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captainstank

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  1. You can turn it off with the mod "cheat menu" if you're playing singleplayer. Don't know if it's possible in multiplayer, maybe if you're the host. I do that quite a bit. I do agree that the boredom moodle pops up when it has no business doing so. For example when sneaking around a bunch of zombies that would rip you apart the moment they spot you. I don't think boredom would be on your list of emotions at that moment. While I do think some rebalancing needs to be done on boredom, I doubt TIS would agree. Perhaps a new perk is in order?
  2. That is a really good question. I'm not sure how to explain this so I might not make a lot of sense. The reason for my suggestion wasn't to lower encumberance per se, but to make the handling of large heavy objects more realistic and provide some much needed QoL when handling them. Such "heavy objects" would need to be categorized as such, for example propane tanks or a table. When performing certain actions (or hitting the proposed hotkey) that would initiate the "auto drop", it would only drop items in that category. If no items of that category are in the players hands or main inventory, nothing would happen. (Now that I think on it, if the "auto drop" initiates on certain actions instead of a hotkey, it might affect game performance somewhat (not to any degree that would matter I would think) by having to constantly run checks every time you perform such an action.) Singular specific objects like that would be pretty simple. It does get a bit complicated when you start to think about big stacks of smaller items. For example, planks or tree branches. Neither are very heavy or encumber you if you just carry one or 2, and one is even a weapon so it wouldn't make much sense for it to auto drop, especially if you're using a plank as your weapon. However, smaller items like this, unlike furniture for example, can almost instantaneously be drag and dropped manually from the players inventory, so it doesn't pose as big of a problem. I'm not quite sure if it takes longer for big stacks, I know it takes time to put them in containers, but as for the ground I can't really tell. I'll do some tests in game and edit this part with the results. [EDIT] You can, roughly, drop a stack of 5 planks without dextrous and 10 with dextrous in pretty much the time it takes for you to reach another item with your cursor. [/EDIT] If you don't carry a lot of small things, you can relatively easily drop them manually. But lets assume you carry a huge amount of stuff, like 50 kilograms worth of many different kinds of items. How would the auto drop handle that? Honestly I never intended for the auto drop to handle anything other than big heavy stuff, so I'm not really sure on this one. If it was just as simple as items of a certain category being dropped in this case as well, it would drive you insane by dropping stuff you don't want to drop even when you're not encumbered in any way. The only way for this to work if small items were included in the functionality would be to allow the player to right click and freely "mark" and "unmark" items in their inventory for auto drop, similar to favoriting. For stacks it could have the option of "mark all/all but one" or "mark half" just as an example. An "unmark whole inventory" might come in handy too. Favorited items should not be able to be marked for auto drop. They would have to be unfavorited first. Favoriting an item should overwrite auto drop marks. This could theoretically (I think?) coexist with big heavy items operating on a "category" basis, and if not, the heavy items would have to be "marked" just like the smaller ones. If so, heavy items should IMO be marked by default, if possible. Now for my opinions on this. I don't really think smaller items should be included in the auto drop functionality. For the reason that it would make things unnecessarily complicated. It should be limited to big heavy items like furniture, generators, propane tanks etc. As it is right now, you really can't manually drop these items in a reasonable way. Some items even force you to "assemble" them in order to get them out of your inventory. In addition, many of these items are so heavy that you don't really have the option of simply running away with them, especially so with sprinters. For smaller items however, you can always move or carry them around without getting encumbered. You can take multiple trips. And you can drop at least some of these items within a reasonable amount of time if you're quick. As such, being completely overencumbered with smaller items is mainly the fault of the player, not the game. Hope this made at least some sense.
  3. I would also like to see an option to turn it off.
  4. Would be pretty nice for the sake of more visual variety. I think there should be very few types though, only like 3-4 and they shouldn't differ much in terms of stats. If I got to decide I would do something like this: 4 types in total, skinny, average, fat, muscular skinny: visibly thinner than average, less damage to construction, smaller chance of damaging player through protective clothing, easier to push around/knock over than average, slightly faster than average zombies average: this is the current in game zombies fat: visibly fatter than average, more damage to construction, harder to push around/knock over than average, slightly slower than average zombies muscular: visibly more muscular than average(might be hard to depict with the style of graphics), more damage to construction(but not as much as fat zombies), harder to push around/knock over (but not as much as fat zombies), faster than skinny zombies, higher chance of damaging player through protective clothing And if I were to set the distribution rate I'd go for something like; skinny: 8% average: 80% fat: 10% muscular: 2% It would also make sense that certain types of zombies like military zombies were more prone to be of the muscular kind. The problem I think with this is that since the stats of these types would be so small in order to avoid making "special" infected, there would barely be any point in adding them in the first place, and the current zombies already have plenty of visual variety in them, so I can see why TIS don't want (afaik) different types of zombies. There is also the problem of graphically displaying these different types. Unless they would be very different from each other visually (which would prompt larger stat differences to keep things logical) the different types would be pretty hard to distinguish from one another. Now that I think about it it's actually possible that underweight and overweight zombies are already in the game (AFAIK I don't think they are) and I just can't tell them apart from normal zombies. I haven't really thought about that before.
  5. I'd be pretty happy with just forearm and shin guards made from tincans. Take a tin can, remove the top and bottom with a can opener, split it lengthwise with a saw, poke holes along the sides with a nail+hammer. overlap the 2 pieces by about an inch to avoid a gap (alternatively weld together), and sew them directly onto the clothing. OR just sew them together and sew on some leather straps to make standalone forearm/shinguards. Realistically should be completely impervious from scratches and almost completely impervious to bites. They should degrade fairy quickly though, especially from bites. It's thin soft sheet metal after all.
  6. Would be pretty cool, and I don't think it would be hard for the devs to implement, after all its pretty much just a reverse of decomposition.
  7. In older times people dug "food cellars" which were basically just a hole in the ground or in the side of a mound with some shelves and a door/hatch. Fill em with ice and whatever food you want to keep preserved, add salt for longer preservation time. Depending on how well the food cellar was insulated the ice could last until the next winter came around so you could refill with more ice. They were pretty much the refrigerators of their time. Would be cool if there were some in the game, would fit nicely at some cabins. Should also be able to be crafted by the player. You could just carve out out ice in chunks with any metal tool/weapon and put in a pot, melt and boil.
  8. oh no... I REAAALLY hope this isn't in the game right now...
  9. I support these. I don't feel like the others really fit in with the game, just my opinion. Just throwing some ideas around below. The only trap that should be able to kill zombies though would be the grenade traps. Or spear traps with a low chance to kill. Most of them should just immobilize/cripple or damage zombies(easier to kill after walking into trap). All of the traps should have a chance to kill players as you don't need to break through their skull for them to die. I think the player should be able to jump over spear traps when running/sprinting and if they trip they either die or get lethally injured, depending on how many spears are in it. Player walking into one should trip them into it with the same damage. As for empty spear traps the player should be able to both jump and walk over them. If they trip when jumping they fall over with a moderate chance for a list of situation appropriate injuries, like sprained ankles or fractures, falling on your face etc. If the player walks over the trap it should just slow them down, possibly with the player having the "walking through dense forest" animation. (Potential for park ranger profession to walk faster through them.) And if the player is already standing/walking on the trap and then starts running it would just be a slower running animation with a moderate chance for the player to trip, with a low chance instead of moderate of the same kind of injuries listed above. This part might be implausible from a coding perspective, IDK.
  10. I'd like to see complete freedom for electricity/water shutoff in the sandbox settings. IDK how it works with servers. Like you can either set a min/max value that it randomly picks a day from and shuts it off like : Or set a specific day where it turns off. Also would like the electricity and water shutoff settings to be separate. So you could have the water go out but the electricity still on or vice versa. I didn't really understand the OP either so sorry if I'm off topic.
  11. You could potentially work around this yourself by using a program called "AutoHotKey" if the game allows for such programs to run in the background.
  12. Super late response from my side because I thought email notifications were on by default but turns out they weren't. I got it working at first by just altering the game file. Soon after I wanted to change some other things as well so I managed to make a small mod for it. Thanks for the help.
  13. I support this. Shopping carts would be neat too. I'd like to point out that human bodies are very big, heavy and cumbersome to transport, and now that I think about it bodies in game currently only take up 20 units of space, which I assume means 20 kilos which is about 1/4 of what they would realistically weigh. Realistically you'd only be able to put 2 bodies in a wheelbarrow, maybe 4 as a maximum but that's imo really pushing it. This would give them a capacity of 40-80. And I think "driving" a wheelbarrow should definitely encumber you by a % of the total weight similar to how backpacks work, say around 10-20%. I'm aware there's a mod for shopping carts however I'd really like it if this was implemented officially.
  14. imagine yourself carrying 2 heavy duffel bags in real life, one in each hand. now something sudden comes up and you have to be able to move fast or use your hands for something else. you let go of the bags, immediately dropping them to the ground and freeing you from all that weight and making your hands available for other purposes. now imagine this in PZ. you walk along, duffel bag in each hand. a zombie surprises you. you cannot run away, you are too heavy and slow, the zombie will catch you. you attempt to drop the bags, green bar slowly filling above your head while the zombie starts chewing on you. you don't care. taking a full 5 seconds to simply uncurl your fingers is clearly the priority here. and you're dead. GG. this is the most frustrating thing in the entirety of PZ and it severely cripples my enjoyment of the game. I have died many times in the middle of transporting something when realistically i could just have dropped it and ran off or fought back. I just have to sit there and watch my character get torn to pieces while being unable to do anything. I propose we get either a hotkey that lets us instantaneously drop heavy objects on the ground, requirement being that the objects are either equipped in hands, or in the players main inventory. these items would get dropped in sprite form, so you cant use this feature to speedplace furniture. [by sprite form i mean like when you disassemble a bed for example it leaves "bed part 1/2" and "bed part 2/2" on the floor] OR we automatically and instantaneously drop any such items on the ground when performing certain actions like running/sprinting or pushing/meleeing. Tripping/falling/climbing or getting attacked/grabbed/damaged would also make sense to automatically drop those items. to clarify, this would only be the case for heavy objects equipped in either/both hand slots, or in the players main inventory, NOT items located in bags/satchels equipped on the "back" slot or fanny packs (not that those can hold heavy items anyway). those would still take the time to unpack/unequip that they currently do because they're, well, strapped on to you, you cant just "let go" of those. P.S if anyone knows of any mod that does this, I would be very grateful if you could link me to it.
  15. Pretty much what the title says. I want to be able to boil water and cook with empty paint buckets in the game. I don't want to make a mod, I want to know what game file to change and how to change it. been searching for hours with no results, blease help, i'll succ your dingos
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