Needful things (simple additions to improve the game)

[quote=“vultures, post:480, topic:5570”]Oh, but they can be together, forever. :evil:
On a pile under that Zombear of theirs. :evil:[/quote]

Brandishes homemade flamethrower
This is going to be easy.

Something which I personally would like to see is a “HOMELY” or “COMFORTABLE” (or whatever name you may like) tag, which would be given to certain pieces of clothing like house coats, house shoes, snuggies and other typical “house clothing” (or any other piece of clothing which suits the tag). This tag could provided a small, semi-permanent moral bonus when the clothing article in question is worn. After all, these pieces of clothing are made to be comfortable and wearing them should give you some sense of “home”.
By adding such a moral boost one would be encouraged to wear such clothing when at home/base, as it would slightly improve your skill gain when crafting/cooking/reading/whatever. This would give such items at least some usefulness and upgrade them from “useless junk” to “almost useless junk”. I also think it would be somewhat realistic that such items would be more comfortable to wear than other stuff.

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Ability to configure creature spawn separately. At least by groups: zombies, wildlife, etc. Now, increased spawn (and 1.0 spawn also, IMHO) causes lots of animals swarming around -> annoying and unlimited food (no challenge).
If you want to change it now, you can replace monstergroups.json with the modified one (or a mod with it, so id I). But it’s not a good solution - if devs change the original file (add new groups, etc) in new version, it’ll cause bugs. So I think detailed spawn config from within the World Gen menu would be useful.
//Sorry for my bad English

One would think it would be simple enough to mark which civilisation an entity hailed from and apply a modification to its spawn rate based upon a civilisation setting. More specific modifications would seem better suited to mods really… One issue though, is hybrids, zombears would, realistically, be bound to the populations of both bears and zombies, although I guess having a separate listing as both an animal and a zombie would mimic this, until someone decided to completely remove one or the other…

[quote=“Malaxxor, post:482, topic:5570”]Something which I personally would like to see is a “HOMELY” or “COMFORTABLE” (or whatever name you may like) tag, which would be given to certain pieces of clothing like house coats, house shoes, snuggies and other typical “house clothing” (or any other piece of clothing which suits the tag). This tag could provided a small, semi-permanent moral bonus when the clothing article in question is worn. After all, these pieces of clothing are made to be comfortable and wearing them should give you some sense of “home”.
By adding such a moral boost one would be encouraged to wear such clothing when at home/base, as it would slightly improve your skill gain when crafting/cooking/reading/whatever. This would give such items at least some usefulness and upgrade them from “useless junk” to “almost useless junk”. I also think it would be somewhat realistic that such items would be more comfortable to wear than other stuff.[/quote]
I like that idea a lot. Label certain clothes that aren’t that great “tactically” with “comfy”, and you have incentive to dress down when you get back to base.

I like the comfy idea too!

Now all we need are more cool spots that add incentive to having a static base.

Separate Points for skills. I don’t like choosing between starting skills and permanent stats/traits. Professions help with this a little but in the end its still short term gain long term loss.

I like that idea a lot. Label certain clothes that aren't that great "tactically" with "comfy", and you have incentive to dress down when you get back to base.
Custom tags for Categories selection? That would be just GREAT!

Sitting near an open(but secured) fire in the wilderness, or a proper fireplace indoors, or starting fires and watching houses burn, has traditionally been associated with bolstering one’s morale.
Being indoors during a storm is sometimes regarded as a positive experience.
Pets have been known to provide occasional mental reinforcement.
Watching your creation automatically capture, butcher, and store your enemies for later use has been known to produce a hearty maniacal laughter effect.
Curling up in a warm familiar bed has been rumoured to safeguard personal sanity quotients.

Two quick ideas:

1- An option to remove (or simply removing) the confirmation message you get when looking for stuff in bushes in the forests. It’s real bother when you’r trying to find eggs with 0 survival skill and it takes around 50 bushes (thus 50 confirmation prompts).

2- A small flavor/balance change: characters with the schizophrenic trait should burst in manic laughter when in a good mood and start sobbing like mad when in a bad mood.

I would like those barrel fires.

Why not make the drop crates metal, :stuck_out_tongue: mainly cause who uses wooden crates anymore.

I suggest…

  • Headwraps and facewraps, for simple LVL0 protection against frostbite.
  • Makeshift pan - scavengers version of stone pot. LVL1 or 2 fabrication and made from hammering a sheet metal. Bulkier than regular pan.

Pretty good ideas.

[quote=“Bumpkin, post:494, topic:5570”]I suggest…

  • Headwraps and facewraps, for simple LVL0 protection against frostbite.
  • Makeshift pan - scavengers version of stone pot. LVL1 or 2 fabrication and made from hammering a sheet metal. Bulkier than regular pan.[/quote]

Like those too.

Green display color for books that will grant both levels and recipes to the player.

What about Static NPCs spawning in certain base-like structures (abandoned storefronts, fire stations, non-starting evac shelters, so forth)? Not necessarily affiliated with any factions or anything particularly fancy, just maybe 1-3 NPCs using that as their own base as they scavenge the local city (which you could perhaps trade with/fight/recruit).

I dont know if this is simple, but I would certainly enjoy an option to select how many rivers will be generated in your starting overmap. What happens is that worlds with several rivers crossing them (7 or more) take a very arcipielago/swamplike appearance and present an interesting challenge when it comes to moving from one place to another.

As a plus, labs being generated in the center of small islands that are nothing but forest is very cool.

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Green’s already used for weapons/ammo that are compatible with ammo/weapons currently in your inventory. Pretty confident that applies inside the inventory screen, too.

Green’s already used for weapons/ammo that are compatible with ammo/weapons currently in your inventory. Pretty confident that applies inside the inventory screen, too.[/quote]

Yes, and Id just like to say, I enjoy this feature.