wsensor
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wsensor reacted to kerbholz in The Bookshop
!! THIS MOD IS NO LONGER MAINTAINED/AVAILABLE !!
Hello there, just wanted to show off the first mod I'm working on:
The Bookshop
Adds various books to PZ, some with learning skills. In the WIP version you can press "B" to spawn all books in your inventory.
Available books:
The Hitchhikers Guide to the Galaxy:
The Hitchhikers Guide to the Galaxy The Restaurant at the End of the Universe Life the Universe and Everything So Long and Thanks for All the Fish Mostly Harmless And Another Thing... Various:
Programming in Lua Second Edition
Brave New World
Roadside Picnic
Cunninghams Encyclopedia of Magical Herbs
Gone With the Wind
The Zombie Survival Guide: Complete Protection from the Living Dead
The Great Gatsby
1984
The Catcher in the Rye
For Whom the Bell Tolls
A Clockwork Orange
The Futurological Congress
Do Androids Dream of Electric Sheep?
Lord of the Flies
The Lord of the Rings
A Brief History of Time
Fahrenheit 451
Slaughterhouse-Five or The Childrens Crusade
The Man Who Mistook His Wife For A Hat
Zen and the Art of Motorcycle Maintenance
Twenty Thousand Leagues Under the Sea
The War of the Worlds
Todo:
Next step(s) will be to add spawn rates and some more books, some adjustments to weight and tweaking BoredomChange. !! THIS MOD IS NO LONGER MAINTAINED/AVAILABLE !!
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wsensor reacted to Gomboid in Lots-o-stuff
Planter Boxes
Instead of dumping dirt on a roof and then sowing it with seeds, we should have to build planter boxes. Planter boxes are already common features of a lot of homes, apartments, flats and units, so it's not an unusual item.
Compost Heap
My cooking skills never get high enough to use rotten food as ingredients, and when the food becomes rotten I can't destroy it, which means it either ends up cluttering up my storage space, or left all over the ground. Having a compost heap would allow us to dispose of rotten food and create fertiliser (or mulch) for crops. (I believe this may have been a feature in Kyun's irrigation mod.
Pot-in-Pot Storage System
Cykodelik mentioned it here already: http://theindiestone.com/forums/index.php/topic/7909-craft-food-storage-and-ovens/?p=104122
Added a post to his thread explaining the pot-in-pot storage system here: http://theindiestone.com/forums/index.php/topic/7909-craft-food-storage-and-ovens/#entry104122
Basically the pot-in-pot storage system was used by egyptians, romans, greeks, and other ancient civilisations, and is still in use in 3rd world countries where refrigeration isn't available. There's a small pot inside a larger pot, and the space between the 2 pots is filled with either sand or water, which helps insulate the smaller pot in the centre. All the fruit and vegetables are then stored in the smaller pot.
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wsensor reacted to LuckerLuke in make campfire burn things
it would be nice if we could completely burn things in the campfire by putting them inside
Edit:
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wsensor reacted to GothicGhost in Ability to check rounds left in a firearms and unload them.
Ability to check rounds left in a firearms.
It's a simple action but also I think can save your life if you know what got left in your gun.
Something like a number in the inventory or even a keyboard action called check ammo and the character would take 4-5 seconds to count the rounds.
When you got lots of ammunition then round counting don't really matter as you would just reload all the time.
But when your down to your last few rounds I would like to know what I have and make everyone of them count when things don't go to plan like it does for me in PZ a lot
Ability to unload firearms of ammunition and make safe.
Could be a number good reasons for this but a good is to collect unused ammo left in a firearm that your not going to use.
I had x3 pistols in my inventory last night and it would been nice to unload the other 2 pistols so I could use the ammo without having to change to each pistol just to use the ammo in them.
Also maybe for role-playing being able to give a person a gun unloaded and safe would be good in some situations.
Thank you very much.
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wsensor reacted to RedKrypton in A more indepth Crafting and Building System
One aspect of PZ always bothered me a little bit. The crafting system for example bothers me, because you never need to sit down or even go to a table to repair improve or create something. It would really be cool if you could create a workstation with hammers saws and other tools for your crafting. You just select the work area and state what you want while your Character gets the stuff he needs out of the cubboards and performs the tasks needed to create the item. And when you have to stop for whatever reason another person in your group can continue your work.
The same system could be used for the kitchen:
You store the utilites, preserved goods and fresh produce in the kitchen and just order your guy on what to cook. Also you could state what a person gets provition for a looting run, like an apple, a butter bread and a bottle of water.
Now to the building system. These changes are more for after there will be finally NPCs. There building right now look like they use regular planks. It should mimik more colonial building style with the whole logs used providing exellent security. You should build palisades to keep everything out.
I could in great detail describe all the steps and the manpower needed for building to be sucessfull, but for now I'll spare you.
Just know that building should take lots of dedication from a group to secure an area.
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wsensor reacted to ApolloDiaspora in Rain Barrel Water Management
Had a bit of a brain wave today.
Often, when playing PZ, I don't bother levelling up my carpenting skill that quickly. Even when the water supply konks out, I know there's enough charges left in nearby taps, showers and toilets to keep me going for a while. Often, I'll start filling buckets and cooking pots full of water, then haul them back to the safehouse for a nice little reserve to keep me going until I finally get around to learning to saw a log in half properly. This normally results in a container full of containers of water in the safehouse.
So, I got to thinking about water management.
I suggest that we be given the ability to empty containers of water into a rain barrel, and that some form of indicator be implemented to inform us how full a water barrel is (in addition to the visual feedback we get now). Say, when you're standing near a rain barrel, you right click on a bucket of water. You see a prompt 'Pour into container: Rain barrel, 75% full'. Click, and there the water goes, just like pouring water into the various empty bottles we have now.
Why would this be useful? You might not be getting that much rain, but the full water barrel is a damned useful asset. So, you haul water. The water gets placed in a single, centralised location that you can use to fill up your watering cans, bottles, etc. without the ponderousness of having to fill them by pouring: Instead of having a full cooking pot and a bottle in your inventory, pouring water into the bottle, and storing the pot back in the cabinet, you can simply right-click on the rainbarrel and fill the bottle direct.
Suddenly, a rainbarrel doesn't need to be crafted outside to be useful. You could store a large amount of water in a rainbarrel indoors, while your collection point is outside, or hidden elsewhere. Convenience. Maybe the external source of water (be it another barrel, a well, houses with water still in the pipes) has been cut of by zombies, or perhaps you don't want to erect a structure outside that screams 'safehouse' to avoid attracting other players on a PVP server. Or perhaps you're doing some gardening indoors, and walking back outside to fill the watering can is too much of a pain. Again, the convenience of having a large amount of water right there, where you need it.
To further extend the concept, perhaps the player could craft a 'water barrel' or 'water tank'. Similar in capacity to the end-tier rain collecting barrel, but craftable at a much lower skill level. This water container would be inferior to even the first teir rain collector, or be incapable of collecting rainwater altogether, but would serve as a convenient place to stockpile water in and around the safehouse.
A 'water barrel' could be cheaper in terms of resource expenditure too. You could argue that the large amount of garbage bags used in the construction of the existing rain collecting barrels are used to not only waterproof the container, but serve as a water catchment framework (i.e: Plastic funnel) to help collect water better. The 'water barrel' could then require less garbage bags to construct, as you're only making the barrel water tight. Or perhaps the amount of bags needed to make the high-end rain barrel (or both) could be raised to make storing hauled water more attractive.
As a final alternative to consider, perhaps the 'water barrel' concept could be pushed towards the other extreme and become an expensive and very high capacity water storage vessel, ideal for storing all the usable water for a fortress.
TL;DR
The ability to pour water from containers back into a rain barrel would enable us to stockpile water inside rain barrels situated indoors, or during a dry spell Being able to pour water from containers into rain barrels would make hauling water from nearby houses a much more attractive proposition, as you no longer need to collect a large amount of pots/buckets to store this hauled water A new rain barrel ('water barrel') that is very bad/incapable of collecting water, has the same overall capacity, and is easier to craft than an end tier rain barrel would be highly useful. Stockpiling rain or hauled water indoors, or close to where it is needed (i.e: kitchen, indoor garden) would be most convenient Even when the ability to stockpile water in a bathtub (or similar pre-made container) is implemented, being able to build a water storage container (rain barrel or water barrel) wherever you want would give players more flexibility in how they set up their safehouses/supply caches. -
wsensor reacted to macfreak79 in Mod idea: movable gas grills
I was wondering if any mode could simply allow a gas grill to be moved. From what I was reading on the forums it appears that the code to use the wheelie bins is gone. I originally thought a grill could be wheeled to hideout like the old wheelie bins but I was wondering if someone with mod skills could simple make a weight for a grill, which is already in the game, (40) with tank or (20) without a tank that could be picked up and set at a new location by carrying it, most likely without the tank.
I don't know anything about modding so this may be harder then I expect.
Also more complicated idea, the weight of the grills could spawn at random, some at 20, others at 40 since there are so many different types of grills.
Another possibility is a disassemble option with a screwdriver in innovatory. That leads to "gas grill kit" (or "gas grill components", "gas grill frame" and "screws") on the ground after disassembly or found in stores (rare). When assembled would then need a propane tank to function. This would really help with a remote safe house once there is no electricity.
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wsensor reacted to Pravus in Additional Skill Books Mod
I was playing around with the script in my "Trapping Books Mod" (http://theindiestone.com/forums/index.php/topic/9471-trapping-books-mod/) and I managed to throw together some new skill books for fun. For those who want to progress through their skill ranks faster or just want a larger library of collectable books:
Additional Skill Books Mod
New skill books have been created spanning from Beginner to Master for:
Trapping Aiming Reloading Blade Blunt
They have all been added to the usual skill book spawn locations and should appear
just like the vanilla skill books of the same level and rarity. Enjoy!
v1.3
Download:
http://www.mediafire.com/download/cgfb4qfgawh8ahl/Additional+Skill+Books.rar
For those of you who would like your skill books a little less bland, there is also:
Alternate v1.3 with renamed skill books!
http://www.mediafire.com/download/9ktye9x6rny47en/Additional+Skill+Books+%5BBooks+Renamed+Edition%5D.rar
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wsensor got a reaction from Deadend in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]
It could work both ways...
You could make it so you could find some unused lids out of box and then also find a box of lids. It would not cause an extra recipe because a single lid is 1 time use and a package would just drain 1 use out of the package.
You could also make different sized packages of lid boxes if you wanted. Just give them a different name based on # of lids in it.
The problem with this is eventually you would run out of lids unless you found enough.
Example: Dynamo Lids 12count, Canning Lids 20count, Trader Joes Canning Lids 50count.
Stuff like that could work. Adding in single lids findable in random drawers/laundry rooms in houses and it could all work out. Garages could be places to find lids also.
If they every add in basements to houses there is another option for loot spawning.
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wsensor reacted to Deadend in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]
box of lids, I like it. I could implement this in two ways. either make this box of lids a drainable item like sugar and pectin. Or make it be used how the box of ammo is used (you could unpack the lids from the box to use them). What you think?
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wsensor reacted to Pravus in Realistic Kentucky Firearms Mod 2.26
I'm hard at work at a major revision as we speak. I should be releasing a build 28 compatible revision 2.0 with a huge number of rewritten and brand new systems sometime soon.
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wsensor reacted to DukeGrimm in Log Pile Container
Would it be possible to make a container called a "Log Pile". It could have a greater than 50 unit storage, however it would only be able to store logs. There are already log assets at the logging yard, perhaps you could use those for the artwork?
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wsensor got a reaction from JonSyn in [The Brutal Monster][US Server][MidWest][24/7][Vanilla][PVP/PVE][Role-Play][Build 27]
I had to delete the map folders and then verify integrity...
I had installed dreadwood and bedford and it seemed to cause the issue for me as when removed it fixed them.
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wsensor got a reaction from PhantomWarlock in A Couple More Ideas
For the light sources I hope to eventually see oil lamps (the wicker spelling? ones that you can adjust I have some sitting in my home even though we never use them as they are somewhat old and more like antiques but we do have the fuel for them as we buy some every other year or so just in case of emergencies) and/or a way to place candles into candle holders.
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wsensor reacted to RobertJohnson in Released: Build 28.3
Hey guys (and gals ?), another update before we go in testing :
[NEW STUFF]
Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..) You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet (I'll update the "how to administrate your server" post today) You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew. Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house). This is for Serrate Bloodrage (aka combat-medic badass ) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today. Cleaned the server console a bit (less messages).
[bUGFIX]
Map exported with multiple fixes from Mash. Zombies can't jump over closed/barricaded windows anymore. Hammer will now correctly be equipped (if required) before crafting something.
[bALANCE]
Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping. Lowered a lot the time required to cook bacons. -
wsensor got a reaction from Croak90 in The Trapping System
Currently for trapping animals will more bait options be added later on?
Currently:
Maybe add berries as bait for all animals? I think options for rationing out food should also be usable for bait as I don't think I would want to put an entire box of cereal in a trap. (Well I can currently put in food at 1/4th left for traps but if that specific item does not attract animals whats the point...)
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wsensor reacted to RobertJohnson in Released: Build 28.3
Updated OP !
[NEW STUFF]
Weapon overhaull (more things in the info post will come). Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out. Firearm need to be held with 2 hands (except pistol). [MP] You will be now instant disconnect if trying to join a server with a different build version than yours. Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want). Zombeis who die by fire will now continue to burn/spread fire after their death. [MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture [MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn.
[bUGFIX]
Fixed some incorrect map zone. Fixed some incorrect loot distribution. Fixed tent/campfire couldn't be build on tall grass. Fixed some world filler. -
wsensor got a reaction from ApolloDiaspora in More Ghetto Weapons
I say if we need a bat just break a tables leg off!
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wsensor reacted to Pravus in Trapping Books Mod
A quick mod I slapped together in 10 minutes but I figured the community might like a chance to use it.
TRAPPING BOOKS MOD
This mod creates and distributes the missing Trapping skill books throughout the PZ world
at the usual locations for skill books to be found.
Enjoy!
Download:
http://www.mediafire.com/download/go2m60e4ec87uaa/Trapping+Books.rar
Updated to v1.1: Forgot to edit a server file that applied the skill multiplier upon reading the books. Whoops!
Fixed now! Sorry about that!
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wsensor got a reaction from mrblonde in So you can't attach propane tanks to the red BBQ Gutted much.
I still say the red ones should be useable with wood.
Or let us use a garbage can and shove wood into it and put something on top to act stove top for cooking.
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wsensor got a reaction from Kuren in Start game with job-appropriate items
I think there should be a chance to start with random items based on your character.
Like a 1 in 6 chance to start with different things pertaining to your job.
IE: Construction Worker, Could start with a hammer, a screwdriver, or just something simple like a box of nails or a random amount between 5 and 50.
Later on when more professions are added it would be nice to see options like this.
Also some zombies could be made to pertain to specific jobs and have a higher chance to have stuff based on those jobs.
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wsensor reacted to MafiaPuppet in Released: Build 28.3
The players that like it are the 99% that don't come onto the forums specifically to bitch about it without even trying it yet.
I personally am super excited for the fix that makes zombies migrate to inhabited zones more often. And hordes. Hordes that my players don't know I spawned.
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wsensor reacted to turbotutone in ApCom - HAM Radio's & Walkie Talkies [SP/MP]
Yes, an update with logging and quickbuttons will come soonish, will also have the zoom fixed. Need to finish up some stuff so not sure when exactly, hopefully somewhere this week.
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wsensor got a reaction from Narnobie111 in Why isn't the game played from a first person perspective?
Why does everyone obsess about first person?
Its not required to be used in every game. Most first person games seem to always be the exact same game. There are already first person games with zombies. This game is great the way it is why think otherwise?