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Lumbo

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Everything posted by Lumbo

  1. Lumbo

    Hydrocraft Mod

    I've got the same problem. Tried to play hardcore with sprinters and extremely rare loot, but one food store alone could feed me for a year. If hydro manages to nerf the non perishable food spawn, he should nerf rabbit spawn in corn fields, too. You won't get soaking wet with them and won't get sick from rain, they work.
  2. I like the idea of matresses and cardboard boxes cushioning your fall, but i think you need a lot of each to be effective. Maybe a matress could prevent a fracture when falling on it from 1 floor above. A pile of cardboard boxes or a stack of matresses/pillows could prevent a fracture from a 1 or 2 storey fall. Would be nice for multiplayer, too, as you could "save" people stuck on an upper floor. You could also have an escape route from your 2nd floor base without having a rope dangling from your window for better burglar resistance. The idea of stacking crates to get to higher ground is really good, do you mean the big wooden crates that can only be moved with the move-furniture-menu?
  3. 3. I'd like to see fruit and nut trees as fixed objects in the game, spread out in gardens and nature and little orchards. Berrie bushes, herbs and mushrooms, too. Fruit spawn time could be tied to the time of year, that'd be a neat feature as I think fleshing out the seasons' characteristics would add a lot to the game athmosphere. From a nutritional perspective I'm sure fresh tree fruits are super beneficial and with the appropriate cooking skill those nuts, dried mushrooms and fruits, marmelades and tea herbs could help dealing with the harshnesses of winter for long term survival. 2. Exploring the landscape and finding berries, mushrooms and fruit trees could be a nice activity, too, with badges like: mushroom killer or marmelade monster xD 1. multiplayer servers where pvp is a thing could use something like that, too.
  4. Lumbo

    New trait

    Troll trait. Costs 3 Mana. Adds new recipe: paint face. New walk: stagger; And last but not least replaces "Hey you!" and "Over here!" with "Boo!" and "Trick or treat!"
  5. Lumbo

    Norwich ( W.I.P. )

    Yuck!? What a marvellous style! Really inspiring.
  6. Erm, that's how composting works with the hydrocraft-mod compost bin. For Vanilla compost it works as CaptKaspar described it.
  7. Armor is really overdue though. We already have modifiers for damage delivery on weapons, some modifiers/values for damage prevention on clothes would be really nice. I guess armor come with the new graphics n animations, kinda pointless without it, but i agree, even the clothes that are in the game now could provide some slight scratch resistance and could be reinforced with duct tape and newspaper.
  8. Lumbo

    Hydrocraft Mod

    Great suggetions imo Beaches! I love the "fist weapon" idea
  9. Lumbo

    HASHIMA ISLAND

    I like it! People can have fierce fights on Hashima and then afterwards have a coconut on the jungle island and discuss the next brawl
  10. Lumbo

    Operation Big Tree

    Sheriff Nottingham's life is getting harder and harder...
  11. Lumbo

    HASHIMA ISLAND

    Wow, I'd really enjoy a map like that. Haven't seen anything like that before, the confined layout will keep things tense I guess. About the 2 Islands: Will the upper one be accessible, too?
  12. now that more and more pubs, taverns and saloons open in multiplayer servers, i wanna contribute my genious yet oh-so-well-known concept for a nice representation of drunkenness: lag. coded lag. Just close your eyes and watch flying burrito fights in space. You can share your ideas of delirious state simulations here!
  13. I think the design is ok, but the lettering is randomly positioned depending on your resolution. While on my desktop PC Spiffo intelligently eyes me through the letters as in your pic, on my laptop it looks rather unfortunate: (I think it has to do with key elements like eyes, nose and mouth that are blocked by letters) And yea, as a part of TIS I'd be concerned about that, too But this is just a reaaaaaaally minor issue i have, bikerjackets and jumpsuits have priority to me now
  14. On my desktop PC and on my Laptop the Spiffo in the top banner has this white The Indie Stone Forums lettering across his face. It is taking away a lot of his cute facial expression, could you change the layout so that Spiffo can shine again?
  15. I just wandered around a bit in single player and have to say: I looooooooooooove your work Mash!!! Can't wait for the public release when all multiplayer servers get this graphical overhaul. This level of detail adds so much immersion and the new zoom level provides a much more cinematic experience. My mind is kind of blown with the new dimension of possibilities this offers. As much as i hated pixelhunt in the good old adventure games, I'd love it in this game... I'm approaching 1000 hours of playtime on multiplayer servers and one thing that always bugged me was the advantage of players with a higher resolution in competitive situations. Lower resolution doesn't allow for zooming out that much so you can't see as far. But holy smokes, with this level of detail you could really FIND things when you zoom in and look close enough and so really have an advantage when you play zoomed in. Anyway, I'm looking forward to returning home to my comfortable hideout in the forest by the lake, my fishing rod over my shoulder and a bunch of mushrooms in my pockets, far away from all the grim fandango's in the city xD
  16. What about collectible mushrooms? I'd love to spot them hidden in the autumn forests. Plus you can even make HATS out of tinder fungus
  17. Lumbo

    Hydrocraft Mod

    Yeah, it's a thing that can be really frustrating. And the sole try to put a container wheighing more than 50 pounds (a loaded wheelbarrow f.e.) into another equipped wheelbarrow/handdolly etc. seems to be a deathtrap for the char, too. you won't be able to get any of them out of your inventory again. Jaspymon had the idea of adding some rare world containers that hold maybe 600 pounds to the mod, that would at least be a possibility to solve the wheelbarrow-deathtrap-issue I think? Or can you dispose of the heavy container in your inv into toxic waste/acid, is that a thing? And in regards to picking up full wagons, maybe adding a mod that allows you to pick up *equip one item from ground/container that wheighs more than 50 pounds (to avoid exploiting the function with regular items) as long as you aren't overloaded yet would help? Greetings!
  18. The idea of fog has clouded my mind for some time, too. Wondering what it could be like in the game I painted over a screenshot from the internet: It is only a rough sketch and I didn't use transparency since i don't know if it is supported. I basically used a simple filter in order to create a "roof" 1 tile over the surface, I'm sure the wonderful Zomboid-artists could create something visually more appealing Gameplay-wise fog would create a creepy athmosphere i can imagine, because you don't have overview over the area anymore, zombies could sneak up on you easier. As mentioned in the original post, fog could occur after rain and in my opinion in the mornings, too.
  19. Hey there Svarogg, I've been playing MP for maybe the last 6 months and had great times with many players meeting up. I remember when the sanctuary was established on the spiffospace easy mode pvp server it was a gathering point for lots of people and there were times with more than 40 people on the server. We once even managed to run a police force in Muldraugh for...a week or so... I haven't been playing for the last 2 weeks so I don't know about the recent server attendance but it largely depends on the time of day/night I guess, most of the time servers weren't crowded until midnight (I'm from europe) if I remember correctly. Sadly the hardcore server isn't very crowded yet and I haven't met many people there yet, too. One idea I had to make finding people easier is adding tracks, i posted that in the suggestions forum. Radios will also help you meeting up with people after build 33's release. As far as the map seeming too big to you, I can understand that thought, but I'd personally wish for the map to be even bigger in the future. The feeling of being alone in the wilderness adds to the immersion in my opinion and is a big part of the game. I imagine travelling with vehicles between cities and raiders setting up roadblocks and ambushes etc. Maybe it is worth a try to make area-restricted or smaller maps for now though until schools are closed again or Zomboid players finally grow older . Or even some scenario like Battle Royale . With a huge horde of zombies surrounding the city and slowly closing in towards the town center as an occasional event? Just some random idea...
  20. Lumbo

    Traces

    It's nice to hear that it would be fun for singleplayer, too . As for zombie-tracks, I can imagine they would be too CPU-intensive but I'm no coder. Maybe making them fade out much faster would help, it could really be nice to know if they're around.
  21. Where would you start from with a hangglider? Gigamart?
  22. Lumbo

    Traces

    Good point there! I think it could easily be solved by new tracks "overwriting" old ones however, so if there are multiple tracks on one tile, only the youngest one is shown. Glad you find it intiguing, i do so as well The idea is that tracks leave visible footprints behind (on snow f.e.) with only running tracks visible to all players, walking and sneaking tracks only visible to players with advanced hunting/foraging/trapping skill. The rightclick->investigate/info option would only be usable for players with said skill as well. I sketched a list with some ideas on how the level of your tracking skill could affect the information gathered by rightclicking tracks in my first post, but it's not worked out very well yet. Cool Just out of curiosity, do you play single- or multiplayer? I myself play multiplayer only atm and would love to make it easier to find other people, but i think with animals and NPCs added the tracks-concept could provide benefits for singleplayer, too.
  23. Lumbo

    Traces

    _ _ _ Traces_ ____ ___ __ _ _ Players, NPCs (...and animals...) leave tracks when walking/running on snow, dirt, sand or flour/powder poured on the ground every player can see running tracks characters with hunting/foraging level 5 are able to see walking tracks characters with hunting/foraging level 9 can see sneaking tracks direction of footprints is visible traces fade out progressively (similar to blood) until they disappear after a time calculated by the weight, sneaking skill (and type of shoes) of the character (edit) during rain-/snowfall traces fade much faster foraging/hunting skill (alternatively a new trait like "tracking") enables players to gather information about tracks by right-clicking on them, for example: level 1-2: weight (...kind of shoes [ link to shoes-suggestion by heporlathic -> http://theindiestone.com/forums/index.php/topic/16623-shoes-blisters-and-prison-weapons-bonus/ ] ) level 3-4: kind of animal (kind of vehicle) level 5-6: travelling speed, male/female level 7-8: leg injuries, fitness/strength level level 9-10: character name if you have seen him before (edit) a high sneaking skill (alternatively a new trait like "traceless") enables players to move around almost tracelessly while sneaking the heavier a character is (including inventory) and the faster he moves the longer his tracks are visible walking barefoot or wearing low profile shoes lets tracks disappear faster covering a track is possible by rightclicking -> "remove track", the tile will be "fresh" again then zombies don't leave tracks since it would cost too much server storage capacity/ processing power i guess? If it was possible it'd be awesome though... Some gameplay possibilities traces would provide: reconstructing individual player routes and actions would be possible (tracking down players, investigating "crimes", evaluating player behaviour etc.) a foundation for an immersive hunting/trapping system (I'm coming up with an idea for an animal-, hunting- and trapping system based on tracks) winter would become a season attractive for hunters and trappers (whereas farmers have their high-time in summer/autumn) you could tell how frequented a certain area is by examining the amount of tracks there and consider that when choosing your base location finding poorly hidden lootspots/ bases would be easier pouring flour/sand/dirt on the ground could leave a tile that conserves traces (so you could f.e. tell if somebody has entered your base when you return home from your stroll or you could gather information about the attendance of areas/buildings of interest) Some information on the pure technical feasibility of this topic by a developer would be nice, just to know if it makes sense to pursue this idea. Love the game so far! What do you think of this concept?
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