Needful things (simple additions to improve the game)

Real world logic is trumped by the game needs. There has to be enough clothing in the game that doesn’t need to be washed before wearing for the game to be fun. Not to mention that Filthy Clothing is a “mod” anyway.

I agree that a more streamlined interface would be pleasing, but I thought this was a thread for Simple Things? A lot of the suggestions posted here are quite complex.

This is a really bad idea.

First off, there are many tools, like halligan bars, some saws and such, that have one or more different uses while also being passable weapons, especially when you have no actually good weapons.

Also the use time to wield/unwield random items being used already should act as a viable simulation of player not holding a pistol or axe while doing so, which is an issue that is a good example of unnecessary tedious detail that is currently being handled automatically.
Why cut an actually useful piece of complexity for the sake of an insignificant, annoying detail?

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When using the Monomolecular Blade or the Bionic Claws, give the player the option to deactivate the claws/blade when picking something up instead of manually having to turn the Bionic off.

Can’t you pick stuff up while having those cbms on. I know I was able to.

Idea from the thread Neanderthal shifted his suggestion to:

Expand the “repeat last crafting” key to repeat all previous actions.

Here’s something that might be doable now that NPC classes can have mutations: give the refugee center arsonist elfa ears.

It’d be nice to be able to activate items without picking them up.

When a mutant has Hyper Metabolism, they shouldn’t get yes/no prompts for forcing themselves to eat, considering excess food gets converted into HP and they can’t vomit anyway.

I’d like to be able to make concrete in useful quantities. It takes 12 concrete to make one reinforced wall, making that takes 6 hours, 600 cement, 300 sand, 240 pebbles and 60 water. Not to mention that the cement itself requires 50 quicklime, 50 sand and 1.5 hours for fifty units.
Then quicklime requires 50 limestone and 1.5 hours for 50 units.

It takes days to make just one wall.

I don’t know if the amount of time it takes to make concrete walls is realistic or not, but when I tried to build a workshop, I found it was quicker and easier to make a metal wall. Lumps and chunks of steel are easy to get from wreckage or from old cars you don’t want.

Try adding these somewhere:
{
“type”: “item_group”,
“id”: “hardware”,
“items”: [
{ “item”: “brick”, “prob”: 20, “count-min”: 1, “count-max”: 30 }
]
},
{
“type”: “item_group”,
“id”: “building_materials_bulk”,
“items”: [
{ “item”: “2x4”, “prob”: 100, “count-min”: 5, “count-max”: 120 },
{ “item”: “brick”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “coal_lump”, “prob”: 20, “count-min”: 1, “count-max”: 4 },
{ “item”: “fertilizer_commercial”, “prob”: 70, “count-min”: 1, “count-max”: 10 },
{ “item”: “material_cement”, “prob”: 50, “count-min”: 2, “count-max”: 10 },
{ “item”: “material_quicklime”, “prob”: 70, “count-min”: 1, “count-max”: 30 },
{ “item”: “material_sand”, “prob”: 30, “count-min”: 1, “count-max”: 10 },
{ “item”: “material_shrd_limestone”, “prob”: 30, “count-min”: 1, “count-max”: 15 },
{ “item”: “nail”, “prob”: 80, “count-min”: 1, “count-max”: 5 },
{ “item”: “pipe”, “prob”: 70, “count-min”: 1, “count-max”: 20 },
{ “item”: “rebar”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “rock”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “pebble”, “prob”: 80, “count-min”: 1, “count-max”: 5 },
{ “item”: “glass_sheet”, “prob”: 50, “count-min”: 1, “count-max”: 10 },
[“concrete”, 30]
]
},
{
“type”: “item_group”,
“id”: “hardware_bulk”,
“items”: [
{ “item”: “2x4”, “prob”: 100, “count-min”: 5, “count-max”: 120 },
{ “item”: “brick”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “material_cement”, “prob”: 70, “count-min”: 2, “count-max”: 10 },
{ “item”: “fertilizer_commercial”, “prob”: 100, “count-min”: 1, “count-max”: 10 },
{ “item”: “material_quicklime”, “prob”: 70, “count-min”: 1, “count-max”: 30 },
{ “item”: “material_sand”, “prob”: 100, “count-min”: 1, “count-max”: 10 },
{ “item”: “material_shrd_limestone”, “prob”: 70, “count-min”: 1, “count-max”: 15 },
{ “item”: “nail”, “prob”: 40, “count-min”: 1, “count-max”: 5 },
{ “item”: “pipe”, “prob”: 40, “count-min”: 1, “count-max”: 20 },
{ “item”: “rebar”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “rock”, “prob”: 70, “count-min”: 1, “count-max”: 30 }
]
},
{
“type”: “item_group”,
“id”: “raw_materials”,
"//": “Adds more materials to the Home Improvement megastore.”,
“items”: [
{ “item”: “2x4”, “prob”: 100, “count-min”: 5, “count-max”: 120 },
{ “item”: “brick”, “prob”: 40, “count-min”: 1, “count-max”: 30 },
{ “item”: “concrete”, “prob”: 70, “count-min”: 10, “count-max”: 30 }
]
}

Replace raw_materials spawns in home improvement superstore with building_materials_bulk

Let people with firearms steady and take careful/precise aim at non enemies, like how throwing allows you to aim anywhere. This works for either practice, or if you’re like me, using a Fusion Blaster Rifle to clear out sections of forest (it’s surprisingly effective, but it’d be much more so if I could just aim the damn thing while I was doing it).

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Agree with the above.

I’d like a way to copy lab notes to my E-ink tablet pc.

Also, thanks Bork, that’s helpful. Now I just need to find some superstores.

Edit: It’d also be nice to be able to construct reinforced windows.