Sorry for the long list. Hope it is useful. Appreciate the great work.
suggestions:
– ‘butchering’ an item with removable batteries/content removes them to the ground. Eg torchlight, bottle of gin. Very quick.
– ‘butchering’ an item without removable batteries/content disassembles it.
– Mops soak up liquids on the ground like it does blood. If too much liquid, becomes soaked like a towel but will dry out over time. Can activate -soaked- mop to squeeze it out creating a mess elsewhere.
– Liquids on ground evaporates over time like how fire dies out but slower.
– Allow 'A’ctivate to work on items on the ground(charcoal kiln, lamps etc) like how firstaid kits on the ground can be used with Eat.
– Allow Eat to work on items in the trunk/cargo space of vehicle of the tile one is standing on.
– Assign one special item key to the item last interacted with that can be user defined. It is separated from assigned keys and player assigned keys. Eg - picking up a helmet would result in the game assigning an available key to it(like it does now) as well as having the special key pointing to it. This key can be user defined.
– Spacebar mostly works like the escape key. When bumping into an NPC, spacebar works like the Enter key when prompted to attack. Change to follow ‘standard’.
– Modify price of items based on current value as opposed to precataclysm value. Example: Value of gold watch = value of its component that can be stripped to make into ammo/clockwork mechanism etc. Ammo have high value. Clothes have low value as not enough survivors to wear them.
– Trade fails if trading with player cause the npc to be weighed down.
– Allied npcs encountering nonallied npcs which are not hostile may unload some of their stuff in exchange for money, allowing them space to pick up things again. The nonallied npcs must not be weighed down from trading.
– Trading items with standard stack size should trade so. Like aspirin in twenties or batteries in 100s, like how trading items with no stack size is fixed to 1 no matter how many of them you have.
– Creatures may stay around and consume the creatures they kill, sometimes leaving leftovers. Natural creatures are more likely to do this while tainted ones may more often be killing just for sport.
– Tainted creatures has a high chance of tainting the corpses of the creatures they kill.
– Adjust neutral/hostile creatures chance to hit upwards when they are fighting other neutral/hostile creatures to reduce miss spam.
– Reduce creature killing other creatures chance to give players less the feeling - ‘things are only happening because I am here’ (the reality bubble thing). Over time, add random corpses/change to environment not a result of killing/things coming within the bubble to simulate - ‘things happen even when I am not here’.
– As above, npcs become more passive towards other creatures when within player’s reality bubble as they are wary that the player might take advantage of the situation. Outside of it, they continue to gain experience and better items?
– Using a trolley slows down movement speed.
– Random world gen. Not sure how it works but creating worlds that are lacking in one facility type may make the game world seem less uniformed. Example: In some worlds there are noticeably less science labs.
– More imbalanced facilities distribution within a world. Example, in one part of the world there are hardly any mansions or in another part is hard pressed to find a hospital. This may make scouting and searching more important.
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Potential bugs or other things from playing experimental:
– Bumping into an grenade hack that one has activated will result in a grenade and an inactive hack on the ground. Activating and doing this again creates another grenade resulting in endless grenades.
– npcs currently will not wear items that cause them to exceed the old encumbrance measure. Change to 10x? I looked at and tried to understand the code, so it could be this line:
int max_encumb[num_bp] = {2, 3, 3, 4, 3, 3, 3, 2};