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Onkeen

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Everything posted by Onkeen

  1. What kind of light does it provides ? directional light just like frashlight or is it a halo around the character like common lantern does ?
  2. Completly agree with your suggestion, but may suggest also a weaning period, something like a month, after it the player addiction should sloooowly fade away day after days (and of course go back to 0 when they smoke again, even just one ). Anyway, I think smoker trait (+2 only considering you can get through it after one or two painfull months) is an awesome idea considering they are doing a trait revamp with build 31. Yeah I agree, the game definetly needs an addiction system, my girlfriend is a psychologist and she ALWAYS makes fun of me when she sees my character often reducing it's unhapiness of staying home two days eating not fresh food by swallowing a whole pack of anti-depressant and having no addiction side-effects what so ever But still, I understand that the progressive skeaky addiction thing is hard to implement, on the other hand, being a smoker addicted character from start should be easier to add.
  3. Onkeen

    Scars

    Not sure if giving traits would be a such good thing, I mean, being bad in zombies fight and lucky surviving the 33% infection chance of scratches should not make the player OP at intimidating NPCs. More over, I will trust more scarless / not bandaged peoples to join my group than a "soon to be zombie bandaged guy" or a "hothead raider with scars". I think scars yould be some kind of reminders of how you could have died and why you should be more carefull from now.
  4. [auto-promo] Dowels are Alternative to Nails ! :3 http://theindiestone.com/forums/index.php/topic/1091-handmade-wooden-dowels-realistic-nails-alternative/ [/auto-promo] More seriously, I think screwing a baricade should be faster than with nails if you use a electric screwdriver but painfully long / impossible otherwise. I mean, have you ever tryed to pierce a wooden plank with a screw using a common screwdriver ? Now try to picture you trying to pierce the plank and the wall behind to baricade a window with the PZ screwdriver... As a counter part, using an electric screwdriver should make a lot of noise and use battery. But I'm only talking about baricading here, I think screws are more apropriate in furnitures crafts like bookshelves, etc.
  5. I personally like the idea, even if it's already possible to keep a zomby inside a carpentry made room with a sas to prevent it from escaping, we already have discussed it here : http://theindiestone.com/forums/index.php/topic/13171-ability-to-trap-and-or-restrain-zombies/
  6. It might come with the "clothing update", I think I have read something about it a few month ago. Adding defensive properties to cloth : a sweat will reduce the chance to get scratched on your arms in comparaison to a t-shirt. I think it's a planned feature and will obviously come with new kind of cloth, but remember that wearing a anti-riot suit during a sunny summer day will get very hot (so exaustion & thirst will increase really fast).
  7. Well that's cool, I'm having a solo sandbox run on build 31 with zomby amount set at high with all maximum senses and respawn everyday and now some of them manage to reach my base. Also expeditions are a bit more tricky, their behavior seems better (got scratched twice) and I like it
  8. Glad to hear that ! It seems you have put a lot of work in your mod. But there is one thing I don't understand, why do you use the drunked moodle instead of making a new one, exclusive to the weed effects, something that would slow all player animations & movement (the more you smoke, the slower you get) in addition to the current hunger agmentation ? Is it too hard / impossible to mod moodlet and add them some effects ? At every canabis usage : - increase hunger - decrease stress a lot - decrease unhapiness At every stage of weed moodlet we could have : - harder to control moving (like the current alchool moodlet) - slower animations (in addition) So that I would be harder to cut down a tree / a zombie after a too intense canabis usage Hope you'll keep up the good work with your mod
  9. Your mod is awesome. Really it's Awesome ! I was thinking of doing this kind of mod because I knew the "Building Mod" was already existing but I find it too much OP and I wanted a more balanced construction mod. And here you are, with your mod. I'm really impressed. That's a well balanced building mod, maybe some adjustment could be added but it's perfect for my roleplay server, exactly what I needed. Wow. Well that's rewarding, I never knew I could be a source of "inspiration and education"... Thank you And believe me, you've done some incredible job here !
  10. Weed need those epic chothes made with garbage bags such wow, much sexy rain coat More seriously, i highly support this suggestion, but I think it should not give a full water resist in my mind, just a 80%~95% reduction of the speed evolution of the wet moodle.
  11. Concerning the suggestion, I think the laso is not really necessary, I mean, I need nothing to take a zombie where ever I want : I just need to make him follow me and push him if he is too close. About the cage or some kind of handcuffs... I think it could be a good roleplay addition to store some zombies for arenas on roleplay servers. Off-topic : Ah ha yeah that's true but in most of all my runs (solo or multiplayer) I always manage to trap a zombie inside my base, beteween plastered walls, in a small room and behind a two doors sas. This way, when someone is getting bored by his current tasks (woodchoping, fishing, etc...) he just need to go inside the room and have a little fist fight with the Z, make him fall and get off the room (it's pretty secured and we have a really low rate of accident )
  12. Thats a really good idea ! Everything, from different types of damages that could be taken to the heavyload & exhaustion part. I would love falling from my sheet rope at a critic moment and they "damn if I hd put a a door instead" ! @Demonic_Kat I think the fitness shape is already an in-game requirement to use "climb" on a sheet rope (it's "3" or at least have a "stout" character)
  13. Hi, It's been a few month since we are experimentig the new zombies AI system, making them pack into hordes. But it was supposed to make the game harder but it feels like it's easier now. I explain myself, now that zombies are packing up in hordes, some of the roads feels empty, even at the center of Westpoint even with zombies amount set at insane, I always manage to raid the carpenter shop in every runs and this even if I set their three senses at maximum. Before, I had to struggle through the residential area to find some carpentry & garage stuff but it was hard because there were zombies scattered at every corners and fighting them was too dangerous because of noise. In this situation, going to the center of the city was scuicidal. But now I just need to check the horde position and do a running raid where they are not. My suggestion to solve this diffuculty problem is to add different zombies behavior, the first type will react with the horde behavior and make groups(like the new behavior), the second type would be loners that are shambling following only noises from ambiant sound and players (old behaviour). This way, we could increase difficulty with both hordes and loners. My second thought is about zombies memory, I think that memory is way to short (even set at max settings) I would love to see a new setting for sandbox for [Permanent Memory]. With this mode selected, a zomby that have spotted you, will follow you forever until you have killed him, and this of course at his slow speed, making zombies that cross his way following you too. This way, if you forgot to kill a zomby, he might me slaming at your door with severals friends in the midle of the night, forcing you to really split you loot between multiple bases and move a lot or to make a powerfull fortifyed base to resist waves of assault.
  14. Onkeen

    Nails

    These are pictures from my grand father's house and I have worked with the carpenters and they were doing theses thin holes with drills but also with screwdivers and specific wood carving tools, their worked inspired me to do this mod : http://theindiestone.com/forums/index.php/topic/1091-handmade-wooden-dowels-realistic-nails-alternative/ (all recipes are +2 / +4 carpentry levels harder and demand twice more dowels than for nails recipe and take a bunch of time to craft) But of course it would have been better if I managed to add drills to the mod... But it's kinda complicated.
  15. Mod Updated 1.4 is OUT for BUILD 31 ! Changelog : - Carpentry level scaled to fit all crafts - Build 31 compatible
  16. Onkeen

    Nails

    You'll be surprised by what a good carpenter/wood carver can do with wood planks & logs. In fact, with a "nail made of wood" properly carved, hammered into a thin hole you can build furniture that are maybe more resistant than furnitures made of nails. Example of how it works on the shemas below : I'll put higher trust in a stairs made with dowels than stairs made with common nails to resist over time
  17. Two main things : there is no way to craft furnitures with a drill & furnitures crafted with dowels are not more resistant (It would have been too much OP) ___________________________________________________________________________________________ Mod Update 1.3 is OUT for BUILD 30 ! Changelog : - New crafts added (Shelves, Bed, etc...) - Carpentry level +1 for all crafts (anticipating the Build 31 update)- Build 30 compatible
  18. Mod Update 1.2 still compatible with Build 27 : Well, I still haven't updated the mod because build 27 uses the same modding system as Build 26. As SandyBeaches said, I also use the mod in 27 and it wokrs just fine but if you notice any incompatibility issue please report it ! A new version of the mod will be needed for Build 28 because a bunch of new furnitures are comming and I'll try to update the mod as fast as possible when the build 28 will be released
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