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Smiley

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  1. Smiley

    Hydrocraft Mod

    This mod is absolutely incredible, thank you for all your work! I have only one question though - with the ability to have dogs, rabbits, etc - did I miss the cats?
  2. Just some ideas I'd really like to see - started thinking on it in the Erosion announcement thread and figured I'd start something more in-depth here on the PZ Suggestions area: New Tools: - Garden Shears: Could work as a Short Range Melee Blade Weapon in a pinch. Relatively quiet, good for taking out small bits that are in the way without resorting to louder means. Gets rid of grass clumps and small brush slowly (About as long as cutting a tree) Loses durability swiftly. Repairs similar to Knives. - Weedwacker: Decently loud. Uses Gasoline as ammunition. Could be used as a Melee Blade Weapon, but is not its best use. Gets rid of grass clumps and small brush swiftly with low durability loss. Repairs can use Twine, Wire, and similar items. - Chainsaw: Very loud. Uses Gasoline as ammunition. Definitely capable of being used as a Melee Blade Weapon, especially in situations where noise doesn't matter any longer (last stand?) Gets rid of grass clumps, small brush, even trees very swiftly and with low durability loss. Repairs can use a variety of items, especially Oil if it is added for automotive stuff later. New Item Functionality: - Weed Killer: Now works on grass clumps and small brush, in addition to its current use. Not strong enough to kill trees. - Concrete: Functionality extends to also restoring cracked road tiles to normal road tiles. - Bag of Plaster: Functionality extends to also restoring cracked/decaying walls to normal walls. New Recipes: Improvised Weed Killer = Bleach, Salt, Water Bottle, Sprayer
  3. This is one of the things PZ has really needed - seeing the world change around you gives you a sense of 'wow, I lived long enough to see the nature overtake civilzation.' I sincerely hope though that there are ways to reverse said erosion in small amounts using things like garden shears (Large bushes/plantclumps), axe (trees, just like vanilla), concrete (fill in cracks in roads), and so on, so as to tidy up areas inside safehouse perimeters. It would be a great time to add in that Chainsaw, too - if you are setup enough to be able to withstand the attention of the noise. It would be nice to see hold outs cropping up on multiplayer servers and to be able to recognize them by well kept grounds. Outposts of lost civilization. After all, the safehouses are likely to outlive individual characters.
  4. I was having the same problem using commas. Switching to semicolons (as recommended by EasyPickins) did cause the game to recognize the mods, but now I get stuck at a 'Doing Checksum' whenever anyone or myself attempt to log into the server. I'm wondering if I'm having a mod conflict that is causing this particular issue. ***UPDATE****! Disabled checksum in the servertest.ini. The mods are recognized and working fine so far as I can tell. Did you make sure that the loaded.txt listing matches the order you've put in the mods= and that it is case sensitive?
  5. I live in Kentucky, not too far away from Frankfort. That's not too much farther away from the Fort Knox area (It's southwest of me) and I can tell you people in my area know a lot about solar power and it's been a pretty big topic lately. Lots of places out here, old farmhouses and the like, eat up tons of electricity every year trying to stay warm or cool - it's often cheaper to invest in them than to keep dealing with the Electric companies (it's even a way some people make money back by putting power back into the grid). So they're pretty well known around here. Next, panels are getting cheaper to produce. There's a new panel being developed using the stuff that they use to set Tofu, rather than the toxic mercury based stuff that makes them so expensive - this means they're also getting more easily invested in by locals. They'd be possible to be scavenged in some spots (like, say, the Muldraugh rural farm might have a chance, or even the Lumberyard) and even some government buildings are starting to use them. I think the implementation of solar energy sources in PZ would have to be the really advanced endgame, however. There would be several components: The wiring (which I think the PZ team is working on a wiring concept similar to Minecraft Redstone), The Panels (which would have to be arrayed with aforementioned wiring), the Converter, and a Battery (if there's no power). If Electrical or Tech become crafting skills, they'd be especially high. Wind generators are much more common around here, especially with how hilly it is. They'd be more mid tier I think and require Carpentry to actually build the frame and mill. Otherwise, similar converter, wiring, and battery. (this can thus be simplified) that would use Electrical or Tech skill. Some farms out here have one or two wind generators, where they have the space. They're nice to have if you've got a good spot. I think the most common thing would be for early players to loot a hardware store for a gasoline generator (or make one out of a car, making an easy alternative method for players with Automotive Skill?), set that up with an Electrical or Tech skill as a constructed item, and wire it up. The downside is it isn't continuous - it would require gasoline - but the positive side is that if they add Automotive Skill you could probably scavenge engine parts and gas from cars. Thus, it'd be low tier and easier to get when you've progressed to a point where electricity is going out and you've got a stable spot picked out. The generator would be heavy as heck, though... I couldn't see the player dragging around anything like that safely until vehicles are added. Solar Panels could be made lighter than a body (About the weight of logs, I'd say - consider these as the thin cheap ones not those big heavy efficient ones with the mounting racks) and easier to transport if the player's lucky enough to find and save them. The other stuff would be considerably easier to carry back to a safehouse. As for survival, I can honestly say that most of the people I know around my town would be strapping all kinds of crap together to try to get their electric back on - especially when it gets cold up here (cutting wood in winter sucks, I know from experience). Trial and error, with a dash of motivation, can yield some pretty cunning things - especially if you have even the faintest inkling of where to start. Tech school/vocational education is pretty common around here, especially in local high schools - I had a neighbor make an array of well ventilated old car batteries that powered some of his electric heaters in the winter. Also, more people have things like electrical pumps for some of their cisterns or such, so having a power source is pretty important to keeping safe water available. More people would be concerned with electric than water, though I don't see water turbines as an option even next to the ohio river. I could be wrong about that though.
  6. I think it'd work better as a protege system; you build a strong relationship with an NPC you adopt (raising an NPC child from baby to adult would be pretty immersion breaking in the space of a few nights) - and there is a chance (A chance, to make it interesting) to - after your death - become that NPC as your new player character. This NPC would inherit whatever skills you've helped them acquire (depending on the sophistication of the NPC system) during their time with you (with them flagged as your Protege). That way, the work you put into NPCs you rescue or spend your time with (or hell, imagine if one KILLED you in the first place for some reason!) actually has a purpose other than playing house. Incentivize it further... they might have access to unique backgrounds that aren't available at character generation. What could you find? Imagine finding out your protege was actually an escaped convict who'd been lying to you all along (complete with bonuses due the background)! Imagine playing as your invested protege now turned cold blooded backstabber? Intrigue! Otherwise play as your former best friend/adopted sibling/child (though I still doubt anyone but modders will put children into PZ, I would), now finding your zombified body to put you to rest? That's the grim stuff that could really put the "This is how you died" in perspective. Ultimately, I think PZ's tagline "This is how you died" itself is a bit too negative especially when it has little else to redeem it. We all die, after all. A better question is "What did you die for?"
  7. Brilliant idea - it'd make the moodle system quicker to read. If something is really heavily affecting your character, you'll see it on your character's face indicator and look to the moodles to see what it is exactly. If it's not super important, you might be able to put it off... maybe. It could even be helpful if it could be applied to the NPC system later on, if you end up in some sort of close dialogue mode you can try to read their expressions. - Did they agree with your request/order? - Are they bit/sick/pained? Reading an NPC would be very helpful in figuring out if they're just fluffing you up to stea from/kill you. They did mention that they're gunning for a system as treacherous as Crusader Kings 2, yes? Finally: Make it modable - people could probably make/install their own facepacks. I could even see some people taking some slides with webcams to add themselves into the game (or maybe making their own NPCs for Storybased stuff, depending on how all that goes). As for difficulty of implementing such a system, I could imagine it could hook into the same lines as the moodles and just pretty much act as an indicator. Not too terribly complicated, but it could take some time (modders could go wild with it, only offer a few default presets to switch through). It wouldn't necessarily need to be actually animated - maybe do it as a .png file with referenced frames that can be swapped triggered by active/inactive moodle combinations. Kind of like some of those wierd Japanese dating simulator things.
  8. One of my favorite and long missed game features (due to the prevalence of multi-platform games being designed for being played without a mouse) was back in the old Black Isle games Fallout 1 & Fallout 2, where you could click on inanimate objects in the game and get a text 'description' your character utters. It'd be great for fleshing out the world and adding some more personality to it. It'd also be a great way of scoping out if an NPC looks friendly or strung out and ready to turn you into barbeque - or even to gauge roughly the health of another player or NPC; "That guy/lady doesn't look like they're feeling so good..." / "That guy/lady looks like they've been dragged backwards through hell twice." / "<Name> is looking as anxious as a rat in a room of full of cats." You could even tie different textual descriptions based on the background you'd chosen for your character. It'd also have some handiness for server roleplaying/storytelling - especially if it is easy for modders to tweak to their liking. Another Example: You right click on one of the old mattresses in the Trailer area of Muldraugh. "Even the bugs crawling on this bed get better sleep than you do..." Could tweak it for more atmopsheric somberness or more sarcastic/gallows humor. I'd recommend the latter, really - as it could help lighten the intensity of all the other survival brutality and the player's innevitable demise.
  9. One word: Clementine. I know the creators of the game want to skirt the idea of a violent zombie apocalypse somehow averting children being harmed, but I have consistently found it to be immersion breaking to just deny they exist (especially when TellTale Games has done such a wonderful job showing some kids are not as helpless as they seem). I think there should be something, and having heirs - a reason to try to survive - would be a great way to add depth to survival when it comes to NPC juggling. It would be bad enough losing your character ("this is how you died"), but imagine coming back in as a new stranger, eventually running into your growing, possibly bitter, orphan child. What if they become an enemy or raider? Interesting opportunities for server storytelling. Honestly, though, it'd be something I'd rather see as a mod after we get more insight into how the NPC stuff is going to work out - that way it'd be optional for people rather than force the idea on them. That way, everyone wins.
  10. What about Flea Market Katanas? They'd not have much durability (definitely not as good as a 'true' Katana), but they'd be a lot more plentiful, especially in Muldraugh.
  11. I have not done a search myself and I do not know how detailed these other suggestions were. Even 67 results might offer some differing observation or point of interest another might not have. When designing a game, it's a good idea to have a variety of things to draw from - 67 posts might have the same points in most cases, but maybe one or two insights that are somewhat different; really go 'huh... didn't think of it that way, that's kind of cool' and be taken into consideration for this game. In particular, I put this on here because I live near the area the game takes place in and wanted to offer insights of a person who lives here and occassionally hunts. Are my suggestions that different from others? Possibly. Possibly not. Does not change the fact that I offer them and hope they're considered in the game. I'm still pretty new here, so I haven't read the pages upon pages of suggestions. I have, however, read the rules and the stickies. So yes, I put this concept and labeled/tagged it thus. Perhaps I should've titled it "Additional Kentucky Wildlife Insights" or something more specific.
  12. Not with the map editor. It'd be nice to be able to move a character between, for example - West Point and Muldraugh. Or move from West Point to a user created map. I was thinking more along the lines of mod potential, truthfully. There are many things on their list that I plan to work on myself if they won't. Maybe a lineages NPC mod when all the NPC stuff gets worked out. Also, I think they also said there'd be no military in that same post you linked. But still, mod potential. The Endgame tends to be a sticking point in games like this and I hope there continues to be challenges no matter how stable you think you've finally built up. Zombies always, NPCs to juggle, Bandits to fight off - and maybe eventually Military or Ex-Military Raiders. Always a bigger, badder fish.
  13. I had a talk with my friends not long about bears in a zombie apocalypse in particular (we were playing the Zoo expansion to Zombies!!! Board game, which kind of led to it). There are black bears around here but they're usually in fairly protected parkland spots to my knowledge. It'd be likely they'd start getting bolder as the apocalypse went on, but at first it'd be rare to see them. If they did make it into Project Zomboid, it'd be interesting and finding one would probably be one of those 'oh-CRAP - don't p--s it off' kind of uncommon situations. Cougars are in a pretty bad way around here near so far as I know - though wildlife cams people have on their land pick them up sometimes and cause a bit of a scare with the farmers. I doubt there'd be sufficient population (at least at first) to be much of a concern. If the game took place about ten years post the apocalypse, it'd be more likely to see some. It'd probably take longer than that. I don't think it'd be like Red Dead Redemption style cougar attacks for at least a couple decades, though. What'd be really cool is as you progress in time in the game, more and more wildlife starts making its way into suburban areas. When you first start off, you don't see too much, but by about your 4th-6th month, you start seeing more coyotes, bears, deer, and other creatures getting bolder by the lack of noise from cars and living people. Oh, and I forgot to include Opossums, Skunks, and Raccoons on my list - how dare I. Heh. They're all very common around here to the point of being common pests. Imagine running into a Skunk - as if the zombie apocalypse wasn't bad enough as it is. Their musk could cause a moodle that causes depression. All three of those could wreck some hard worked on farm plots. But hey, the meat could be a consolation prize for losing your precious patches. Also, dragon attacks have been at an all-time low since Skyrim came out. Video games cause violence, apparently.
  14. The way I see it, this is how I hope game progression works: 1.) Initial stage. - Player gets bearings. - Zombies do not yet migrate from outside map, so you have all you have to deal with. - Water & Electricity are up, for now. - Stockpiling and skill upping (Generally Cooking, while fresh materials available). - *may* run into NPCs and start bringing them in. - Generally the big Looting phase. - Warm weather will make things difficult slightly. 2.) 1-2 Month Later. - More zombies migrating from edge of map, small horde (probably signified by helicopter noises or machine gun sounds) - Water & Electricity could go out at any time. Likely Electric First. - Stockpiling and skill upping cooking (hopefully). Perishables slowly rot. - Player has better knowledge of the area they're in; knows where many things are. - Odds are that player has looted a full set of tools for carpentry by now. - Undoubtedly has run into NPCs and has a few back at their safehouse. - Still generally looting, some experimental carpentry and the like. - Preparing for harder times. - Less warmer weather as months progress. 3.) 3-4 Months Later. - More zombies migrating from edge of map, repopulating area with threats. Lots more zombies. - Water & Electricity are out. Player has to have renewable water source & start to consider food sources other than stockpiles. - Much more building with resources from looting. Farming starting to become a requirement now. - Player knows where just about everything is; less and less to loot every day. - More (or less) NPCs to deal with. Higher likelihood of bandits, especially as less lootables are available. - Weather is rainier/cooler. 4.) 5 Months Later. - More zombies migrating from edge of maps, larger hordes. - Bandits packs start spawning, hunting for spots to loot. Shoots at Zombies, NPCs, and Players. Often attracts zombies. - Water is sourced in Rain Collectors or else player wouldn't have made it this far. - A rudimentary farm is going that is fully reinforced. Player has at least some fresh food. - NPCs bickering; have to deal with that. - Much more building, now with a more defensive requirement. - Bandits may find Safehouse. Zombies will get more populous. - Winter is coming. 5.) 6 Months Later - More zombies migrating from edge of maps, average hordes. - Bandits start their own safehouse in a random spot (if AI is up to it) - Bandit NPCs are more common - NPCs bickering; potentially have to deal with NPC relationships? - Nearly nothing to loot that hasn't been already. - Must keep and protect fully functioning safehouse. - Potential to leave to another map? (Possible Transit using Automotive Skill/Vehicles) - Winter is here, and it sucks. 6.) Endgame (6 Months - 1 year) - Zombies continue migrating; constant danger. - Bandit safehouse either taken down or growing. Maybe another Bandit Safehouse is established. - Bandit NPCs hassle any attempt to leave Safehouse. Attack safehouse often. - NPCs under pressure. Potential for NPC births? - Possible winter season issues with farming food (hope canning/preserving added to game by this point) - Water Collectors potentially freezing, causing issues (hope electric heaters/generators added to game by this point) - Lots more fighting on all sides to protect safehouse and your NPCs. - Potential to leave to another map is very very attractive. - Repeats from Step 3; keeping your repopulating society going and smacking down zombies & bandits. - Seasons start getting warmer as things progress.
  15. I would love to see holsters in the game, they shouldn't take up the same equip slot - though. I can imagine a Onehander Holster and a Twohander Holster. This can holster a melee weapon or range weapon, and make it easy to switch between the two while decreasing the weight to carry them by half or so. Belt fed weapons might be more handy when dealing with NPC Bandit Groupings or PvP on Servers. But the risk with them is weight and loudness - if you're going to war, just showing the enemy you have one might be enough to dissuade crazy assaults rather than attract entire armies of Zombies. I'd also like to see placable Rubbermaid Bins be findable among the salvage; they'd provide a handy alternative to making crates for those in the early game without the carpentry skill. For balance purposes, though, make them contain about 10-15 lbs less. They could also be used instead of lumber+nails to make decreased capacity rain barrels (Carpenty Rain Barrels should contain more due to the skill requirement and need of nails).
  16. Around the area I live (I live in Northern Kentucky) I can think of a great amount of creatures that'd make great additions to the game as huntable/trappable food sources: (The Obvious) Deer Deer are very populous around here and would only get moreso without more hunters. They're also very quiet and would not rouse attention from wandering stiffs. Deer meat is absolutely awesome for cooking, but there is a danger one should be wary of - in certain seasons, Lyme disease is a huge risk. If the inherent danger of contamination is taken into consideration, this could make hunting deer in Project Zomboid risky but rewarding, as that is probably going to be the only source of red meat available after power goes out. Deer meat could go toward any recipe that uses raw red meat. Potential Loot: Deer Meat, Antler, Hide, Innards [Fishing/Compost?] Wild Turkeys Wild turkeys range all around the area I live, one can even see them crossing roads sometimes in their little flocks. Good meat, and plenty more on them than any chicken. There's also less disease risk than, say, Deer - but eating raw would still be higher chance of sickness than starter, fridge found meats. A zombie might have a hard time even getting close to a Turkey given how easy to spook they are. Potential Loot: Whole Turkey, Feathers, Innards [Fishing/Compost?] Hungry Coyotes & Feral Dogs Kentucky, and many other places, are lousy with Coyotes since they got reintroduced after about being wiped out. Now, especially in my county, there's literally open hunt on Coyotes to keep the populations in check (and it's still not very effective). Also, tons of people keep Dogs here - they're a lot more popular than Cats, at least in my area, and there'd be a ton of ownerless dogs turning feral. Depending on how lore is determined for Project Zomboid, these wild dogs could be more hungrier or less hungrier. In the Walking Dead Comics, most predators like feral dogs or birds can still eat Zombies, so they'd be a lot less on the hungry side and breed in large numbers. If we're going by Max Brooks/NoTLD staple, animals avoid stiffs like the plague they are, so they'd be a lot more hungry and brazen (and likely dangerous to players). Either way, Coyotes and Feral Dogs could be a source of red meat that might keep a player alive - as well as a threat while travelling, especially in wooded areas. Given that they are capable of being very fast, relatively social, and might have been eating zombies (or at least, scavenging filth), bites could cause all range of diseases and death. Big survival challenge. Potential Loot: Dogmeat, Hide, Innards [Fishing/Compost?] (Feral) Cats, Rabbits, Groundhogs, and Squirrels As unpalatable as it may be, there will be tons of feral housecats in a Zombie Apocalypse. While cats aren't as popular in my area, there are many spots I do know of where stray cats are extremely common and would be a much more accessable food source than most game (let's not get soft here, folks, this game is about survival). Consider also that cats will undoubtedly be trapped in houses when their owners are zombified and could turn quite feral without food. Scratches from feral cats could get infected easily and be a challenge to the player. I'd imagine that most cats would generally flee zombies to mixed effect, and do breed fairly rapidly. Likewise, small mammals like Rabbits, Groundhogs, and Squirrels are common even in towns out here. They'd be very spookable and flee from zombies or non-stealthing players, but with the right means (Such as traps) could provide handy foodsources. Potential Loot: Mystery Meat, Pelt, Innards [Fishing/Compost?] (Feral) Chicken & Wild Fowl Many people near me have chickens they just let freerange on their land, and the things usually stick to yards. Zombies would be attracted to eating the chickens and could overwhelm them, but most chickens will flap/flutter away easily without anyone to keep their wings trimmed. Likewise, Ducks/Geese are common, but so are ground Pheasants and other small birds that are quite edible. It'd be nice to include nests with lootable eggs, so that players can have access to such things after power goes out. As cliche as it is, one shouldn't have a game that takes place in Kentucky without the ability to make Fried Chicken. Potential Loot: Whole Fowl, Feathers, Innards [Fishing/Compost?] Pondlife & Fish A fishing system should definitely be included in Project Zomboid, maybe even with its own skill. Fishing is very common around Kentucky. There's plenty to catch, from Bluegill, Catfish, Bass, to Gars (*which aren't very useful for meat, but hey, they're there to annoy), even large Crawdads. Heck, there are bullfrogs in my ponds that weigh as much as cornish hens with legs like small drumsticks. I'd absolutely love for these kinds of things to be catchable in Project Zomboid for a character to survive off of. Zombies would not have access to most of these creatures and thus could provide a relatively safe foodsource for players willing to invest the time/luck. Potential Loot: Fish, Fish Bones, Innards [Fishing/Compost?], Dead Frog, Crawdad I'm hesitant to include Wild Boar and Elk on here, as they don't to my knowledge tend to get close to suburban/urban centers. I do know that Wild Boar are getting brazen and would only get moreso during a Zombie apocalypse, though - they might be an additional consideration.
  17. Grow Hot Peppers as a Crop -> Make Hot Sauce (alternatively find some) -> Eat as well as Relieve Boredom -> Deal with Increased Thirst -> Profit Also, cook Hot Vennicin, Hot Wings, heck - even Hot Dead Rat-on-a-Stick. It'd sure help with the taste. A spicy apocalypse we can have! But yes, that'd be an excellent idea - and if pickling is implemented, Pickled Hot Peppers as well as making Hot Sauce could be two ways of making some really durable less perishable food.
  18. An interesting twist would be risk. If the player recieving the CPR was, say, bit - and carrying the Zombie Disease - that could go very badly for the person blowing into their lungs and potentially coming in contact with spit or blood. Heck, they could be carrying any disease - all of which could negatively affect the rescuer. That could make the would-be rescuer have to really consider if they want to step up and recussitate or if they'd want to see if the other player can just walk it off. That would make stepping up a bit more heroic, yes? However, the implementation of one of those little squeeze bag + facemask things you see in paramedic vehicles or hospitals might allow disease-free means. But one would have to be lucky to find them and know what they're for. (Medical Skill?)
  19. I think it'd be great to implement this precisely because it'd be a bad idea from a survival perspective. A game should havefer as many options as possible and I don't think every option should be a good one - that everything should work is the kind of 'everyone wins/every way viable' handholding that happens so often in games today. So yeah, give peeps the option and let them suffer the repercussions. The accuracy decrease, the difficulty of reloading, fatigue penalty, etc would all punish the one doing it, but a smart player who goes in thinking it'd be a good idea would learn from doing it (or learn when or where it might, at all, be a viable strategy). A bad player who just isn't paying attention to the negatives or situations might keep trying to hit the square peg through the circle hole but, especially in multiplayer, they'd make very useful decoys - yes? Sometimes, though, in cases where it's time to go out in a blaze of glory, it might be still be handy. Zombies are overrunning and there's nothing else to do but take up two shotguns and blast everything until you're fatigued and spent. Combined with a hotkey to toss your equipped weapons and draw sheathed weapons (like a practical sidearm, used two-handed like a rational person) to mop up, it might be a great way to sweep a clogged road far, far away from your safehouse. Or maybe to pre-empt an oncoming gang of raiders so that others could survive. Or maybe even to attract every stiff in a mile to one spot, while you sneak away - well, *if* you can sneak away.
  20. Rats would boom after power goes out and with more food spoiling. That might make it a good idea to make things harder later in the game. While rats wouldn't affect zombies (Except that zombies might go after rats they see, causing migrations) they could 'loot' food items and replace them with disease causing rat poop (or even replacing food items with dead rats). How irritating it would be to go looking for that stash of chips and dried ramen to find one dead rat and a handful of rat poo! Keeping your place free of rats would be a pretty important survival test - making bite proof containers with Advanced Carpentry and killing/trapping the little buggers would keep the game interesting when zombie threats seem less. You could fortify all you want, but rats - they'll just move right in. Of course, if you're completely out of food - you could take your chances eating the rats. So, life, lemons, lemonade kind of situation. Only with more disease. I could even picture the rats being a pain to people's farms. On the subject of that, I think that birds - if implemented - should be more of a threat to crops rather than noiseboxes, with players given several different options with varying levels of effectiveness to keep the winged pests out. Keeping pests out of farms could be the difference between life and death in late game.
  21. I have an idea - also add Penicillin Allergy Flaw (+4). This will make Penicillin cause potentially fatal sickness when taken rather than helping overcome sickness, thus making things more difficult. With penicillin easy to make your own pills out of bread, that'd put a starting player at a big disadvantage. A workaround would be for the allergic to find (and only be able to find, not create) Amoxicillin Pills in typical medical loot lists.
  22. Maybe moving could increase ping fade? Sneaking could decrease the speed pings fade. I was thinking that the ping would flash quickly in some cases, especially if the player is moving - maybe persist a little longer. Maybe get the Orienteering skill in on this, keeping the ping visibility time longer (thus making it easier to visually trace the location/direction of a sound)?
  23. Canned, pasteurized milk or even condensed milk would be a nice thing to find (maybe add a recipe to add water to it to 'make' package milk?). Maybe non-dairy creamer would be an idea as well. Creamer is usually powdered and a lot more common in most houses than powdered milk. As a side benefit, non-dairy creamer burns really well, could possibly be useful for making flammables (or even cauterizing wounds... wouldn't that be nice?). A cooking recipe combining non-dairy creamer with water for a kind of tolerable (minor - happiness) version of milk might not be too bad an idea.
  24. Hello, I'm new here. I live in Northern Kentucky (I've met and talked with the peeps who created the Zombies!!! boardgame) and absolutely adore Project Zomboid. It's one of those games with a huge amount of potential that a lot of games just haven't reached out to grasp despite countless tries. What follows is one (of many) suggestions I hope make it into PZ, though if it doesn't - well... I'm definitely going to work with the modding community on no few of my other ideas. Sound Pings For those who have played Starcraft 2, as a Terran, you can build a radar tower that shows little red blips with exclaimation marks on them to express unknowns outside of your visible fog of war. It's very helpful. I think a system that is similar to show temporary indicators for peripheral noises outside of your line of sight arc would be most helpful for immersion and survival. I found it somewhat less immersive that you as a player have no representation of peripheral threats outside your vision. This would give the player a reasonable way to keep on their toes in situations (which they would have) where they could get surrounded that is sensible and fits the theme of survival. Some Idea Bullet Points: - Gives you brief red rings with a exclaimation marks to indicate near noises of interest outside your LoS, like blips on radar (Exactly like Starcraft 2 Radar Towers). This can potentially be zombies, NPCs, players, etc; or even impactful noises in the environment (You could get an idea of what direction that window shatter came from). These blips might move if they continue making noise or simply vanish. - The beauty of this is, unlike actually seeing in your line of sight arc, you are not sure what the ping is, just that it is a "something". It could be a player ally coming up behind you as much as a zombie. - A player could get up close to a door and hope to catch some pings from a room they haven't opened yet. (Assumption that sound pings will work in a fashion similar to LoS, but with some bleed over from walls or obstacles) - Modified Negative Trait: "Hard of Hearing" (-4. Decreases the range you see these red ping rings) - Modified Positive Trait: "Excellent Hearing" (+6. Increases the range you see these red ping rings, maybe even beyond what your LoS would normally be) - Negative Trait: "Paranoid" (-4. Sometimes see false Sound Pings that appear right near you, keeping you on edge.) - A good idea could be making Listening itself a skill. Higher Listen, better range of hearing. It is a skill that would make sense to develop as one survives longer and longer in a zombie apocalypse. - Zombies thumping on windows/doors might ping automatically if within hearing range - Doors opening, glass breaking, etc. - Shambling or bumping around into another zombie. - Anything moving through forest or tall grass can ping if in range (this would be particularly paranoia inducing when huntable wildlife is added; what if you're afraid of a little rabbit or deer?) - (Potentially) Different surfaces might impact the pings of movement - Plain Grass muffles the sound (Can't hear it until it's practically up on you, near melee) - Carpet muffles the sound (can't hear it until it's practically up on you, near melee) - Dirt / Dirt Road has mild sound range (About half the normal; crunching dirt. Close.) - Road has decent sound range (Clacking of shoes on asphalt. Able to hear a decent bit away.) - Wood floor has very noticable sound range (Clacking of shoes on wood. Very good distance.) Any thoughts?
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