More working-stations please!

Apollyon99

Refugee
There are so many different block-shapes to build with, but barely anything to fill up those empty rooms.
I also think hidding 60% of recipes behind one single working-station is not good. Some people are unlucky with finding the right books.


At the start of the game the player should have access to all primitive technologies.

Bare-handed:
  • wood spear, stone spear, bone spear
  • stone knife, bone knife
  • primitive bow/longbow; stone arrow, bone arrow
  • primitive armor, bone armor, cloth armor
  • stone pickaxe, stone axe
  • camp-fire, drying-rack, bedroll, torch, small wood chest, large wood chest
  • basic bandages, splint, suture kit
  • wood-structures, defenses

Working-bench:
1. Stone-furnace (is only good to melt materials in ingots)
Stone-furnace can create iron/steel ingots only
2. Anvil will allow you to craft basic tools from ingots like nails and iron pickaxe
The Anvil is a separate working-station and will no longer be a mod for the forge.
At the Anvil you will be able to craft:
  • Iron/Steel pickaxe, Iron axe, Iron shovel, Iron-knife etc.
  • Iron/Steel armor
  • Iron/steel bars and other defenses
3. Textiles bench: allows you to craft leather-armor, fur armor
4. Bike
5. Smoker
6. Stone-structures
7. Recurve-bow
8. Stone-structures

Machining-bench

1. Concrete furnace:
This furnace is more effective than the stone furnace and can also melt glass, brass and lead.
2. Concrete mixer, concrete structures+steel
3. Basic firearms
4. Bio-fuel
5. Motorbikes, car
6. electric traps, explosives
7. Power-tools like chainsaw
8. Cemistry station
9. coil spring
10. base electricity

Fabricator. Welcome to the late-game:
The fabricator is the most advanced work-bench in the game.
At this working-station you will be able to unlock:
1. Helicopter
2. Automatic defenses/turrets
3. Camera
4. Circuit-boards
5. Electric furnace
The electric furnace is more effective that the concrete furnace.
6. Advanced electronics

HOW YOU UNLOCK NEW TECH?
At the start of the game you will access to stone-age-technologies. With the right materials you will be able to craft the working-bench.
At the working-bench you can scrap items to get research-points. With reserch-points you can unlock new technologies. You can not "skip" to the endgame. Some technolgies will be required to unlock more advanced technologies.
The tech-tree should make sense. First you unlock iron and then steel.

This should prevent players to have bad or good luck and skip to the helicoper in 7 days.

Water:

Add Jar back to the game;
As you can see you can only unlock Jars after machining-bench beacuse only the concrete mixer can melt glass.
If you have 2 or more jars your bagpack will make noises that attrackt the zombies. Depending on how many jars you have in the bagpack the clink-noise will become louder. If you jump more than 4 blocks the jars will breake based on a RNG-chance. If you jump from even higher, the chance will increase.
Each jar will occupy 1 inventory-slot. Each jar will have 5 charges. Yeah you can drink from the same jar up to 5 times. How much hydration is 1 charge of water is for TFP to balance out. Maybe 5 - 7.
In the late game, after unlucking the fabricator you can print plastic-bittles from scrap-polymers. The plastic-bottle will not do clink-noise and can not break if the player jumps.
You can not mix fluids in jars/bottles.
The dew-collector will ONLY work during rain/mist.


Food:
I suggest to make food turn in spoiled food after a while. You can expand the rate of spoilage by building drying-racks, smoker, keep food in a cool-box with snow as "fuel" or keep in a refrigerator.
If you have "spoiled -food" you can craft bio-fuel or fertilizer at the chimestry-station.
Bio-fuel can be used as a power-source just like the normal fuel.

Animals:
Why the heck this developer adds bandits before they add livestock?
I want to build small-animal-traps with a corn inside to catch chicken.
I want o grow carrots to catch rabbit. I want to build rabbit-cages from wood and nails. Feed rabbits and wait for them to multiply. Good food should give better bonuses like + 10 max hp for 15 min. Remove the magic-potions from the game.

I like to build nice bunkers in this game but there is soo much missing. Like pool-table for example... Where is the vivarium in the crafting-menu?
How much would this take to add to the game?
 

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I want to relax in the game, not have fun with a bunch of workstations. The current system of workstations is logical and understandable and nothing needs to be changed in it.
I suggest to make food turn in spoiled food after a while.
And why? To increase the garden by 3 times? I cook food in the game once every 2 weeks in real time, and this change will force me to do it daily. What's the point? To keep the player busy with cooking? But this is not a restaurant kitchen simulator.
 
I want to relax in the game, not have fun with a bunch of workstations. The current system of workstations is logical and understandable and nothing needs to be changed in it.

I’m not looking for real-life levels of complexity, but I do enjoy having engaging content. Workstations have felt pretty flat and static for many alphas.

Adding another layer of depth could make crafting more interesting without turning it into a chore. Many overhauls already use tiered workstations, along with tools, molds, and mods. If balanced well, a workstation overhaul could hit that sweet spot between immersion and complexity, without sliding into tedious busywork.
 
There are so many different block-shapes to build with, but barely anything to fill up those empty rooms.
I also think hidding 60% of recipes behind one single working-station is not good. Some people are unlucky with finding the right books.


At the start of the game the player should have access to all primitive technologies.

Bare-handed:
  • wood spear, stone spear, bone spear
  • stone knife, bone knife
  • primitive bow/longbow; stone arrow, bone arrow
  • primitive armor, bone armor, cloth armor
  • stone pickaxe, stone axe
  • camp-fire, drying-rack, bedroll, torch, small wood chest, large wood chest
  • basic bandages, splint, suture kit
  • wood-structures, defenses

Working-bench:
1. Stone-furnace (is only good to melt materials in ingots)
Stone-furnace can create iron/steel ingots only
2. Anvil will allow you to craft basic tools from ingots like nails and iron pickaxe
The Anvil is a separate working-station and will no longer be a mod for the forge.
At the Anvil you will be able to craft:
  • Iron/Steel pickaxe, Iron axe, Iron shovel, Iron-knife etc.
  • Iron/Steel armor
  • Iron/steel bars and other defenses
3. Textiles bench: allows you to craft leather-armor, fur armor
4. Bike
5. Smoker
6. Stone-structures
7. Recurve-bow
8. Stone-structures

Machining-bench

1. Concrete furnace:
This furnace is more effective than the stone furnace and can also melt glass, brass and lead.
2. Concrete mixer, concrete structures+steel
3. Basic firearms
4. Bio-fuel
5. Motorbikes, car
6. electric traps, explosives
7. Power-tools like chainsaw
8. Cemistry station
9. coil spring
10. base electricity

Fabricator. Welcome to the late-game:
The fabricator is the most advanced work-bench in the game.
At this working-station you will be able to unlock:
1. Helicopter
2. Automatic defenses/turrets
3. Camera
4. Circuit-boards
5. Electric furnace
The electric furnace is more effective that the concrete furnace.
6. Advanced electronics

HOW YOU UNLOCK NEW TECH?
At the start of the game you will access to stone-age-technologies. With the right materials you will be able to craft the working-bench.
At the working-bench you can scrap items to get research-points. With reserch-points you can unlock new technologies. You can not "skip" to the endgame. Some technolgies will be required to unlock more advanced technologies.
The tech-tree should make sense. First you unlock iron and then steel.

This should prevent players to have bad or good luck and skip to the helicoper in 7 days.

Water:

Add Jar back to the game;
As you can see you can only unlock Jars after machining-bench beacuse only the concrete mixer can melt glass.
If you have 2 or more jars your bagpack will make noises that attrackt the zombies. Depending on how many jars you have in the bagpack the clink-noise will become louder. If you jump more than 4 blocks the jars will breake based on a RNG-chance. If you jump from even higher, the chance will increase.
Each jar will occupy 1 inventory-slot. Each jar will have 5 charges. Yeah you can drink from the same jar up to 5 times. How much hydration is 1 charge of water is for TFP to balance out. Maybe 5 - 7.
In the late game, after unlucking the fabricator you can print plastic-bittles from scrap-polymers. The plastic-bottle will not do clink-noise and can not break if the player jumps.
You can not mix fluids in jars/bottles.
The dew-collector will ONLY work during rain/mist.


Food:
I suggest to make food turn in spoiled food after a while. You can expand the rate of spoilage by building drying-racks, smoker, keep food in a cool-box with snow as "fuel" or keep in a refrigerator.
If you have "spoiled -food" you can craft bio-fuel or fertilizer at the chimestry-station.
Bio-fuel can be used as a power-source just like the normal fuel.

Animals:
Why the heck this developer adds bandits before they add livestock?
I want to build small-animal-traps with a corn inside to catch chicken.
I want o grow carrots to catch rabbit. I want to build rabbit-cages from wood and nails. Feed rabbits and wait for them to multiply. Good food should give better bonuses like + 10 max hp for 15 min. Remove the magic-potions from the game.

I like to build nice bunkers in this game but there is soo much missing. Like pool-table for example... Where is the vivarium in the crafting-menu?
How much would this take to add to the game?
Tiered cooking stations are coming...I think...according to the town hall stream. Perhaps others will also make an appearance down the line. Probably best to get the long-awaited 3.0 and 4.0 finished first, though.

As for decorations.... I wonder how much console limitations make a difference there? The more you add to your base, the worse the performance, after all. There are already mods on PC, of course, that allow you to pick up things like posters and pool tables in the wild (GNS Beautiful Bases) and even craft them (LittleRedSonja Fancy Home Deco Mod), et al. GNS' is rather small. Maybe TFP could pick a few decorative objects to add to the build menu and/or pick up in the wild, but I imagine that list would be pretty short for console.

Hardly seems fair to console users to miss out on so much people with monster rigs can run easily on PC, but that's not the developers' doing. Hardware varies so wildly, it's a science to get anything to run on most platforms.
 
Being able to melt iron before lead is kind of insane. You can melt lead with just a small fuel burner. Did it all the time for Pinewood Derby cars when I was a kid.
 
Being able to melt iron before lead is kind of insane. You can melt lead with just a small fuel burner. Did it all the time for Pinewood Derby cars when I was a kid.

Yeah, that part doesn't make sense. Lead has the lowest melting point of all those materials, and iron and steel the highest.
 
Yeah, that part doesn't make sense. Lead has the lowest melting point of all those materials, and iron and steel the highest.
Yeah, you are right.

Maybe the concrete-furnace is not needed but nice to have as an efficency-boost(faster melting, more slots for crafting... idk).
I would add new, rare resources exclusive to underground. Maybe Titanium. It´s 100% not that rare like gold/diamond.
The deeper you mine, the more hitpoint should the stone have but the chance of finding rare ores should be higher.
I would add more layers of stone to allow people building their bunkers even deeper.
Titanium-Ore can only be melted in the electric-furnace. Titanium-ingots should have a lot of different uses to make it very valueable.
For example you can craft Titanium-pickaxe. Titanium arrows, Titanium doors, Titanium-armor, Titanium-spear, knife etc.. Titanium-plated-mod for vechicles.
Titanium armor, tools should be the best in the game. For example Titanium pickaxe does more block-dmg and has reduced stamina-costs.
Is that needed? Probably not. Would that make progression feeling more rewarding? Probably yes.
Well with Titanium beeing introduced to the game, they can add stronger zombies as well.

I attached an electric furnace picture how I would imagine in the game. Nothing too crazy, right?
 

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I think this kind of complexity is best left for mods as the more complex you make it, the more people have different views on how it should be done and what level of realism it should have.

There's also a bunch of people that probably don't want to bother with complex crafting systems.
 
I think this kind of complexity is best left for mods as the more complex you make it, the more people have different views on how it should be done and what level of realism it should have.

There's also a bunch of people that probably don't want to bother with complex crafting systems.
No wonder they removed clothes and stuff like this. Beacuse it was too complex. Then they eat bad reviews for making the game simpler. Now they added storms... i mean the time where you dig a hole and wait. Wow! Maybe they need to simplify the game to the level of "braindead".

Next are bandits: I would be happy if they can do more than just defending their camp. And run around in a cluster and shoting at nearby zombies or the player
 
I agree with most of what others have said. Complexity can be nice at times but I don't think this needs to be one of those times.

Complexity is good when it adds function to the game. This is just extra stations that do, for the most part, things already done.

That being said I like some of your ideas.

I think food spoilage would be nice, as a toggle option, to add food scarcity to the game and encourage more hunting, especially early on until you get more canned goods in the higher tier POIs. I don't think you necessarily need drying racks and refrigerators to make it work as eventually you would graduate to saving canned goods.

I also think food doesn't need to soil too soon so that you spend every morning cooking like in Grounded, but maybe raw meat every 24 hours while cooked meat is every 3-4 days and dishes are about 7 days.


I think animal husbandry is nice as well and would again make the food spoilage thing largely negated mid game which is when you want to focus on other elements than just survival.
 
No wonder they removed clothes and stuff like this. Beacuse it was too complex. Then they eat bad reviews for making the game simpler. Now they added storms... i mean the time where you dig a hole and wait. Wow! Maybe they need to simplify the game to the level of "braindead".

Next are bandits: I would be happy if they can do more than just defending their camp. And run around in a cluster and shoting at nearby zombies or the player

Putting words in my mouth like that make it seems you aren't here for constructive discussion.

Nothing in your post is relevant to what I wrote.
 
Titanium-Ore can only be melted in the electric-furnace. Titanium-ingots should have a lot of different uses to make it very valueable.
Have you ever processed titanium on a lathe? Or at least tried to weld 2 titanium rods? Try it, it is a very useful exercise for understanding the properties of this metal.
 
wonder how much console limitations make a difference there?
I mean i camp out in pois like the one gas station with like 1000 signs and it runs just fine. I think so long as it's not like 100 fire barrels it's fine
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Have you ever processed titanium on a lathe? Or at least tried to weld 2 titanium rods? Try it, it is a very useful exercise for understanding the properties of this metal.
I have and it's not fun. Hell titanium when I heated my IRL forge too the max about 2000 didnt do squat. But I learned you need and special kind of forge and tools too forge it.
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I think this kind of complexity is best left for mods as the more complex you make it, the more people have different views on how it should be done and what level of realism it should have.

There's also a bunch of people that probably don't want to bother with complex crafting systems.
Tbh I wish the game was more complex
 
I have and it's not fun. Hell titanium when I heated my IRL forge too the max about 2000 didnt do squat. But I learned you need and special kind of forge and tools too forge it.
Titanium conducts heat poorly and is greatly deformed by temperature, so low speeds and very sharp tools are used for milling or turning. As for welding, it must be carried out without access to oxygen, nitrogen and hydrogen, usually in an argon environment.
 
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