Jump to content

Blue001

Member
  • Posts

    5
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Blue001 got a reaction from ZombieHunter in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  2. Like
    Blue001 got a reaction from lootedspiffo in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  3. Like
    Blue001 got a reaction from ZonaryQuasar in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  4. Like
    Blue001 got a reaction from Geras in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  5. Like
    Blue001 got a reaction from grammarsalad in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  6. Like
    Blue001 reacted to CaptKaspar in Sort By Weight   
    Animations are going to have a massive impact on gameplay. 
     
    I for one am perfectly content waiting on being able to sort by weight until
    after we get the animations. 
  7. Like
    Blue001 reacted to CaptKaspar in Sort By Weight   
    Currently we can sort our inventory only by category and alphabetically (item).
     
    I suggest there be the option to sort by weight.
     
    This would expedite inventory management, possibly get the player to playing again sooner instead of doing as much inventory management, and will not effect the game play difficulty at all.
     
    I would think it would be a very simple feature to add, so I hope to see it soon!
  8. Like
    Blue001 got a reaction from grammarsalad in Allow Cleaning of Things DIRECTLY in Sink   
    For some reason you can't clean rags in the sink, you first have to fill a bottle, then use the bottle to clean the rags with that (at like 12 at a time). It's an annoying process.
    Could we please have a way to clean directly from the sink?
  9. Like
    Blue001 got a reaction from Crashdummy11880 in Allow Cleaning of Things DIRECTLY in Sink   
    For some reason you can't clean rags in the sink, you first have to fill a bottle, then use the bottle to clean the rags with that (at like 12 at a time). It's an annoying process.
    Could we please have a way to clean directly from the sink?
  10. Like
    Blue001 reacted to Trojan_Turps in Expanding the Sandbox Options   
    I like the idea of having a random apocalypse option.
     
    You choose 'Random Apocalypse'
    You choose your difficulty
    And your dropped into the game!
     
    Everything is random....
    So you don't know what your up against or what's going on.
     
    Also it would be cool if the random settings randomly changed every now and then. More randomness yay!
     
     
  11. Like
    Blue001 reacted to Batsphinx in Allow Cleaning of Things DIRECTLY in Sink   
    Is it in Wrike @Pandorea? If not we should deffo Wrike it.
  12. Like
    Blue001 got a reaction from arkonten in Crafting UI lacks global recipe search   
    It would be great also to be able to search by material used inside recipes and not just by recipe title. So if I typed in Plank, all recipes that include a plank would come up.
  13. Like
    Blue001 got a reaction from Enoahe in Crafting UI lacks global recipe search   
    It would be great also to be able to search by material used inside recipes and not just by recipe title. So if I typed in Plank, all recipes that include a plank would come up.
  14. Like
    Blue001 reacted to Crashdummy11880 in Expanding the Sandbox Options   
    Befor adding more Options to Server Files i would like to see the already existing one's be better explaint what they do exactly.
  15. Like
    Blue001 got a reaction from makkenhoff in Expanding the Sandbox Options   
    Suggestion Description : Additional Options in the Sandbox setup menu to provide more varied game-play to those who want it.
     
    Suggestion Reasoning : How you choose to play says a lot about you as a player... and then there are people who create lets plays of self made challenges.
    The best way to enhance play for everyone who uses the sandbox mode is to expand on the options available to them for more variety and interesting game-play variants.
     
    Suggested Additions Sorted By Sandbox Category Sections
     
    Population -
    Zombie Distribution should be split into the following multiple options to allow for more varied zombie spread.
    Urban - very high, high, normal, low, very low, random
    Rural - very high, high, normal, low, very low, random
    Wilderness - very high, high, normal, low, very low, random

     
    World
    Change Power and Electric Shutoff options from drop downs to text input and allow range (#-#) inputs to allow for random day ranges. So 5-10 would have water shutting off between 5 and 10 days, 0-100 could happen at any time from day 1 to day 100. And allow single number non-ranges to set an exact date for shutoffs.
     
    Nature
    Add the following weather options. Multiple weathers set to 100 percent will just have then cycle per day. Weather will still only occur in the correct season.
    Chance of Fog - 0-100
    Chance Of Rain - 0-100
    Chance of Thunderstorm - 0-100
    Chance of Snow - 0-100

    Sadistic AI Director -
    Helicopter, Meta and Sleeping Events should all add a "rare" option for in between the sometimes and never options.
     
    Loot Rarity -
    Add a new section for - 'Recipe Books' , so you can have books that teach you something be more rare, but still allow basic books that help with boredom be found commonly.
    Add new section for Tools
    Add new section for Clothes
    Add new section for Meds

    Character
    Add dropdown options for...
    Starting Hunger - Starving, Hungry, Sated, Full, Random
    Starting Thirst - Dehydrated, Parched, Sated, Hydrated, Random
    Starting Health - Almost Dead, Low, Medium, High, Full, Random
    Starting Wounds - Lots, Many, Some, A Few, None, Random
    Starting Wounds Type Allowed Checkboxes for, Bleeding, Scratched, Bandaged, Burned, Dirty Bandage
    Starting Panic - Insane, Terrified, Scared, Panicked, Fin, Random
    Starting Tiredness - Walking Dead, Extremely Tired, Tired, Drowsy, Fine, Random
    Add a Start Drunk Checkbox
    Add a Re-spawn Rules Drop down. Will contain the follow options.
    Hardcore - World is reset completely on your death. New Survivor - Re-spawn somewhere in same world as a new survivor and be able to return to your old base. Re-spawn - Player re-spawns at the last bed they slept. All of their gear is on their corpse but they retain all of their skills/recipes. Re-spawn (Penalty) - Same as re-spawn but player can not gain xp for one full game day.
     
    Zombie Lore
    Separate Cognition into multiple options.
    Zombies Open Doors (Per Zombie) - Very Rarely, Rarely, Sometimes, Always, Never
    Zombies Navigation Intelligence - Verly low, Low, Normal, High, Super Smart
    New setting for Chance of Zombies spawning in "crawler" state - Very Low, Low, Never.

    Add a "New Zombie Lore Modifiers" section. Section allowing for changes to Zombie lore based on environmental effects. These of course will not allow such settings to go over a hard cap so that even with multipliers they don't move at paces the engine can't handle, or make super hearing zombies that always know where you are, etc.

    Base Zombie Speed
    Base Zombie Sight
    Base Zombie Hearing
    Base Zombie Smell

    Night Multipliers
    Zombie Speed at Night - Multiplier
    Zombie Sight at Night - Multiplier
    Zombie Smell at Night - Multiplier
    Zombie Hearing at Night - Multiplier

    Day Multipliers
    Zombie Hearing at Day - Multiplier
    Zombie Speed at Day - Multiplier
    Zombie Smell at Day - Multiplier
    Zombie Sight at Day - Multiplier

    Weather Multipliers
    Zombie Speed in Rain - Multiplier
    Zombie Hearing in Rain - Multiplier
    Zombie Sight in Rain - Multiplier
    Zombie Smell in Rain - Multiplier

    Zombie Speed in Fog - Multiplier
    Zombie Hearing in Fog - Multiplier
    Zombie Sight in Fog - Multiplier
    Zombie Smell in Fog - Multiplier

    Zombie Speed In Thunder Storms - Multiplier
    Zombie Hearing In Thunder Storms - Multiplier
    Zombie Sight In Thunder Storms - Multiplier
    Zombie Smell In Thunder Storms - Multiplier

    Zombie Smell in Snowstorm - Multiplier
    Zombie Speed in Snowstorm - Multiplier
    Zombie Hearing in Snowstorm - Multiplier
    Zombie Sight in Snowstorm - Multiplier

    Time Passed Multipliers
    Every X Hours Passed add 0.01 to Zombie Speed Multiplier - Default 0 = off
    Subtract instead of add speed checkbox
    Every X Hours Passed to add 0.01 to Zombie Sight Multiplier - Default 0 = off
    Subtract instead of add sight checkbox
    Every X Hours Passed to add 0.01 to Zombie Hearing Multiplier - Default 0 = off
    Subtract instead of add hearing checkbox
    Every X Hours Passed add 0.01 to Zombie Smell Multiplier - Default 0 = off
    Subtract instead of add smell checkbox

    Zombie Reactions to Environment
    Zombies Find Shelter In Rain Checkbox
    Zombies Find Shelter In Sunlight Checkbox
    Zombies Find Shelter In Fog Checkbox
    Zombies Find Shelter in Snow
     
    Advanced Zombies Options
    Zombie Corpse Re-spawn Multiplier (Increases or decreases the chance of zombies to be spawned in the area based on the number of zombie corpses around. IE they are attracted to the scent of bodies.)
     
     
     
     
    So what do you think? Add your own to this thread!!!
  16. Like
    Blue001 reacted to Lightning Flash in Sandbox Options Thread   
    I was gonna make this a small suggestion, but I'd actually like to see other suggestions people might have themselves, but I'm going to post mine here as well.
     
    One thing I'd like to see is an expansion on the sandbox options. I know there are now options like being able to choose random options and such, but I'd personally like a more detailed system for the zombie lore, specifically the zombie mortality and reanimation. Right now, it stands at 0-30 seconds, 0-1 minute, 1-12 hours, 2-3 days, 1-2 weeks, or never. I'd like to see more options for it for people who might like a certain set to play with. For example, I'm playing around with the sprinters and roleplaying something like 28 Days Later, with infection mortality set to 0-30 seconds, and reanimation instant.
     
    The thing though, is that infection mortality seems to lean more towards 0 seconds, meaning the moment you are bitten or just infected in general, you instantly die. I'd like to see more emphasis in the sense that we could choose a specific setting for perhaps 10 seconds or 30 seconds. Also, it seems that reanimation seems to occur 10 seconds after death, rather than instant. Though I assume this is done so the game can properly code and render that the character is now dead and will become a zombie. Either way, it would be nice to have more options in terms of time for mortality or reanimation to take hold.
     
    Another suggestion I had is for a different type of random option for the zombie lore, where instead of it randomly choosing a single option (randomly chooses sprinters or walkers), it will create a random setting that plays out all settings and characteristics in all zombies, meaning in a single game, you will actually come across groups of zombies that will have sprinters, walkers, or joggers; some of them may have superhuman strength and are fragile, or are weak and thick-skinned. In the case of infection, it could also work in the sense that some zombies could randomly give you a "strain" of the sickness that kills you in 20 seconds and reanimates you 24 hours later, while another one gives you a "strain" that kills you 2 days later and reanimates you instantly. Creates a sense of further chaos because you're dealing with all kinds of dangers and never truly know.
  17. Like
    Blue001 reacted to arkonten in Crafting UI lacks global recipe search   
    I originally posted this and some additional ideas for improving the crafting UX on the (ignored?) Steam suggestions forum: https://steamcommunity.com/app/108600/discussions/2/1743357605563279503/
     
    tl;dr: It's hard to search for recipes, and in general to use the crafting UI to explore what is possible to craft, resulting in tons of immersion-breaking Alt+Tab to the wiki. We need a global recipe search. And ideally we should be able search among other things than just the recipe name, like components/tools, skills required, result (useful when recipe name and result differs) to be able to discover, in game, what is  possible to do.
     
    Attached you find a patch that implements global recipe search by adding an All category; just select that category and use the filter to search among all recipes.
     
    Attached you'll also find a bonus patch that binds / to focus the filter entry.
    Focus-filter-entry-keyboard-shortcut.patch
    Add-All-category-to-enable-global-recipe-search.patch
  18. Like
    Blue001 reacted to Kaleidozombie in More Flexible "Random" Options in Zombie Lore Settings   
    I would like a modification to the Random options under several of the Zombie Lore options that when selected gives you a list of available options that you can check/uncheck so it will randomize between the options that you chose. So you could then randomize between Basic Navigation and Navigation, but not Navigate + Use Doors when modifying the Cognition option. You could then also select the game to randomize between Shamblers and Fast Shamblers, but not Sprinters when selecting the Speed option. You could also then add the Random option to the Sight, Hearing, Smell and Memory options as well perhaps with the option to check/uncheck the variables that you want when randomizing.
     
    Update: It would also be nice to set the values for each option so we can make each them more common or more rare when randomizing. It could either be percentage values or point values.
     
    Shamblers 60%
    Fast Shambers 35%
    Sprinters 5%
     
    Shamblers 6
    Fast Shamblers 3
    Sprinters 1
     
    You could set the point values to be out of 10, 100 1000 or whatever, so as long as the values added up to 10, 100, 1000 or whatever it would count the values, or you could just let people add any value and determine the percentages from there.
  19. Pie
    Blue001 reacted to Maris in Cause of the death   
    This is only message that we have. Sometimes we have info about someone killed someone else (even if it is NOT the cause).
    What about "someone was killed by posion"?
    "by virus"
    "was eaten by zombies"
    "was cold to death"
    "burned"
    etc etc
  20. Like
    Blue001 reacted to Crashdummy11880 in A Saner Loot Spawn System (SRC)   
    I remeber of reading about this in a News. And i just found it.
     
    This in written down in this NEWS: https://projectzomboid.com/blog/2018/12/zedlocation/
  21. Like
    Blue001 reacted to Cyrrent Eiledoll in Workbench   
    I think an small placeble Item can be nice. Stuff like the Microwave or the Radio. A simple Item you can place on every Table or Desk so you can customize your Tables like you want.
     
    Just to show what i mean.

  22. Like
    Blue001 reacted to Burger_Time in Some medical suggestions.   
    Disclaimer — some symptoms of the injures I've suggested may be not implemented currently (Like passing out). This post can also contain some type ofof injures that have already been suggested (even if it was me ).
     
    First of all — I want to suggest some sort of rework of the Frist aid skill. Currently, first aid skill only makes healing wounds more effective and IMO is useless.
    So here's my suggestion about First aid skill — a person with low skill can misdiagnose some injures. For example — if he got a fracture, he can think that it's only a twist or something like that. But if he gets checked by a doctor, he will know exactly what injures he have.
     
    Next up — Medicine production.
     
    Besides very crude ethnoscience we should be able to produce medicine. Like, why should scientists' labor go a waste? We can use it instead!
     
    With high First aid skill, some information from the Magazines (Science and Med magazines, please?), needed resources and equipment and lots of time our characters should be able to make some Basic medication. They won't be as effective as the pills made by proffesional workers in Labs, but they sure as hell will be better than herbs.
     
    Here are a bit of examples:
     
    Penicillin — antobiotic, which can be gained from a common mold. Big amounts of Penicillin can make your character feel bad.
     
    Hydrogen Peroxide (H2O2) — can be used as an disinfectant in small amounts in solution with water. Can be obtained by hydrolysis of Ammonium Peroxydisulfate (Can be found in Medical clinics or labs. Maybe even crafted?)
     
    As for painkillers and other things like Sleeping meds, there are some things (I.e morphine which can be obtained from opium), but I'm not quite sure if they will be fitting (For opium — it's obtainable only from some plants which cannot be met in America), but there may be some alternatives I don't know anything about.
     
     
     
    So, there's a another one suggestion — we need more ways to hurt ourselves.
     
    Here's the list of injures I want to see in game:
     
    Twist — an injure that can be gained if you: Run on the stairs; Jump from not-so-high spots; getting hit; got into car crash.
    Symptoms: Moderate pain, slight damage and reduced walking/fighting abilities (Depending on what you've twisted)
    To heal you need to reduce it (Or how do it called) and rest few days. The higher your/your teammate first aid skill, the higher your chances to successfully reduce (?) Twist.
     
    So ummm. Not very painful fracture.
     
    Concussion of brain — an injure that can be gained by: Getting hit; Car accident; falling from the high spot.
    Symptoms are: short/medium pass out (Depending on the state), pain, insomnia, stress and (?) hallucinations (?)
    To diagnose it, you/your teammate need to have a 3 first aid skill or higher.
    To heal it, you need to: Rest for a week/two weeks (depending on state). Healing can be speedup by taking the right pills.
     
    Injure of the brain — more serius type of brain injure than concussion. Can be gained by: A car accident; Getting hit; falling from high spot.
     
    Symptoms are: Medium/long/Very long pass out (depending on the state) (The last state (That accompanies with very long pass out) Have a very high chance to be lethal if not treated by a professional), moderate pain, moderate/several/very several damage, nausea, insomnia, stress and (?) Hallucinations (?).
    This injure can be mistaken with a concussion of the brain. To diagnose it, you/your teammate need to have a 5th level of an first aid skill.
    To heal it, you need to rest for a few weeks/month/A LOT OF TIME, BASICALLY and take some pills.
     
    Bruise — an injure that can be gained by receiving any blunt weapon damage I.e zombie hit, slight car crash.
     
    Symptoms: none. That's a Bruise, what did you expect?
     
    You don't even need to treat it — it will go away after a few days regardless of treatment.
     
    Contusion — an injure that can be gained if something exploded near to the character. 
     
    Symtopms are: hard of hearing/Deafness, stress, insomnia.
     
    To heal it, you need to rest for Few days/Weeks depending on severity.
     
    Frostbites are skin injures, that can be caused by standing outside house at cold windy weather. Usually affects Toes, feet, fingers, hands, ears and noses.
     
    Symptoms are: insensetivity (if frostbite haven't been heated), minor pain/severe pain (depending on state and if frostbite have been heated up), reduced speed (if feet is injured), reduced fighting abilities (if hand is injured) or even (?) Immobility of injured limb (?).
     
    To heal it, you need to: bandage injured part of the body, enter any house and slowly heat up injured limb (if you heat it up fastly, you can make it even worse). When your character starts to feel pain, bandage frostbite and stay in a warm place from 5 days to 4 weeks depending on severity.  Healing can be speedup by consuming hot food (?).
    If your character got the last state and doesn't feel pain even after long attempts to heat frostbite, limb most likely needs to be AmPuTaTeD.
     
    More stages of wound infection. Usually happens when you gain scratch in dirty place. Has four stages: Slight infection, Moderate infection, severe infection and deep infection.
     
    You can prevent your character from receiving severe stages of wound infection before/when only the first stage appear by disinfecting the wound. But when you gain moderate infection, you gotta treat it more.
     
    Symptoms: sight/moderate pain, higher body temperature, wound purulence.
     
    The first stage isn't dangerous at all. You can just disinfect the wound and you should be fine. If not treated well enough, it will go to the next stage...
     
    Moderate wound infection is the thing you should really worry about. To treat it, you need to disinfect it sometimes and take antibiotics.
     
    Severe infection may be fatal because it quickly grows into Deep infection. To treat it, you need to take antibiotics, disinfect wound and rarely do blood transfusion.
     
    Deep infection. The virus going to kill you. To treat it, you need to amputate part of the body where infection appeared before it reaches main blood flow.
     
    P. S. To wound infection: slight infection won't grow into higher stages in normal conditions, so you won't be dead only because you've cut yourself when tried to climb through broken window and you don't have any disinfectants around. But if you got several unbandaged and not disinfected wounds, then sure it will grow.
     
    Really need to think about it more...
     
    Artery rupture — an injure that causes large blood lose which will kill you very quickly if you won't do anything.
     
    Appears after recieving a deep wound on a specific part (I.e neck). As I said before, it will cause a huge blood lose.
     
    First thing you need to do is apply tourniquet like belt or something like that. After that you need to stich the wound and you should be fine, however, it's highly not recommended to do any tiring activities because the stitch may break up.
     
    Eye injure is a very rare injure that will make your vision abilities worse.
     
    Has a very small chance to appear (1—5% depending on accuracy) when recieving damage on the head. Usually makes your character feel severe pain which can lead to to unconscious due to the pain shock.
     
    Has four three stages: slight temporary, severe temporary and severe permanent. Slight stage will simply make your vision a bit worse, but the severe stage will make your eye unable to see.
     
    Treatment for the temporary stages is fairly easy — you need to bandage your eye and disinfect it over time. The permanent stage is unhealable.
     
    Traumatic shock is not as much as injury or disease but a state. Depends on the severity of pain and blood loss rate, so the more character feels pain and the more blood lose rate, the higher state of shock will be.
     
    Traumatic shock have two stages: Erectile and Torpid.
     
    Erectile state happens when character feels medium/severe pain and have Medium blood loss rate. Character is more active due to Adrenaline boost (I will talk about it later), usually accompanied with screams/moans.
     
    Torpid state happens when character feels severe and higher pain and have Fast/very fast blood loss rate. If gained after the erectile state, character will slowly lose all the strength and eventually will become unconscious/unable to move. Char don't scream or do any activities, he's just lying on the ground or somewhere else.
     
    Adrenaline boost, again is nota an injure, it's a state. Usually appears when character's stressed, panicked or injured pretty badly. In this state, character will have more strength, become more active, feel less pain, hunger and fatigue. However, this state doesn't last very long, and soon adrenaline boost effect will stop, which will bring back all pain and hunger effects, give your character Fatigue boost and make your char's limbs shake.
     
    Paralysis. A very harsh injure to have. Usually appears if char experienced some things that normally would have make him dead. I.e falls from 5 story building.
     
    Symptoms: loss of control, insensitivity.
     
    Have a very high chance to appear after the Spine fracture (Everything below the fracture spot will be paralysed) and 100% after the neck fracture. Pretty much can't be healed.
     
    Internal bleeding is another pretty much dead sentence. Same as Paralisis, appears only if you will get into situation that will 100% kill you in any other conditions. Everything is simple — your character begin to lose all his blood until he dies. However, there can also be minor internal bleeding, which will disappear over time, but will make some serious damage.
     
    As I've said several times before, happens in extreme situations like car crash, falling from high place.
    Also may happen because of rib fractures.
     
     
    Stay tuned! I can add more injures in any time.
     
    You can write an injures that you want to see in game too in comments.
     
    Bye!
     
     
     
     
     
    MEDIC!!!
     
  23. Like
    Blue001 reacted to MrTrololo in Teaching   
    Something what would be useful in multiplayer games-player would be able to teach another player by performing actions near him welding,carpentry,cooking etc.
    Then that player would receive some proper XP just by watching actions(would only work if teacher is more experienced than student),also teachers would be able to teach students recipes currently unknown to them,he would have to craft item near him and repeat it certain amount of times before student finally got it(slow learner and fast learner would also affect it)it would be also the only way to teach illiterates new recipes
×
×
  • Create New...