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keithkay

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  1. Like
    keithkay reacted to psykikk in new ways to generate Power: wind and battery banks   
    Hey,
    I know there are parts of this in hydrocraft; but I personally think HC is way too convoluted and unneccesarily complex. 
    which is great for loads of people, just not for me and I guess I am not the only one. 

    si what about an additional way to provide power for our bases.
    the main idea being battery banks. it would allow us to combine car batteries (with a max limit of maybe 5-6 batteries) into on big battery assembly that stores energy and can sustain a base like a generator does. difference being no gas is used up but the actual energy itself. 
    to be able to build this you would need to maybe read a book and have electricity skill level of 4-6 to make it harder to achieve. 
     
    I could mod the recipe to build such a thing myself, but that would be it and there´s plenty of stuff missing then.
    so the battery bank would be a new tile / item. 
    it would check if connected to a grid and if power is provided. if so, it would charge at a certain rate. 
    if connected to grid but no poqwer available, it would decharge. bonus would be adjustable decharge rate dependiong on how many appliancer are connected. 
     
    additionally ; I would love to see a wind-turbine. being able to provide power like a generator, but with a weaker output. so that we would need like maybe 2-5 turbines to fully charge the largest battery bank in a day. 
     
    you would need to have carpentry, metalworking and electricity skill to be able to build this as it combines several skills. 
    and small sheets, planks, electical wires, parts..  

    sooo...
    would this be possible at all ? 
    would anyone be willing to try to do this ? 

    thanks in advance
     
  2. Like
    keithkay reacted to Mustang in UI Overhaul Suggestion.   
    Hello , so i was thinking of suggesting an UI overhaul to make it way easier to navigate through inventory.
    (i love PZ) and i want it to be even better.
    (Current inventory seems so old and outdated since it was created almost 10 years ago , and imho it could use some upgrade)
    So here are some of my suggestions for this idea.

    Also sorry for my poor english.

    1. Overhaul of Character Cloth slots and Armor/Weapon Slots.
    (this is just a image reference and could be done much better)
    Pluses of such new inventory could allow players to easy understand what slots for cloth and gear is open.
    Few things that can be added to this
    - When hovering over one of cloth cell , open more cells to choose what slot to use (for example if we want a tie so we can attach it to middle cell)
    - Adding name plates to cell items
    - Adding option to rag the items from this screen
    - We can also see our character in the left which is a bonus too.
    - Adding slots for belts (i forgot to add one)
    - Adding sub slots for other miscellaneous items



    2. Grid Inventory , instead of a list one we have now. (Grid would make a great adition since its used now in almost every game as an inventory management style.
    (the picture is just a reference, and could be done much better - adding more natural colors , names to the item cell , adding durability indicator especialy for armor , and other)
    The pluses of such system
    Easy naviagtion. Sorting items (selecting item type in the left side of the scroll bar). Rotating items , organizing inventory will also play a role now , since players will have to organize their inventory in order to carry more.  Also there could be introduced a new system for bags and backpacks (actually for any container type item that) - so if a container gets damaged then less weight it can carry and some cells would go red making them unable to use until the container is repaired. This new overhaul could also add a new put items in container that is in the backpack for example , if we want to put medicaments in our first aid kit , we could just open the kit in our inventory and put it there , which is much more easier to do then now. Scrolling down-up via scroll bar in the right. Fast understanding what type of item we have by seeing the color of item . Adding Items durability indicator (i didn't do it in this screen , but as an idea we could have a durabiltiy indicator for Military Gear. Same system could be used when searching for something , when the search is starting , showing a grid and items slowly appearing with a loading bar and also with an understanding if there are loot in loading cells).


    3. Backpack and Containers Inside the inventory
    This is a backpack in inventory (means its not equiped by player at the moment , so the one equiped by player can be either an option to select in the scroll bar in the right side or in player Gear inventory that i showed above) While in inventory backpacks would take less space then they can actually provide (an image example bellow) We can also see the name of the backpack.
    Backack in inventory (not opened)


    Backack in inventory (opened)
    When opened we can see thta backpack is offering more slots then its occuping in the inventory.  Also the color of opened item would change to let the player see clearly what item he opened. ( also would be nice to open 2 backpacks at the same time in our inventory to move items from 1 container to another) Another cool system would be to just drag items from inventory or other containers right into back pack that is in our inventory.


    Containers in inventory
    Here is an example of a container which also grants a bit more space when opened) An eample of a item rotation inside the inventory (rotation can be done for example by selecting item and pressing R)
  3. Like
    keithkay reacted to TehaGP in Rear Vulnerability for Zeds   
    Just like when the Zeds get behind you and drag to the ground, they should also have a rear vulnerability (other then the insta stab with the knifes)
    When behind a Zed and unnoticed, if you press and push him with your bare hands (Pressing SPACE or CLICKING ) he should insta fell directely to the ground

    Suggested by Arkhnen: Attacking a unaware zombie with a blunt weapon should also make him fell to the ground
  4. Like
    keithkay reacted to blindcoder in Mod Release Notes - Mod to show release notes for mods (v0.1.0)   
    A simple mod that displays release notes for mods supporting this.
    On startup, the mod checks if any mods have updated versions with release notes, and displays a popup displaying them. Requires support from the mod.
     

     
     
    Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2442440989
    Source code: https://github.com/blind-coder/pz-releasenotes
     
  5. Like
    keithkay got a reaction from trombonaught in Is late game forgotten, trivial and unrewarding?   
    I personally overcome the boredom of the end game by starting the game out with a monument goal in mind. Of Course these are self imposed rules or goals but it definitely solves the late game boredom problem. For example, if I am playing with Hydrocraft on, my go to challenge is solar park. I have to set up my base in the first week of the game. Thats my permanent base and i cant spend the night outside of my base two nights in a row until i make the solar park. This proven to be impossible challenge for me since once i survived 4 years and still hadnt been able to make the solar park. Another example is the vagabond challenge, this has nothing to do with any mods, you just cant set up a base you have to leave your current city every 7 days. Or pilgrim challenge; start out on one side of the map and you cant set up your base until you get the other side of the map and once you get there you cant stay more than a season before you have to leave it. No burn challenge is also fun, you cant burn zombies ever, ect...   Also even if you dont have any goals you start out with, cabin fever is the number one killer in pz. Boredom will make you slip up and get killed eventually which is literally the purpose of this game, the story of how you didn't survive the zombie apocalypse. So in a way the game is working as designed...
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