Jump to content

Okamikurainya

Member
  • Posts

    273
  • Joined

  • Last visited

Everything posted by Okamikurainya

  1. Pressing "U" should reload any survivors in your group that have wandered away and teleport them to your position.
  2. 1020. Ticks. The wilderness can be dangerous in so many ways, walking through bushes and such should present a chance of acquiring an "injury" called "Tick" which can be removed with tweezers. Mostly these will just cause an increase in stress and if you just leave them they'll eventually vanish by themselves, but they have a good chance of getting infected and causing a fever, forcing wilderness players to leave their safe zones and find access to antibiotics. Edit: Can be removed with hands, but changes into a Scratch injury. 1021. Splinters. When certain weapons break while equipped, you fail a Carpentry exercise or maybe randomly sometimes while removing bushes and foraging, the player will get an "injury" to your hands called "Splinter". Like the Tick, it can be removed with tweezers but will eventually vanish by itself. While the splinter is in your hands it will cause minor pain. 1022. Bruises. Simple injury addition. Can be gotten from "Zombie Punches", but no risk of Infection. Can be gotten from pretty much any blunt force trauma. 1023. Wild fruit. Chance to find Plums, Cherries, Pawpaws, Persimmons and Sassafras while foraging. These are all native to Kentucky and you'd be bound to stumble on some, especially at high foraging levels.
  3. I was thinking more along the line of having a daily thing set up, where if you keep at it and turn the compost each day, you'd cut the time to get the fertilizer down by half. After turning it will check that 24 hours has gone by and then you can turn it again, this would require effort, but if you're wanting fertilizer quick, then you'd be willing to go to those lengths. Thanks! I didn't realize they were going to be added. I did do a check, but they were only mentioned for Hydrocraft and in various suggestions. Do you have a link? Would be interesting to see what else may be being added or mentioned alongside.
  4. Hey all! Been a long while since I've submitted a suggestion here, but I thought this one was something that I was surprised wasn't in the game in the first place: Pitchforks! Aside from the obvious use as a weapon, I imagined it would go hand in hand with the Composter, allowing you to speed up the process of gaining compost somewhat so long as you have a pitchfork and a certain amount of water. "Turning compost" is something that is pretty much required IRL, you'd water it down with a hose and mix it using a pitchfork to speed up the process of it composting. Once farm animals are added, you could also maybe use them to cut down on the weight of hay used for feeding them by "changing into" a "Pitchfork with Hay", which could then be dumped into a feeding trough or location for your horses or cows and what not to eat from when grazing isn't an option. What y'all think?
  5. Great mod! A way to communicate long distance with your group would be nice though, perhaps a unique walkie talkie that allows the "call over actions" from a distance? Also could serve to let you know if a missing survivor from your group is dead with a "But there was no reply" message if you try and contact them? Nothing worse than getting home and finding your survivor friend just gone (until you stumble across their body one day). How I imagine this is each survivor is assigned a frequency for the two way radio and that's how you keep in contact. Of course you'd need to find or make a couple of radios first though before this option becomes available.
  6. Can't believe I missed this, yeah! I think the devs said they're thinking of doing it and it's something tied quite closely to Zombie lore IIRC. Certainly something necessary though I don't think a new name has to be given to it. Just have a normal bite without the possibility of zombiefication. Could lead to interesting interactions, maybe a medic could tell the difference? I've never had by back "hurt" ingame, despite the moodle constantly warning me of this and my normally having an inventory weight of around 40 or more (I like building stuff). Certainly required! I didn't think of this and I like it! I think casual players might hate it though... Tis but a scratch! Also could be caused by climbing with a very heavy inventory. I do mountain climbing and I've been in situations where I've had to fix this myself. Should cause a ton of pain and panic. I'm sure that some of us have friends in this position IRL and it would be an unprecedented step in diversity if TIS included this. Would be a terrifying experience to be paralyzed during the Zombie Apocalypse. Makes perfect sense. Makes sense though I fear it could become somewhat micro-managey. Yes, should also cause pain and nausea. Should also be contagious, don't believe the guy who says it's just a cold! This would be an absolutely epic RP factor. Relive Season 4 of The Walking Dead? Yes! Insect repellent could be added as well to make getting bitten less likely. I think adding a physical object for mosquitoes might be a bit too intensive. Maybe have them as a summer thing where you'll get bitten randomly. Outdoorsman wouldn't be affected as much of course.
  7. Totally, though really bad burns you don't feel at all apparently. My friend is a goldsmith and he's had a number of times that he and his classmates back in college simply didn't realize they were burning themselves.
  8. I know that, hence my referring to it, though I don't agree with it. >_>
  9. This would go a long way to solving the apparent stairway problem. Please TIS, give us stairs in four directions! It's the only thing keeping me and my OCPD back from making buildings and towns.
  10. So far we have: Scratched Bitten Deep Wound Burned Fractured As well as "Bleeding" tied to the first three. I suggest adding: Bruised When getting hit with a blunt weapon such as a baseball bat or taking a lot of damage in one go from a "Zombie Punch". This wound hurts quite a bit though won't cause any damage over time. Can be treated with cataplasm and a bandage to make it heal faster. Sprained Similar to Fractured though lasting for a far shorter time. I don't know about you but jumping from the second storey has never caused me a fracture. Considering we're getting weight based effects from falling, I think this is the perfect time to incorporate this wound type. Fractured (Arm) Same as a normal fracture but applied to the arm and requires a "sling". Can be caused by being hit by heavy blunt weapon trauma. Cauterized A self inflicted wound, similar to a burn but not lasting as long. Done to avoid bleeding with a lighter or propane torch though does a good chunk of damage and causes a lot of pain. I guess this could also be a simple switch out of a bleeding wound and a burn too. Splinter Doesn't damage your HP but causes pain whilst you have it. Can use tweezers to remove it. Caused by carpentry actions at a low skill, baseball bat/axe breaking while equipped. Any other suggestions? What y'all think?
  11. Another problem is running out of fuel when not over a viable landing spot... Could just have the helicopter go straight down as if landing and then explode, leaving a wreck if the tile is valid or just vanishing if not while setting fire to things around it if it can. A crashed helicopter wouldn't realistically be easy to get undamaged supplies from though I do think you could use the metalworking trait to dismantle it for scrap metal and such. True, I really think it should be impossible to fly without the profession, no books or anything can help you with this one. It would make having a pilot on your team a real benefit and make you want to keep him/her around and safe.
  12. 130: Highlighting of the physical object of the container you're browsing in. Even if there's an option to disable it, for me it would make looking through the masses of crates at McCoys or in the warehouse more logical as well as looting corpses after a mass horde culling.
  13. Ok, I'm gonna go through this piece by piece. Yes. How I would do it is as such: The player gets into the helicopter and for a few moments it rises vertically until it is above the height of any buildings before unlocking the controls and allowing the player to fly. There wouldn't be any upwards or downwards flight other than landing or ascending and during both of those instances there would be no movement on the X or Y axis. Not at all, unless the coders have coded themselves into a corner, the addition should be fairly simple since they have vehicles on the way anyhow. Or just, don't shoot out of it? The helicopter would be a terrifying weapon and powerful tool by itself, shooting out of it just isn't necessary and I assume that TIS wouldn't include military helicopters. TIS are already working on this and IIRC have stated that they already have functioning vehicles behind the scenes but are waiting on animations and a fix for the streaming issue, though don't quote me on that since I can't find the original quote for the life of me. It would give the player in control of the helicopter an immensely powerful boost in power that would need to be balanced. Fuel, the risk of attracting zombies, etc should be enough to make it a bittersweet boon.
  14. It was a joke. One of the main things me and my friends would do in Day Z was search for the downed helicopters specifically for the cool goodies provided. Hardly, I can think of many ways in which can be done. There's only two limitations for it and that's the speed at which they travel (which is apparently being worked out for the addition of vehicles in general) and the fact that they can bypass natural barriers such as the Ohio River (Which can be done with lots and lots of planks anyhow).
  15. When I hear the term sandbox I think of a game I can tweak and change to my preferences. Project Zomboid gives this, though only at the start. My proposition is to have a setting at the start labeled as "Active Sandbox" and when selected the player will be able to access the Sandbox settings from the pause menu to change them as they see fit. Started with no zombies? Ok, press escape and change it so that zombies will spawn now. Want to stop them spawning? Ok, turn respawn off. Set loot to respawn but don't want it to anymore? Ok, turn it off... Etc, etc... What y'all think?
  16. So becoming Day Z? Well heck, if that's the way then I'd love to be able to find a helicopter once vehicles have been introduced so I can terrorize my neighbors with hordes in my wake. XD One thing I doubt would be added but I really want is the shadow of the helicopter.
  17. Something I think should be a obvious feature that I'm surprised I haven't thought of until now. Right now, if the player wants a door frame or a window in a room that didn't have one before, they have to destroy the wall, then build a doorframe/window frame in the spot. This is a big problem for relatively OCPD people like me who now find a single spot in their wall doesn't match up with the rest. I suggest the ability to right click on the wall and be given the option to knock out a window or a door frame so long as you have a sledgehammer. This will of course make noise and will be tied to your Carpentry skill, giving the possibility that you'll end up destroying the wall in any case if your Carpentry skill is low. What y'all think?
  18. What could be interesting is going with WWZ's idea of zombies freezing in the winter. In this case, the zombies become static, just standing there but they'll start to wake up if a player is nearby. I'll bet that if you've played default survival that you'd have killed a lot of zombies by this point and a frozen static zombie amongst corpses would e hard to spot. So while you've gone into that house thinking you're safe, the zombies you passed outside are starting to wake up and they're going to come for you.
  19. Boiling seems like the best way to go about it. Just placing it in a fire should sterilize it but it would still be dirty... How about adding an Infected icon like the skull showing it's poisoned? To remove the virus from the knife you have to put it in a fire and heat it up until the icon is gone, after that you clean it with water and a dish towel and it's all clean and good again. While infected, the knife acts as a really bad poison. While dirty it just taints the food and might give you food poisoning. While clean, all is good!
  20. So, kind of gross, but I've been stabbing zombie brains with the same knife I use to butcher my meat, I should be dead. I think that weapons like knives should become tainted once you use them on a zombie and so cause anything you chop with them to become tainted. Washing the knife with some water, bleach and a dishtowel will clean the knife and make it safe for chopping again. What y'all think? Edit: Arrrrrgh! I thought I was in Suggestions! Edit of an edit: Thank you Mr/Ms Moderator.
  21. Kentucky is inland and I live on the coast so the area I want to make now needs a few things. Seawater - filling a bottle or such from the ocean gives you a bottle of saltwater. Animated Waves - For the beachside, I have graphics might work but am not sure how to animate them. Oceanic Fish - Fish that can only be caught in the ocean. Beach Items - Shells, Crabs, Seaweed, Coral, Various Edible Barnacle Like Creatures. If anyone knows how and can do this, I'm pretty sure I'm not the only person this would be a big help for.
  22. I'm guessing the wiki hasn't updated that if it was ever true, I mean the option in Sandbox (which I believe is default) is through blood and saliva from the zombies. Though if I'm wrong then I should have gotten zombified 100 times over while training my first aid skill.
  23. What about having the chance to not have your keyring at spawn tied to the disorganized trait?
  24. Eh, I sleep easier in the cold, then again I live in Africa. XD I do think that having a sheet on you should prevent you from getting cold as fast during the night, though from what I've seen and heard of people in cold weather, the cold actually makes it easier to sleep or prevents you from waking up when it's reeeeeally cold? Though, this being Kentucky, sleeping with a sheet should keep you warm in winter while asleep and maybe wake you up and increase your thirst in summer.
  25. Different kind of trash. I don't mean dealing with Trash Items, I mean dealing with Piles of Trash Tiles. Indeed! MetalWorking is pretty much why my IMO this should be added relatively soon. And being able to forage in the trash will add one more piece of realism to the Hobo Survival Experience. That is a cool idea as well, maybe the Homeless trait would grant you the ability to possibly find other food objects when foraging through the trash? True words are true!
×
×
  • Create New...