Jump to content

Rubix3

Member
  • Posts

    6
  • Joined

  • Last visited

Rubix3's Achievements

  1. Rubix3

    Defecation v2.22

    impressive work! Never occurred to me how much this was missing till now. +suggestion Is it perhaps possible to have the player crap themselves if they get panicked while above certain percentages (with traits affecting such as iron gut and strong stomach) Say the player would usually crap at 66% and are currently at 50% - but when panicked it acts asif it just climbed around 20% for a moment, dont get panicked while you hold it in man! +suggestion When sleeping, can a player defecate themselves if it exceeds (sure the body can hold in well in ones sleep, but if you have the runs its not likely to hold back, else some where above a 90% mark (in total if 100% is WILL crap yourself regardless) -> the runs do not matter) Additionally this can be even worse defecation - i mean you are sleeping in your own crap... the bed should dirt (or sheets of it) - gotta clean those else your sleep spot is ruined. Additionally traits can change this up - iron gut has player wake up instead and feel queasy (can probably deal with it and go back to sleep?) Weak stomach is more likely to happen in sleep? Light sleeping affects can also help but do not affect the players actual ability to prevent it - just how likely they are to wake. +suggestion Im sure crapping yourself with the runs dehydrates you -> if not can the player lose some thirst when this happens -> avoided by pills. +suggestion(Last one) Is it a idea to raise the pill limit a-bit but having too many popped at a time cause the opposite - constipation (queasy, slow runs speed, feeling like one cant eat even though they arent full- being bloated and clogged sucks...)
  2. Great tutorial! Helped me dip my toes in and get started on my concept and idea! Having a small issue though, or concern/wondering... Creating my World Object works wonderfully - but it does not persist between world loads? is there any reason for this. Second, the objs:remove(i) doesnt ever work for me Code: objs = sq:getObjects() objs_size = objs:size(); for i=objs_size-1, 0, -1 do local _shaft = objs:get(i); --get the object itself. if(tostring(_shaft:getName()) == 'AMC_Transporter') --is it this kind of object? objs:remove(i) --*** does not seem to work? *** else --I do some logic, maybe manipulate the object - primarily just setting the Table (setTable()) end end the logic is all sound, no errors, no issues, everything else works. except the remove(i) on objs (again no errors). Can anyone explain why?
  3. Oh there are ? well ill look around, Like i said, regarding the noise of generators, it depends on what the user sets them as.. the defualt can be set to quiet though.
  4. Well i guess if the gnerator gives a building power then it is reasonable to balance with scarce fuel > Also i looked around and realised gennys can be quiet and damn loud.. so thats probably just a difficulty factor? (say for instance in sandbox?) By default it can be soft but not whispering-soft, players should feel free to tweak this by their own accord as they can tweak the other stats (food spawn, zombie population etc) Though deciding on a defualt for survival mode is another story... Anyhow, the idea that there is "some-way" to get temporary electricity is a great idea, stockpiling gas cans early game can make a world of difference.. but even that gas can be made to not be permanant and thus it is simply a worked for extension on time before power-cut which is pretty reasonable? Solar panels ARE an option, but because you can barely power a light with a commercial sized panel setup its pretty unreasonable unless your character knows what they are doing... Panels are fragile, houses with panels already built may be uncommon and moving panels is a ton of work... But the plus side is to be able to have constant lighting, or a way to slowly gather power into a storage medium in hopes it will let you have "some" few minutes of true electricity? - though this is highly unlikely - Plus, you need to keep panels clean IRL, though PZ isnt a "absolutely" realistic game, so such a balance should only be added if you need it... otherwise, gennys are cool...
  5. Generators may not be noisy IRL, but a blance is needed... im not saying a genny should atract all the cadavers, but it should still be a good dinner bell. Also, gennys can break, and this means repairing or moving on! And on that gas : It is possible, if you burn wood carefully it generates a small set off gass thats combustable, you jut need a way to collect said gas and a good deal of wood! Also, generators can be powerful, but thats only because our IRL gennys probably have all the fuel they need... A small amount of innefficient fuel can create "some" power... Though you can allways try and store said electricity in a battery (car battery) - this lets you save up for a rainy day or save up eough to actually have any affect on the lights at all... And who said you cant directly hook a genny up to a specific appliance?! instead of having all the lights waste power, just get the stove running! And lastly it is possible to use a component in a vehical (im undure of its name) to convert mchanical energy into electricity (a windmill powering the convertor will make some trickles of power) any how, i ironically had a similar idea to the OP and thus looking around some you can find my post on the topic (and thus how i think you can blanace the idea of "generators" and permanent survival)
  6. Greetings : PZ is an amazing game that fullfills many of my dreams on how a good zombie game should go about being "a game", but what suprises me more is its similarities with ideas on a zombie game i constantly strive to make in my free time! No really, everything ive seen thus far falls in with ideas i have had, STOP! -disclaimer in case!- I am in no way possible claiming PZs ideas and gameplay is "stolen", i am simply saying that it is the type of zombie game i allways try to make -end- Anyhow, the mechanics already in the game astound me at how well they snuggle together and thus sprouted many ideas that I am slowly melding into one large overhaull > ON WITH THE IDEAS! : Animals, infection and FAT : Animals roam the world naturally, these are either urban or not depending on location (ie dog,cat for urban - horses, chickens, maybe a goat or two for rural) These animals can exist in three sub types : Carriers, are infected but dont become zombies - spreads infection though. Infected, are zombiefied and deadly! Immune, are very rare but are incapable from turning or carrying the infection (though they are essentially zombie happy meals on 4 legs) Each animal, and both zombies and survivors, can be butchered for fat (orsimply lop off a limb or two to make moving a corpse easier) BUT butchering is messy, has a high infection chance unless wearing medical clothes (erm clean ones) Infection : Similar to ingame, but essentially you are becoming a zombie! (no you wont "be a zombie" but rather You experience some positives, some negatives : POSITIVES : Suddenly you have bouts(bursts) of strength and energy! You tend to sometimes get more "fed" by meats! NEGATIVES : Suddenly you also have bouts(bursts) of weakness and limpness! You tend to sometimes not get fed "enough" from meats! You get thirsty easily! Easily aggro to other survivors! When hungry each effect listed above is doubled, though you feel MASSIVE amounts of strength when you see "food" Infection can eventually kill you if not kept in check! Also there is no CURE, but there is a temporary one (on this abit later) FAT : FAT is obtained from butchering corpses, this mushy nonsense is not pleasent, heavy and liable to make you sick and infected! BUT it is ESSENTIAL for a sustainable survival situation... WHY? well : ENERGY, ELECTRICITY and ADVANCEMENT ENERGY : Is expressed in 2 ways : Mechanical Energy, is simply energy in the form of a spinning rotor/axle/cog etc Electrical Energy, is what you ould expect it to be... Generators are here and there, but for some reason they all need a liquid fuel to burn! Luckily though, the roads have cars, and cars have fuel to siphon! BUT this is a dangerous and tasking activity. Also, the fuel CAN and WILL run out! BUT, remember that delicious FAT? It turns out that if you carefully boil the fat in a large container you can slowly make a cheap, less efficient bio-fuel! (NO it isnt a "infinite" option, because the ratio of fat to fuel is poor plus... you need zombies.. lots of them) The bio-fuel is very poor at powering the generators but it gets the job done to get you that small bit of power for a few minutes right ? (oh dont forget, you need FAT, a good tub, lots of wood, a good load of patience to get bio-fuel though) More on Generators or ELECTRICITY : Remember them cars? Right now it turns out you can scavange parts off of them too! Like a car-battery or perhaps a nifty starter motor? WHY?.. Because the batteries can store some power for later... OR that starter motor... oh how it pleasently converts mechanical energy to electrical energy when conencted with a generator via a belt (see below "BELTS/AXLES") (note im not really sure if its a starter motor that does this, but a certain component in vehicals can convert mechanical enertgy into some electrical energy) ADVANCEMENT : A few good boards, a belt or axle setup, maybe a good load of craftsmanship and you can build a (very) weak windmill! (dont believe me? oh-well...) This mill once hooked up to a motor-enhanced genny will allow said genny to make electrical energy (though realllly small trickles of it... like only enough for 3 lights) BUT also said genny-with-motor can convert electricity into mechanical energy.. That is provided your character gets it right, doesnt electricute themselves or break the motor OR genny in the process of upgrading... Also, remember, thats only if the motor works, there is wind blowing and the belt/axle conencting the two is in good condition.. oh the belt/axle .... BELTS/AXLES are whatever conveys mechanical energy between things, they can be made of many things, each determining the end result items condition... ALSO the longer the belt/axle the less effective it is, and the more damage it takes during use... THOUGH, you can conserve power over distances using a series of belts and towers or nodes over long distances BUT this means way more parts to deal with... Anyhow! now that you can generate small trickles of power you have some lights! Onto the next stage : COMBINED Here you start combining what you have! Mix a good number of windmills and you can get a get load of power! This opens up the possibilities of The SawMill : either one found in a workshop already, or a self made one out of abunch of sturdy logs, a good length of chain and a high carpentry skill... The mill is powered by mechanical energy, but requires 2 standalone windmills to make it just barely work! With hte sawmill you can pass logs through it to be made into clean cut planks! CleanCutPlanks : are more durable than plain planks, build a windmill out of this and you get a small improvement! These planks also server as a improvement over normal wood used in barricades and palasides... next you have the axle, another sawmill product! With the axle you can build a "static free rotor point", or a pylon that lets things spin on it! With this pylon, you can place planks;bars,knives etc on it and make it spin (really) fast with mechanical energy! Outcome? try imagining a zombie having himself split waist high by the contraption! But also you can use it to node belts!, This lets you have mechanical energy wizzing around very easily instead of needing to build windmills statically over generators with motors and batteries... More fun advancements is the powertool, in this case a welder and NailGun... The welder when charged up enough will let you work with metals, welding them together! This means you can fix pipes and poles and whatnot together (though very poorly unless skilled...) Whith these welded poles you can reinforce doors beyond worry, or if you have enough time, reinforce wooden walls! (the reinforcement mearly acts as a durability increase, it is not a 100% zombie proof system) Then if you also power up the nail gun! No more will you need the hammer! just some large nails! PLUS if you tinker the gun abit, you can have it plop a nice iron nail in a zombie (though very weak in damage, its stopping power is great!) Aside from this you can plan out other projects too! AGRICULTURE DECACULTURE! Are you too busy starving to worry about what zombie to poke with a nailgun? AGRICULTURE : With some work you can build a sluice iragation system from pipes! (weldGun needed) Get some water tanks and build a DIY water tower! hook em both together and on those sunny days whith no rain give your crops a good watering! guarenteed to speed up growth and give you more time to worry about that zombie! BUT remember, water can go stale, infection can affect water and infection coated crops are not reccomended by doctors... who are still alive... Also, ANIMALS! You can try and contain animals and farm them, not breed them but hopefully get something out.. Perhaps let them eat and fatten up for lots of meat (and FAT) Or milk the goat! Milk is very good for you (so ive heard) BUT also using milk in the bio-fuel boiling process causes more bio-fuel than normal to be made! PLUS animals need to defacate... and carefully collecting this defacation and including it into the irrigation sluices can improve farm results! (although infected defacation is still bad) Lastly, you can use poor helpless animals chained to a post (or similar) as bait for free zombies... what for? (hint - its a fixer!) Farming too adds some fun toys! Remember how you got infected? Now think of the chemicals in your garden! DECACULTURE Here is the ultimate goal (probably!) You now have your self sustained iron fortress with electricity - it is time to look for a detergent against the infection! Automatically upon world start (new game - new world) a set of ingrediants are chosen for "the fix" Here you must mix, match test, and struggle with every possible recipe you can to concoct "the fix" It can range from being a simple mix of veggies and fruits boiled together in a soup or a strange mix of unorthodox ingrediants! But be wrong and there is punishment! Drinking the wrong icky stuff can do so much, so much infact that lets just say youd rather wish you were dead! Last hint, as a very special requirement - the perfectly intact brain of a zombie is a MUST for any of hte combinations of "the fix"! If only there were ways to easily attract and effectively slay walking brain boxes... BUT once you do find "the fix" - expect the fear of the infection to be over... provided you can keep yourself "fixed"... "The Fix" is not a permanent cure, but rather a sort of prescription drug to use for combating theysmptoms of the infection... should you be unable to keep yourself "fixed" then expect the symptoms to be worse (WAY WORSE) THE END Now because PZ is a game of "how you died", this mod(s) are in no way focused on permanant sustained survival, but rather a set of projects, goals, objectives to set to help you survive... Each mechanic presented presents a threat in some way, be it infection, a loose belt slicing you up, a exploding axle, or a horde of hungry-walking cadavers nibbling you next to an attractive and loud contraption... If any systems presented here are seen as provinding a way to live and survive indefnintly then please put the issue forward to be addressed and tweaked! You are also very much welcome to try and add systems of your own to the idea set.. try to get uses for the mechanical energy as its under used... I left out some ideas and systems as they are part of a "fun indefinite" survival system and thus wont work in the set.... Have fun! -a zombified aspi-
×
×
  • Create New...