Museum is already in.
Every person can make a pressurized “dart” syringe that can be fired from blowgun, and when it contacts anything it injects it’s contents automatically. The ones that are used to tranquilize animals. They can be used with blowguns or whatever. You only need knife and fire for that. It would be a nice makeshift weapon, especially against human NPC’s. And you can load it with many substances.
It would be nice to see flags on crafting recipes that indicate that the recipe is “RISKY” which carries a risk of damaging your tools on failure, or “DANGEROUS” which carries a risk of injuring the player on failure. Could make chemistry in particular a bit more interesting, in that certain things could be attempted (learned) more easily at significant risk to yourself or your supplies.
Risky crafting? Are you saying that I need to be wearing gloves when I craft batteries now?
Closed-toe shoes, lab coats, and safety goggles will finally have a meaning in science land?
This is not simple but is definitely interesting.
A casino? Now that’s something I’d like to see.
Well, you would think so, and certainly, it has many advantages, but some people still swear by the wear-thongs-and-have-a-bucket-of-water-within-convenient-reach approach…
Mirror, mirror on the wall…
[quote=“Cherry, post:565, topic:5570”]Risky crafting? Are you saying that I need to be wearing gloves when I craft batteries now?
Closed-toe shoes, lab coats, and safety goggles will finally have a meaning in science land?
This is not simple but is definitely interesting.[/quote]
Hm, I was initially thinking something a lot simpler, like just a raw damage hit to the torso/arms/face if you fail, with the magnitude determined by how badly you fail. But this kind of has me thinking…
…maybe a line that would pass two values (if it’s null, then it’s not considered dangerous). First it passes a type of danger, like gas, acid, electricity, or explosions. Then a severity of the danger, which could probably be a number between 1-3, corresponding to damage and area of effect. Severity 1 explosions would just hurt you, 2 would also damage items on the tile, 3 would also damage nearby tiles. Then these could be mitigated by appropriate stats, and some of the science-y safety gear could get their environmental resists boosted.
I’d hope that would allow for a bit more of an experimentation vibe with crafting - if you get a chemistry book that lets you make gunpowder at cooking 2, but it has a difficulty of 4, do you risk it or do you wait until you know exactly what you’re doing? Did you risk it while standing on your ammo stockpile? Whoopsie.
[quote=“MormonPartyboat, post:569, topic:5570”]-snip-
Did you risk it while standing on your ammo stockpile? Whoopsie.[/quote]
This brings up another thing: Being able to watch your body/body parts and the things in its general vicinity after death. Either after a suicide run or just a very confusing death it’d be nice to see what was left afterward to get some feedback as to why you died. The event log is nice but it doesn’t convey terrain changes nor monster placement. That and sometimes I just wanna watch a house burn down from the inside.
[quote=“Hibou, post:570, topic:5570”][quote=“MormonPartyboat, post:569, topic:5570”]-snip-
Did you risk it while standing on your ammo stockpile? Whoopsie.[/quote]
This brings up another thing: Being able to watch your body/body parts and the things in its general vicinity after death. Either after a suicide run or just a very confusing death it’d be nice to see what was left afterward to get some feedback as to why you died. The event log is nice but it doesn’t convey terrain changes nor monster placement. That and sometimes I just wanna watch a house burn down from the inside.[/quote]
This is nowhere near simple to program, and as it happens it’s also a blocker for 0.B. So if you’re feeling Gutsy, there’s glory to be had!
Eyepatches if there arn’t any already,
Cybergenetic eyepatches, they connect to cameras.
Antimatter creation facility, basically an underground building with a 10 by 10 ring of large electromagnets underground.
functionality to arrange CBM’s to lower/higher positions in the bionics screen.
being able to change their keys is fine, but also arranging them is usefull if the player accumulates many
Anything to change melee so that blobs of all types don’t train melee skills past level 2 would be nice to have. It gets very boring if you feel like you have to find a blob in order to be powerful enough to fight off the zombies.
I’ve never trained/grinded off blobs
Why does time reset to spring (or whatever starting season you chose in worldgen) day 1 when you start a new character? Like if I made a character who survived until day 4, why doesn’t the next character I make start either on day 4 or day 5 or something? Would that be difficult to implement? I’m no programmer but it seems like a reasonable request for this thread.
Idea is simple: save the time-of-death and use that turn as the start time for the next char. In practice, there’ve been enough issues with start and timing that I’m not going to presume the idea remains simple in execution.
(That, and the whole “seasonal advance” sort of thing. One thing to have resources already used, another to also have the time lost.)
I don’t think it would be frowned upon to have the extra difficulty (everyone around here seems to be gluttons for punishment for whatever reason). Could also just have it as an option. It would also encourage branching out and exploring other areas as supplies re exhausted.
On a side note, was the bug/unimplemented-feature of having new possible spawn locations available after revealing a new map chunk ever worked out? The conversation kinda of petered out on it unfortunately.
At some point in the future I think it would be really cool to see military outposts that HAVE DOORS.
Like seriously military outposts are just painful to look at.
[quote=“madoobler_sauce, post:579, topic:5570”]At some point in the future I think it would be really cool to see military outposts that HAVE DOORS.
Like seriously military outposts are just painful to look at.[/quote]
What, the perimeter fence, or the buildings? BevapDin did some work on the structures a while ago in experimental. Fence being perma-locked I can understand.