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nickodemos

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Everything posted by nickodemos

  1. Not a bad idea. Could be hooked into the cooking skill as well so that a higher level cook would be able to make better calls on the quality of the food. This way a higher level cook can easily see food is bad for you where a person who never cooked would still might eat the food. Most of us can tell when something is rotten. What would get most of us is the iffy stage. Give a high level cook a very small iffy stage. Get rid of the actual numbers and go color code. This way it is blind luck for a low level person it can still be yellow where as the high level cook would know it is red and drop it.
  2. OK. Thanks for the heads up. Been a bit since I played a vanilla game so my ideas seem a bit off. Thanks for answering. -edit So if the mods that are not using the new method kinda implies that when using a mod made item I might have been running around naked. I see the new conditions added to the base game. Is there anyehere I can can read up one what they mean? ( ConditionLowerChanceOneIn, ConditionMax, Insulation) Reading between the lines I understand what they are but I was wondering about an official description of them.
  3. Yes and understood about the clothes. What about the idea of being able to drop fuel onto a heat source or expanding the context menu?
  4. So started in March and the biggest issue is staying warm. Even with a down jacket I pretty much am freezing to death most times. A few times I was freezing even standing next to a lit BBQ grill inside a building. So I was wondering if for warmth rating that smaller rooms are easier to heat up to a very warm rating while trying to warm up say a warehouse would make it only a few spaces next to the heat source being any good. Lets say a room 8x8 can be warmed up at the outer reaches by a small amount while slowly going in warms up more. The room being larger the over all warmth would be low. In a room that is only 2x2 a heat source would/could be blazing hot so that even the coldest nights would not bother you. Also wondered about the ability to add more to a fire instead of one at a time. Logs and lumber is not to bad but trying to add coal it takes ten clicks to use a bag. It would be nice if we could just drop the fuel on a heat source and it uses all that was dropped into it. Maybe another option on the context menu when over a heat source you get the option of one half or all, similar to the grabbing of loose items.
  5. How about an going back to the original and they lead zombies in a certain direction. Hover in other locations to draw them there. Another really random on just for kicks (maybe 0.01 percent) they paint areas colors to try and note zed movement.
  6. I do kinda of like the idea that if the chopper comes around and your willing to try and be in a area long enough for the chopper to "see" you that there is a chance of a care package.
  7. Since it seems that the dead at all times must be buried since the avg player does not know which the shape of zones they are in I was wondering if we can get rid of some tediousness of burying the dead. What I am asking would be a simple right click macro only activated when you right click on a corpse that you can use that would find the nearest open grave and go pick up the corpse and drop it in. As a very active fighter I build up a high body count at all times and now being forced to bury the dead, or get sick and die, it is getting to the point of to much micro managing the game it it is starting to wear on me. I can see the idea of implementing this but your going to have to add something to ease the long term playing, and repeat playing, of the game or your going to push a portion of your players out of the game.
  8. Starting to think maybe the easiest solution to all this is a slower build up with a slower drop rate. IE you can work in an area with the dead but the longer you work there the higher the illness chance and then spending time in no illness zones would lower this. Basically it would end up being the same thing but less chance of immediate illness. It seems what you have in place could stay but lower the speeds up and down. What was seen in savrogs video with how fast it could go up is just a bit disturbing.
  9. OK. This is starting to change some things then about zones you fight in and burying the dead overall. As just leaving bodies after fights and skirmishes this can build up to the point of killing myself if I don't bury the dead. Example. I have a secure place on the north and south side of town. So walking back and forth between them I do a great deal of fighting and bodies drop. Even though I keep the areas around my place clean of bodies I can end up killing myself just walking back and fourth through fight zones? I now have to bury pretty much everything or I might die passing through a zone? How about skipping moodles for now and just have our person say something. As I would hate to go back and start to bury the bodies now and the sickness goes up as fast as it did in savrogs video. Like repeat man "it smells" every time the counter hits increments of ten going up so if it says it fast enough we know we need to move out of an area. And maybe it smells better now every time it drops below a increment of ten.
  10. I have been using the smoker trait for the perk bonus lately and I was wondering since it now needs a lighter or matches to use is there a chance of using them all up? IE very late in game has anyone ever ran out of them?
  11. This is an interesting idea. The longer you play the game you would think some zeds would drop themselves. The use of a mask of any kind would be feasible to enter a new town later in game from the amount of bodies.
  12. So does this work with steam setup? As it is if I do as you instructed the only mod that loads is the PZMap. Tried dropping it into the steam folder no luck. Just can't seem to get it to use the steam loaded exe for mods and PZMap.
  13. 1. I would like to amend this one. It would be nice if the disease radius was based on the amount of dead bodies. IE 1 dead body would only be one square. 2 would be 2 squares, and so on. In general I would not want to worry to much about one body in my area but when they start to pile up they could then be a real hazard. 2. It is kind of annoying to only wear clean cloths for an hour and they are immediatly dirty.
  14. Not sure if this has ben added to the game by now as I am just getting back into PZ but being able to have a log or plank in your possession and burn an individual corpse would be a nice way to help destroy the dead Z's. Worst case one log/plank to "dry/cook" a zombie so that it is no longer a vector of contagion and possibly two to burn to ash, while three burns hot enough nothing is left. It would be a great deal of work of gathering the needed supplies but this could be done as a safer alternative to moving and burying of corpses.
  15. On the highlight issue could it be done so that they glow cyan like on mentioned before if not checked and then orange while checking and after you move on there is no highlight? As someone who loots all corpses at all times this would be very handy as now to make sure I am not checking and rechecking the same corpses I strip them of clothes and drop them on the ground. This could be made as an option for those who want it so as to not disturb people who do not check corpses all the time.
  16. Enjoying the mod. I asked in the suggestion forum: And if that was a no go with the devs was wondering if it could be added to this mod.
  17. What about being able to bust up the railroad for iron and wood?
  18. Just wondering about having in the game a fill all in the context menu to fill all water carrying items on your person. As it is if you have 15 items and doing it for each one it gets to be pretty tiresome.
  19. did you opt in for version 33.17? it should appear on the right like the floor. Yes. I event went through all the steps of agreeing to beta again. I am on version 33.19 and still no option to look in the bag.
  20. Bags on the ground show in the loot window's list of containers. Not sure but it seems that I am not getting this. Or am I doing something wrong? This was just a test. I took the bag and placed a bowl in there and I cant access it.
  21. I know mine is pretty generic but I use the McCoy logging buildings. Not only are they full of useful items but next to an unlimited supply of trees to harvest or forage in. http://pzmap.crash-override.net/#0.4198635058781045,0.18920457755478065,159.25248000000005 Main reason I like it is that I build a bridge to the storage containers in the north and break a hole in the roof. Then I go down into it and use it as a safe place to mine since they can not break in while I am loaded down with stones.
  22. I'm game. Let you know how it progress's. -edit After about four hours of game play I have to say this can not work long term. To many items are needed to survive that you just can't get in two houses or in the limited area in which to try and harvest the items. With the need to have certain books and access to items you will be lucky to last a month foraging. I tried it from four different spawn points and the luck of the draw is never that good. Spawn in hotel you have access to alot of mundane items. Spawn in a house with books they tend to not cover anything you really need.
  23. Possible to get a search option at the top of all pages? It sometimes is a heavy load to got to the front page each time and let the images load up to do a search.
  24. The loot all comes in handy at times so thought about asking for this. Only real way for me to know which zombies I have killed in a common area or an area I have been to before is to strip them of everything and leave them nude so I know they have been searched. So a button on both inventory windows, one to dump items from zeds and the other to dump out a bag to the ground, would simplify things instead of having to right click and select all and then drag out.
  25. Possible to have it so that when you kill so many zombies you start to get used to dealing with them? IE less prone to panic after killing a thousand of them. Maybe tone it down a percentage point for each 100-250 killed. The idea being that there will be a lower need for beta blockers unless there is a herd of some kind or being surprised.
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