasonably rare. I’ve searched 8 labs THOROUGHLY, and I’ve basically found multiple copies of all the other recipe books normally found in labs, on top of copious rare CBMs, but not one Alpha…

  • Alternatively, consider adding a new semi-rare monster type such as “zombified scientist team leader” and have it drop the more exotic recipes/items.

  • Show current time in crafting menu (assuming the player has a device that tells time)
  • Show the projected finish time for the crafting operation. (again, assuming the player has a clock)
  • Increase max batch crafting from 20 to 100 as follows: 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,30,40,50,60,70,80,90,100
  • Consider option for free amount input for batch crafting. Choose batch -> type in amount -> needed ingredients and time are calculated -> choose confirm, another amount, or cancel.
  • Consider ‘increase/decrease by 1, 5, 10’ for crafting amounts.
  • Change the name of ‘mutagen’ to ‘mutagen base’ or ‘mutagen precursor’, and also possibly move it to the top of the crafting list.

If a vehicle has more than one engine type (example, my current character’s RV with an electric engine and a truck engine) when I start the car it should ask which engine I’m starting. Currently it’s a pain in the ass because when I want to run on my truck engine I have to start it and then switch from the electric to the truck.

Sounds like a bug. In the past the game has remembered the engine configuration.

I stopped using quivers despite the in-game benefits because they add annoyance. You shoot an arrow and kill your prey, pick up an arrow and move, but then when you try firing again the game prompts you “Hey did you want to shoot the steel bolt sitting loose in your inventory or the one in your quiver? Just checking”. Instead of just pressing ‘f’ you have to stumble through another prompt.

A simple fix would be a check at pick-up. If you pick up ammo which already exists in your quiver and the quiver has free space, just put it directly there. If the quivers are full then you store it loose in your inventory. No need to create two ‘piles’ in your inventory unless necessary.

That would cost valuable time and might get ya killed. A solution would be for the game to check for loaded quivers when firing an arrow and give it priority until it runs dry.

I think the doors in the labs being somehow removed or stuck open would do a lot to improve them. The turrets could be detected by ‘X’ peeking instead of just being one-hit-kill danger rooms. Also, as it stands now it’s very easy to cheese all the enemies in the lab through clever use of the unbreakable metal doors. Perhaps there could be an option in turret room terminals to reactivate the doors on that level.