It would require:
-Vitamins
-Chewy candies or Fruit Juice or Syrup or Jello
Aside from the usual hotplate, pot etc cooking set-up you’d need a powered mini-fridge to craft them. Boosts morale, works like vitamins and slightly lessens hunger.
Second recipe? The ability to make homemade Jello from bones and fruit/fruit juice.
(Haven’t played with any CBMs for a while but I assume this hasn’t been changed.)
Sidebar “POWER” changing color when something’s actively draining it.
More flavor text for failed CBM installs.
“You accidentally hit a nerve while attempting to reroute your tear ducts and badly flub the installation. You manage to undo the damage but the inside of your head hurts like a son of a bitch!”
A rare and uncraftable “combat styrette” which can be found in the loot tables of soldier zeds, in military vehicles, and around military installations. It contains a cocktail of chemicals which erase all hunger and thirst, all pain, and all tiredness, and continues to do so for the next 24-48 hours… after which you become crippled with fatigue for days. Taking more than one or daisychaining them together before recovering should carry a chance of instant death from an exploding heart, increasing with each dose.
The RX42 Jet Injector is kinda the styrette already.
Milbionics already exist. Butchering bio-ops is much more profitable than scientists, which is more profitable than shockers or technicians. Labs can have 'em because that’s where they’re built (and therefore you can encounter bio-ops inside Labs too).
More usless Trinkets like toys and such and a gift store, filled with “worthless” trinkets
Cat statues
R-I-Poes
Snowglobes
Metranomes
Seashells
Swagger of plastic flowers
paintings
hulahoops
card for card games
plastic bacon- now looks and smells like real bacon
and i f you guys have a endless list of more junk items feel free
Large vehicle tanks for liquid tankers. Should realistically block movement and be incompatible with many other parts…
Also handy for fuel trolleys because vehicle logic…
And spikes that can be mounted on their own. Spiked frames I guess…
Maybe have multipart vehicle pieces like massive gas tanks for tankertrucks keep throwing you back into the vehicle construction menu to place them until you’ve placed all the necessary tiles. All while restricting you to placing them so that they’re connected to each other. Removing the part would just remove the whole section at once.
On the subject of sliding doors–we need an opaque one, possibly in a heavy duty flavor.
Also, now that wing mirrors exist and work isn’t it high time we had vehicle cameras/periscopes? They could be placed in a similar fashion as flashlights, complete with the option to choose which direction they face. The only difference would be instead of lighting up the dark they’d extend your line of sight.
That suggestion actually gave me two other ideas. If vehicle optics get added maybe have the option of constructing ones with different vision modes? Admit that toggling between night vision/IR/ and daytime lenses from inside a literal tank would be awesome. The ability to use a set up like this would likely need ‘advanced controls’ installed in a vehicle–maybe constructed out of powered armor–just to give late game gear-heads something to hunt for.
Secondly, why not set up dumb, fixed fire gun mounts as an option to the smart, A.I. guided turrets we can weld to our cars now? During installation players would choose a firing direction much like if placing a flashlight. Once installed they’d fire it using the vehicle menu–unlike toggling turrets however activating a vehicle’s gun installations would fire them only once. These guns wouldn’t actually be designed to target anything on their own, so it would be up to the driver to position his vehicle correctly. I think it would be a neat way to implement literal cannons, from those that spit out shells to old fashioned black-powder cannonballs. Heck, you could even go so far as to include railguns and mininuke launchers.
What we could really do with is a new holster/sling/sheath system (or just more holsters/sheaths and new slings) to enable the vast majority of modified weapons to be carried properly.
It was easy enough to add such things as a Kydex/paracord neck sheath to the .JSON as it’s just a sheath changed in parameters. Trying to do the same for either a folding knife with an in-built belt clip or a large ‘adjustable’ holster to contain a pistol with sights & suppressor is a far trickier prospect.
Neither the ‘wearable’ status of the folding knife (which I wanted to be able to ‘activate’ to draw, unfold & wield but not use as a knife while still closed & clipped to my belt) nor the volume limit of my ‘large’ holster which must use the action attributed to all holsters that is tied to all handguns, but doesn’t attribute anything for the capacity of the holster while obviously taking the modded weapon’s volume into account…
…And I’ve not mentioned the accessory weapon sling mod that’s so needed for the smg’s, shotguns, rifles & launchers to make them wearable. Let’s face it, it could be done another way but you’d look mighty stupid walking around the wasteland wearing an empty weapon sling (or belt clip, for that matter) if things were all implemented as extra sheath/scabbard/holster types.
Sorry I’ve droned on, I’m not a coder at all but I’ve been trying to put a few things together to solve the few major bugbears I have with DDA and I’m beyond my limit trying to sort these out but I still keep coming back to them so they’re certainly not just ‘ooh, wouldn’t it be nice to have…’, more along the lines of ‘damn, still can’t holster my reasonably modded guns, let alone the uber-outlandishly specced stuff’.