Needful things (simple additions to improve the game)

Already exists.

Lab notes and journals (with cataclysm/blob background info) on the corpses of scientists, and in the zombie scientist loot tables.

User the ‘-’ key to repeat an install/uninstall in the vehicle menu if possible. Very useful when doing repetitive work. I’m currently removing all solar panels and installing upgraded solar panels on my vehicle. This would make this go much faster.

Doors with vision through them should allow curtains.

Be able to view specific regions when viewing a vehicle.
Regions: All - Roof - Compartment - Undercarriage

Roof would show things like roofing (gasp), solar panels, dome lights, etc…
Undercarriage would show tires and various other things.
Compartment would show pretty much everything else.
All levels should show where there are frames.

Use a cot to make a folding bed in a vehicle.

Be able to fabricate a cot from 8 pipes, 1 or 2 sheets or enough rags, and some scrap metal for fidelly bits.

A librarian start where you have a satchel of books that you grabbed on the way out without checking them, which are randomly generated when your survivor is born.

And a freak nether accident scenario, where you do not need to sleep and vomit up active mininukes at regular intervals. Running is advised…

The ability to adjust spawns of individual monster types.
One of these days I’m going to set up classic zombie spawns and a shitload of zombies. So when you walk into a city you regret it. Well, at least you had better be prepared.

New safe mode options: OFF, ON, HUGE, HOSTILE, CUSTOM

HUGE would only engage on huge enemies, HOSTILE would only engage on enemies that are actually hostile (not tracking like dogs) and could replace the behavior of ON, and CUSTOM, which uses a set of player defined monsters to trigger safe mode (probably set in a file somewhere).

[quote=“vache, post:906, topic:5570”]New safe mode options: OFF, ON, HUGE, HOSTILE, CUSTOM

HUGE would only engage on huge enemies, HOSTILE would only engage on enemies that are actually hostile (not tracking like dogs) and could replace the behavior of ON, and CUSTOM, which uses a set of player defined monsters to trigger safe mode (probably set in a file somewhere).[/quote]

That’s a great idea!

[quote=“vache, post:906, topic:5570”]New safe mode options: OFF, ON, HUGE, HOSTILE, CUSTOM

HUGE would only engage on huge enemies, HOSTILE would only engage on enemies that are actually hostile (not tracking like dogs) and could replace the behavior of ON, and CUSTOM, which uses a set of player defined monsters to trigger safe mode (probably set in a file somewhere).[/quote]

:smiley:

Custom spawn rate for triffids and mycus.

[quote=“vache, post:906, topic:5570”]New safe mode options: OFF, ON, HUGE, HOSTILE, CUSTOM

HUGE would only engage on huge enemies, HOSTILE would only engage on enemies that are actually hostile (not tracking like dogs) and could replace the behavior of ON, and CUSTOM, which uses a set of player defined monsters to trigger safe mode (probably set in a file somewhere).[/quote]

:smiley:

Custom spawn rate for triffids and mycus.[/quote]
A custom spawn rate for just the zombies would be nice too.

I’d really like to see someone spend some time on a zombies-only mod that removes all the science fiction and fantasy elements, all the mutations, all the cybernetics, and so on. And eliminates most of the military weaponry in the game. In other words, turning Cataclysm into a more typical zombie apocalypse scenario. The problem with the “classic zombies” setting is that it removes a lot of material from the game rather than replacing it. So, labs just stop showing up, for example. I think if someone put the time into modifying all the notes, newspapers, computer entries, lab and mine finales, special encounters, and so on, it would make Cataclysm a very different game – one a lot of people would enjoy.

Already exists.[/quote]

Was planned but I don’t think it ever happened. Will look into that.

I do like the new webs though, makes it better to think about getting arachnid mutations, though if you have web spinner while butchering you should be able to encase the zombie in webs as an option.

When choosing which of several items to use in a crafting recipe, we should get more information than just (nearby). For example, when crafting a toolbox, there’s no way to know which tools I’m using up – the extra ones in my storage heap, or the reinforced, extra-charged ones I’m actually using. Even just adding condition and/or number of charges to the item choice dialogue would help in determining whether the utility vest you want to turn into survivor gear is the tattered extra you have laying around or the fitted and reinforced version you planned to keep.

Self aware telling you your hunger values,

Sure. Self aware is already extremely meta. Maybe if it was rounded some?

Constructible compactors. Compactors for various materials. Scented wood that produces happy smoke when burned. An updated wiki.

Surprisingly enough this goal is within reach. If everyone updated just 3 things on the wiki our wiki would be totally up to date in no time at all. We’ll never plague you with ads and run completely on a volunteer basis, so please, give the gift of your time today.

(Sorry, I couldn’t resist :P).

Surprisingly enough this goal is within reach. If everyone updated just 3 things on the wiki our wiki would be totally up to date in no time at all. We’ll never plague you with ads and run completely on a volunteer basis, so please, give the gift of your time today.

(Sorry, I couldn’t resist :P).[/quote]

I recall spending quite a lot of time and energy pre-0.B getting the wiki captchas running again for precisely this purpose–I presumed that a new stable would lead to folks wanting to update the wiki. I see some folks updating and even making new accounts, so they’re not impossible questions. If there’s one that nobody gets, let me know and I can see about it.

Sure. Self aware is already extremely meta. Maybe if it was rounded some?[/quote]

I like the idea.

Covered crucible, or barrels, which protect your fire from the rain which puts it out repediadly…