Needful things (simple additions to improve the game)

There’s no good way to show unlit space on ASCII terminal other than the loss of colors (already in).
The palette doesn’t have a lot of colors.

The problematic turrets are the ones behind doors in lab. You can’t see them without opening the door, you can only look at the lit up walls and doors.[/quote]

I can imagine some kind of darkening animation being repeated across unlit spaces like some “sonar pulse”. Like the reverse of rain, instead of white splots, you get black spots.

This is why I use safe mode in labs. With safe mode you have a chance to respond after opening the door.

I have safe mode on too. Doesn’t stop turrets from shooting me because I ran through ONE ‘invisible’ tile that was lit up.

The problem isn’t opening doors to turret rooms. The problem is walking around the lab past turret rooms you’ve already discovered.

Safe mode should still trigger then, unless it’s due to the weird LoS bug that’s particularly noticeable with turrets. Alternately, close the doors.

It would be pretty cool(teehee) if you could wear clothing in a casual fashion, such as tying a sweater around your waste, wearing an open jacket, leaving a face-plate open on your power armour… I figure that it would probably reduce coverage and possibly do something with encumbrance but the clothing would not add all of its warmth if that warmth was above the ideal. There would probably need to be a minimum portion that the warmth would not be reduced below.

Could you build boards to block the turret’s line of sight?

[quote=“Muaddib, post:1103, topic:5570”]I have safe mode on too. Doesn’t stop turrets from shooting me because I ran through ONE ‘invisible’ tile that was lit up.

The problem isn’t opening doors to turret rooms. The problem is walking around the lab past turret rooms you’ve already discovered.[/quote]
Annoyed sigh Theirs no need for fancy ‘animations’ just make night vision be able to be toggled.

Pneumatic Turret- like pneumatic assault rifle except its a turret
Pneumatic Bolter- Like the above cept like pneumatic bolt driver.

a relatily cheap vehicle turret to put on vehicles.

[quote=“Catfoodbob, post:1107, topic:5570”]Pneumatic Turret- like pneumatic assault rifle except its a turret
Pneumatic Bolter- Like the above cept like pneumatic bolt driver.

a relatily cheap vehicle turret to put on vehicles.[/quote]

Try blazemod. It has both. Though they are only cheap to use, not to produce.

[quote=“wilson7755, post:1106, topic:5570”][quote=“Muaddib, post:1103, topic:5570”]I have safe mode on too. Doesn’t stop turrets from shooting me because I ran through ONE ‘invisible’ tile that was lit up.

The problem isn’t opening doors to turret rooms. The problem is walking around the lab past turret rooms you’ve already discovered.[/quote]
Annoyed sigh Theirs no need for fancy ‘animations’ just make night vision be able to be toggled.[/quote]

Not much in-game reasoning for that but sure, can be done.

Given that night-vision works in an air-tight room, several storeys underground, with no light-sources other than the survivor’s own thermal energy, it is not entirely impossible to believe that it is largely separate from the eyes…

Textual indicators of light might be better, though, since it’s not always obvious.

“There is a light to the south of you.”

Canned Water
Canned flour
Canned yeast

[quote=“Catfoodbob, post:1112, topic:5570”]Canned Water
Canned flour
Canned yeast[/quote]

And a canning kit for making them.

Survivor steeltoed boots, cause steeltoed boots provide more protection bonus for some reason

Chainmail socks, because if the environment is doing as much damage to your feet as your own clothing is, then you are doing it wrong…

You know, a chainmail shark suit is something which might actually be realistic to find in a dive shop along with swim fins, oxygen tanks, spearguns, et al.

Chemical supply store.

You know, a chainmail shark suit is something which might actually be realistic to find in a dive shop along with swim fins, oxygen tanks, spearguns, et al.[/quote]

There’s a PR in the hopper for one, but it’s missing spawns. :frowning:

Update to respond to Coolthulhu:

[quote=“Coolthulhu”](Sorry for doublepost, but those are separate things)

So no to production of itemized hydrogen, but would it be OK if there was a way to produce and feed hydrogen directly to tanks? I wanted to make an electrolysis car part (to add a useful, if highly wasteful, energy sink).
I see no non-cheaty way of siphoning hydrogen out of a tank.

The cheaty way involves destroying a loaded hydrogen tank using acid or something like that. The result is not only extra item hydrogen, but 100 times more of it than was put into the tank.[/quote]

And I’m sure something would spark, somewhere. At which point maybe we can dial back gas-tank explosions.

Different salutation/attention messages for NPCs based on their posture in relation to the PC (whether passive/aggressive/scared etc.)
It’s a little sudden when

Come on, talk to me! Hey, we should talk! Hey buddy come over here!
turns into
Drop the fucking assault rifle! This my territory, loser. Bend over bitch, I'm coming in dry.
Something like "Hey asshole!" or "Stop right there!" or an indication of the NPC's status (%npcname has assumed a threatening stance.) would be helpful in not getting randomly blitzed

If a harmonica gets implemented I’ll turn into a narwhal and do a backflip.