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grammarsalad reacted to bliss in Prettier patches with higher Tailoring level
Title says it all.
Cloth patches' textures are the same for all tailoring levels. Some modders are trying to address it but should be in base game IMO.
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grammarsalad reacted to Memo in Bleeding should be more dangerous
Bleeding can be deadly by itself, but it's so easy to manage it.
Bleeding in game has no severity (Not counting multiple bleeding from multiple injuries) like scratch and laceration with are moderated and severe severity.
Bleeding should have severity like injuries mentioned above affecting the player's health depending in how severe the bleeding is.
A severe bleeding is very deadly and can't be stopped 100% with just a simple dirty rag like it is in game.
Source : https://myhealth.alberta.ca/Health/Pages/conditions.aspx?hwid=not12828&lang=en-ca
I suggest adding a mechanic to determine how severe the bleeding is with First aid skill and the need to put multiple bandages on injuries, if not, the bleeding will passtrought the bandage and continue bleeding making the player lose HP even if barely bandaged.
I also suggest making the character slowly getting anxious when they get injured since Physical health affects Mental health causing PTSD / Anxiety
Source : https://pubmed.ncbi.nlm.nih.gov/22409991/
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grammarsalad reacted to Nowthere27 in Useable Desktop Computers
I think there should be desktop computers (in the houses for example) that the player could use to play games to decrease boredom or make a list to keep track of things.
There are computers in the police stations but those aren't useable.
They had internet back in 1993 mainly in the form of the bulletin board system btw so maybe there could be some internet functionality too.
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grammarsalad got a reaction from tyzombie in Need Light to Read
Maybe in lower light, reading is slowed as it is harder to make out the words, and so understand sentence in context, etc.
And, if there is no light, then it's impossible to read.
The effect should be mitigated by cat's eyes
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grammarsalad reacted to DarkKreepe in Immersive Medicine Revised
Immersive Medicine
Extension of default medicine
Are you tired of the same type of meds? Are you surprised that in this world, all treatment consists of taking antidepressants and painkillers?I think I've found a solution for you. Meet: Immersive Medicine
Blood transfusion system
Do you think it's enough to monitor the character's default health? You're wrong.
Now you need to monitor the blood volume in your body:
Slight blood loss: slight fatigue and drowsiness; Moderate blood loss: cold sweat, thirst; Critical blood loss: blurred vision, feeling cold; Fatal blood loss: complete exhaustion - don't forget to bring an obol with you
Does the last point sound scary? Put the white slippers aside! Either stock up on blood packs of your group in advance, or ask your friend. Just be careful: suddenly he is infected or his group simply does not suit you.
Becoming a donor is easy. You need: a blood testing kit, an empty blood bag, a catheter for intravenous transfusion. And a refrigerator. If you overdo it and you need to store a friend or blood bags somewhere.
To perform a blood transfusion, you need to select either the right or left forearm in the health panel
Blood pressure and pulse systems
Now your character has a pulse and pressure in addition to the blood system!
To determine the pulse, you need to select either the forearms, neck or groin in the health panel.
But I have a better solution for you - Sport Tester Knox Electro KE 3000
This wristband will show your pulse in real time!
To determine the pressure of the character, you will need the Tonometer Nanasonic EW3039S!
All you need is just press the button.
Drugs and dosage forms
I have a whole line of drugs in store for you. There are not many of them yet, but the list will be replenished:
Alkagine - an analgesic non-narcotic agent; Bismuth subsalicylate - anti-ulcer and antidiarrheal agent; Morphine - an opioid analgesic; Butamirate - antitussive agent; Naloxone - an opioid receptor antagonist; HemoStop - hemostatic powder; Umifenovir - an antiviral agent; Nasivion - nasal drops; Erythropoietin - in sports, it is doping;
You can find more information about the drugs here: Guide
Morphine, naloxone... It sounds simple: take a syringe, stick a needle and let it run through the veins, what will come to mind? What if there are no syringes and needles in stock?
Dosage forms
Oral: tablets, syrups, liquids (to take the drug, you need to select the head in the health panel); Parenteral: intramuscular and intravenous injections (to inject the drug, you need to select a body part in the health panel); Topical: creams, powders (to apply the drug, you need to select a body part in the health panel); Nasal: drops (to apply the drug, you need to select the head in the health panel);
Found ampoules of alkagine, but no syringes? - Just drink the contents! Just don't drink too much. You're not a doctor to prescribe a dosage for yourself.
And how to find out the dosage and avoid an overdose? These are the questions you should ask yourself first!
The first aid skill or trait "Pharmacist" will come to the rescue. With the help of them, you will be able to determine the maximum dose, know about side effects, and also identify unknown drugs.
Traits
Pharmacist - can identify drugs. Knows everything about the composition of medicines and indications for their use; Universal donor - can become a donor for all other blood groups; Universal recipient - can accept blood of all other blood groups; High pain threshold - able to tolerate very severe pain; Low pain threshold - very intolerant of pain; Opioid addiction - susceptibility to opiates is reduced by 40%, the pain threshold is increased. You won't live a day without opiates;
Configuration for multiplayer and singleplayer
In game configuration
You can turn off the blood system - "Enable blood system" option (active by default). This means that the character will not lose blood, can become a donor indefinitely, and the blood type compatibility will not be checked. You can turn off the blood group system - "Enable blood groups" option (active by default) It is responsible only for the compatibility of blood groups. You can turn off the heartbeat sound - "Enable heartbeat sound" option (active by default)
Manual configuration
You need to modify a file.
Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua
Append this to the bottom:
ImmersiveMedicine = { IsBloodSystemActive = true, IsBloodTypeSystemActive = true, IsHeartbeatEnabled = true, BloodVolumeReduceModifier = 25, BloodVolumeIncreaseModifier = 1, }
Supported languages
Spanish [ES] (Arko Piktuviry) (May be incomplete) Russian [RU] English [EN] (nurver) Chinese [CN] (SSSherlockkk) (May be incomplete) German [DE] (MichaelHochriegl) (May be incomplete) Italian [IT] (ronfino) (May be incomplete) French [FR] (Fingbel) (May be incomplete) Portuguese [PT] (Richard) (May be incomplete) Brazilian [BR] (Richard) (May be incomplete) Korean [KR] (Dr_teray) (May be incomplete) Polish [PL] (Kahned) (May be incomplete)
Useful links
Steam workshop GitHub Discord
Also check out my new mod: Immersive drunk speech
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grammarsalad reacted to DarkKreepe in Immersive drunk speech
Immersive drunk speech
Do you think you sound like a TV presenter when you drunk? Now what you say will depend on your level of alcohol intoxication!
Configuration for multiplayer and singleplayer
In game configuration
Manual configuration
You need to modify a file.
Windows path: %HOMEDRIVE%%HOMEPATH%/Zomboid/Server/servertest_SandboxVars.lua Linux path: ~/Zomboid/Server/servertest_SandboxVars.lua "servertest" may be different if you use a custom server name. For example: myserver_SandboxVars.lua
Append this to the bottom:
iDrunk = { AllowYell = true, AllowWhisper = true, AllowFaction = false, AllowSafehouse = false, AllowAdmin = false, AllowSay = true, AllowGeneral = false, }
Supported languages
Russian [RU] English [EN]
You can also add or adjust a special dictionary for your language. You can find the instructions in the github repository. Link at the bottom of the description.
Useful links
Steam workshop GitHub Discord -
grammarsalad reacted to leon2356 in Profession Framework Mod
Just released my first full mod!
Get a job!
https://steamcommunity.com/sharedfiles/filedetails/?id=2040632854
Thanks again for making profession framework. Had a lot of fun making my mod and I made sure to credit you! If you want I can friend you on steam and credit you as a co-creator.
Now I just got to learn how to make traits.
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grammarsalad reacted to Fenris_Wolf in Profession Framework Mod
Updated github with some cool changes:
Added custom trait registration features similar to how professions are handled, including adjusting xp values, triggering of specific OnNewGame and OnGameStart events, and adding items to the players starting kit (both inventory and on floor)
Example of adding a trait that causes the player to suffer nightmares:
ProfessionFramework.addTrait('Nightmares', { name = "Nightmares", description = "Character occasionally suffers nightmares, waking from sleep in a panic", exclude = {"Desensitized"}, cost = -6, requiresSleepEnabled = true, inventory = { ["Base.PillsBeta"] = 1, ["Base.PillsSleepingTablets"] = 1, }, OnGameStart = function(trait) Events.EveryTenMinutes.Add(function() local p = getSpecificPlayer(0) if p:isAsleep() and ZombRand(100) < 2 then p:forceAwake() p:getStats():setPanic(90) end end) end })
Note: for the name and description fields, these can be basic strings or the name of a translation entry, more fields exist then what are shown in this example (see the documention comments in shared/2ProfessionFramework.lua for the ProfessionFramework.addTrait function)
Other minor changes include some built in logging functions, renaming of client/ProfessionItems.lua to client/ProfessionFrameworkClient.lua,
and moving of all profession 'special' traits (ie: brave2, lucky2) to a separate file using the new trait registration functions.
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grammarsalad reacted to Titoxic in Craft Engine Parts! [My first published mod]
I earlier already played around with modding, but this is the first one I actually released!
The idea is simple, you read a magazine and get three different recipes to craft spare engine parts for repairs.
Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2744114761
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grammarsalad reacted to Crotchfire in Either sewing needles more common or an improvised needle
In my most recent Survival game, I'd been looting for over a month and hadn't found any sewing needles. So... maybe they could be found more commonly in houses or there'd be a way to improvise one? Maybe carved out of wood, shaped from a paper clip, or somesuch? An improvised sewing needle might have drawbacks, like when sewing a patch it might give you a lower effective tailoring level.
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grammarsalad reacted to Papa Juliet Whiskey in Give utility to electronic and automate things
Zeds on a hamster wheel? Unlimited power!
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grammarsalad got a reaction from PoshRocketeer in Bravery as a Stat.
I like bravery as a stat. It makes a lot of sense and would be a fun indicator of player progress.
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grammarsalad got a reaction from Geras in Bravery as a Stat.
I like bravery as a stat. It makes a lot of sense and would be a fun indicator of player progress.
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grammarsalad reacted to crossed in Small but Important Suggestions Thread
1104 : Since there was a number of changes recently to encourage the use of flashlights, could candles be more common, too? Like, much more.. Being able to place them on tables would be a bonus.
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grammarsalad reacted to topkekm8 in Small but Important Suggestions Thread
When uninstalling parts from a car, make the part drop to the floor instead of going into the players inventory. Will make it less tedious to train mechanics, and no risk of a broken back.
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grammarsalad reacted to sprkng in Small but Important Suggestions Thread
1100. Different types of makeup allowing different patterns: Theater face paint (for clown, warrior, etc. Found in toy stores), camo face paint (found in army base and hunting stores) and makeup (smoky eyes, rosy cheeks etc.)
1101. New equipment: clown wig and clown clothes. Found in toy stores. And a rare clown zombie of course.
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grammarsalad reacted to Faalagorn in Small but Important Suggestions Thread
It was said somewhere in forums that some improvements for this are planned in a short time, so I'm sure TIS is aware, but good point
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grammarsalad reacted to Witchstone3 in Small but Important Suggestions Thread
I think there should be a way to level up tailoring that is more than just adding and removing patches from clothing in the same way that there's more than one way to level up carpentry and metalworking without nails and welding rods. Currently the advancement of tailoring is limited by the amount of thread you can find (which is in opinoin not sufficient to reach any level beyond 6-7 let alone level 10) I suggest that cutting clothes with scissors give a small amount of tailoring xp in the same way that sawing logs gives a small amount carpentry xp. Just normally ripping sheets I don't think should give tailoring xp, but because you need a tool to cut denim and leather clothes, i think it should have some small xp reward.
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grammarsalad reacted to Faalagorn in Small but Important Suggestions Thread
1118. Tree branch as a weapon (stone too while at it, see Rust, though I guess It'd need a new set of animation :/)
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grammarsalad reacted to Faalagorn in Small but Important Suggestions Thread
1113. Club Hammer, Ball-peen Hammer and Wooden Mallet should be usable for crafting
1114. Car tools should break with use eventually (same as my other tool suggestions)
1115. I suggested that for Saw before, but with animations now, both the old Saw and the new Garden Saw especially should be weapons now and so should be Mop (also suggested before)
1116. Empty Ketchup Bottle
1117. Bottle should not have caps/corks/etc. on models, as it's funny when you drink or pour them to the ground (unless you actually plan for two different models for them)
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grammarsalad reacted to sprkng in Small but Important Suggestions Thread
1112. Reduce field-of-view when wearing a helmet that covers your face. A small reduction for mc helmet and a big reduction for welding mask
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grammarsalad reacted to Faalagorn in Small but Important Suggestions Thread
1111. Toiler paper should be a real multi-tool as in real life:
a) it should be used to contain sneezing (I think some mod allows that already)
b) it should be used to dry the player
c) it should be used as a fire starter
d) potentially should also allow writing on it
e) it would be funny, but it could also be used as a really low quality bandaid
That alone would make it even more valuable than now!
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grammarsalad reacted to Faalagorn in Small but Important Suggestions Thread
1103. Cologne should be a (weak) disinfectant
1104. Comb should be required to achieve some hairstlyes
1105. Can opener should break for game balance (I know they don't break easily, but so do tools – wasn't it suggested before? I also remember suggesting hammer for the same reasn before)
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grammarsalad reacted to Geras in Small but Important Suggestions Thread
1137. The boarded up survivor homes should have extra loot in every container in the house, not just the kitchen counters.
I always found it very strange to have just the kitchen stocked up, but rest of the house was like i.e. a book, a comb, and a t-shirt.
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grammarsalad reacted to Geras in Small but Important Suggestions Thread
1139. Washing cars should prioritize using tainted water if available in inventory or bags on the player. Currently if I have a water bottle with clean water in main inventory and buckets with tainted water in backpack, the character uses clean water from the water bottle.