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grammarsalad

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Everything posted by grammarsalad

  1. I like the idea, but tbh, you should be able to pull the sheet rope up
  2. I don't have iwbums, but is there a taylor profession? If so, maybe they are particularly good at repair and upgrades?
  3. I'm not sure, but the wiki is the place to look: https://pzwiki.net/wiki/Main_Page
  4. I'm not sure if they would implement the creation of new electric washers/dryers (maybe requiring high levels of electric and some metal working--the electricity skill really needs some work, so who knows). I could see them implementing 'low tech' washers and they should allow the use of clotheslines:
  5. I'm curious if anybody has this working. I know that if you are building your own base, you need the place to be 'indoors'. That is, you need to have 4 doors enclosed by walls with a roof(i.e. a 'floor' that acts as a full roof). You need to plumb the sink and then yes, have the water barrel up one level and off by one tile. I have never gotten them to work with existing homes because it's harder to access the roof (I build stares for my custom homes). But yeah, it'd be great to hear if anybody is able to get a washer to work (presumably with the above and a generator)
  6. I'm digging just about all of these suggestions. Also, the first one, with randomized zombies, is also my favorite
  7. Agreed, but the can't drive trait probably gives too few points. I'd give it 12 points.
  8. Lol, there is a history here...
  9. Yup, we need more ways to die. From the lets plays, it looks like there are more ways to get hurt, but regular old infection should be a Big deal if there is limited access to antibiotics. The fact that antibiotics are actually in the game gives be hope for the future....er, maybe "hope" is the wrong word, but you know what I mean
  10. It seems to me that there should be mental attributes in the game that work similar to strength and fitness in that they interact meaningfully with the skills and activities of project zomboid and that get better with use. I'm thinking specifically of 3 right now: Smarts: Smarts affects how well one uses certain "brainy" skills like medicine as well as xp gain. Grit: Will power. Influences certain 'Mental' moodles like fear and depression: how likely one is to be affected, and for how long. Also, affects perception, the likelihood of noticing a zombie in your periphery while otherwise occupied. Charm: (when npcs are introduced). Influences (possible)social and animal skills and helps you get along with others (i.e. resolve disputes, get people to join you, etc).
  11. Even so, the devs are also quite concerned with 'realism'. From potato batteries, to ethanol to wood gas, I think the industrious people of the great state of Kentucky can get er done. Also, we're going to get npcs at some point, and you know what that means: Raiders and thieves. An obvious power source is going to be a very tempting target for both zombies And raiders.
  12. Great ideas. Another one: Helmet/Hat light Recipe: hat or helmet + duct tape + small flashlight. Small beam of light where you look. Has a chance to fall off your head when you run.
  13. grammarsalad

    KatanaZed

    Yes, please release sp first!
  14. Yeah, personally, I can't make heads or tails of the weight system. I would think that they should have the basic formula of (calories consumed - calories burned) + weight = current weight or something like that. It would be kinda weird if you just 'lost' a certain number of calories per time period. You should be more likely to lose weight if you are eating light and working hard and more likely to gain weight if you are eating heavy and slothing around watching tv
  15. Yeah, this makes a lot of sense. Technically, your house is a "professional" house. That is, for example, if you are an electrician, then your house should be an electricians house, no?
  16. It would be great if you were able to create 'family trees', say, via your saved characters index. Like, when creating a character, you could have the option of 'linking' that character to other created characters. The options might be: parent, child, sibling, friend. BUT, there should be no guarantee that any given character is Alive at game start. And, if you encounter a zombified version of a friend or relative, your character should be affected by some serious long lasting and penalizing moodles (especially if they kill one of these 'familiar zombies').
  17. Yeah, my sense is that this is more likely to appear as a mod than as part of the core game. That said, this seems like an excellent request as an add on to the existing defecation mod
  18. grammarsalad

    Reloaded

    I really like the (I understand, possible) plans for inventory. +1 for a sewing skill. Now, I wanna make a sewing, cooking grandma!
  19. Agreed. There should be some reasonable and realistic benefit in the winter months
  20. I like. Something similar: it would be nice to have a pocket system to make cloths more functional. That is, regular pants should slightly increase your carrying capacity in your main inventory, but even dress shirts (I.e. those that have breast pockets) should do the same. Cargo pants would be even better, etc. You should also be able to sew pockets-- even holsters, etc.-- in your cloths to increase carrying capacity.
  21. grammarsalad

    Planters

    I really want collapsing roofs under certain conditions (e.g. too much stuff and a lot of rain, or maybe having a ton of zombies on the roof, etc.). Oops, now you have a broken leg and the noise has attracted a nearby horde. Actually, it should be necessary to maintain buildings occasionally, including the roof. The more erosion, the more vulnerable they are to collapsing. Heck, it should be possible to damage property in a way that makes them less stable. This totally needs to happen.
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