Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Add a way to automatically heal the character with available consumables. #36835

Closed
Brian-Otten opened this issue Jan 9, 2020 · 7 comments
Closed
Labels
Mechanics: Character / Player Character / Player mechanics Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing

Comments

@Brian-Otten
Copy link
Contributor

Healing your character after you have taken some form of full body damage, or just from general combat after taking some spread out damage, can take a lot of keypresses. I find myself semi regularly having to bandage/disinfect every separate limb. This costse a lot of playtime for something you make very little choices in.

I'd love if there was a way to have your character automatically apply the best available antiseptic and bandage on every body part automatically, with a single keypress and a confirmation menu. I'd imagine this would be good as an unbound key you could bind yourself, but perhaps some more elegant UI inclusion is possible.

@TechyBen
Copy link
Contributor

TechyBen commented Jan 9, 2020

If keypresses is the goal, "automatic" seems overkill. [edit, oh, that's what you said... I'm low on coffee, this is my coffee free week! XD ]
However, I'm never against reducing keypresses. So an "apply best/worse (toggle etc) medication (bandage etc) to most damaged body part (with cycling once detecting bandage already applied)" would work to lessen keypresses.

I was wondering about the future container update too... things like a first aid kit would then be "applied" and could just automate things like medication (only the cycling through body parts bit) and be "reloaded" with bandages/disinfectant, quite easily.

As said, I don't mean total automation, just a medical version of the build/craft system that automatically gets the materials if in reach, as suppose to you having to "apply" each material manually in turn.

@Brian-Otten
Copy link
Contributor Author

Yes, the main goal here is to reduce keypresses to heal up, so any decently elegant solution to it would be great.

@Ulysses2
Copy link

Ulysses2 commented Jan 9, 2020

The first damaged limb is selected by default when you open the window, even if it's bandaged at "you don't expect any improvement" and has no status effects.

Also, bandaging NPCs is an enormous pain and it would be nice if the window would stay open while you're doing it. You could give them bandages, but then they won't get the benefit of your first aid skill.

You can apply bandages to yourself by Eating them, so that does cut down on the inventory searching if you don't have a lot of food around. Still a lot of keypresses though.

@TechyBen
Copy link
Contributor

Slept on the idea. Wondered about it being a task for NPCs. A "use any/lowest available quality" for training up (go get bitten by an angry beaver, and train up the NPC) a "use best quality" option and a toggle for "only if bleeding/infected/damage over 10%" option. Then ask the NPC to "heal up people/me" and they'd go around applying bandages etc from their inventory/nearby stores?

I know it's a lot of work, but my best ability is thinking through steps logically, or applying existing working/design schemes to new ideas. :)

@Night-Pryanik Night-Pryanik added <Suggestion / Discussion> Talk it out before implementing Mechanics: Character / Player Character / Player mechanics Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA labels Jan 19, 2020
@Ramza13
Copy link
Contributor

Ramza13 commented Jan 22, 2020

So right now NPC's with first aid skill 1 or greater and supplies should heal the player correctly. The same logic could be pulled out and used to add this feature. #36710 has references to the NPC logic that would need moving.

@stale
Copy link

stale bot commented Feb 21, 2020

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

@stale stale bot added the stale Closed for lack of activity, but still valid. label Feb 21, 2020
@stale
Copy link

stale bot commented Mar 22, 2020

This issue has been automatically closed due to lack of activity. This does not mean that we do not value the issue. Feel free to request that it be re-opened if you are going to actively work on it

@stale stale bot closed this as completed Mar 22, 2020
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
Mechanics: Character / Player Character / Player mechanics Quality of Life QoL: degree to which players are comfortable, and able to enjoy CDDA stale Closed for lack of activity, but still valid. <Suggestion / Discussion> Talk it out before implementing
Projects
None yet
Development

No branches or pull requests

5 participants