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Bejasc

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Everything posted by Bejasc

  1. This is really handy! Thanks @Okamikurainya
  2. You might be able to define an item like a backpack, but target a different slot? Though the backpack may be hard coded with it's options 'Equip on Back' etc
  3. 1040: Books and Magazines with a different (random) number of pages. Read at the same speed as skill books (per page). The happiness and boredom buffs scale with the number of pages. A 100 page magazine might give +10 happiness, and take 10m in game to read A 200 page magazine might give +15 happiness and take 20m in game to read. Because right now, the books and magazines are very generic and 'bulk' items - this could be a fast way to spice them up a little.
  4. Looks like I didn't search hard enough. Thanks
  5. Im not understanding - I don't think any definitions would need to be changed, either, Blood+Saliva / Everyone is Infected - Currently - a scratch or a bite from a zombie, can give you the virus. Mainly, I would like the option to choose Saliva Only - so that you have to actually be bitten to contract the virus - a zombie could scratch or cut you and you would need to nurse yourself back to health. (This is not how it works currently, as scratches and cuts currently give you the virus, too) You're probably right there. (Blood + Saliva / Everyone's Infected / None / Saliva Only) - These options would be enough, as I'd think it be pretty rare someone play on Blood Only. Instead of changing the 'definition' - it may just be that it's renamed to 'Cut and Bitten; and 'Biten Only' etc
  6. I'm not sure what you mean, could you please rephrase?
  7. I think this is coming in Build 41 - link
  8. 1034: New 'Rope Ladder' item (crafted from 2x rope and 6x Sturdy Stick) - Used the same as a sheet rope (Requires 2x nails to the window). Is faster to climb, and less prone to being ripped down. 1035: Ability to use normal Rope on windows, instead of just sheet rope. Is slightly faster to climb, and less prone to being ripped down 1036: Ability to fall from rope climbing (injuring the player). Using the rope/rope ladder suggestions above, the chance is relatively high on Sheet Rope, and pretty minor on Rope Ladder.
  9. I do like this idea, that normal rope could be used, as well as Improvised Sheet Rope. Perhaps 2x rope and 6x sticks can be combined to make a Rope Ladder, too (2x nails to attach to window). With a rope ladder, you traverse faster, and have almost no risk of falling. Very low chance of being ripped down. Rope, slightly slower, a chance of falling and injuring yourself. Small chance of being ripped down Sheet rope, slower again, and higher chance of falling. High chance of being ripped down. Maybe even only 1x use
  10. I mean, you can cut a rectangle in a wooden board, technically, it becomes a door frame. To make a door, you need to drill the holes for the handle/bolt, mount brackets, install the handle, etc. So how do you attach it to the door frame? I guess this depends on the type of car. Don't forget, that this is set in 1993. I know that I've owned cars that have had different parts locked by the key, and batteries that are removed via removing screws (Usually plastic tabs/screws) with a screwdriver. There is an absolute plethora of other reasons the car may not start. No fuel, too low condition on the engine, to name a couple.
  11. It's a pretty common option that people recommend for Sandbox - disabling infection. Disabling infection means that medical supplies have more of a use - as any injury that is given by a zombie - is not as much of a death wish (as there's only a very small chance of surviving this). With infection turned off, you will need to use your first aid skill and medical supplies to nurse these injuries back to health. For this reason, I personally like to play with Infection turned off. There are two other options to select from currently. 'Everyones Infected' and 'Blood+Saliva Only' In the context of a SP play, or a MP play without PVP (which are the two ways I play) - These options are effectively the same. Any Zombie injury will likely kill you. Everyone's infected just means that if you die, even without zombie contact, you will reanimate as a zombie. What I would like to see is something between the current options, and infection disabled. Blood+Saliva is already two options combined. I would love to be able to play with only 'Saliva' as an option - so that zombie injuries such as scratches or cuts, still can be nursed back to health, but if you are unlucky enough to be bitten - this is likely to kill you. It would be great to see the infection options as - Everyone's Infected - Blood+Saliva - Blood Only - Saliva Only - Disabled What would be even better, is the ability to also customize the infection chance as a sandbox setting. There's always debate on the chance that a bite or scratch will give you the virus. Making this a sandbox setting that can be customized, would allow people to tailor it how they would like - as they can with many other settings.
  12. Bejasc

    Reloaded

    Really liking the proposed inventory changes! This is a very similar approach to what I've done in personal game-dev projects - a sort of cross between what PZ currently has, and what DayZ uses (Tetris style).
  13. This is such an awesome way to summarise all of the happenings in the PZ world. I actually had no idea the other 5 existed! The weekly updates are great, but I'd have no problems with a chunkier, substantial news post (such as this) each month. Are there any plans to do this eventually? Very excited for build 41 - and especially the modding possibilities that will come with it!
  14. Sounds like it has, in some capacity?
  15. Bejasc

    ZedLocation

    I'm sure I've seen TIS mention that special zombies spawn in special zones. Ie, you wouldn't find a fireman spawning on a farm, and you'd be more likely to have police officers inside a police station, etc. They already control that kind of thing with the vehicle spawn zones. I imagine there will be a similar level of control for zed spawns.
  16. That was a nice surprise. I myself have just had difficulty balancing the spawn. I wouldn't mind seeing the spawn map of something like New Denver, or other popular map mod with 'balanced' / vanilla feeling zombie spawns, so I can familiarize myself with what sort of white/black levels to use for a desired effect. It's unclear to me if a purely white section will spawn full of zombies, etc. By the sounds of it, even after figuring that out, this could make it just that little more frustrating to truly control the spawn rates.
  17. Hey Hilrof, do you have Discord? I'm Aus based and would be very interested in sorting something out! Bejasc#7140
  18. Bejasc

    ZedLocation

    I also would love to help, where I can. I've poked around myself in some of the spawn code, for when I created some of my mods (Simple Food, in particular). It will be interesting to see what is possible, and what might change (and how to adapt and best use that change) with regards to container loot. Looks like some exciting progress! Particularly love the sims-cutaway and the variations in the uniforms! I have a couple of questions re the new animation / layering system. - When encountering a zombie that is in police uniform - I assume the uniform can be taken off and worn yourself? - We've seen in earlier 'doids a blood/gore layering effect/ability on character models. Assuming the above is true, if there is a blood splat on clothes you take off a corpse, will that same splat appear on you (or until it is washed)? - For this I would assume no, based on performance/memory reasons. It would be nice to see some mechanic introduced that could potentially (based on chance and other moodles) make the player sick, when wearing dirty or bloody clothes. This might be worth a post in suggestions, but there's currently no incentive (that I'm aware of) for washing your clothes once they become dirty. Dirty clothes making you unhappy, bloody clothes making you sick, dirty shoes giving you a new injury for 'blisters' or similar. All over extended wear-time, and chance based of course.
  19. I like the concept, but to a certain extent, this already happens naturally. There are just mechanics to counter the difficulty (which there always should be a way to overcome the difficulty. Power / Water cutting out -> (No lights, can't refrigerate, cant hydrate) Gas running out (Can't power things, need gas cans) Erosion (Less fresh food, need to farm) Zombie Population (Depending on settings, zombie pop will build as time goes on. With zombie respawn enabled, this can contribute heavily) All of those things (plus more that I'm sure I haven't mentioned sort of run off of each other. Power and Gas running out in particular, is closely linked, especially if you're an experienced player. There are lots of smaller things that would make it challenging, like - Limited gas reserves at gas stations. A finite number that won't allow anything beyond a few hundred litres. Right now it seems pretty much infinite - More extreme weather events. If zombies reacted to these (like the old Fear The Rain mod) this could increase the threat level significantly. Especially if things like extreme heat could cause fires - Higher chance of random health events like catching a cold or becoming nauseated by food. - More random health events. Maybe you miss and bang your hand with a hammer, or cut yourself opening a can, or burn your mouth eating food that's too hot, or get a headache etc. - Having allergies to certain foods, and having to avoid them - Higher chance of infection being around dead zombies Lots of these could turn on / build up over time. Gas would do that naturally, as it is used. Weather would make sense to dial up over time. Health events could become more prominent as time goes on (but still be reduced by one of the skills, perhaps). Infection becomes a problem the more zombies there are, which obviously builds as time goes on. I think having raiders target the player when stockpiles are high is a fantastic idea, but that would need to wait for NPCs. The above, I believe, wouldn't be that hard to implement, in fact, most of it could be modded in. I think everything in that list is quite achievable, even with what we have now, and will significantly add to the atmosphere and challenge the game offers.
  20. Treasure -> Chest (e, s) Treasure > Gold
  21. Bejasc

    Hydrocraft Mod

    Interesting. Might be some other mod I have that causes the same issue
  22. Bejasc

    Hydrocraft Mod

    Are you sure this is Hydrocraft? I play without Hydrocraft - and I've always experienced the game UI like this - I thought it was just how it worked
  23. There aren't any that I know of. I know Snake makes a lot of custom tiles for most of his map mods, so things look 'different' than normal. Most custom maps can be found on the Steam Workshop, it's as easy as subscribing to them and enabling them in game. If you can't access the workshop, you're limited to what you can find here on the forums, or hosted on Snakes blog. If you install them in this way, you'll have to read the install instructions, I've never done it, but I assume you'd put it in your /zomboid/mods folder
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