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dannyisdude

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  1. A farsighted trait that makes you illiterate without glasses. It could also greatly reduce or remove your foraging abilities without glasses as well.
  2. You mean like this? https://projectzomboid.com/blog/news/2023/04/bren-after-reading/
  3. Fear-of-animal traits perhaps? One phobia trait for each kind of animal, rodent, and insect with varying point costs depending on how often you would normally come across each animal or pest. It could apply panic when you're near that animal, and play a jumpscare when you come across one of your phobia animals suddenly. A fear of rats could make the sewers or basements more difficult, while a fear of roaches would make looting buildings slightly more treacherous.
  4. I know, which I why I said it would be a representation of our character's knowledge of how to use a compass. It could even be locked behind a trait/profession/skill magazine in orders to represent proper wilderness survival knowledge. It's an abstraction that would aid in authenticity. It would give compasses roughly their real life purpose; to assist in determining a person's location, enabling some emergent realism by incentizing players to aquire a compass before running off into the woods. It would also become valuable for people in the wilderness without landmarks to navigate by, while being generally useless in urban areas with plenty of buildings to orient yourself with. Plus, it would mean the compass that @Blair Algol already made would be more than a useless trinket to be ignored or disassembled for scrap and nothing more, as well as having it fit further in with the rest of the camping and surival gear he's added. Additionally, like everything else map-related, it could be relegated to a world option.
  5. A compass could allow you to see where you are on the map by enabling your red dot if you have the world options set for it. Since the game is isometric and you can't see the sky anyway, why not just abstract that your player can use a compass to determine where they are? That would make it valuable survival gear with an actual use, but it wouldn't be super useful or OP in general because you can usually tell where you are on the map anyway. It would certainly make a difference in wilderness survival without landmarks though, exactly where it should be useful.
  6. This is a really cool idea, though since buildings are going to be getting a new power system, it makes sense that they would need a new tile to interact with the power system anyway. That being the case, it could make sense for the fuse box to be that tile. Having high electrical could allow you to take one off a premade building and put it on one of your own, allowing you to connect your own building to a generator. To expand on the regional junction, it could allow players to electrically connect buildings in an area without having to build their own makeshift/built connections. It could start off by only providing power, but a player with a high enough electrical skill could enable it to allow connecting power grid of buildings it is connected to. Also, if it had a UI that let us turn power on and off for each building in the grid, it could make turning on the local regional junction box a good long term goal for a small community of survivors. Additionally, rather than having them get damaged when the power grid is initially shutting off, there could be a day (by default from maybe week 2 - 4) when the power grid starts occasionally fluctuating, like randomly every few hours, or a couple times a day or something, and with each fluctuation, each regional junction could have a small change to turn off rather than being damaged, potentially the same for fuse boxes. Instead of being damaged at the start, fuse boxes and regional junctions could corrode and take damage naturally over long periods of time, like on the scale of years. This would keep the power relatively easy to get running again soon after the apocalypse, but make it more difficult a long time after the apocalypse, when unused and unmaintained electrical infrastructure would no longer work. The power grid could also have a full blackout a random time between something like a few days to a month after the start of the fluctuations, which turns off everything left. The regional junction box could even be used as an example of something that could only be repaired by someone with a high affinity with electrical skill. The difference between a community that has an electrician vs one that doesn't could be having powered buildings using pre-apocalypse infrastructure vs having a makeshift system of lower wires stringing directly from building to building, or wires on the ground.
  7. This would really complement the new post-apocalyptic profession system. After all, if a survivor born after the apocalypse is receiving medical training from a doctor trained before and they need an example of a corpse, they don't exactly have a huge stockpile of fresh ones to study.
  8. This makes me realize that maybe being around other characters should alleviate at least some for boredom for some time. Maybe the effect decreases the longer you've been hanging around the same character(s), and seeing each other again after a few days of not seeing each other renews it. But yeah, I agree boredom comes on way too quickly when in a building. It doesn't make sense that reading indoors is gonna make you bored significantly faster than reading outdoors, particularly if the weather is bad or there are zombies outside. IMO the way boredom and focus works in CDDA is fantastic, and I would love to see something similar in Zomboid. An incentive, but not a huge punishment for doing things like listening to music while crafting, and keeping your character entertained, with a debuff that is mostly mild, and only gets bad if you ignore it for a really long time works really well to keep you striving to have your character lead a life with creature comforts that you would want in real life, without making your character feel suicidally-depressed or massively debuffed because they forgot to catch the sunday cartoons.
  9. Newspaper + water would be a super easy way to cover windows early on as well. It would be cool if we could use something like this cover visibility over the entirety of the large windows.
  10. At first, West Point, but when I realized the static was happening across multiple games, I started testing in Muldraugh.
  11. All news station, both TV and radio are permanently distorted in every game I play. No matter how many times I start a new word to test, the news stations are still distorted, regardless of weather.
  12. The same thing happens with stomping them. I have zombie highlighting on for melee weapons, and it isn't at all uncommon for a zombie that crawled through a window to highlight, but when I hit or stomp it, I miss it. It can even stay highlighted for multiple attempts and I can keep missing with hitting or stomping while it's getting up.
  13. Like I mentioned, this happened because you slept, not because the zombie forgot on it's own. Sleeping cause the game to fast forward at max speed, which slightly breaks zombie ai. They don't forget so much as fast-forward forces them out of the thumping state. If you don't fast-forward, they will not stop.
  14. They do not. I just tested today. Even zombies with memory set to none will bash on a door for literal days, and still always tear down fully barricade windows. A single zombie may well take down a door as well, I just haven't watched longer than two days. They will never stop on their own. Zombies bashing on door though may seem like they stop on their own when you play normally though. In reality, they only stop because you fast forwarded to the max speed, or slept; they don't actually stop on their own or forget.
  15. A single zombie should not decide that the destruction of a door or window is the only thing they will focus on until they die when they bump into one. Instead, they should forget what they were doing after an amount of time not seeing a player. If I, a living, breathing, human with a fully functioning brain, forget what I'm doing sometimes, there is no way a zombie is gonna remember why it's hitting a door for hours on end. A single zombie or two should get bored and give up before they can bash down an outside door, or a fully/mostly barricaded window. This would make barricading windows actually feel like it has a point in places with zombies. Right now, if a zombie starts hitting your fully barricaded windows, it is going to break it down, invariably. This means a fully barricaded window doesn't actually provide protection, because either the zombie breaks in, or you have to go outside to prevent it from breaking in, exposing yourself and attracting nearby zombies, rendering barricading windows and staying hidden inside a building completely pointless. Alternatively, could we get a getter function for the zombie class's "TimeSinceSeenFlesh" field? It would make implementing this ourselves easier.
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