Needful things (simple additions to improve the game)

Pretty confident Shoes added that already.

Would love it if lamp oil was added for internal furnace cbm consumption, making it slightly more useful, unless tallow works for it already.

Considering that my google searching makes it seem that a “Repeat Last Action” option is a pain in the arse, any chance for a “Rags to thread” recipe? Converting rags to thread so I can make some ropes is a serious pain in the arse. And yes, I’m aware of the rags to rope recipe but it’s horrifically wasteful resource-wise. 30 rags = 3000 thread while crafting string from thread only uses 1800[50 per short thread x 6 = long thread(300) x 6 = short rope(1800)].

Edit: Nevermind, got it to work myself. May throw the recipe up if I can be arsed to learn how to use github right.

Tallow is considered food and I wouldn’t be against this idea, using it for furnace fuel would be nifty and make sense as well. More than somehow eating an entire log at least.

Pretty confident Shoes added that already.[/quote]

hmm, yea it sorts the ones you can do by difficulty and then the rest, didn’t notice that.

One thing I’ve noticed with the cooking system is that most of it is pretty superfluous - simple foodstuffs like cooked meat and water are very easy to come by, and it’s hard justifying (to me, at least) the trouble to try to worry about making more complex dishes. Sometimes I’ll make them if I have the ingredients on hand (I hang on to rice/beans in particular), but there’s not a whole lot of motivation to go out and try to make drinks/food other than the barest essentials.

But instead of nerfing simple/easy foods, what about adding a boredom factor, to reflect that you’re getting sick of eating the same thing all the time? There would need to be a list of the last 20 (or however many) things consumed, then when you consume something new it checks the list, and then applies an enjoyability modifier based on how much of that food has been consumed recently. So if you consume nothing but meat and water all day every day, you’ll be a bit grumbly come mealtime, but otherwise fine.

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I drink apple juice everyday because I LIKE IT.

The foodstuff system isn’t a simple argument.

Ability to define tiles and colours of the player/npcs based on what mutations or combinations of mutations the mob has, so tileset makers can do silly things like make different tile sprites/colours appear if you say, have tentacles or hooves or whatnot.

KA101 points at the term [color=limegreen]SIMPLE in the topic title

That is a nontrivial programming task, and will lead to extreme amounts of complexity for tileset support. Think before you post.

Brick walls, more that stuffs, perhaphs clay to make bricks

A 3b3 park area with path and lots of benches surrounded by a brick wall .

A Yellowstone-style magma-feature with interactive elements.

After bare-handedly clearing two of those black widow infested basements, I would really appreciate it if there was something like a special reward. Perhaps make the Spider-eggs cookable into something delicious?
A full chitin-armour set?
Some guns?

Also Poison for coating darts (if not already implemented).

Spider basements have a decent chance of spawning HIGH GRADE LOOT. Like power armour and stuff. Also, spider eggs could stand to be cooked to be more palatable. Although I imagine that eating a half formed spider the size of your fist never really gets to be enjoyable.

HIGH GRADE LOOT.

What???
Hm, I found only one safe. I didn’t check in every corner, though, after some time the permament webbing got tiresome.

Modifying the makeshift crowbar’s to-hit speed.
It is around 30 units slower than a pipe, despite the fact that it is basically just a pipe that has had its ends hammered

Don’t you think spiders hoarding power armor would be a bit unlikely? Finding something worthwhile down there does seem okay from a gameplay perspective but power armor’s a bit much. A dead survivalists would make more sense. Torn up survivor gear, maybe?

Nah man, Spiders in power armour, makes perfect sense.

NEW CONTENT REQUEST: SPIDERS IN POWER ARMOUR.

Take two situations: in one, you’ve had nothing but apple juice to drink for months. In the other, you’ve had nothing but plain water to drink for months. Then someone hands you a glass of apple juice. I’m pretty sure you’d get more enjoyment out of it in the second case than the first, and that’s all it’s really looking to reflect.

If you want to get into RP things like “I like apple juice” or “i hate orange juice”, that’s a far more complicated issue and I’m purposely not suggesting it - it would be far from simple to implement another layer of character traits/preferences with the associated menus and balance issues that would come with it.

Clothing that uses melee and tailoring. This way, you could at least get clothing with less encumbrance for certain resistances, so melee characters don’t need to be frequently dropping gear (except maybe storage bags). I know there’s those armor kevlar or superalloy things which don’t seem to need skills or learned recipes, but on average it seems melee has very poor effectiveness if you’re wearing any clothes. Maybe it could be tweaked by permitting you to re-train skills if your encumbrance brings them below the level at which they became trivial. Percentage could still be low, but to only get to a few dodge in reasonable time, then have enough clothing suddenly bring that back down to 0 is annoying. Could be balanced by providing less warmth or something, but either way, it’d be nice to have gear that could be protective AND low encumbrance, even if you couldn’t craft it at all

I agree that torso encumbrance in its current way really messes things up for a melee fighter.

One question regarding that: It shows me, that my military rucksack effectively reduces melee and dodge by two levels.

  1. Is there a minimum level 0 of skill that I always have?

  2. When I get the message, “your torso encumberance throws you off balance”, is that another denuff from encumberance or is it just displaying my reduction of skill in nice messages?

  1. Your effective level can go below zero due to penalties, in which case it’s basically the same as if the enemies had a buff to hitting you or accomplishing whatever they are doing.
  2. It’s just a helpful message reminding you of one of the reasons why you missed.

And a note, but both of those questions would probably have been better addressed in the Small questions thread over in the Bunker board.