Needful things (simple additions to improve the game)

It’s the future–everyone uses velcro!

Cargo carriers that use velcro instead of rope! The ability to craft long rope directly from cotton bolls! The ability to spend three months making rope without finding the process’ capacity for entertainment to possess some measure of diminishing returns!

We need one more filter: Everything except X
You can put -{c:tool} in your [V-f], but it will filter out ALL TOOLS. You can’t (or I don’t know how) exclude every tool except some.

Well, yes, the full set of operators(and, not, or, bracketed collectives) would be nice, but an exclusion would have its uses and probably be less of a stupid-enormous hassle…

Are zombie nether creatures possible? Because if so, Z-gos

Mi-go brute ? :wink:

If going for creatures, I’d consider something inconspicuous, let’s say rabbits - just add another spawn with the same name and description, but going hostile (similar to the dog in the mine) and jumping you facehugger-style when you least expect it. Actually, giving every wildlife spawn an “aggressive version” with a low spawn rate could make for some interesting times…

Mi-go brute ? :wink:

If going for creatures, I’d consider something inconspicuous, let’s say rabbits - just add another spawn with the same name and description, but going hostile (similar to the dog in the mine) and jumping you facehugger-style when you least expect it. Actually, giving every wildlife spawn an “aggressive version” with a low spawn rate could make for some interesting times…[/quote]

Emotionally, I’m not strong enough to handle a rabbit attack. Squirrels sure, but not the rabbits.

Not really a “simple” addition but I can’t wait for movement speed controls.

Slow sneaking and fast stamina-draining “ohgodtankdrone” sprinting. <3

Skill progression needs to be rebalanced a bit. Before thresholds were implemented you could grind your fabrication with fish hooks, now you’re forced to grind whatever has a difficulty level appropriate for your current skill level to rise. Therefore, grinding hasn’t been eliminated, it actually became necessary. I propose the returns cutoff point be increased by another level or a diminishing returns system be implemented.

Also, reduce skill requirements for some of the construction options. Does it really make sense to force the player to craft two dozens of crates or signs, or chop a couple of hundred trunks into logs before he can chop a log into planks?

A confirmation dialog before whacking non-hostile puppies. ;.;

The ability to extract honey from honeycomb.

Mmmmm! Free meat…!

I always think of them as mangy growls dogs, not cute little puppies. If puppies were in this game you should get severe morale penalties for killing them! If you kill kittens you get even bigger morale penalties and Jakers’ affinity for you decreases by 10.

I have this weird feeling that it should be possible to extract fat when cooking meat, especially in large quantities…

Not a bad idea, though it’d probably be by recipe and most of the time I’d think one wants the fat in the meal. (Calories are a good thing with the DDA lifestyle!)

A town with zero zombies, but generates shadows at nighttime. May have an anomaly or nether portal in the middle of the town.

Not a bad idea, though it’d probably be by recipe and most of the time I’d think one wants the fat in the meal. (Calories are a good thing with the DDA lifestyle!)[/quote]
That makes sense, what about protein powder? I always find that I need to clear out a whole forest to satisfy my sausage-induced cravings…

Also, some sort of means of activating kilns on the ground, or maybe a kiln construction that can be filled and then 'E’ed at or something. The things are so heavy…

This sounds like a good excuse to mention monster infighting I’m working on.

Once that gets in, we may see mi-gos clearing towns of zombies (at least the weak ones).

I wonder if it would be possible to make a recipe for activated kiln. Would skip the longest (in player time cost) stage of kiln using. Or even better - a recipe that takes a finished kiln and wood and produces an activated kiln and 15 charcoal.
This sounds so convenient I think I’m going to try it right now.
EDIT: Nope for both ideas. It was too good to be true.

This sounds like a good excuse to mention monster infighting I’m working on.

Once that gets in, we may see mi-gos clearing towns of zombies (at least the weak ones).

I wonder if it would be possible to make a recipe for activated kiln. Would skip the longest (in player time cost) stage of kiln using. Or even better - a recipe that takes a finished kiln and wood and produces an activated kiln and 15 charcoal.
This sounds so convenient I think I’m going to try it right now.
EDIT: Nope for both ideas. It was too good to be true.[/quote]

A ‘hacky’ method that might work is making the kiln in to a vehicle which is loaded with a ‘wood pallet’ and the process would be akin to the vehicle recharger, but producing charges of charcoal instead of charges of batteries.

Charcoal production (at least with kilns) is not a continuous process. It needs to be done in batches.
Though a kiln of charcoal IRL would be more of a big construction.

If someone copied code from the fermenting vat, changed a few lines and renamed it all to “charcoal kiln”, it would be relatively close to how it worked IRL.
This would make learning construction a bit more valuable. Yield could even scale with the skill (apparently making charcoal efficiently isn’t easy).

I’m liking the Construction-based stationary kiln idea. I would totally build a giant charcoal kiln that makes boatloads of charcoal to a batch.