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Dreadstone

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  1. Like
    Dreadstone got a reaction from unmog in Wood Burning Stoves   
    I see in some of the small cabins what looks like cast-iron wood burning stoves. I've not been able to get them to function as a wood burning stove however. Are they just cool looking normal stoves, or am I doing something wrong? ... and if they're just pretty normal stoves will they ever be altered to be actual wood burning stoves? That would make the cabins out in the woods much more awesome. Especially if they actually heated the cabin as well. A nice stove warmed winter cabin out in the woods amongst the trees and the snow.
  2. Like
    Dreadstone got a reaction from Geras in Wood Burning Stoves   
    I see in some of the small cabins what looks like cast-iron wood burning stoves. I've not been able to get them to function as a wood burning stove however. Are they just cool looking normal stoves, or am I doing something wrong? ... and if they're just pretty normal stoves will they ever be altered to be actual wood burning stoves? That would make the cabins out in the woods much more awesome. Especially if they actually heated the cabin as well. A nice stove warmed winter cabin out in the woods amongst the trees and the snow.
  3. Like
    Dreadstone got a reaction from project_zomboid_lover in Fish tank   
    It would be calming when you're panicked, allieviate boredom....  if zombies walked through your pond maybe the water could get polluted and kill all the fish ... you could feed your fish worms, maybe even right-click on them and give them names ... this could be a great mini-game for people that have built the perfect base and have little to do except wait to die of ennui ..
  4. Like
    Dreadstone got a reaction from bumblemore in Zombies occupied / Hanging around   
    OMG that would be the most awesome thing .....

    a dog whose owner is a zombie ... dog doesn't want to leave his master ... but won't let him get too close either ... or maybe the zombie still recognizes his faithful companion  ... you come around the corner and find the two of them sharing a fresh corpse ...
  5. Like
    Dreadstone reacted to Wasteland in Car wreckage - early WIP   
    Well onr thing that made me upset all that time were empty streets. Knox looked like everyone just gone away with theyr cars and those that had no cars re survivors.
     
    So we decided to fix that problem on our server and made some new tilsets for car wreckage, abandoned cars and some other stuff.
     
    I know we will get cars some day BUT we will get working cars and i wnat to see some more trash and post-apocalyptic scene.
     
    So here is a bit whats done already:


  6. Like
    Dreadstone reacted to Wilson_B in Vehicle Wrecks WIP   
    Pack of vehicle wrecks planned.  Drawing up various vehicles to be cut apart into textures for a pack to be used in "container" vehicles to be placed around maps.  Using the Zomboid grime/gore decals for detailing my vehicles so they somewhat match up with Indie Stone content. 
     
    Abandoned/wrecked vehicles planned:
     
    -couple pickup trucks (its Kentucky after all)
    -postal service van
    -police car
    -SWAT truck
    -fire engine
    -couple generic sedans
    -burned out wrekcs
     

  7. Like
    Dreadstone reacted to Wilson_B in Vehicle Wrecks WIP   
    Thanks guys!  This particular vehicle will have a couple versions featuring tires/wheels, exposed hubs, texture needs finalizing.
     
    I got thinking last night I would love to see a public transit bus that has windows which can be barricaded like house windows, seats in bus function as rest/sleep locations...  Going to experiment.  Input/community insight always appreciated on such matters.  You guys are much more familiar than I when it comes to the cfg setups, engine limitations etc.
     
    Down the line it would be interesting to see if its possible to implement the errosion/overgrowth on these objects.  They get more grungy and rusty looking over time with overgrowth like vines randomly placed on vehicles.
     
    Can't wait to get more done on this project and working on some collaborations down the line!!!
     
    Lookin forward to getting to know this mod community better!
     
    Cheers,
    Wilson
  8. Like
    Dreadstone reacted to Jatta Pake in Story generation on player death.   
    Reminds me of some of the features in Dwarf Fortress.
     
    It would be cool if instead of baking more tracking tags directly into the game, the system was opened up to allow mods to track any type of tag defined by the mod. This would expand the potential application to ... drumroll ... other mods.
  9. Like
    Dreadstone reacted to RingoD123 in Bedford Falls (Test V2)   
    Hey guys, so here it is, Bedford Falls Version 2!

     
    Whats New?
    Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations.
    Zombie numbers have also been significantly increased across Bedford Falls.
     
    There may still be some buildings with bugged walls etc.
     
    Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go.
    Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too.
     
    Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls.
     
     
    Original Contributors:
     
    Current Contributors:
     
    Download:
    OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN!
    BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
  10. Like
    Dreadstone got a reaction from ChatNoir in Wood Burning Stoves   
    I see in some of the small cabins what looks like cast-iron wood burning stoves. I've not been able to get them to function as a wood burning stove however. Are they just cool looking normal stoves, or am I doing something wrong? ... and if they're just pretty normal stoves will they ever be altered to be actual wood burning stoves? That would make the cabins out in the woods much more awesome. Especially if they actually heated the cabin as well. A nice stove warmed winter cabin out in the woods amongst the trees and the snow.
  11. Like
    Dreadstone got a reaction from EreWeGo in Story generation on player death.   
    honestly .. this doesn't even have to generate a story that makes a huge amount of logical sense either ...
    just the fact that it created some sort of story based vaguely on what you did would be incredibly awesome
     
    if there are already player action tags you could use it would significantly reduce the workload
    a lot of the work is going to be creative, writing the "story snippets" that the code would piece together
    some of these tags have to already exist ... the game keeps track of how many zombies you killed and how many hours you lived
    but it doesn't track that you always remembered to put that stuffed Spiffo in your main inventory before going to bed
    or that you were attacked while cooking the last of your food and burned it ... and the house ... and went 3 days without food afterwards
    that kind of stuff would be awesome
  12. Like
    Dreadstone got a reaction from Jatta Pake in Story generation on player death.   
    honestly .. this doesn't even have to generate a story that makes a huge amount of logical sense either ...
    just the fact that it created some sort of story based vaguely on what you did would be incredibly awesome
     
    if there are already player action tags you could use it would significantly reduce the workload
    a lot of the work is going to be creative, writing the "story snippets" that the code would piece together
    some of these tags have to already exist ... the game keeps track of how many zombies you killed and how many hours you lived
    but it doesn't track that you always remembered to put that stuffed Spiffo in your main inventory before going to bed
    or that you were attacked while cooking the last of your food and burned it ... and the house ... and went 3 days without food afterwards
    that kind of stuff would be awesome
  13. Like
    Dreadstone reacted to Robert7301201 in In-Game Power Plant   
    I would like to suggest an in-game power plant. Something that we would have to protect and supply to keep the power on. It'd be a great multiplayer feature too. We could have people fight for control of the power plant and fee other players for power. I think it'd be a nice addition to the game.
  14. Like
    Dreadstone reacted to Houski in Ramming SPEED!   
    I think maybe this got a bit two serious.
    Two things come to mind.
    1) When you see someone jump through glass in a movie it is always a substance called "sugar glass" which doesn't turn into scalpel-sharp blades during the process. Don't try at home, unless you really want an ER visit. I have a huge scar on my hand from a pint glass exploding while I was hand-washing some dishes. Ten stitches and I didn't even put pressure onto the broken piece - just sliced like a projectile when it shattered.
    2) I think the point of this post is perhaps akin to the notion of sprinting in the game. It gets you away, but early on it is a good way to get mobbed and killed. I think there are a lot of behaviors that should be included because people WOULD do them and they would likely get themselves killed for the act. This game doesn't have an end-state, it is about simulating the 1001 ways to die in a zombie apocalypse. Your score is the amount of time you survive! Giving the player more options that are STUPID and would likely result in death - things people do when they panic - only deepens that experience and goal. How many times will you jump through a window? Probably only the one time when you end up looking as though you just took a bath in a blender. But, are there cases where it MIGHT BE the best option? Like if the house is on fire and zed is pouring through the only other exit? YES. Then I would jump through a window.
  15. Like
    Dreadstone got a reaction from Kylian in In-Game Power Plant   
    I had a lot to say about Hydro plants .... but it would just feed the trolls .. so I won't
     
    more importantly
     
    Muldraugh, KY has a Natural Gas plant Muldraugh Compressor Station which is actually well within the map area already created ....

    this would make a very fun PvP location to fight over .... that's not to say it would run forever ... but there would certainly be tools and parts on-hand to keep it going for a while
  16. Like
    Dreadstone reacted to Hilrof in Zombies occupied / Hanging around   
    Hi every body !
     
    I've been trought a few games in Insane option, and when i get out to find supplies, i always see zombies waiting in streets, just waiting to move after the first sound...
     
    I mean, zombies still are "living" ! So here is my little suggestion :
     
    - Implement a few behavior for zombies, like eating a corpse, follow an other zombie, scratch walls, not intelligent or logical behavior, but something to make zombies more "alive", and by these occupations it could be easier to be invisible for them, they are concentrate and making some noises !
     
    - The second behavior i'd like to see is just zombies to be able to hang around, independantly from any sound. Maybe just after a little time in a place, the zombie move around, a stop somewhere, with any logic ? And by moving, the zombie drags some other zombies who just have seen him move and so follow him by instinct ! I'd love to see some hordes, just one or two per city, "leading" by a small group of zombies always moving around, and draggind other zombies to create a big horde, also dropping little groups of zombies in it track. These hordes could follow sounds and survivors, but when there is any of them, they just follow their instinct, leading them to places all around the city.
     
    (Max Brooks in his survivor guide said that zombies are attracted by the places which attracted humans before : church, schools, community centers, malls... Maybe these places are soak by human odors, and a horde can smell it ?)
     
    Just an idea to make zombies more than waiting in the streets, and more terrible !
    I hope this was clear, i really apologize for my english !
     
    EDIT 24/02/2015 :
     
    Here are some of the ideas you give me :
     
    - When wildlife be there, zombies are of course attract by its move and smell. Especially in city, i'd really love to see dogs and rats. They are the only animals who will stay in town :
    _ rats survive pretty easy to zombies and will have more food and space than ever.  And of course, those little mooving snacks will attract zombies in buildings, sometimes really deep in them.
    _ dogs are the saddest remains of this world : their owners are dead, and dogs wasn't ready to deal with a life without man. But they still are very dangerous beasts, more when hunger come to them... That's why you'll find some dogs, looking together in town, on an opposite neighborhood of the great horde, spreading is rotten smell all around.
    If this animals will left when a horde come around, they'll stay in town, and kind of accustom to this danger. So they won't be afraid by a few zombies hanging around, of course, until one of them see his meal and run after it. That could drag zombies on a long distance, or deep in a building, and zombies will keep looking for it until they forgot. And that could be a pretty long time, enough to get in higher buildings or in a weak point of your fortress...
     
    - Of course zombies are aggressive because of the virus, trying to spreading as much as possible. But after the higher point of contamination, the possibilities to spread just go down, so this organism work on the "health" of his host. According to Max Brooks, zombies in temperate climate (as USA or EU) can live 3 years with a minimal eat. Zombies in cold climate will live longer, and tropical about one year less. But it is still an organism, ruled by a virus who naturally try to live as longer as possible.
    So if zombies will always run after a human being, all the other time they will try to feed themselves, with small animals and rest bodies.
  17. Like
    Dreadstone reacted to KyousukeAzai in Accidents with tools   
    I may not have had a good laugh like this for quite a while, talk about extremes.
     
    As far as the suggestion originally goes, little accidents would be okay, I think, as in scratches, bruises, everyday mess-ups, but I don't think there should be an instance where they could randomly infect or kill you, since there would be no chance of you avoiding those, punishing players by a slap for doing something reckless(working while fatigued, exhausted etc.) will, in a game like this, be tolerated, but shooting them in between the eyeballs for cutting down a tree is a rage-worthy death.
  18. Like
    Dreadstone got a reaction from Gaffa Tape Warrior in Swords! Shields! Blacksmithing?   
    Finding swords in the area is much more likely than people might think.

    I happen to like the idea ..... so I did a little research.
     
    There has been an active SCA group in the Muldrough area since the 1970s.
     
    The Society for Creative Anachronism (SCA) is an international organization dedicated to researching and re-creating the arts and skills of pre-17th-century Europe. These are ordinary everyday people whose hobby of choice is putting on heavy armor and beating each other with rattan swords on the weekends. However a large number of them also own actual metal swords (of greatly differing quality). That's 40 years of hobbyists buying swords, crossbows, chainmail armor ... all sorts of stuff. Which means there are real people living in that community right now that own swords. It might even be in a box of grandpas stuff out in the barn that noone who lives there even knows exists. These people are also much more likely to know how to build a forge from items that are all already implemented in the game already (at least the base materials). Also extremely likely to have tought thier kids a wide range of 17th century skills from cooking to smithing and more.
     
    We've already got cement bags, and an abundant supply of trees, nails, and sheets. It wouldn't be perfect, but I could build a forge and bellows out of that on my own. It wouldn't be too hard to fashion a crude windmill to pump the bellows for me.
     
    I have several times built a tiny forge in the backyard out of a ceramic pot cemented into one of those giant holiday popcorn buckets and used an electric air mattress pump for air flow. This worked easily good enough to melt copper and lead, and softened steel enough to shape with a hammer.
     
    People keep saying that this doesn't fit the theme of the game. I thought the game was about surviving any way you can with what you can find and build with your own two hands. I'm fairly positive that I could find people living in Muldraugh, KY right now that have built a small forge and made thier own machetes.
  19. Like
    Dreadstone got a reaction from treoni in What's happening in your world?   
    I tend to keep the same game and just start new characters in the same world .... I had a giant fort mostly built around Twiggy's Bar, but had died and was just restarting .... made a female who was Lucky, Resilient, and Tough .... >snort< .. yah that worked out ... so with Sandbox set to Starter Pack .. AND >Lucky< ..  I start with no water, no food, no weapon, no backpack, not even a shirt ... all I've got is pants and shoes in a fancy 2 story house that has nothing in it but books, and nails and a single orange in the fridge (ignoring the dead rotten rat and other rotten food) ... and to top it all off .... I'm not positive but think I re-started in New Bedford .... about as far as possible to be away from my fort at Twiggy's Bar
     
    found a poolcue ..... and zombies ... RUN
    3 houses later ... and a house alarm ... broke my poolcue and got scratched ... I've found a golf club, and medical bag
    6 houses later .... I've finally found a water bottle, hammer, and a hiking bag ...
    I'm still alive ... most of my medical supplies are gone, the scratch on my neck is no longer bleeding, but I'm out of food again
    it's February, it's cold, and doesn't seem to ever stop raining ....
     
    this is what's happening in my world ...
  20. Like
    Dreadstone got a reaction from raymond in Wood Burning Stoves   
    I see in some of the small cabins what looks like cast-iron wood burning stoves. I've not been able to get them to function as a wood burning stove however. Are they just cool looking normal stoves, or am I doing something wrong? ... and if they're just pretty normal stoves will they ever be altered to be actual wood burning stoves? That would make the cabins out in the woods much more awesome. Especially if they actually heated the cabin as well. A nice stove warmed winter cabin out in the woods amongst the trees and the snow.
  21. Like
    Dreadstone got a reaction from Ohbal in Wood Burning Stoves   
    I think .. building ... a cast iron wood burning stove is a bit beyond the scope of the game  .... as I believe it is not truely intended for players to live more than at most a few months ....  players will ... I don't think there has ever been a game where players didn't vastly exceed what developers expected .... but the requirements to liquefy enough iron to make a decent stove are vast
     
    I was pointing out there are several cast iron stoves visible already in various vanilla game buildings ... and it woud be awesome to be able to use them ... as for them "needing a con" .... well as opposed to campfires .... you can't pick them up and take them with you .. the best you can do is to tear down the structure around them and rebuild it the way you want it
     
    someone mentioned fireplaces ... completely seperate thing which would also be awesome ... and quite viable to build from scratch or from scavenged materials ... it is quite possible to build a serviceable (if not pretty) fireplace from stones, mud, and trees ... early fireplaces were little more than a firepit with some sort of chimney above them .... seems safer and more realistic than just plopping your campfire out on the floor in the middle of Twiggy's
  22. Like
    Dreadstone got a reaction from EnigmaGrey in Wood Burning Stoves   
    I think .. building ... a cast iron wood burning stove is a bit beyond the scope of the game  .... as I believe it is not truely intended for players to live more than at most a few months ....  players will ... I don't think there has ever been a game where players didn't vastly exceed what developers expected .... but the requirements to liquefy enough iron to make a decent stove are vast
     
    I was pointing out there are several cast iron stoves visible already in various vanilla game buildings ... and it woud be awesome to be able to use them ... as for them "needing a con" .... well as opposed to campfires .... you can't pick them up and take them with you .. the best you can do is to tear down the structure around them and rebuild it the way you want it
     
    someone mentioned fireplaces ... completely seperate thing which would also be awesome ... and quite viable to build from scratch or from scavenged materials ... it is quite possible to build a serviceable (if not pretty) fireplace from stones, mud, and trees ... early fireplaces were little more than a firepit with some sort of chimney above them .... seems safer and more realistic than just plopping your campfire out on the floor in the middle of Twiggy's
  23. Like
    Dreadstone reacted to blogRot in Water from rivers/lakes?   
    They yield plenty of water for farming - you just need to make sure that you fill from a rain collector with a cooking pot/pot of water first before filling anything else.  Its somewhat of a bug/glitch - items will take the same amount of water when its drawn from no matter the capacity: example is that you can fill a water bottle 4 times from the first level water collector before its dry but you can also fill a cooking pot 4 times (and a full pot of water will fill multiple empty water bottles).  So acquire many water pots, build a couple of rain collectors, fill the water pots from the rain collectors, and fill all the other water carriers from the pots of water.  Also, don't use your water bottle to water the farms; drop your water bottle and use a pot of water (it'll draw from the waterbottle first so drop it or put it in your backpack) - from seeds you can use two full Pots of Water to water three seedling plots enough to start them growing - for simplicity I do it in increments of 40 - two 40s on the first, the last 40 from the first pot on the second plot, two 40s on the third plot then the last 40 back to the second plot.  Using a water bottle can very well do this but you have to stop to refill it from a pot of water more often (thus a slower, inefficient method).  And since you can fill a cooking pot 4 times from a full water collector you can conceivably start farming six plots of seedlings, where as if you fill a bottle of water straight from a collector you're only going to get a single seedling plot underway before that collector is dry.
     
    I'm sorta-pro water tiles yielding water but not until a 'clean water'/'dirty water' dynamic is implemented.  And having to boil 'dirty' water to make it 'clean'/potable means long term survival needs to get choppin' wood and hoarding matches and lighters.  Which I'm all for.
     
    the cooking pot-over-bottle water filling also works for toilets, sinks and bathtubs - you can get far more water to utilize by filling up the cooking pot first.  After the water is shut off you can get two fills from those before dry - use that to fill all of the cooking pots you find in houses you raid and leave them there for later retrieval if necessary/just in case.
  24. Like
    Dreadstone reacted to artimaes in Water from rivers/lakes?   
    I was wondering, and to be honest what I am about to suggest is what I expected to find ingame and I was actually surprised this was not implemented or in the planned features as a "coming soon" sort of thing because of the scarcity of the water resource after water shuts off.
     
    TL;DR= Fill water containers at water tiles(river and lake) adjacent to shores and docks.  Ideally at some point make it so it has to be boiled for consumption or cooking but can be used straight for farming.  
     
    I was thinking about where I want to set up my survival home, and my friend wanted to set up in the woods at a house nearish to the city but far enough out to have few zombies wander in, but I told him the water will shut off and we won't be able to drink and farm and cook if we have no water source.  There weren't any wells that were less than an absurdly long walk from civilization(venturing into town to loot is super fun), and he suggested rain barrels but my reasoning was that those might be alright at first and in some seasons, but they will run out quickly during the seasons when it doesn't rain a lot and in winter they will probably freeze or at least not fill up with the snowfall.  So I suggested what we really need to do is set up base on a river or lake, so we can use buckets and kettles and stuff to get water from the river, use it straight out of the river for farming and I said we will probably have to boil it to have it safe for drinking and cooking but we can set up at a location with a stove or we can just set up a fire for that.  I thought for sure that was the intended method of getting water for long term survival...I was outvoted by my brother and friend who wanted to set up away from the water and so I just now got around to taking some resources out to a dock that's just far enough away from the town to be safe-ish but close enough for raiding excursions to be launched from it.  I brought everything I would need, I thought, because I would be getting my water from the river, some food from the river, and I'd be able to boil water and cook on a campfire inside the walls I build there.  To my great surprise, I found that I could not fill up water containers in the river.  I have no water source, despite being right next to a river, and have to build a ton of rain barrels(they don't give much water so for farming in addition to drinking and cooking I need a lot of them).
         Even without the relatively advanced system of having potable and non-potable water and having to boil river water(or potentially adding water bottles with the filters in them) to make it potable, could we please at least get the river water to have the option added like a sink does to fill water bottles and possible drink?  
  25. Like
    Dreadstone reacted to Jack Bower in Fish tank   
    Let me keep a pet fish in a tank, I would also like the option to swap it out for a pet lobster / rat / still living zombie head.

    I promise I'll feed it and clean my tank.
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