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Papa Juliet Whiskey

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Posts posted by Papa Juliet Whiskey

  1. On 12/25/2022 at 11:11 PM, Zombiologist said:

    The ones made out of the roots of trees in the tropics take quite some time, but there are other designs I've seen as well that can be done in a few months. The most successful I've seen is one made of weaved living willow shoots. I've also seen furniture grown out of trained willow saplings among other things.

    Thinking maybe I should plant some willows in the back yard...

  2. 18 hours ago, getstoopid said:

    A crossbow makes some noise yeah, but not nearly as much as a gun and a bow is even more silent. A suppressor for a handgun reduces the noise a little bit and every bit would be useful I guess.

    I've seen a product on Amazon once called a beaver ball. Its some kind of furball thing you tie to the bow string, and it somehow dampens the sound of the bow string release. Dunno if they work, or were a thing back in the 90s.

     

    Also don't know why it's called a beaver ball.

     

    On 11/6/2022 at 6:26 PM, knightshousegames said:

     

     

  3. On 12/21/2022 at 7:10 PM, Zombiologist said:

    To add to this there are more modern and more primitive options. Bird nettings (and insect netting) is used in some places, some living plants can be weaved together to form living fences (willow tree shoots for example) that eventually form walls but this takes quite some time and care. In some places plants are even weaved into living bridges that last hundreds of years and grow stronger the longer they stand. Sacrificial plants are used by some organic gardeners, which are planted near but slightly away from the garden to draw pests away to the easier food. Some plants can also be planted to repel pests. In fact in some ancient farming techniques the land was managed in such a way that pests simply avoided the crops because it was set up in a way they'd be repelled from the area without humans having to chase them off.

    A little off topic, but the living bridges referred here, if they're the ones I'm thinking of, take more than one human lifetime to make. 

     

    Back when more primitive cultures cared about the future.

     

    I mean, not like it really matters in the long run, but how were they supposed to know how 1993 was gonna turn out?

  4. On 12/13/2022 at 4:42 PM, Axezombie said:

    As an extension of this idea crops should be protected against animals, wooden fences against rabbits, scare crows against birds and barbed wire fences or walls against boars/deers

    And claymore mines for the uninvited living and dead.

  5. Assuming zombies have some amount of brain(you have to destroy it to kill em after all), perhaps you should be able to knock em out.

     

    It could add a degree of extra danger if the zed behind you that you thought was dead isn't quite there yet.

     

    Thoughts?

  6. A one tile jump distance wouldn't be to unreasonable, but I would like to see a nimble check or something, or risk falling. I feel it may be a little OP to simply hop over a gap to safety every time.

     

    Add some risk to the action, and I'd be pretty down for this.

  7. I've once advocated for fire detectors once(ever burn your base down?), but I don't think I've thought of or seen a post suggesting a fire alarm. I accept the addition to do this feature in all commercial and civic establisents.

     

    Who doesn't like a fire drill?

  8. Hazmat suit is a vanilla item. Don't think they're all that common nowadays.

     

    They used to be more common, along with full spiffo mascot suits, and an unseasonly large amount of mall Santa's and xmas elf's.

     

    They toned that down as build 41 was being worked on.

     

    RNG can be wonky on some items in this game. One playthrough you may never see a certain outfit, or certain items at all, then find them in droves in another.

  9. All an unremoved bullet will do to the meat is break your teeth if you bite onto it.

     

    If you don't field dress(basically remove the guys), then the bacteria already in the gut will begin decomposing the carcass. Then flies lay eggs, which hatch into maggots. Then your meat is ruined.

  10. I'm always trying to find a way to get just the right zed population at the right time, and as it stands with current sandbox options, can be a little bit of a balancing act.

     

    A possible option may be to leave the rally option mostly alone, and maybe just spread them out more(radius between groups), set the starting population lower, with a longer time to peak population, with perhaps a higher peak ad well, then we set to time for zombie redistribution much higher, to the tune of days, as opposed to hours. Haven't tried this, so I don't know how it'll work out, but if I'm not mistaken, it takes zeds time to form groups, and with a higher distribution time, maybe the starting pop will be more scattered, gradually ramping up over time?

     

    No idea if that'll even work out alright, as I haven't tried it out yet, but may offer a stop gap until such a feature is introduced by devs/modders.

  11. Only skimmed the first part(damn lunch breaks are too short), but I more or less agree.

     

    At present, light doesn't do anything to attract zombies, if I understand it. It's why flicking a light switch at night generates about as much noise as your character shouting to fill that void. Unfortunately, there is no mechanic to nullify that effect if you've got blinds or curtains closed, and I think it only applies to lights in buildings, and not flashlights, lighters, car lights etc.

     

    Build 42 is getting some ambient lighting overhaul,  so hopefully fixing their eyesight to light sources is on the agenda,  but I can't say for certain.

  12. Agreed.

     

    There are a couple of motorcycle mods on the steam workshop, if you're not opposed to playing modded content and have the Steam version.

     

    One of the modders who's responsible for one of those mods is on the dev team now, so who knows what the future holds.

  13. On a similar note, it would be nice to have an indicator of how much noise your character is making as well. I find some sound effects seem loud audibly, but goes unnoticed by Z, like walking over broken glass, or things that seem silent that are louder in game, like flipping light switches at night.

     

    I know the latter example isn't so much supposed to be a sound as it is a mechanic to draw zeds into the light.

     

    Maybe once all the sound work is done, these things may be easier to gauge with appropriate sound levels, but presently, I feel there is no accurate way to determine how much noise your currently making.

  14. Can't believe I hadn't thought of this until now.

     

    Stack 'em up. Slam 'em down. Collect the pieces that are face up. Your opponent's then do the same.

     

    Requires at least one slammer to play.

     

    And to those too young to know what I'm talking about:

     

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