Two bionics allow you to get water from corpses or from the air using magic SCIENCE. Alternatively, "e"xamine a water tile to drink from it or fill a container you're carrying (you can do the same thing with sewage but needless to say it's a very bad idea.) If you're in town, you'll probably find plenty of cola/assorted canned drinks and bottles of water by looking in buildings and fridges though. I believe the only thing that can purify water is the water purifier item.
Ah, examining water tiles, gotcha.
As for the others, as said, I know, but they don't seem to be too effective, they don't last that much...I don't have as much issue with food though.
No, you can't put items into containers. However, if you try to pick up an item with your volume and hands full, you have the option to drop your held item in place of one of the items you're attempting to pick up. This places your dropped item on that tiles. Also, have you tried "t"hrowing it onto the square? Glass items will break if you try it though.
Currently, you can't move furniture, it's in the works though.
Ooh, good to know. I knew about replacing your current item if you have no space, but there's little control over that.
Currently, NPCs are completely disabled. As for the second part, I think the option to disable them *might* be implemented. Personally, I feel that the risk and possible conflict as well as possible gain add to the realism.
I am aware of that. Note my wording for "the current" behavior. The git activity also shows they have been disabled.
The realism is nice, but I fear it'd end up like in Rogue Survivor, where they are EXTREMELY dangerous and even self-defense carries penalties. Meanwhile the game will also get harder (several things will probably be nerfed, more hazards added, more enemies, less items generated, who knows) and you will have the extra burden of not finding any food, tools, weapons, or getting killed out of nowhere, your base pillaged or destroyed, zombies being attracted to someone who was around you, or alerted by their noise...
And considering there is a "heartless" trait... I can bet killing in self-defense will have a morale penalty. When morale becomes harder to obtain, that can potentially harm your game a lot.
So yes, if possible, I'd love to be able to remove NPCs in the final product, or at least have something to limit their "inherent penalties". They will also hinder emergent gameplay. If you force players to keep moving all the time, that becomes the only survival option.
Perhaps if NPCs were more than either idiots or murdering machines(both happening to wreck your stuff on proximity) they would be more important.
How about children to protect? At least if they do idiotic actions, the fact that they are children should soften the gamer rage when they screw up, or motivate protection, a bit like that kid in Aliens for Ripley. You have to babysit most sandbox game AIs anyway, so why not give it an excuse.
I guess old people would work similarly (but with more "whippersnappers", "get off my lawn" and finding medicines for them). Actually that can be awesome, specially if they are hardcore war veterans xD
Those two might even be interesting starting situations, now that I think of it. Having a defect that puts a family member in your charge with a massive morale penalty if they are missing or dead. It can be a grandma, a sick wife/husband or a son/daughter, or maybe just a Best Friend a la Shawn of the Dead.
But that still gives the problem of caring for an AI, and they will still wreck your stuff...and there's also the subject of child death, but well, this being Bay12...we have seen digital babies as improvised weapons. Although it'd be awesome to find a kid going Rambo on the zombies (specially if he/she is succeeding).
There is an "Alarm system" bionic, but that only wakes you when something comes nearby and constantly drains power to operate.
Definitely not the same...while it's certainly useful to wake up during danger, in real life one can tweak sleep to fit an schedule. It would be useful to control your sleep schedule in-game, so you wouldn't need to abuse drugs to control it.
By the way, a final suggestion...How about a button to destroy items? At least until something like trash bins exists, it's just irritating to have your base totally covered in trash after a few days, or having to move to the "garbage corner" to dump your empty paper wrappers and cans (in case you aren't planning to "recycle" them). There are garbage dumpsters, but since you can't place items on containers yet...(you can't move them yet either, anyway). On the other side, there's the argument that one man's garbage is another man's treasure, but well.