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  1. what about putting the grass into the composter as well(did that all the time when mowing the lawn as a kid, in the 90's)
  2. 1078 Toasters, appear on kitchen counters like microwaves, right click to use, only 3 options: "pick up", "disassemble"(for electronics xp and scrap) and "toast bread" slices(or waffles). Toasting bread slices turns it into toast a base recipe ingredient where spreads such as butter can be added(and avocado and maybe cooked eggs)
  3. Plates might be the answer to this(would function like a bowl in terms of splitting) and when (slow-moving)projectiles are implemented maybe thrown as a distraction(would be louder than a rock)
  4. also to add this to chairs, pad them, add a cushion, arm rests etc
  5. i tend to find machetes at around the 2 month mark, stuck in zombies, got 3 that way, only ever found 1 katana
  6. that's why i like to build safety flooring before i start jogging in my base, looks silly though
  7. Well you technically do have it after about 6 months or so. You gaining less panic over time almost equivalent to the trait, I am going to to (shamelessly) plug my suggestion on the topic: https://theindiestone.com/forums/index.php?/topic/26171-make-the-the-courage-mechanic-into-an-actual-skillattribute/ which would make both the mechanic more visible.
  8. 1065 more starting hats/facewear for different occupations i.e. police hat for police, balaclava for buglers, chefs hat for chefs and fast food hat for burger flipper, sweat band for fitness instructor, fisher's hat for the fisher, and surgical masks for doctor/nurse
  9. Not to be harsh, but please make sure you read this before posting: Though i do wish mini maps were on the table, or just one large map item, kinda like ark, that you draw as you explore(and maps you find autocomplete parts of it)
  10. Well i added in a clause so players could tell their allies to not be suicidal if they get one, ones with max would be far and few in between, as it should be about as hard to level as strength and fitness. and ofc it's not up for me to decide in the end, if the devs wanted to, the could make it so they still run if it's certain death
  11. Had some thoughts on how this could be applied to npc's and have update the main post to reflect that. Not sure if it could be applied to animals
  12. from this thread https://theindiestone.com/forums/index.php?/topic/192-commonly-suggested-suggestions/ ... The Big No's! These are a list of things that are either vehemently opposed by the majority of the community, confirmed "no's" by the dev team, or impossible within the game as it is. I'm going to try to make this completely unbiased, but if you disagree with anything posted feel free to mention it. The most important ones are highlighted in red. If you take nothing else from this thread, please pay attention to these. ... ... [n] An end
  13. Lets assume for bug testers sake, that you for some reason want to swap full hiking bag for an empty school bag, what would it do with the excess (the only time i see this happening is in multiplayer where you use an organised character to over fill an allies(unorganised character) bag before a long journey alone of in to the yonder)
  14. I think you misunderstand, yes the mechanic to not be scared of zombies after your character lives long enough, this is expanding it from a hidden mechanic(and arbitrary increase in it) to an actual stat that's dynamic
  15. It would also indirectly nerf the Motorbike helmet at the same time(as you can't wear eye-wear with it for some weird reason) and there are "realism" reasons why this may not go in(source: super short sighted IRL and tried other peoples glasses)
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