A general RFE discussion thread

Oct 10, 2016, 7:38 am
#51
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Only if the icebox magically unspoils items. Zolku's bananas are cheap because they're a few ticks away from having flies, not because Zolku sells at low prices.
Oct 10, 2016, 9:13 am
#52
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The re-selling part is unfeasable. The icebox itself is interesting, a way to keep your spoil-able foods un-spoiled for a while longer.
Oct 10, 2016, 9:23 am
#53
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Yeah I love the icebox idea
Oct 11, 2016, 3:46 am
#54
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capristo wrote
Yeah I love the icebox idea

You speak for me also. Problem is, do we call it an ice box, a chilly bin or an eski? I want to call it an esko.
Oct 11, 2016, 5:55 am
#55
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fejoa wrote
You speak for me also. Problem is, do we call it an ice box, a chilly bin or an eski? I want to call it an esko.

I vote chilly bin because it is my duty as a New Zealander.

Also we could include an icebox as a red herring - it serves the same purpose but eventually melts and drops all your items on the floor.
Oct 11, 2016, 9:07 am
#56
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4zb4 wrote
Also we could include an icebox as a red herring - it serves the same purpose but eventually melts and drops all your items on the floor.

I find this extremely amusing. Can we do it?
Oct 11, 2016, 1:06 pm
#57
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You could slow your ice box to make it last longer.
Oct 11, 2016, 2:21 pm
#58
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What would change material do on an ice box? I can think of a few different options:
1. Ice is the secondary material of the ice box, and change material affects the primary material. When the ice box melts you're left with a lump/stone/stick of the primary material.
2. An ice box is a new item and ice is the primary material, but an ice box not made of ice doesn't provide any resistance to spoilage.
3. An ice box is a strongbox or chest made of ice. The name changes when the container is made of ice in the same way that plate mails are change name when made of flexible material.
In any case, preventing spoilage probably wouldn't be too difficult - just make them work the same way as shop floors. However, making ice melt would be a totally new feature. At the moment ice is just another mineral. Should ice objects melt piece by piece or all at once? How much should the melting process be accelerated by explosions? What happens if a bottle is full of ice?
Oct 11, 2016, 2:51 pm
#59
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What happens to ice golems?
Oct 11, 2016, 3:08 pm
#60
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Nothing at the moment. But if ice melting is added as a feature, they should melt the same way that zombies currently rot away. Probably leaving water on the floor if melting is gradual.
Oct 11, 2016, 5:06 pm
#61
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The Gloomy Cave is stated to be pretty cold too so it's possible ice golems within could last longer than those found elsewhere.

On the subject of the icebox, a more simple but less advanced method of implementing the icebox melting would be to simply give it a life expectancy like mirrored items, and print a unique message when it vanishes like "The icebox melts away".
Oct 11, 2016, 11:23 pm
#62
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4zb4 wrote
I vote chilly bin because it is my duty as a New Zealander.

How about a chilli bin?
Oct 11, 2016, 11:46 pm
#63
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chaostrom wrote
How about a chilli bin?

chasotrom wrote
chilli bin

chaostrom wrote
chilli

SPICY
Oct 12, 2016, 1:39 am
#64
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Also, ice in ToX ice level shouldn't melt (and corpses should not decay).
Oct 12, 2016, 5:07 am
#65
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Actually, if we're going that far, why not a temperature mechanic? So even if you grab enough fire resistance to ignore mines, you still take burn damage from wearing a super-heated platemail until it cools off.
Oct 12, 2016, 5:09 am
#66
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chaostrom wrote
Actually, if we're going that far, why not a temperature mechanic?

If we ever get this implemented I'm coding monkey npcs.
A brass monkey would have a chance to drop a brass nut when it gets extremely cold.

Oct 12, 2016, 6:42 am
#67
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Wasn't there a dungeon climate system on the IVANcon development list?
Oct 13, 2016, 1:10 am
#68
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It wasn't the same thing, it was about having a "weather" system to add some variance to the levels.
Oct 15, 2016, 3:51 pm
#69
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4zb4 wrote
In the real world there's symptoms that you'd notice before your limbs dropped off, such as developing lesions and numbness in the extremities.
Since we can't visually show that in-game without doing an assload of extra coding, we can compensate by having the occasional message pop up with things like "Your arms feel numb" or "You notice you're covered in sores" before the limbs actually start falling off.

Leprosy messages added in this PR.
Oct 17, 2016, 11:10 am
#70
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I think we've talked about a way to intentionally get rid of spider webs. What about a feather duster item that can be 'a'pplied in a direction. It could take a random number of turns to actually bring the web down. Also could be a somewhat rare item because I think getting stuck in webs is a big part of UT
Oct 17, 2016, 2:34 pm
#71
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Ighalli wrote
Leprosy messages added in this PR.

Oct 25, 2016, 10:29 pm
#72
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For clarity, any time I make a new RFE in this thread, I will put it in a code box. Will make it easier to identify the RFEs vs the discussion.

When changing equipment, valid items in unlocked, nearby (carried or in the same tile) containers, as well as items on the floor, could also be selectable.

This would ease inventory management. I regularly toss my rings in boxes (pesky magpies). This way, I wouldn't have to dig through a box when I need to find my ring of tele control.
Oct 26, 2016, 8:57 pm
#73
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For that matter, putting scrolls and/or wands and/or rings straight into chests on pickup would be nice.
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