I’d like to preface this huge wall of text by saying that I love this game and frequently use it as an example of why open source projects can be brilliant. I would love to help contribute to this project, but I first need to learn a bit more about programming. This is a list of my ideas just in case someone gets around to implementing them or putting them in a mod before I get around to it. Also, if you can direct me towards some resources about programming or how the code for this game is structured, I would appreciate it.
CDDA has a lot of content. It does not have a lot of ease-of-life things in it, or at least not as many as I would love for it to have. I think that allowing some boring tasks to be automated would make the game more fun, as the player could focus more of their time on explosions, fire, and general destruction.
One of my least favorite pastimes in CDDA is sifting through a 50+ item list for the chunk of cooked meat that I want to eat before it goes bad. Even worse is when I decide to trim that list a little by using up worthless food items, such as malted milk balls, only to end up hitting “E” one million times.
Auto-consumption would work on a set of player-defined rules, similarly to the existing auto-pickup. My cooked meat and malted milk balls could be assigned to auto pickup, either through the inventory screen (i > cooked meat > +auto consumption), or by creating a rule (ESC > auto consumption manager > a > cooked*) Then whenever my survivor was hungry, and auto consumption permitted food was either in his inventory, or on the ground next to him, he would eat automatically.
This could also be expanded to drinking.
An option such as “Auto Consumption Safe Mode” could be added to prevent eating a snack next to a zombie by accident.
This could be expanded to medicine with rules such as “IF PAIN > 15, CONSUME ASPIRIN”, or "IF BITE_WOUND, USE DISINFECTANT ON $Bitten_Limb"
This could also be expanded to let survivors craft/read uninterrupted by hunger, provided they have enough supplies.
Secondly, an Important Item system.
Specific items could be marked with varying flags. This would be done on a per item basis (You could flag one steak knife, but not any others).
KEEP ON HAND: Picked up whenever possible assuming the survivor has room. Game prioritizes keeping these in player inventory when dropping previously equipped storage items. (Good for crowbar, knife, spare weapon)
KEEP LOADED: Survivor loads this item whenever it is depleted and ammo is on hand. (Good for gun, tailors kit)
DO NOT ALTER: These items won’t be eligible for use as a crafting component, or for disassembly. (Good for the one soldering iron/flashlight that you actually use)
QUERY BEFORE USE: Game gives a “Are you sure you want to X your X? (Y/N)” prompt before the item can be used. (Good for explosives, fire-starters)
Pressing a certain button would bring up a chore menu, which would interact with things in the [ENVIRONMENT AUTOMATION] section.
This menu would have several entries.
After making a selection, the player would select an amount of time to put towards the task.
WORK 30 MINUTES
WORK 1 HOUR
WORK 6 HOURS
WORK UNTIL DAWN
WORK UNTIL DUSK
COMPLETE ALL CHORES
The survivor would then work until the time allotted is used up, the chore/chores are completed, or they are interrupted by being hurt or being approached by a monster. (Same as waiting or reading)
The Auto Consumption mechanic could be integrated with this to allow longer uninterrupted periods of time, along with the auto sleep mechanic I will discuss in the next section.
Friendly NPC’s could be assigned chores.
The current zones manager accessed via “Y” isn’t used a whole lot, we should change that.
Here are a couple of ideas for new zones:
Would be set to take certain items from certain sources, such as player inventory or other stockpiles. It could also be assigned certain flags such as DISASSEMBLE CONTENTS, READ CONTENTS, or USE/DO NOT USE FOR CRAFTING.
Selecting MANAGE ITEMS from the chores menu would move items to/from/between stockpiles.
READ BOOKS would read books in stockpiles with READ CONTENTS set, until no skill could be gained.
DISSEMBLE ITEMS would Disassemble items in stockpiles with DISASSEMBLE ITEMS set. If items could be disassembled with more/better tools or cut up, the player will receive a prompt. items that can only be cut up will be cut up.
An area could be designated by farming, and assigned a certain type of seed and whether or not to use fertilizer.
The FARM chore would automatically till soil (Taking longer if the survivor only has a shovel instead of a hoe), and plant seeds/fertilize plants. Stockpiles could also be designated to take the products from a farm.
Finally, some form of blueprint system could be made where the player could input “I want a line of walls here” and they would be constructed by the CONSTRUCT chore, but I don’t know if enough people do large scale construction for this to be worth it.
Does this look good? let me know what you think.