Crotchfire

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  1. Crotchfire

    What does leveling First Aid affect?

    Do you know if there's any truth to whether having a higher level of it reduces the chance of zombie infection? ...Like, if I had level 10 first aid, would my chance of being zombified from a zombie scratch be reduced to 15% rather than 25%?
  2. ...and how significant are the differences between levels 0, 5, and 10? Also, I'd read that it can have an effect on infection chance (something like each level of first aid reduces the chance of infection from a scratch by 1% (additive?))... is that true?
  3. Crotchfire

    Gun Enthusiast starting trait

    I was just thinking that it'd be nice to have a starting trait, maybe called "Gun enthusiast" or some such that'd add +1 to aiming and maybe +1 to reloading. So far as I know, in the current vanilla game the only way to raise your starting level of aiming is by choosing either the Police Officer profession or the Veteran profession... but c'mon! This is rural Kentucky we're talking about; lots of kids grow up shootin'!
  4. Crotchfire

    Reloading skill could use a rework

    That doesn't really change my position, though. Sure, you can introduce a mod that makes a vanilla skill relevant, but shouldn't a vanilla skill be relevant in the vanilla game? And sure, you'll notice a difference in the shotgun's reload speed, but I've yet to find myself in a situation where how fast my survivor could reload the shotgun made a difference.
  5. "What would ya say... ya do here?" Reloading: "I have people skills!" I've played a while now, and it only just occurred to me that the reloading skill has quite literally never mattered to me, until I thought about how it never mattered to me. If its at level 0... AND if you're extremely panicked, sure, it's a little slow to load those shotgun shells, but it really has so little effect on gameplay that I'm just scratching my head as to the point of it. So as for alternative suggestions: 1. Make it so that with a high enough reloading + metalworking (with maybe a magazine recipe?) one can craft some types of ammo. We can already get gunpowder from existing ammo, after all. 2. Replace it with Gun maintenance (i.e. gun condition degrades more slowly). Now if there's something huge that the devs have planned for reloading, I'm all for it. But right now, leveling up reloading has got to be the most underwhelming skill level up.
  6. Crotchfire

    Making sauerkraut!

    This is inspired by the fact that my girlfriend and I have been making homemade sauerkraut recently. If you've never tried making your own sauerkraut, doing so is surprisingly easy. All you really need is a knife, a head of cabbage, a 1-1.5 tablespoons of salt, a bowl, a jar, and something that's heavy but also fits in the jar. (Suggested PZ ingredients: kitchen knife, cabbage, salt shaker, jar, bowl, stone) Chop the cabbage into little bits. Put the bits into the bowl. Put the salt in. Squeeze and mix the bits and cabbage until you get a fair amount of juice to come out (5-10 minutes). At this point, put all the cabbage into the jar. Pack it in as much as you can. Pour the cabbage juice into the jar over the cabbage, enough so that it's completely submerged. Put the weight into the jar to help keep the cabbage submerged in its juices (IRL, I use a smaller jar that fits into the larger jar--jarception--but in PZ, a rock would do the job). Put the jar in a room temperature place out of the way somewhere. Come back after 2-6 days and voila, homemade sauerkraut. Of note: any cabbage that's not submerged can grow mold on it, so be sure you've submerged as much of it as you can. If mold does grow, just discard the moldy bits; the rest should be fine. Don't completely seal the jar; if air can't escape, it doesn't ferment very well. That said, you may want to put a cloth or something over the jar opening to keep the area from getting too smelly while the fermentation magic happens. Sauerkraut doesn't go bad quickly once made (it's very acidic and salty, natural preservatives), so if the player is growing tons of cabbages and has spare salt, this can be a great way of preserving food. It's not hugely filling by itself however, so I would think it game it'd function more as a condiment (goes into salads, stews, sandwiches...) than a meal unless the player is desperate. By itself, it'd be like -10 hunger (varying according to cooking skill), +10 thirst. I'd guess most people in rural Kentucky wouldn't be making sauerkraut by themselves, so the player would probably be required to have read a recipe in order to make it. Also, the process scales up really easily, so you could probably make barrels for fermenting sauerkraut if you really like the idea.
  7. Maybe this is too radical, I don't know. But here's the thought: All skills could be continuous, and all effects thereof could be as well. XP would remain pretty much the same, with whatever tweaking you'd like. Instead of blocks, you just have one long progress bar that increases more slowly the longer it is. Instead of having, say, 6 points in strength and being 3% of the way to 7 points and having your carry weight remain at 14 until you hit that final bit of xp, you'd have a progress bar that would translate to a max carry weight of 14.03. You could keep those arbitrary skill point cutoffs for crafting certain things, OR you could make everything from the start with hilariously disastrous results. Wanna make stairs with no experience in carpentry? SURE! Just don't be surprised when it collapses under your dumb ass, breaking your ankle and giving you all sorts of cuts and scrapes and now you wish you'd gotten that tetanus shot. Want to make a salad from your rotten food with no cooking experience? SURE! Just don't be surprised that it gives you food poisoning. Want to make a rain barrel with no experience in carpentry? SURE! Just don't be surprised that it leaks out all the water it catches and you just wasted all your materials. It would be quite an overhaul, I suspect, but I also think there are some (occasionally hilarious) possibilities here.
  8. Crotchfire

    Tripping over corpses

    Having been playing survival, and what with the huge amounts of zombies that unceasingly find their way into my neck of the woods, it's hard not to notice the crazy huge numbers of zombie corpses that are piling up. I was just thinking that it would make sense for the player to move more slowly over these bodies (and occasionally trip if trying to sprint through them). Zombies, being less coordinated than they were in life, should be liable to occasionally stumble and fall as they trip themselves over their fallen brethren. Bonus request: I'd love for a way to craft an axe better than the raw axe... the normal axes are rare enough and raw axes are pretty good but you go through them really quickly. Failing that, it'd be nice if you could break a regular stone into a chipped stone with a hammer.
  9. Crotchfire

    Slow down tree growth?

    Well, perhaps then reduce the density of newly growing trees? It's only november in one of my games and some of the dirt/sand roads are just about impassable from trees.
  10. Crotchfire

    Slow down tree growth?

    I'm just thinking that the amount of time it takes for a suburban backyard to become fully reclaimed by wilderness in PZ is a little nuts. Now, don't get me wrong, grass growing as quickly as it does is totally fine. I just think it's more than a little odd that we go from a spot with no tree to a five-year-old tree in the span of a couple months. Short saplings in that time can make sense... but full-on trees should take a little longer.
  11. Crotchfire

    Stuff to do in the winter

    My best survival survivor to date, Commander Zombobash, has made it to November. He's got a safe haven at the Large Warehouse in Muldraugh, with plenty of firewood, matches, lighters, 8 spare axes, plenty of materials for raw axes, 250 rotten cabbages, 100+ rotten tomatoes, 100+ rotten potatoes, 6 rain barrels, 10 cooking pots to boil water, 20 water bottles, and a level 10 cooking skill (not to mention a healthy supply of violets, grape leaves, rose hips, and various rotting mushrooms). Commander Zombobash is feeling good about his chances. He's easily got enough food and water to last the winter, he doesn't see zombies wandering over to where he is very often, and if he gets bored he can just eat some gourmet rotten vegetable salad. Thing is, I'm kinda bored with Commander Zombobash. I'm pretty determined to make it through the winter with him, because he'll be the first survival character I've made to date that's done it (unless I make him do something silly, of course). After that, I want to have him make the long trek to the mall and either go out in a blaze of glory or emerge gloriously victorious. But before that happens, I'd prefer not to be bored while I play him through the winter. So... stuff to do in the wintertime to keep the player from getting bored with the game. Might I suggest making simple targets with paint and planks that you can use to train your aim with weapons? Exercises that can be done to train strength/fitness so long as your character is fed enough? A particular skill bonus such that if you gain experience in exactly one skill over the course of a day, you get a "no distractions" exp bonus to that skill when you go to sleep? If we're really thinking "out-there" suggestions, maybe you can dissect a zombie for a bonus to first aid, and then you could dry the skin and make a zombie-leather coat (not as a disguise; but to show any other characters you come across that you're the baddest mother****er in the apocalypse).
  12. Crotchfire

    Composting! Mycology!

    I know there's been a lot of discussion about composting rotten foods, but I was thinking that cultivating mushrooms could go hand in hand with that. I think it would be cool to be able to find mushrooms in the wild and be able to feed yourself by eating the right kinds and poison yourself by eating the wrong kinds. Maybe even some mushrooms (poisonous and not) that tend to grow around dead bodies in the grass. If you can have varied types of compost, you could even use those to find the best way to grow certain kinds of mushrooms. If it merits it's own skill to be leveled, there could be a mycology skill for determining whether found mushrooms are safe to eat, and maybe until the required level is reached for a type of mushroom, uncertain mushrooms could all look the same in your inventory. Just some thoughts that occurred to me in the shower today.
  13. Crotchfire

    Pickles/Pickling

    Yeah, admittedly, if you're going to add a still for making alcohols/vinegars, it probably does make sense to add a corresponding brewing skill. Making firebomb-grade 190+ proof alcohol should be craftable by a very experience brewer.
  14. Crotchfire

    Pickles/Pickling

    I've been thinking how nice it would be to have a craftable, non-perishable food so I could finally let my potato farm go fallow for a time, and so my suggestion is two-tiered: a still for fermenting (you could ferment potatoes into vodka, for instance), which you could then RE-ferment into vinegar, which would then allow you to make pickled foods in jars. So the process would be: you'd craft a still which could allow you to ferment a potato and some water into vodka, and then you could put the vodka back into the still to get vinegar. After that, you could use the vinegar + some food that can be pickled (tomatoes, carrots, radishes, herring...) + 1 empty glass jar. The nice thing about this option is it's wouldn't make things game-breakingly easy. The process as described is already pretty resource intensive and leaning toward late game, even more so if you made the still something that requires a reasonably high carpentry skill. Plus, glass jars are heavy enough that it's not super easy to just collect 30 jars on a single outing away from your base, and a jar of pickles would be heavier, so it wouldn't exactly be super convenient to carry so many jars of pickles with you for a prolonged outing. But, despite the difficulties and inconveniences involved in making your pickles, it would be a super rewarding thing to be able to craft a non-perishable food.