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Darkmark8910

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  1. Like
    Darkmark8910 got a reaction from Yannerrins in New Map Location Suggestions for further map expansions   
    FOLLOW-UP: I've confirmed all of these locations were in the real 1993 Louisville - West Point - Valley Station area except the fireworks store. In a separate post I'll have more generic buildings. 

    1) The National Weather Service office of far southern suburban Louisville. Its Doppler radar was installed in early 1994 between West Point & Fort Knox. Images of the older radar office + the machinery is here: Radar History at Louisville (weather.gov) In 1993 the office was in southern suburban Louisville, Jefferson County, per April 16, 1998 Poster (weather.gov) - it's just off the highway near where you'd see offramp highway gas stations and basic stores, so it feels more like a rural town than suburban Louisville. 
        - this website includes lots of old posters which you can freely use in PZ; just ask them. 
     
    2) GE Appliance Park, in southeastern suburban Louisville. General Electric's Appliance Park in Louisville, KY (Google Maps) (virtualglobetrotting.com) Appliance Park Map.pdf (geappliances.com) It's a vast campus. Half a dozen of the buildings are for production, and the largest is a massive warehouse. It began construction in the 50s and was finished by the 50s or 60s. These factory floors are for making washing machines, dryers, fridges, microwaves, and so forth - so it'd be near-useless to a survivor too, except for scrapping the production lines for goods. You could also use the name of the wholesale kitchen seller already existing in the game's downtown Louisville. 
     
    3) The Sheraton Hotel, today known as the Seelbach Hotel. Seelbach Hotel - Wikipedia This luxury hotel is mentioned by name in the Great Gatsby, and Al Capone used one of its back rooms for his dealings, as he had a secret escape door installed in that back room. Numerous secret tunnels and escape routes exist in this hotel. The hotel's been in three movies: The Hustler (1961), The Insider (1999) and The Great Gatsby (2013). The Seelbach Hilton Louisville, KY This link has 3D virtual tours of some of the rooms & meeting rooms in the building: 3D Room & Floor Plans - The Seelbach Hilton Note this hotel is VERY distinct from the already-existing hotel downtown, as this one is truly luxurious. 
     
    4) Any of these plaques and/or locations, all found here: https://www.hmdb.org/results.asp?HistMark=Y&WarMem=Y&FilterNOT=&FilterTown=&FilterCounty=jefferson&FilterState=ky&FilterZip=&FilterCountry=&FilterCategory=0&SeriesID=249&Search=Series 
     
    5) Phantom Fireworks, in a small town east of Valley Station: Phantom of Louisville South | Phantom Fireworks Numerous photos of the interior are on its website and Yelp Photos for Phantom Fireworks of Louisville - South - Yelp . It just sells lots, and lots, of things that go boom. Given that the soft start date of the Event is July 9th, there'd likely be 4th of July clearance sales of red, white, & blue fireworks on the 9th. 
     
     
     
  2. Spiffo
    Darkmark8910 reacted to Tails in New Map Location Suggestions for further map expansions   
    maybe a ford assembly plant in Louisville , KY since that place is where the ford Explorer was made during the  early 90's maybe could see some brand new Ford SUV that came off the assembly plant since in PZ we have the Franklin All terrain.
     
    Also would be a good place for some car parts for your heavy duty class vehicles.
  3. Like
    Darkmark8910 got a reaction from Bullet_Magnate in Request: make climbing sheetropes way harder   
    Devs,
     
    Climbing a rope is not easy. It's basically doing pullups on a bar, nonstop, from one end of the rope to the other. The more on your back (looking at you, backpacks with 20 lbs of stuff) and the more in your hands (looking at you, person climbing up a sheetrope with a generator in your hands), the harder it is to climb. It is *exhausting* to climb up a rope, let alone without gloves, on a sketchy rope made of sheets, with a stuffed backpack, at night under pressure from zombies who may be attacking the improvised, thin rope. Rope-climbing is an extremely athletic activity that even regular gymgoers and joggers will struggle with, as it's entirely upper body strength. 
     
    The Long Dark simulates this nicely. 
     
    PZ isn't The Long Dark. That said, we can borrow a few things from The Long Dark for PZ's ropeclimbing mechanics. Ideas include:
     
    Strength stat impacts how much exertion you'll use in total to climb the rope. The higher your (upper body) strength, the less exhausted you'll be once you're done.  Overall weight (body weight + inventory weight) impacts how much exertion you'll use. People who weigh 200 pounds need twice as much strength to pull themselves up as people who weigh 100 pounds.  Give it a decent chance of hand injury, reduced by gloves... Holding on for dear life to a rope 5 stories up requires a very, very firm grip and sometimes resting one's feet against the outer wall. Imagine for a moment trying to play Tug-of-War without gloves and without being able to let go for a solid minute - your hands would get bloody from the rope chafing against your skin. From Comments: Climbing down a single use sheetrope to escape a desperate situation is plausible [for Commentor], but ascending a sheet rope would be pretty challenging beyond a meter or so.  Trying to climb up one that is flat against a wall, of poor quality materials with dubious anchor points would normally be almost certain injury or death.   
    And for zombie behavior:
     
    Make zombies not just attack the bottom of the rope, but also the top and middle. Make zombies falling out a window you're climbing up to / down from cause serious damage if not make the player fall early.  Give deployed sheet ropes a durability. Over time, they'd get soaked in storms, eaten up by insects, battered by passing zombies, and ripped from wind-blown debris getting caught in it. Less durable sheet ropes would be looser, and more prone to both injuries and being broken by zombies.  
    And for crafting:
     
    Make improvised sheet ropes be less durable than proper "sheet ropes" made out of industrial-grade rope. From comments: A knotted rope made of real rope is plausible for repeated use.  Not comfortable but reasonable.  This is a common design for kids to get in and out of treehouses.   Be able to "repair" sheet ropes with nails or ripped sheets, similar to weapons, where the more you repair one rope, the less effective those repairs will be.  Add mountaineer's gear as an item to improve climbing.  From Comments: The better solution is to make a rope ladder from planks/branches and rope.  Upgrade from a sheetrope to a rope ladder reduces some of the above effects.  Should take some carpentry skill to create a rope ladder along with the resouces.  These are pretty easy to climb even with a load as you can use your hands and feet pretty easily. 
     
    And for stats:
     
    Strength could impact efficiency at climbing. Nimbleness could impact how quickly the character climbs or injury chance - if you're nimble, it'll be faster to climb and less likely to cause injury.   
     
     
  4. Like
    Darkmark8910 got a reaction from getstoopid in New Map Location Suggestions for further map expansions   
    Good question regarding the first 4 and good question regarding #2 as well!

    For the brandnames & trademarks, I agree using their exact names would be problematic. The Louisville map already has a place called KnoxPack Kitchens a few blocks south of the expo center - that could be the name in lieu of GE Appliance Park. The Sheraton could be renamed after, say, a dev or an icon or a generic posh-sounding name (The Eccentric Appleton? The Formosa? The Simpsonian? Le Douglas De Hotel? The Spiffington?). The National Weather Service I -think- can be used though, along with those very old historical plaques which date from before copyright.
     
    Fireworks would be delicious. I'm so used to using Hydrocraft that I thought they were in the base game (ooops...), and I hope they make it in someday. They make brilliant sound distractions. 
     
     
    For the GE Appliance Park / KnoxPack Kitchen Emporium Park, it wouldn't be one industrial building in an industrial area. It'd be *its own fenced-in mammoth industrial area,* the size of all of West Point or larger. 

    What makes the GE Appliance Park in real life unique is its vast size. It's bigger than the Louisville airport which, fun fact, is what some former racetracks in the Louisville area were turned into. Given its sheer size, and that it's one complex of eight-ish buildings, it could make for its own adventure. We don't get colossal buildings that aren't zombie-infested nightmares, so having a few might be a nice change. 
     
    Imagine the potential of a factory building the size of the first floor of the Mall. Chances are over half the building would be one colossal room. Below is GE Appliance Park in 1963. See that line of cars? In 1972 over 20,000 people worked in the building complex - that's five times the combined population of real-life Muldraugh, West Point, and their environs. Over half that number, around 11,000, worked there in the early 90s. Imagine the below parking lot, half full, in PZ. 

    From Assembly Magazine (A Century of GE Appliance Manufacturing | 2017-03-29 | Assembly Magazine | ASSEMBLY) 
     
    It has its own police and fire departments. It has its own railway, railyard, and an official arboretum at the main entrance. It has over 45 miles of conveyer belts. In the 90s around 11,000 worked there. It's the largest private employer in Kentucky. In the 1980s they had ~200 robots on site to automate its lines, especially the dishwasher line. 
     
    Of the main buildings, each one has a specialty. One specializes in laundry washing machines, one in laundry dryer machines, one in stovetops, one in air conditioning units & water filtration systems, one in dishwashers, one in refrigerators & freezers, and so forth. There's 7 in total. 
     
    From Assembly Magazine again (A Century of GE Appliance Manufacturing | 2017-03-29 | Assembly Magazine | ASSEMBLY): 
     
     
     

     
    So just imagine a complex that huge in PZ. Tons of industrial hardware, each building similar in design yet different on the factory floor, with factory lines going all over the place. 
     
    Advantages:
     - it's fenced in
     - it's basically its own town, minus all the suburbia housing & schools
     - if you cleared one of the buildings, you could grind your electronics & metalworking easily
     
    Disadvantages:
     - it's fenced in, but the size of the railyard, so the fence may not mean much
     - since it's basically its own town, it'd have a town's amount of zombies. Imagine 1/7th of Muldraugh's population in one factory, half of that number in a single massive factory-floor room. 
     - "clearing" one of the buildings is not easy, given they're humongous; good luck barricading all the pedestrian doors, the delivery doors, the loading docks, etc. 
     - nowhere near the variety of loot you'd get in a proper town or a proper industrial area, given they're 7 buildings with 7 specialties. All those specialties involve appliances. Not much opportunity for other items like farming equipment & trapping gear & axes. Imagine 7 buildings akin to McCoy Logging Co but just metalworking & plumbing & electronics. 
  5. Like
    Darkmark8910 got a reaction from PeterRed in Request: make climbing sheetropes way harder   
    Devs,
     
    Climbing a rope is not easy. It's basically doing pullups on a bar, nonstop, from one end of the rope to the other. The more on your back (looking at you, backpacks with 20 lbs of stuff) and the more in your hands (looking at you, person climbing up a sheetrope with a generator in your hands), the harder it is to climb. It is *exhausting* to climb up a rope, let alone without gloves, on a sketchy rope made of sheets, with a stuffed backpack, at night under pressure from zombies who may be attacking the improvised, thin rope. Rope-climbing is an extremely athletic activity that even regular gymgoers and joggers will struggle with, as it's entirely upper body strength. 
     
    The Long Dark simulates this nicely. 
     
    PZ isn't The Long Dark. That said, we can borrow a few things from The Long Dark for PZ's ropeclimbing mechanics. Ideas include:
     
    Strength stat impacts how much exertion you'll use in total to climb the rope. The higher your (upper body) strength, the less exhausted you'll be once you're done.  Overall weight (body weight + inventory weight) impacts how much exertion you'll use. People who weigh 200 pounds need twice as much strength to pull themselves up as people who weigh 100 pounds.  Give it a decent chance of hand injury, reduced by gloves... Holding on for dear life to a rope 5 stories up requires a very, very firm grip and sometimes resting one's feet against the outer wall. Imagine for a moment trying to play Tug-of-War without gloves and without being able to let go for a solid minute - your hands would get bloody from the rope chafing against your skin. From Comments: Climbing down a single use sheetrope to escape a desperate situation is plausible [for Commentor], but ascending a sheet rope would be pretty challenging beyond a meter or so.  Trying to climb up one that is flat against a wall, of poor quality materials with dubious anchor points would normally be almost certain injury or death.   
    And for zombie behavior:
     
    Make zombies not just attack the bottom of the rope, but also the top and middle. Make zombies falling out a window you're climbing up to / down from cause serious damage if not make the player fall early.  Give deployed sheet ropes a durability. Over time, they'd get soaked in storms, eaten up by insects, battered by passing zombies, and ripped from wind-blown debris getting caught in it. Less durable sheet ropes would be looser, and more prone to both injuries and being broken by zombies.  
    And for crafting:
     
    Make improvised sheet ropes be less durable than proper "sheet ropes" made out of industrial-grade rope. From comments: A knotted rope made of real rope is plausible for repeated use.  Not comfortable but reasonable.  This is a common design for kids to get in and out of treehouses.   Be able to "repair" sheet ropes with nails or ripped sheets, similar to weapons, where the more you repair one rope, the less effective those repairs will be.  Add mountaineer's gear as an item to improve climbing.  From Comments: The better solution is to make a rope ladder from planks/branches and rope.  Upgrade from a sheetrope to a rope ladder reduces some of the above effects.  Should take some carpentry skill to create a rope ladder along with the resouces.  These are pretty easy to climb even with a load as you can use your hands and feet pretty easily. 
     
    And for stats:
     
    Strength could impact efficiency at climbing. Nimbleness could impact how quickly the character climbs or injury chance - if you're nimble, it'll be faster to climb and less likely to cause injury.   
     
     
  6. Like
    Darkmark8910 got a reaction from getstoopid in Request: make climbing sheetropes way harder   
    Devs,
     
    Climbing a rope is not easy. It's basically doing pullups on a bar, nonstop, from one end of the rope to the other. The more on your back (looking at you, backpacks with 20 lbs of stuff) and the more in your hands (looking at you, person climbing up a sheetrope with a generator in your hands), the harder it is to climb. It is *exhausting* to climb up a rope, let alone without gloves, on a sketchy rope made of sheets, with a stuffed backpack, at night under pressure from zombies who may be attacking the improvised, thin rope. Rope-climbing is an extremely athletic activity that even regular gymgoers and joggers will struggle with, as it's entirely upper body strength. 
     
    The Long Dark simulates this nicely. 
     
    PZ isn't The Long Dark. That said, we can borrow a few things from The Long Dark for PZ's ropeclimbing mechanics. Ideas include:
     
    Strength stat impacts how much exertion you'll use in total to climb the rope. The higher your (upper body) strength, the less exhausted you'll be once you're done.  Overall weight (body weight + inventory weight) impacts how much exertion you'll use. People who weigh 200 pounds need twice as much strength to pull themselves up as people who weigh 100 pounds.  Give it a decent chance of hand injury, reduced by gloves... Holding on for dear life to a rope 5 stories up requires a very, very firm grip and sometimes resting one's feet against the outer wall. Imagine for a moment trying to play Tug-of-War without gloves and without being able to let go for a solid minute - your hands would get bloody from the rope chafing against your skin. From Comments: Climbing down a single use sheetrope to escape a desperate situation is plausible [for Commentor], but ascending a sheet rope would be pretty challenging beyond a meter or so.  Trying to climb up one that is flat against a wall, of poor quality materials with dubious anchor points would normally be almost certain injury or death.   
    And for zombie behavior:
     
    Make zombies not just attack the bottom of the rope, but also the top and middle. Make zombies falling out a window you're climbing up to / down from cause serious damage if not make the player fall early.  Give deployed sheet ropes a durability. Over time, they'd get soaked in storms, eaten up by insects, battered by passing zombies, and ripped from wind-blown debris getting caught in it. Less durable sheet ropes would be looser, and more prone to both injuries and being broken by zombies.  
    And for crafting:
     
    Make improvised sheet ropes be less durable than proper "sheet ropes" made out of industrial-grade rope. From comments: A knotted rope made of real rope is plausible for repeated use.  Not comfortable but reasonable.  This is a common design for kids to get in and out of treehouses.   Be able to "repair" sheet ropes with nails or ripped sheets, similar to weapons, where the more you repair one rope, the less effective those repairs will be.  Add mountaineer's gear as an item to improve climbing.  From Comments: The better solution is to make a rope ladder from planks/branches and rope.  Upgrade from a sheetrope to a rope ladder reduces some of the above effects.  Should take some carpentry skill to create a rope ladder along with the resouces.  These are pretty easy to climb even with a load as you can use your hands and feet pretty easily. 
     
    And for stats:
     
    Strength could impact efficiency at climbing. Nimbleness could impact how quickly the character climbs or injury chance - if you're nimble, it'll be faster to climb and less likely to cause injury.   
     
     
  7. Like
    Darkmark8910 got a reaction from getstoopid in New Map Location Suggestions for further map expansions   
    FOLLOW-UP: I've confirmed all of these locations were in the real 1993 Louisville - West Point - Valley Station area except the fireworks store. In a separate post I'll have more generic buildings. 

    1) The National Weather Service office of far southern suburban Louisville. Its Doppler radar was installed in early 1994 between West Point & Fort Knox. Images of the older radar office + the machinery is here: Radar History at Louisville (weather.gov) In 1993 the office was in southern suburban Louisville, Jefferson County, per April 16, 1998 Poster (weather.gov) - it's just off the highway near where you'd see offramp highway gas stations and basic stores, so it feels more like a rural town than suburban Louisville. 
        - this website includes lots of old posters which you can freely use in PZ; just ask them. 
     
    2) GE Appliance Park, in southeastern suburban Louisville. General Electric's Appliance Park in Louisville, KY (Google Maps) (virtualglobetrotting.com) Appliance Park Map.pdf (geappliances.com) It's a vast campus. Half a dozen of the buildings are for production, and the largest is a massive warehouse. It began construction in the 50s and was finished by the 50s or 60s. These factory floors are for making washing machines, dryers, fridges, microwaves, and so forth - so it'd be near-useless to a survivor too, except for scrapping the production lines for goods. You could also use the name of the wholesale kitchen seller already existing in the game's downtown Louisville. 
     
    3) The Sheraton Hotel, today known as the Seelbach Hotel. Seelbach Hotel - Wikipedia This luxury hotel is mentioned by name in the Great Gatsby, and Al Capone used one of its back rooms for his dealings, as he had a secret escape door installed in that back room. Numerous secret tunnels and escape routes exist in this hotel. The hotel's been in three movies: The Hustler (1961), The Insider (1999) and The Great Gatsby (2013). The Seelbach Hilton Louisville, KY This link has 3D virtual tours of some of the rooms & meeting rooms in the building: 3D Room & Floor Plans - The Seelbach Hilton Note this hotel is VERY distinct from the already-existing hotel downtown, as this one is truly luxurious. 
     
    4) Any of these plaques and/or locations, all found here: https://www.hmdb.org/results.asp?HistMark=Y&WarMem=Y&FilterNOT=&FilterTown=&FilterCounty=jefferson&FilterState=ky&FilterZip=&FilterCountry=&FilterCategory=0&SeriesID=249&Search=Series 
     
    5) Phantom Fireworks, in a small town east of Valley Station: Phantom of Louisville South | Phantom Fireworks Numerous photos of the interior are on its website and Yelp Photos for Phantom Fireworks of Louisville - South - Yelp . It just sells lots, and lots, of things that go boom. Given that the soft start date of the Event is July 9th, there'd likely be 4th of July clearance sales of red, white, & blue fireworks on the 9th. 
     
     
     
  8. Like
    Darkmark8910 reacted to CannedRat in Request: make climbing sheetropes way harder   
    This is a good idea.  Climbing down a single use sheetrope to escape a desperate situation is plausible for me, but ascending a sheet rope would be pretty challenging beyond a meter or so.  Trying to climb up one that is flat against a wall, of poor quality materials with dubious anchor points would normally be almost certain injury or death. 
     
    A knotted rope made of real rope is plausible for repeated use.  Not comfortable but reasonable.  This is a common design for kids to get in and out of treehouses.  Not carrying anything and being fairly agile helps. But I would go up one of these like a shot if there was a zombie at the bottom.  Don't care how much was in my backpack.  My point is that its a solid and reliable rope with knots for grips. 
     
    The better solution is to make a rope ladder from planks/branches and rope.  Upgrade from a sheetrope to a rope ladder reduces some of the above effects.  Should take some carpentry skill to create a rope ladder along with the resouces.  These are pretty easy to climb even with a load as you can use your hands and feet pretty easily.  Still takes some agility but quite doable even with a loaded pack.  Need hands free though, no carrying anything or having a weapon equipped.
     
    Obligatory ladders mod... almost there.
    https://steamcommunity.com/sharedfiles/filedetails/?id=2737665235
     
  9. Like
    Darkmark8910 got a reaction from duh7 in Request: make climbing sheetropes way harder   
    Devs,
     
    Climbing a rope is not easy. It's basically doing pullups on a bar, nonstop, from one end of the rope to the other. The more on your back (looking at you, backpacks with 20 lbs of stuff) and the more in your hands (looking at you, person climbing up a sheetrope with a generator in your hands), the harder it is to climb. It is *exhausting* to climb up a rope, let alone without gloves, on a sketchy rope made of sheets, with a stuffed backpack, at night under pressure from zombies who may be attacking the improvised, thin rope. Rope-climbing is an extremely athletic activity that even regular gymgoers and joggers will struggle with, as it's entirely upper body strength. 
     
    The Long Dark simulates this nicely. 
     
    PZ isn't The Long Dark. That said, we can borrow a few things from The Long Dark for PZ's ropeclimbing mechanics. Ideas include:
     
    Strength stat impacts how much exertion you'll use in total to climb the rope. The higher your (upper body) strength, the less exhausted you'll be once you're done.  Overall weight (body weight + inventory weight) impacts how much exertion you'll use. People who weigh 200 pounds need twice as much strength to pull themselves up as people who weigh 100 pounds.  Give it a decent chance of hand injury, reduced by gloves... Holding on for dear life to a rope 5 stories up requires a very, very firm grip and sometimes resting one's feet against the outer wall. Imagine for a moment trying to play Tug-of-War without gloves and without being able to let go for a solid minute - your hands would get bloody from the rope chafing against your skin. From Comments: Climbing down a single use sheetrope to escape a desperate situation is plausible [for Commentor], but ascending a sheet rope would be pretty challenging beyond a meter or so.  Trying to climb up one that is flat against a wall, of poor quality materials with dubious anchor points would normally be almost certain injury or death.   
    And for zombie behavior:
     
    Make zombies not just attack the bottom of the rope, but also the top and middle. Make zombies falling out a window you're climbing up to / down from cause serious damage if not make the player fall early.  Give deployed sheet ropes a durability. Over time, they'd get soaked in storms, eaten up by insects, battered by passing zombies, and ripped from wind-blown debris getting caught in it. Less durable sheet ropes would be looser, and more prone to both injuries and being broken by zombies.  
    And for crafting:
     
    Make improvised sheet ropes be less durable than proper "sheet ropes" made out of industrial-grade rope. From comments: A knotted rope made of real rope is plausible for repeated use.  Not comfortable but reasonable.  This is a common design for kids to get in and out of treehouses.   Be able to "repair" sheet ropes with nails or ripped sheets, similar to weapons, where the more you repair one rope, the less effective those repairs will be.  Add mountaineer's gear as an item to improve climbing.  From Comments: The better solution is to make a rope ladder from planks/branches and rope.  Upgrade from a sheetrope to a rope ladder reduces some of the above effects.  Should take some carpentry skill to create a rope ladder along with the resouces.  These are pretty easy to climb even with a load as you can use your hands and feet pretty easily. 
     
    And for stats:
     
    Strength could impact efficiency at climbing. Nimbleness could impact how quickly the character climbs or injury chance - if you're nimble, it'll be faster to climb and less likely to cause injury.   
     
     
  10. Like
    Darkmark8910 got a reaction from duh7 in Wildlife realism   
    Pardon my resurrecting this post from the grave. 
     
    Dog & Coyote Survival: It's likely most dog breeds would fare terribly in the short-term. The more aggressive and the more friendly the dog, the less likely it'd survive. Aggressive dogs who threaten to attack humans would likely end up biting a zombie - this would probably not end well for the dog. Friendly animals that run up to their zombified owners or flee to the nearest uninfected human and bark in alarm would also not fare well. So any remaining dogs would be cowardly and skittish, not to mention traumatized. Chances are there wouldn't be many hunting dogs left as they're more aggressive & more friendly. Dogs would likely be scavengers at first, eating off food scraps, which could also cause problems - that dead zombie isn't good eating, Fido! Maybe their noses would keep them away? 
     
    Long-term, dogs would become much more like coyotes than like the "family dog" or "hunting dog" or "attack dog" we think of - chances are they'd interbreed with coyotes so that within a few generations, coyotes start to have different colored coats. Small dogs would be especially troubled - bulldogs can't even give birth without veterinary assistance. Coyotes, unlike dogs, would be perfectly-fine in the apocalypse, so their numbers would be much more equal. You could *schmaybe* train a coyote-dog like a normal dog. I don't know though, I'm no dog expert. 
     
    Cat Survival: Cats would fare extremely well at first and long-term. Cats are not known for walking up to their owners and not known for attacking humans, while also typically being adapted to the outdoors. Hundreds of cats survived for *years* in Aleppo, Syria, years after the bombs dropped & most everyone left. They'd need to hunt for themselves long-term, but they could do so. Cats can and will scavenge off dead creatures as well as hunt for small mammals & birds. Their problem may be more about their medium-term food supply - if they went after a rat that had eaten off a zombie, that wouldn't be great for that cat, same as it wouldn't be great for a dog or coyote. 
     
    Long-term, the huge increase in foliage and huge decrease in commercial pest-killers would make a lot more small animals breed in droves, which would help cats immensely. Cats are the only animal to have self-domesticated, so they'd also probably continue being almost the exact same as they are now, except they'd all be outdoor cats and would probably like hanging indoors near the fireplace more in winter with humans. 
  11. Like
    Darkmark8910 got a reaction from Bullet_Magnate in Wildlife realism   
    Pardon my resurrecting this post from the grave. 
     
    Dog & Coyote Survival: It's likely most dog breeds would fare terribly in the short-term. The more aggressive and the more friendly the dog, the less likely it'd survive. Aggressive dogs who threaten to attack humans would likely end up biting a zombie - this would probably not end well for the dog. Friendly animals that run up to their zombified owners or flee to the nearest uninfected human and bark in alarm would also not fare well. So any remaining dogs would be cowardly and skittish, not to mention traumatized. Chances are there wouldn't be many hunting dogs left as they're more aggressive & more friendly. Dogs would likely be scavengers at first, eating off food scraps, which could also cause problems - that dead zombie isn't good eating, Fido! Maybe their noses would keep them away? 
     
    Long-term, dogs would become much more like coyotes than like the "family dog" or "hunting dog" or "attack dog" we think of - chances are they'd interbreed with coyotes so that within a few generations, coyotes start to have different colored coats. Small dogs would be especially troubled - bulldogs can't even give birth without veterinary assistance. Coyotes, unlike dogs, would be perfectly-fine in the apocalypse, so their numbers would be much more equal. You could *schmaybe* train a coyote-dog like a normal dog. I don't know though, I'm no dog expert. 
     
    Cat Survival: Cats would fare extremely well at first and long-term. Cats are not known for walking up to their owners and not known for attacking humans, while also typically being adapted to the outdoors. Hundreds of cats survived for *years* in Aleppo, Syria, years after the bombs dropped & most everyone left. They'd need to hunt for themselves long-term, but they could do so. Cats can and will scavenge off dead creatures as well as hunt for small mammals & birds. Their problem may be more about their medium-term food supply - if they went after a rat that had eaten off a zombie, that wouldn't be great for that cat, same as it wouldn't be great for a dog or coyote. 
     
    Long-term, the huge increase in foliage and huge decrease in commercial pest-killers would make a lot more small animals breed in droves, which would help cats immensely. Cats are the only animal to have self-domesticated, so they'd also probably continue being almost the exact same as they are now, except they'd all be outdoor cats and would probably like hanging indoors near the fireplace more in winter with humans. 
  12. Like
    Darkmark8910 got a reaction from getstoopid in Wildlife realism   
    Pardon my resurrecting this post from the grave. 
     
    Dog & Coyote Survival: It's likely most dog breeds would fare terribly in the short-term. The more aggressive and the more friendly the dog, the less likely it'd survive. Aggressive dogs who threaten to attack humans would likely end up biting a zombie - this would probably not end well for the dog. Friendly animals that run up to their zombified owners or flee to the nearest uninfected human and bark in alarm would also not fare well. So any remaining dogs would be cowardly and skittish, not to mention traumatized. Chances are there wouldn't be many hunting dogs left as they're more aggressive & more friendly. Dogs would likely be scavengers at first, eating off food scraps, which could also cause problems - that dead zombie isn't good eating, Fido! Maybe their noses would keep them away? 
     
    Long-term, dogs would become much more like coyotes than like the "family dog" or "hunting dog" or "attack dog" we think of - chances are they'd interbreed with coyotes so that within a few generations, coyotes start to have different colored coats. Small dogs would be especially troubled - bulldogs can't even give birth without veterinary assistance. Coyotes, unlike dogs, would be perfectly-fine in the apocalypse, so their numbers would be much more equal. You could *schmaybe* train a coyote-dog like a normal dog. I don't know though, I'm no dog expert. 
     
    Cat Survival: Cats would fare extremely well at first and long-term. Cats are not known for walking up to their owners and not known for attacking humans, while also typically being adapted to the outdoors. Hundreds of cats survived for *years* in Aleppo, Syria, years after the bombs dropped & most everyone left. They'd need to hunt for themselves long-term, but they could do so. Cats can and will scavenge off dead creatures as well as hunt for small mammals & birds. Their problem may be more about their medium-term food supply - if they went after a rat that had eaten off a zombie, that wouldn't be great for that cat, same as it wouldn't be great for a dog or coyote. 
     
    Long-term, the huge increase in foliage and huge decrease in commercial pest-killers would make a lot more small animals breed in droves, which would help cats immensely. Cats are the only animal to have self-domesticated, so they'd also probably continue being almost the exact same as they are now, except they'd all be outdoor cats and would probably like hanging indoors near the fireplace more in winter with humans. 
  13. Spiffo
    Darkmark8910 reacted to Random Weirdo in Sleeping with Plushes   
    ( ENG ) 🇺🇸
    You can sleep with Most of the Plushes
    It will have different results :
    - Decreasing Depression
    - Decreasing Boredom
    - Decreasing Stress
    But they might get :
    Bloody \ Soggy \ Dirty - For wearing Bloody \ Soggy \ Dirty clothes 
    Burn
    Or simply break from using too much \ being used Bloody \ Soggy \ Dirty

    I want this to be in the game because toys Currently Has no use
    they only take space
    (and i would like to have my character to sleep with cute Spiffo plush)


    ( RUS ) 🇷🇺
    Возможность спать с многими плюшевыми игрушками
    Это даст разные Эффекты : 
    - Понижение Депрессии
    - Понижение Скуки 
    - Понижение Стресса
    Но они могут стать :
    Кровавыми \ Мокрыми \ Грязными - За ношение Кровавой \ Мокрой \ Грязной одежды
    Сгореть
    Или просто сломаться  от частого использования Кровавым \ Мокрым \ Грязным

    Я хочу что-бы это добавили в игру потому-что у игрушек сейчас нет применения
    Они просто занимают место
    (И я-бы хотел , что-бы мой персонаж спал с милым плюшевым Spiffo)
  14. Spiffo
    Darkmark8910 reacted to @SpiffoTheRacoon in Sleeping with Plushes   
    I am a cute Spiffo. XD (En) | Yo soy un lindo Spiffo. XD (Sp)
  15. Like
    Darkmark8910 reacted to gamatos in Generator/Electricity suggestion   
    On the other hand, this would just add more busywork and micromanagement that isn't really fun for everybody.
    So my addition would be, if your suggestion does get implemented, that at least there is an "AUTO" switch position (that keeps the current generator behavior) or a related setting at the game's options.
  16. Like
    Darkmark8910 got a reaction from Noelpac in Magical Lunchboxes & Rats - use the old Magical Lunchbox code to bring us non-rotting rats   
    Devs,
     
    So with those "magical lunchboxes" that, no matter when you found them in the timeline, would have fresh sandwiches? This was a bug that was fixed, buuuuuut, maybe we could utilize that former bug to make dead mice & rats not always be rotten beyond day 7 or so? 

    Pure food for thought. And food for my starving PZ character who is eyeing rats.... Perhaps it'd be plausible if we revived the magical lunchbox code for rats? 

    Example: have rats spawn in garbage bags, and have garbage bags use the old Magical Lunchbox code. Or have a container found in cabinets called a Straw Nest. In the Straw Nest, spawn in rats/mice. 
     
    - a fan
     
     
  17. penisham
    Darkmark8910 got a reaction from malkavian407 in Magical Lunchboxes & Rats - use the old Magical Lunchbox code to bring us non-rotting rats   
    Devs,
     
    So with those "magical lunchboxes" that, no matter when you found them in the timeline, would have fresh sandwiches? This was a bug that was fixed, buuuuuut, maybe we could utilize that former bug to make dead mice & rats not always be rotten beyond day 7 or so? 

    Pure food for thought. And food for my starving PZ character who is eyeing rats.... Perhaps it'd be plausible if we revived the magical lunchbox code for rats? 

    Example: have rats spawn in garbage bags, and have garbage bags use the old Magical Lunchbox code. Or have a container found in cabinets called a Straw Nest. In the Straw Nest, spawn in rats/mice. 
     
    - a fan
     
     
  18. Like
    Darkmark8910 got a reaction from Pandorea in Magical Lunchboxes & Rats - use the old Magical Lunchbox code to bring us non-rotting rats   
    Devs,
     
    So with those "magical lunchboxes" that, no matter when you found them in the timeline, would have fresh sandwiches? This was a bug that was fixed, buuuuuut, maybe we could utilize that former bug to make dead mice & rats not always be rotten beyond day 7 or so? 

    Pure food for thought. And food for my starving PZ character who is eyeing rats.... Perhaps it'd be plausible if we revived the magical lunchbox code for rats? 

    Example: have rats spawn in garbage bags, and have garbage bags use the old Magical Lunchbox code. Or have a container found in cabinets called a Straw Nest. In the Straw Nest, spawn in rats/mice. 
     
    - a fan
     
     
  19. Like
    Darkmark8910 got a reaction from grammarsalad in Louisville QoL For Devs: Kentucky Historical Locations!   
    Devs,
     
    1.
     
    I noticed that the Kentucky History Museum is on Google Street View, so you can view all of the (public) interior sections online. It looks like there's tons of neat stuff you could add into the building! Perhaps it'd make good inspiration? 

    https://www.google.com/maps/@38.1989497,-84.8746117,3a,75y,339.18h,88.59t/data=!3m8!1e1!3m6!1sAF1QipMgEiUQVD2JdjX0D2P3EQhMGkukNcyBq_0XLAli!2e10!3e11!6shttps:%2F%2Flh5.googleusercontent.com%2Fp%2FAF1QipMgEiUQVD2JdjX0D2P3EQhMGkukNcyBq_0XLAli%3Dw203-h100-k-no-pi-0.21035251-ya62.306892-ro-0.6750908-fo100!7i7776!8i3888?hl=en

    A lot of the artifacts on display might also, oddly-enough, be useful in a very long-term zompoc situation... I was seriously eyeing that antique cotton loom in the company store exhibit....

    2.
     
    Two blocks away, someone also put the Old State Capital Building on Google Street View too. This building is REALLY cool! https://www.google.com/maps/@38.2002913,-84.876556,3a,75y,90h,90t/data=!3m8!1e1!3m6!1sAF1QipP8I_5MHRmjhcdIgShIIw291wLCjDYk7bej9iV3!2e10!3e11!6shttps:%2F%2Flh5.googleusercontent.com%2Fp%2FAF1QipP8I_5MHRmjhcdIgShIIw291wLCjDYk7bej9iV3%3Dw203-h100-k-no-pi-0.04138735-ya48.35641-ro-0.7058901-fo100!7i7776!8i3888?hl=en

    The Old State Capital does have BAMF paintings tho... and one of the street view photos includes an antique wood stove... so perhaps I'm partial to having a wood stove downtown. 

    3. 
     
    The Buffalo Trace Distillery is also on Google Maps as well as on its own website. It's a very old distillery; the original distillery was built during the American Revolution.

    The grounds contain the original home of a Colonel, whose home was built in 1934 from stone. The bonatical garden renovations are unfortunately very recent and not in the PZ timeline, but the house has been there, along with the buildings.
     
    See https://www.buffalotracedistillery.com/# and also see https://www.google.com/maps/@38.2168486,-84.8701619,3a,75y,272.3h,75.22t/data=!3m8!1e1!3m6!1sAF1QipOP0WinVhHFixagOld8hPLLeAlBaKt1H3Jy5jqg!2e10!3e11!6shttps:%2F%2Flh5.googleusercontent.com%2Fp%2FAF1QipOP0WinVhHFixagOld8hPLLeAlBaKt1H3Jy5jqg%3Dw203-h100-k-no-pi4.071016-ya185.85037-ro0.4857074-fo100!7i5376!8i2688?hl=en

    P.S. You can use the X's on the street view map to navigate, or the minimap at the bottom-left. 
  20. Like
    Darkmark8910 got a reaction from Legoland99 in Small but Important Suggestions Thread   
    Jog as a Toggle, not a Hold-Down
     
    Please, please strongly consider making jog a toggle. Not just sprint, but also jog. If you're playing on a keyboard with mouse, it's nearly impossible to hold down a key while trying to move. Worse, due to the awkwardness of the fingers, it's hard to make tight movements - which is vital in the new build with the added zombie difficulty, and likely important if you're jogging! 

    Are others experiencing this issue? I don't think I have fat fingers or any such, and I type quite quickly. But trying to find a key that I can hold while also using WASD for movement is... well, I have been tinkering with it to no avail. 
  21. Spiffo
    Darkmark8910 got a reaction from grammarsalad in Medium Suggestion: Distillery System   
    Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration.  Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). 

    So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! 

    Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this:

    1. Build a rain barrel. 
    2. Put milled (IE processed) grains into it; using corn would work
    3. Put hot water in the barrel
    4. Put yeast (yes, cooking yeast) into it
    5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer!
    6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill.  Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 
    7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 
    8. Let it age if you're inclined. Congrats, you made better whisky! 

    In-game reasons for this:
     
    Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage  A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity   
    Downsides: 
     
    If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose  
    Anybody in this forum made their own liquor before? What may I be missing? 

    P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes....

    Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html 
     
  22. Spiffo
    Darkmark8910 got a reaction from Hilrof in Medium Suggestion: Distillery System   
    Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration.  Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). 

    So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! 

    Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this:

    1. Build a rain barrel. 
    2. Put milled (IE processed) grains into it; using corn would work
    3. Put hot water in the barrel
    4. Put yeast (yes, cooking yeast) into it
    5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer!
    6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill.  Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 
    7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 
    8. Let it age if you're inclined. Congrats, you made better whisky! 

    In-game reasons for this:
     
    Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage  A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity   
    Downsides: 
     
    If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose  
    Anybody in this forum made their own liquor before? What may I be missing? 

    P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes....

    Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html 
     
  23. Like
    Darkmark8910 got a reaction from ZonaryQuasar in Medium Suggestion: Distillery System   
    Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration.  Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). 

    So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! 

    Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this:

    1. Build a rain barrel. 
    2. Put milled (IE processed) grains into it; using corn would work
    3. Put hot water in the barrel
    4. Put yeast (yes, cooking yeast) into it
    5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer!
    6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill.  Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 
    7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 
    8. Let it age if you're inclined. Congrats, you made better whisky! 

    In-game reasons for this:
     
    Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage  A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity   
    Downsides: 
     
    If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose  
    Anybody in this forum made their own liquor before? What may I be missing? 

    P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes....

    Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html 
     
  24. Like
    Darkmark8910 got a reaction from Okamikurainya in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    As the title says, some sort of demarcation of an upcoming 90 degree turn on highways and rural roads would be amazing. 

    A simple solution would be to remove the lane dividers as players approach the turn, then have an arrow warning on the pavement.

    Bonus danger b/c the arrows wouldn't be visible in the dead of winter! 
  25. Like
    Darkmark8910 got a reaction from Geras in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    That makes sense @RingoD123! Perhaps putting the arrows a bit further back than 10 tiles? That seems somewhat soon... I suppose you guys will find out once you test out how quick you can react to the arrow based on how far it is! Or making it so the lane markers on the roads turn from a single dashed yellow (which in the US indicate "you can pass") to a double solid yellow earlier than the turn arrow? Double solid yellow lines prohibit passing, usually b/c you're approaching a sharp turn, an intersection, or a hill that'd block your vision of the other lane. 
     
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