Needful things (simple additions to improve the game)

[quote=“troll from behind, post:1660, topic:5570”]Just wondering…would it be realistic to add a chance to vomit while butchering a zombie, making smashing a better option for a survior with say weak stomach?
Butchering a rotting zombie can’t be a pleasant thing.
While talking 'bout vomiting maybe add a chance to vomit inside your mouthgear rendering it useless until properly cleaned?[/quote]
especially without a washing machine, I would say in most cases this would be never. It is cata so fuck all to stains… but that shit might still never stop smelling like vomit and making you vomit more on the old mouthgear.

[quote=“Litppunk, post:1661, topic:5570”][quote=“troll from behind, post:1660, topic:5570”]Just wondering…would it be realistic to add a chance to vomit while butchering a zombie, making smashing a better option for a survior with say weak stomach?
Butchering a rotting zombie can’t be a pleasant thing.
While talking 'bout vomiting maybe add a chance to vomit inside your mouthgear rendering it useless until properly cleaned?[/quote]
especially without a washing machine, I would say in most cases this would be never. It is cata so fuck all to stains… but that shit might still never stop smelling like vomit and making you vomit more on the old mouthgear.[/quote]

perhaphs sometime in the future they realease a universal stain and bad scent remover to everything in the world due to a chemical drop… and it happend to have goo in it

Lore-wise, that’s not so far-fetched. The labs were burning a lot of the goo, which produced noxious, toxic chemicals which they disposed of by paying companies to put it in their products. Cleaning chemicals seem like a likely candidate for containing goo-ash-chemicals.

Lore-wise, that’s not so far-fetched. The labs were burning a lot of the goo, which produced noxious, toxic chemicals which they disposed of by paying companies to put it in their products. Cleaning chemicals seem like a likely candidate for containing goo-ash-chemicals.[/quote]

Uh, no, the labs were not happy when they discovered XE037 (the goo) was outside containment. That was a Bad Thing.

Hm? Where did I read about the noxious chemical disposal then?

Only thing I’ve got would be mistaking the Hazardous Waste Sarcophagi for incinerators? They collected the stuff and buried it, though. Toxic dumps just sit there and have a few radioactive tiles along with a military ID.

What about the addition of ‘Wild Ginseng’ as a rarely occuring plant that you would harvest? not through random foraging, but actually seeing it on the map and digging it up. It is already a natural plant of the northeast and can be found beneath Oaks, maples etc.

Ginseng would be useful for all kinds of home made medicines/chems and possibly a good item to trade to NPC’s.

I suppose there could also be a, say, 1 in 1500 chance that random foraging would find a ginseng plant that would then have to be dug up. Possibly requireing a survival skill of 3 or 4 before you could Identify it?

It doesn’t seem like there’s a lot of actual VALUE in most of the things you can gather from the wilds in cataclysm as of my last character, so it would be nice to introduce more options to survive and thrive away from the cities.

Or maybe Building fish/snake/frog traps on shallow water from sticks/2x4’s

Star targets aka exploding rifle targets aka tannerite. How it works: Made of 2 ingredients. Nitrogen pellets, and indian dark aluminum powder.

Mix together and shake vigorously.
Place anywhere you want
proceed to shoot with a fast moving bullet.
Listen to the glorious sound of sonic BOOM explosion
for added Fun duct tape, ball bearings, nails, and or any other fun making objects you want around the perimeter
If this ever gets boring attach gasoline for more FOOM effect
if this still isn’t enough you are likely a pyromaniac like me
this is ok attach nuts to outside
laugh maniacally at the insta-cooked and or no longer findable squirrel

there are soooo many videos of various amounts and kinds of this being exploded. lots of potential for this in-game

Renaming the thread to ‘Needful things’ is a very needful thing.

My inner grammar nazi is sobbing.

[quote=“Senrain, post:1670, topic:5570”]Renaming the thread to ‘Needful things’ is a very needful thing.

My inner grammar nazi is sobbing.[/quote]

Grammer natzi pictures ensue

[quote=“Senrain, post:1670, topic:5570”]Renaming the thread to ‘Needful things’ is a very needful thing.

My inner grammar nazi is sobbing.[/quote]
Not to mention it would keep people from thinking this is the “small ideas that aren’t big enough to warrant its own thread” thread, which this has become. Speaking of which, we need a thread like that.

Some things that would be extremely useful at least for me:

Ability to make a crafting recipe impossible to memorize.
Ability to have an item turn into another item automatically after a set time. (Think charcoal kiln but without needing to activate it at the end)
Ability to have an item pop up a message when it finishes counting down (Best if it is an extra option beside the main action)

And a few I think would be very useful:
A way to use UPS power to power your CBMs. We already have CBM > UPS, but not UPS > CBM.
MP3 CBM, think it is obvious enough.
Pleasure Center Stimulator CBM - high moral boost, large stat penalties and quite tiring with a huge chance of crippling addiction
Microreactor CBM - uses a single plutonium cell to run for a long period of time, lacks radiation shielding meaning you need a way to purge radiation constantly.
Autodoc CBM - uses medical ampoules, adrenaline injectors, and disinfectant automatically
Some kind of way to automatically run the radiation scrubber as needed, perhaps by having integrated dosimeter run every X minutes/hours and then run the scrubber enough times to reach <5 radiation

Was a bunch of other stuff too, but I have horrible memory and forgot.

If the player activates a woodsaw/hacksaw on an empty tile; display:

You saw nothing

As failure message

Huehuehue Im so clever

I totaly suport this .

john be genious!

I realy like these kind of failure messages. Only good things can come out of adding more.

The occasional Person shouting RAINBOW

I think we should implement six new religious texts, Tengrism, Hellenic Greco, Hellenic Romanian, Zoroastrianism, Zunism, and Nordic.

Sure, write 'em up.

Would it be possible to add some sort of ‘Back Strap’, that would allow us to wear items such as quarterstaffs, broadswords, crowbars etc. around our back?

The strap could be crafted with leather patches, and take a decent skill with tailoring to do. The item works like a holster - but for decent-sized melee weapons. Not knives or anything like that.

Now, I may be talking absolute rubbish here, but here’s how it could work in terms of coding. It could reject strapping items on your back that are less than, say, 5 volume (This item is too small to carry around your back.), but it could also reject strapping items on your back that are more than, for example, 15 volume (This item is too large to carry around your back.)

So basically, an item that works like a holster, but for melee weapons. This would allow easy carrying for items such as the quarterstaff; like holsters, activating the back strap makes you equip the quarterstaff by unattaching it from the strap.

The reason I’m suggesting this is because blunt weapons (nail bats, crowbars, quarterstaffs, whatever) should probably have some support for holstering and carrying without demolishing your volume.

The idea’s probably already been suggested, but hey, there you have it: the Back Strap.

Guns have shoulder strap. This would be practically the same, no?