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  1. I know UI changes are going to be happening and I look forward to it, but with the current UI these are the small changes I'd make that I think would help More items recognized in surrounding containers the way food is for cooking. There are plenty of things that already work this way however things that don't work this way and I feel should include: - Cleaners (soap/dish detergent) - Maintenance items (Glue, Tape, etc.) - Tailoring items (Thread, Strips, Needles) Right clicking a moodle will give a drop down of solutions that you currently have access to (on you and in adjacent containers). Would be neat to right click a depressed moodle and get: - Read a book - Take Anti-Depressant pills - Eat Chocolate And so on A "gather materials" for crafting recipes. You can craft using items nearby so long as you are crafting next to the items you need. Otherwise you need to collect the materials you need and then go to where you want to build. A gather materials option just helps speed the process up a bit. Maybe a "Gather Materials: One" and "Gather Materials: All" Add a "Build" tab to the crafting menu for buildable items (I'm sure you know what I mean but ex. Walls/containers/furniture). These items could be added to their respective skill tabs but either way the point is to help the player see the materials they need a little easier and if coupled with the above idea it would help gathering materials for building a bit easier. Being able to pin the inventory to a certain spot on screen. Currently you can pin it open and closed but not to a location. I often end up accidentally moving the inventory and would like to be able to pin it down. A "Loot all surrounding" button that will loot every container around you as well as a "Stack" button that will place items in your inventory in to any containers that contain the same items already. In particular this would be handy for when I am attempting to loot all the corpses that end up piling up. Pick it all up, sort it out later. All these changes basically just ease up on how often you have to dig through your containers to find a specific item, which I think might be the most cumbersome part of the UI at the moment. And to emphasize, I know UI updates are coming, this is just how I'd temporarily make the current UI more friendly.
  2. As the title says. Maybe not a bug but certainly doesn't feel right and is definitely an inconvenience. Does not apply to building recipes, just crafting.
  3. Occasionally the walls don't disappear when I'm in a doorway attempting to fight a zombie and it can be difficult to tell if the zombie is close or if there is more than one. Toggling the walls off would help a lot for when the game doesn't necessarily detect properly when to do it on it's own. Naturally this wouldn't effect character line of sight in any way, so things the character can't see would just appear per usual. Not looking for a an accidental buff to vision, just to mitigate certain awkward combat situations
  4. Just for the fun of it, I want them to be 1 or 2 handed, and to do zero damage and break quickly, effectively they'd work like shoving does but I just want to have a pillow fight with zombies. Side note, would be kinda neat if you could remove pillows from their pillow case and subsequently get a sack like removing curtains turns them in to sheets.
  5. Skill books save progress, recipe books don't. However, recipe books are much quicker to read so its not generally an issue. Not sure what might have happened in your game to cause you to go back to 0% but it should save your progress Edit: had a thought. Do you mean the pages read went to 0 or the progress bar sent to 0? The progress bar resets to 0 but fills faster if you have already read some pages. If you've read half the book then put it down, when you start again the progress bar is 0 but will now fill twice as fast.
  6. Just seems like it should be allowed to. In fact, I demand it
  7. A positive moodle that is gained after getting a good nights rest similar in vein to well fed. Positive effects could be a a slightly slower rate of decay to certain stats like depression, boredom, or even exhaustion, perhaps it could increase running speed slightly. I'd see it lasting for about 4 hours. Could only be gained by sleeping in a bed. Not possible to get it if you took the restless sleeper trait.
  8. You know how when you're cooking it'll detect all available items you can use in surrounding containers and give you them as options? Sure would be handy if it'd do the same for repairing.
  9. So the basic concept is being able to turn journals/notebooks in to books that give XP multipliers but with a few differences. I like doing bullet points so here they are, this is how I would see it working: - The first time a journal is used to document what you've learned it'll get the title "[Player Name]'s notes on [skill]" - Right click journal, click "Take notes about..." and then choose skill from a drop down - Every two levels in a skill you can add a chapter to the journal - Writing a chapter takes time, it's not instant, similar to reading a guidebook - Chapters are all kept in the same notebook and are written one at a time, you can not skip writing a chapter. - These journals can be read by any character that didn't write it. They will receive an XP multiplier - The XP multiplier is half as much as a guidebook, but stacks with guidebooks - Journals do not stack with each other. By this I mean if you have read Chapter 1 on fishing in Jack's notes, it will show Chapter 1 on fishing as already read in Jill's book as well. - Takes time to read just like a guidebook - The chapters work like the volumes of the guidebooks, but condensed in to a single book. The character will read the chapter appropriate for their skill level The thing that really got me thinking about it was having a character with plenty of leveled skills dying, and thinking it'd be nice if there was a way to leave behind a means of assisting my new character in regaining those levels. It'd also be an interesting way for players in co-op to assist each other in building skills.
  10. Cool cool, thanks, I admit I didn't do my research before looking in to it, I generally post while in the middle of playing and getting a thought along the lines of, "You know what would be great right now?" This time I was in the process of transferring stuff from one base to another. Thanks for all the time you put in to researching for me, I'll think about how to modify the title to stand out. Or just let it float in to the sea of forum topics, I suppose just knowing the topic comes around regularly means the devs have probably taken notice and will get around to it at some point.
  11. In particular I'd really like to be able to hotkey "Loot all" to something. I prefer playing with mouse and keyboard but I do not care for how much relies on the mouse clicking small buttons. Some keybinding for those small buttons would be lovely. And while I'm talking small buttons why does the tack button on your inventory menu keep the menus open and not pin them to the spot they are on screen instead? I don't want them held open constantly, I want to not accidentally move them!
  12. A distribution setting that makes zombies drawn towards the "wealthiest" areas." Wealth in this case would be measured by general value of loot. Initially this would cause zombies to distribute with an urban focus but as the players begin hording and accumulating wealth the zombies would start spawning/migrating towards the players stash. This would make those deep in the woods farms/bases less safe. It would also potentially make for a tower defense style gameplay. A small tweak like that could end up really changing up the gameplay. Anyway, just a thought I was having as I was hording my 18th axe.
  13. Yeah I noticed there is items to create hotbar slots in iwbums, I just hope they keep expanding on it beyond just belts and holsters, i know iwbums 41 has a ways to go with plenty more planned but I wasn't sure if this specifically was going to be added. If so then my bad on being redundant.
  14. With belts and holsters adding hotbar slots I would think it'd be neat to have more hotbar slots from pockets. It'd also make for interesting trade offs if things like cargo pants gave more hotbar slots but less protection and jeans gave less hotbar slots but more protection. The slots would be used for non weapon items/food. It'd certainly be convenient to hotbar beta blockers or pain killers for quick use in a fight, or putting food on your hotbar just for the convenience of it. I could also see hotbarring items you don't want removed from inventory when clicking transfer all (water bottle comes to mind). Sure putting a bowl of soup in your pocket isn't 100% realistic, but neither is putting it in your backpack and, for that matter, a lot of other storage logic. I really like the mechanic of belts giving hotbar slots, and I think expanding on it would be a good way to expand on clothing mechanics as a whole and add more interesting choices for what to wear besides just protection and insulation.
  15. I just found a lunch box in game after two months had passed and it had a fresh apple in it. Not sure exactly the circumstances that may cause food to never go bad or if it's exclusive to the lunchbox but I figured this likely wasn't intended
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