#Which Mod Should I Make?

20 messages · Page 1 of 1 (latest)

soft monolith
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So I've got a list of things to fix in the game. I've dealt with the things that were bothering me the most, but now the rest of my list feels "insignificant" compared to the amount of time it would take me to implement the particular fix in question. So I'll ask the community what I'm doing next. Voting goes as follows. I make an emoji next to the fix, you respond to the post with that emoji as the vote. I'll check this thread sometime on the 3rd and whatever has the most votes gets done next, and I will continue down the list until they're all done, if they have any votes. Feel free to vote on multiple topics.

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🦿 near empty profiles don't match
There are some evidence pins that show up as matching evidence through connections. This fix would entail getting to patching MOST of these connection issues. The more common cases as well as finding a way to prevent the memory leak "ghost evidence" that arises. They might be one in the same. But the goal is to make sure evidence connections are connecting in all cases and to prevent "dead" evidence paths.

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🔫 doors to ground level businesses backrooms are not locked
Pretty simple stuff, there are security rooms for ground-level businesses and these doors are ALWAYS unlocked at the start of the game. You can convince a worker to lock the door if you knock on the door and they come to visit, but by default they're unlocked and that's an exploit that makes the game WAY easy in the early game. There are a lot of valuables in even ground level business safes

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💀 hotkeys for crunchers and elevators?
This idea is far more experimental and I've lost my love for the idea, but essentially certain keys could get you places quicker. Example; in an elevator press t for top floor or g for ground floor or b for basement 1 (cause we're not going to basement 2 anyways) I had this idea for crunchers before I patched them to not receive input while in use, so it doesn't really apply to crunchers anymore, but maybe F keys would be on the table. I also don't even remember what I wanted the hotkeys to do for them, so I don't know.

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💯 address book contacts dont have connections to their intel
So when you view an address book, telephone number and address should be associated with the names in the books. As it happens, we don't get that intel linked together, for some reason. I'm not sure why, if maybe it's a balance thing? I'm not sure, but it feels wrong.

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🤓 taking prints/talking to from handcuffed citizens (this will only get done after fixing "cuffed suspects should wake up when cuffed")
Sometimes you cuff a handcuffed citizen and you CANNOT get their prints from their hand. Sometimes you can't talk to them. Sometimes both. From my understanding we can't talk to them because they are "knocked out" or "asleep".

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👽 cuffed suspects should wake up when cuffed
So according to some people, we cannot talk to a cuffed suspect because they're knocked out. This patch idea would be to wake them up upon being cuffed. Including from their bed while they're sleeping.

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fingerprint management rooms not listing all residents
Not every building has a management room, and not every management room has the entire roster of residents. This patch would aim to create a more complete database. As it stands I think only the primary household resident (I believe this is the same person who owns the safe in the apartment) is listed on these documents. As a balance, that seems fair, but I wouldn't mind just listing the entire roster. Or many "cosigners" are just saved in the cruncher as a lookup. I'm on the fence about the solutions.

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SoDpin reset the scroll bar on crunchers (gov database at least)
While using a government database cruncher you can look people up, and if there is a scroll wheel you can scroll down, and then return to the search and when you search with the new symbols you end up maintaining the same amount of "scrolled down". So you have lists that LOOK incomplete, but they're not, you can just scroll back up. But this can result in an empty list and no indication that you are scrolled down. I would like to patch this by making it scroll to the top the moment the search bar changes.

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SoDtrilby something is wrong with one of the lockpicking sync disks
As most of us know, the trespasser sync disk (lockpicking speed, lockpicking efficiency or lockpicking stance) is bugged. You can pick lock picking efficency which not only makes them more than 50% efficient, but ALSO increases the lockpicking speed is broken. This is more of a balance patch, but it's game breaking in that it makes the game incredibly easy incredibly quickly.

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SoDwave partners wake each other up
If you've ever hidden under someone's bed for any length of time you expect that the partners in an apartment would go to sleep at the same time. And you'd be correct. At first. But it seems to be if either of them get woken up, by any means, including their own, and then try to go back to sleep at the same time you'll quickly notice they "desync" one is up, goes to the bathroom, the other turns off the light, goes to sleep, then the first one comes back from the bathroom and flicks the light on and wakes up the partner, now they go to the bathroom. The disruptor turns on the side lamp, turns off the main light, sits down, turns off side lamp, goes to sleep. The disrupted returns to the room, turns the light on and the disruptor becomes the disrupted ad infinitum, until one of them needs to go to work. This patch would modify their behavior so if their goal is to sleep they will not turn on the light if their partner is asleep.

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😤 pressing down on map goes to basement 2
pressing up goes up 1
This one is a huge gripe with my ocd. On the map we have two "up/down" buttons. One is up. If you press it the map goes up by one floor. If you press down it sends the map to B2. Clearly this is inconsistent. My first version of this patch will make the buttons go up 1 down 1. Future versions of this patch will add "go to top" "go to bottom" "go up 5" "go down 5" each with their own buttons.

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🤡 flashlight in face should wake up citizen
If you're in a room with a sleeping citizen and use the flashlight on their face they will not wake up. This is goofy. I want to make it so either the flashlight touching them wakes them up, or the flashlight being on in the same room wakes them up. Chime in on which you think is more correct/balanced/real/etc.

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🧑‍🔧 janitors will loop their work door
Sometimes a janitor will walk back and forth through the management office door for their entire shift. Sometimes it only happens when you open the door and disrupt them. Something is wrong, like they don't have a proper work path being generated. My understanding is they're supposed to "walk the grounds" and pick up trash.

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👩‍💼 if a building doesn't have a management room, designate an office
Some buildings don't have a management office. 5-story buildings I believe are guaranteed not to. I would like to create an office building that serves more purpose by being the "management" office for that building. OR better yet, serves as the management office for ALL the buildings that don't have one.

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🧑‍💻 should not be able to access a computer in use
If a citizen is using a computer you should not be able to access it. I'm not sure how I can patch this because I don't think they're even using the computer, I think they're just sitting down. But I'm not sure. It will either be trivially easy to implement or ridiculously out of the question to even consider.

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🫤 don't reset citizens when you talk to them
When you talk to a citizen they "Reset" in place when you're done with them. They will stand up, change clothes, reset animations, etcetc. It breaks immersion and I don't like it.

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💈 hair hair
If you know, you know.

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🪖 spartan insurance upgrade is incomplete
The spartan insurance upgrade is incomplete. I don't remember, it's something to do with the upgrade button not listing the number of crows? I don't remember.

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🚱 locate memory leak (happens with many tacked evidence in caseboard)
There is a memory leak somewhere in the caseboard. I think I found it with the whole "ghost evidence" thing. And determining that most of the leak in the game seems to come from walking in and out of buildings. But something tells me there's more to it than that.