LazerOfDensity
Refugee
These are my thoughts/suggestions/systems that would make up my ideal 7 days. There's a lot and I'll have to break it up between posts so bear with me.
Traders -> Settlements:
Armor Changes:
Traders -> Settlements:
Every Biome has a large Settlement location.
Every Settlement is made up of a few module settlement POIs inside generated gate and wall segments.
Every settlement is made up of a Trader and Job giver POI (normal traders) connected to other Vendor POIs varying in size, some can be larger or smaller than the Trader POI.
Vendors inside the Settlement determine what the Trader will have in stock, connecting trade routes will increase availability of stock between other traders.
Vendors themselves will have a shop with specialized stock, and some offer additional services and training in a crafting skill or perk (more expensive than a magazine or book). Vendors will offer Contracts that are minor jobs on a timer (3-5 days) and exchange item requests (related to the Vendor) for money and specialized rewards.
Vendors will be spread out among all Settlements, once all traders trade routes are connected, every trader will have full inventory available for sale.
During the day, some immortal friendly guards will patrol the inside and any wall ramparts (if there are any), some randomly generated set piece NPCs will be wandering/working, and the trader and vendors will be open. During the night, players will be kicked out of the settlement, shops will be locked up, and guards and NPCs will despawn.
Once a Trade Route is set up between two settlements, a trade caravan will occasionally spawn from the edge of the map along the roads and route between open trade settlements. These caravans are open for bartering rarer loot. The bandit system will also tie into trade caravans.
Vendors:
Training Vendors:
_’s Warehouse: Trains Harvesting Tools and sells tool parts, tools, tool mods, and harvestable resources (wood, clay, stone, iron, etc)
_’s Scrapyard: Trains Repair and Salvage Tools and sells tool parts, tools, tool mods, and salvageable car parts (mechanical and electronic parts, batteries, wheels, ect)
_’s Combat Gym: Trains Knuckles and Blades and sells tool parts, tools, tool mods, and
_’s Big Hitters: Trains Clubs and Sledgehammers and sells clubs, sledgehammers, parts, and mods
_’s Hunting Grounds: Trains Bows and Spears, sells bows, crossbows, spears, parts, mods, and different arrow types
_’s Range: Trains Handguns and Shotguns, sells handguns, shotguns, parts, mods, and different ammunition types
_’s Gunsmithy: Trains Rifles and Machine Guns, sells …
_’s Explosives: Trains Explosives, sells …
_’s Machine Shop: Trains Robotics, sells …
_’s Apparel: Trains Armor, sells armor and armor mods
_’s Hospital: Trains Medical, sells medicine and bandages, and a service to remove status effects
_’s Bar and Grill: Trains Food, sells food and drinks
_’s Farming Goods: Trains Seeds, sells seeds and raw foods
_’s Electronics: Trains Electrician and Traps, sells …
_’s Workshop: Trains Workstations, sells workstations, and workstation addon mods
_’s Garage: Trains Vehicles, sells vehicles, vehicle parts, and vehicle mods
Other Vendors:
_’s Cannery: Sells canned goods
_’s Apiary: Sells Honey
_’s Fishery: Sells bones, raw meat and oil
_’s Butcher: Sells raw meat, fat, bones, and leather
_’s Ammo Mill: Sells ammo and ammo components
_’s Chem Lab: Sells chemicals and drugs
_’s Printing Press: Sells magazines, books, and schematics
*With the Skill, Perk and Weapon Changes below, Training Vendors can train multiple weapon and tool skills.
Armor Changes:
Every armor set has visual progression across quality and is dyeable.
Additional armor mods that mimic the unique effect of an armor piece in normal (quality 1 equivalent) and advanced tiers (quality 2 equivalent). Mod slot cap is increased to 6 from 4.
Armors include Insulating rating (resist cold and electricity), Cooling rating (resist heat and fire), and Hazard rating (resist radiation and swarms/smoke) with a range of 1-10. Armor mods, Fortitude perks, and ‘Biome Badges’ rebranded as ‘Adaptations’ can change these further (cap of 10). With the ‘Weather Resistant’ fortitude perk returning (forgot the name) and the ‘Adaptation’ unlocked the minimum value will be 3 without armor.
Burning Forest will need a Hazard value of 3 and storms 8 to be safe.
Desert will need a Cooling value of 3 and storms a Hazard and Cooling value of 6 to be safe.
Snow will need an Insulating value of 3 and storms an Insulating value of 8 to be safe.
Wasteland will need a Hazard value of 6 and storms a Hazard, Cooling, and Insulating value of 9 to be safe.
The closer environmental values are to the needed value the longer the biome and storm timers.
Clothes are considered light armor and have varying environmental protection ratings, when they’re scrapped they unlock that clothing cosmetic and return Armor Parts, an environmental protection armor mod (tiers 1-3), and cloth or leather resource.
One additional slot for what a player wears on their back that slots a Backpack or Gear:
Backpacks
Pack Mule gives a mobility penalty reduction from being over encumbered with items to work with backpacks.
These accessory items expand the player inventory and give more normal and encumbered inventory slots. Inventory expands with a scroll wheel.
Additionally they can be placed in the world as a storage chest and picked up by an interaction wheel. When it’s picked up with items it’s got additional encumbrance per stored item stack.
Unequipping a backpack item will stash any items in it that would overflow out of your inventory.
Hits to your character can damage backpacks.
Backpack (9 inventory slots, 9 encumbrance slots)
Rucksack (18 inventory slots, 9 encumbrance slots)
Hiking Pack (18 inventory slots, 18 encumbrance slots)
Duffle Bag (26 inventory slots, 18 encumbrance slots)
Repairs with Sewing Kit
Pack Mule:
Level 1: additionally reduces encumbrance penalties by 15% and reduces backpack durability loss by 10%
Level 2: additionally reduces encumbrance penalties by 30% and reduces backpack durability loss by 20%
Level 3: additionally reduces encumbrance penalties by 45% and reduces backpack durability loss by 30%
Level 4: additionally reduces encumbrance penalties by 60% and reduces backpack durability loss by 40%
Level 5: additionally reduces encumbrance penalties by 75% and reduces backpack durability loss by 50%
Mods:
Hydration Pack: Automatically drink a Water in your inventory when dehydrated or on fire
Hip Straps: +4 encumbrance limit
Any armor pocket mod
Any armor padding mod
Any environmental protection mods
Gear
Climbing and gliding gear for exploration and zombie evasion. Gear use costs durability.
Parachute: Jumping while falling will deploy a parachute for a safe slow descent with hindered horizontal movement
Glider: Jumping while falling will deploy a glider to have a slow descent and a fast movement speed
Climbing Gear: Holding jump will treat all block surfaces as ladder faces, the surface material determines the speed of movement
Grapple Gear: Always have a grapple hook and rope ready, hitting the “Honk Horn” key (only free key I can think of) will throw out a grapple hook and drop a vertical rope that can go down 20 blocks wherever it lands, crouching will create a rope between where the grappling hook lands and nail it down below the player’s feet. Interacting with the rope will remove it
Repairs with Repair Kits
Parkour:
Level 1: additionally reduces durability loss of Gear by 15%
Level 2: additionally reduces durability loss of Gear by 30%
Level 3: additionally reduces durability loss of Gear by 45%
Level 4: additionally reduces durability loss of Gear by 60%
Level 5: additionally reduces durability loss of Gear by 75%
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