Needful things (simple additions to improve the game)

On refugee centers: are they considered endgame? There needs to be an easier way to find one. Perhaps if you had a two-way radio you could contact a faction and ask for directions?

Also, as I’ve said already, option to start in a refugee center.

A trait that has a character get attached to random items in their inventory which those said items have to has a tag on them, so as to not have the char get attached to a consumable.
The character could also give it a random name generated to the item… like a creative char naming a jack jack…
and finally from the trait your character will randomly just talk to the item in his inventory and his insanity has the item talk back.

  • Large moral penalty for dropping the chosen item, cause its his “Friend”

Ehh, that sounds like a mutation, it would start with just becoming attached to your favourite items… If one ceased to be in your inventory it would make you sad. After a while, or if the item were to return to inventory, the sadness would wear off. Occasionally you would just become sad about something that you lost a long time ago, possibly precata… And, umm, why can’t you get attached to the first item that you looted, as a reminder of your moral degradation that you hope to undo in more bountiful times, that just happens to be a bottle of milk and its contents, or the deer fat that reminded you of that scene from Bambi, or becoming attached to your toenail clippings and keeping them in a jar that you carry with you always, or suddenly realising that this is the most beautiful mininuke(active) that you have ever seen… I guess it would be like an addiction, but to random items in your inventory, or random items that you see, or to your pet rock when you discover that you couldn’t understand it before because it only just taught you French, or the cutest little zombear that just wants a hug…

:J Just imagine “butchering horribly” a zombear, then sewing a bear costume over it. then you can give it all the hugs.

Beard and hair growth with possibility of trimming/shaving. This would result in either slight bonuses to warmth (mouth/head) and/or a slight penalty to dodging with your head or mouth in case of too long hair/untrimmed beard.
I think cannabis needs to be reworked a little bit. I’d actually love to see different types (at least two: sativa and indica) with different effects and both should have small pain-relief properties. I don’t think sativa should decrease the INT stat but actually increase it. Maybe make indica increase DEX instead. If anything, they should lower perception and not intelligence.
I know there are cannabis plants growing in soil in cellars but are there any seeds? You should be able to eat those for nutrition and to grow the plants, obviously. Because growing my own supply cannabis would totally be the first thing on my to-do list during a situation like this. And make it possible to simply eat the buds and feel the effects after a delay (provided you eat enough, like 5 times more than you’d need if you just smoked it).

I’ve smoked a lot of weed in my time, and I can safely say I’ve never once seen it buff anyone’s INT or DEX, it does just the opposite. It’s really not that much of a painkiller either, maybe very-mild aspirin level is fair. Indica/satica doesn’t make much difference except personal preference. Maybe splitting it into buds and offcuts would be reasonable though.

Positive qualities just being good boost to morale and some anti-nausea effects is fair and realistic, I think. Minor debuff to any or all stats is also fair. And eating raw cannabis won’t do anything, btw. You need to fry it in some kind of fat or oil first.

edit ; you can get cannabis seeds to grow your own in game already. I find them often in the underground gardens. Seed cake and seed oil (from most plants with seeds) would be good addition to game, I think.

[quote=“Bumpkin, post:506, topic:5570”]I’ve smoked a lot of weed in my time, and I can safely say I’ve never once seen it buff anyone’s INT or DEX, it does just the opposite. It’s really not that much of a painkiller either, maybe very-mild aspirin level is fair. Indica/satica doesn’t make much difference except personal preference. Maybe splitting it into buds and offcuts would be reasonable though.

Positive qualities just being good boost to morale and some anti-nausea effects is fair and realistic, I think. Minor debuff to any or all stats is also fair. And eating raw cannabis won’t do anything, btw. You need to fry it in some kind of fat or oil first.

edit ; you can get cannabis seeds to grow your own in game already. I find them often in the underground gardens. Seed cake and seed oil (from most plants with seeds) would be good addition to game, I think.[/quote]

"Marijuana alleviates pain, reduces inflammation, and promotes sleep, which may help relieve pain and discomfort for people with rheumatoid arthritis, researchers announced in 2011.

Researchers from rheumatology units at several hospitals gave their patients Sativex, a cannabinoid-based pain-relieving medicine. After a two-week period, people on Sativex had a significant reduction in pain and improved sleep quality compared to placebo users.

Read more: http://www.businessinsider.com/health-benefits-of-medical-marijuana-2014-4?op=1#ixzz3B1iNfnyB"

This is obviously just one type of use for pain. There are countless other things like chronic headaches, migraines, autoimmune disorders, IBS, Crohn’s, Alzheimer’s, PMS, Tourette’s Syndrome and even treating other addictions like alcoholism. So not only it improves morale but does work better than aspirin in many cases. We should have some of these illnesses as negative traits for sure! Not that hard to implement. Then it would totally make sense that you’d improve stats like INT or DEX with marijuana in order to alleviate the symptoms.

Most of what you said is wrong, at least for me and many other people I know who use strains of cannabis for fitness and faster/better learning - similar to how eating something sugary before studying works, which should also be added to the game. Is the following not true to your experience?

“When we ingest marijuana, the heart swells through capillary enhancement and is fueled more by more fully oxygenated blood, while, at the same time, its contractions and expansions are greater, allowing for stronger pumping action to the rest of the body (p. 37)
As rigidity in the body is released or reduced by the action of marijuana, there is a corresponding reduction of mental tension that translates into a feeling of expansion and well being and explains the reverential attitude commonly expressed by marijuana lovers. (p. 39)
As the body’s workings can become more harmonious with marijuana, the functioning of the five senses can be noticeably improved …In our discussion, the trigger to the high experience is marijuana, but many other activities can also produce it, such as jogging, chanting, fasting, isolation, meditation, and prayer. (p. 41)
The marijuana experience itself does not miraculously cure. Instead, it allows the body a respite from the tensions of imbalance, while exposing the mental confusion of the mind. The marijuana experience of balance becomes a learned and, over time, somewhat permanent response as the essential human tendency to homeostasis is reawakened and the natural healing process restored. (p. 49)
For a serious psychosomatic disease such as cancer, the benefits to be derived from marijuana cannot be overstated:
1. The causal element of unconscious (repressed) pain can be ferreted out.
2. The breath can be restored to fullness, thereby eliminating directly the built up toxicity and, at the same time, enjoining balance throughout the whole organism. A depressed system is a weakened system, and since it works holistically, marijuana gives strength where weakness exists, and expansion and relaxation where there is contraction and nervousness.
3. The more richly oxygenated blood that is in effect with marijuana can help to cleanse the poisons at the cellular level.
4. And a broader perspective through activation of the entire brain leads to positive feelings and thus eliminates the usual and debilitating attitudes so common in cancerhelplessness, depression, fear, resignation, and dread. (p. 60)”

So maybe not increase DEX, but INT? For sure.
And eating buds does actually make you high, although at a much smaller rate. The health benefits are often far greater though.
Ingesting it should definitely increase hunger if the other things are added, especially for sativa.
Have I mentioned doing yoga while being high? Add yoga and exercise.

similar to how eating something sugary before studying works

I agree with your basic message, but this bit seems unusual. I have learned that if you actually want energy for a longer period of time, eating sugary things won’t do good. You will feel a short burst of energy, but quickly fall into a “hole”.
So, eating things like nuts, whoe grain bread, etc. is acutally better if you intend to study for more than, say, one hour.

(Sorry for offtopic post.)

[quote=“Snaaty, post:508, topic:5570”]

similar to how eating something sugary before studying works

I agree with your basic message, but this bit seems unusual. I have learned that if you actually want energy for a longer period of time, eating sugary things won’t do good. You will feel a short burst of energy, but quickly fall into a “hole”.
So, eating things like nuts, whoe grain bread, etc. is acutally better if you intend to study for more than, say, one hour.

(Sorry for offtopic post.)[/quote]

Yes, you’re actually right. I heard about dark chocolate helping or something like that. Sugar works for brief periods only.

A hobby store… has a bit of tools and materials for making stuff

A “bicycle repair” building.
Inside spawning bicyles, some tools, bicycle parts.

Flavor, and it will make it somewhat easier to get bicycle wheels.

Stealth and social debuff?

Stealth and social debuff?[/quote]

Nah. Thanks anyway.

A mutation menu, basically a copy of the bionics menu for mutations.

In addition to not cluttering the @ menu anymore, you could also split mutations into active and passive, and allow developers to add (or change existing mutations to) active mutations that run on something or are just plain usable (Like a radiation powered spit attack, a nutrition powered runspeed buff, or wakefulness powered tree-eating mutation. Whatever.)

Or just plain be able to toggle certain mutations on and off.

If you have a flashlight on, it’d be neat if it worked how it does currently. However, if you moved your view with HJKL and then progressed game time at least one turn, it would read the distance between your character and use that as a vector, and apply the vector to your flashlight light.

Basically: Look at least one unit in a direction with HJKL and pass a turn and you’ll have a cone-shaped vehicle headlight-esque light instead of a light centered around your character.

Dunno if it would also make sense to apply the vector distance too, ie: longer vector means narrower and longer light beam (to a point. Basically emulating shining your flashlight into the distance, but flashlights wouldn’t be too effective if you shined them too far.)

[quote=“Midaychi, post:514, topic:5570”]A mutation menu, basically a copy of the bionics menu for mutations.

In addition to not cluttering the @ menu anymore, you could also split mutations into active and passive, and allow developers to add (or change existing mutations to) active mutations that run on something or are just plain usable (Like a radiation powered spit attack, a nutrition powered runspeed buff, or wakefulness powered tree-eating mutation. Whatever.)

Or just plain be able to toggle certain mutations on and off.[/quote]

It’s been considered and failed once thanks to an infrastructure glitch and piles of merge conflicts. I’ll probably try again at some point.

Car dealships, used car lots, a Bionic Store! (low level stuff, and parts, with very rare anything decent, maybe a few books rare too)

Sort by difficulty on the crafting menu.

iwould like something to stabalize my current traits. Set them to initial traits so when i tinker arround with mutagen i can purify back to that state.
It would make sense for me also when i think about these treshold mutations which are not purifiable … why not make em into initial traits so you would purify back to them instead should you mutate them away. would also give these mutations a much stronger post human feel.

Neutral trait bar, traits that don’t quite take up any points but they still have a value that detracts from both bars.

Neutral trait examples-

Defensive Fighting-Multiple techniques on how you defend yourself from attacks
–Duck and cover- When attacked with a ranged attack you do a roll left or right from fire threat after the first shot fires. potentially avoiding alot of damage.
–Juggernaut- You focus primarily on defense and increases your armors effective protection by 30%, but encumbers you by 1
–Close range cancel- When adjacent to enemys they cannot fire their weapons or activate weapons unchallenged, when they try and you are successful at thwarting them based on mele skill vs marksmanship you lose an attack action for that weapon.
Offensive fighting-
–Charger- when making attacks on enemys you tend to ram into them knocking them back or prone “hulks and tanks would probably laugh at you though” if this fails you get knocked prone , based on str
–Reckless abbadon- You attack as violently and as quickly as possible increasing damage and reducing action points for attacking by 20 percent, buuuut, makes it impossible to dodge, your attacks make more noise, and fighting that can really make you exhausted ogre long periods of time