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Geras

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Everything posted by Geras

  1. I'd be happy with tracks on snow.
  2. Any mods allowed in that challenge? I'm currently using: Weapon nerf http://pz-mods.net/gameplay/WeaponNerf/ Secondhand loots http://theindiestone.com/forums/index.php/topic/16060-secondhand-loots-randomize-condition-and-fill-level-of-loot/ Craftable and sharpen axes http://theindiestone.com/forums/index.php/topic/15045-craftable-and-sharpen-axes/ Handmade wooden dowels http://theindiestone.com/forums/index.php/topic/1091-handmade-wooden-dowels-realistic-nails-alternative/ and others that don't change gamplay much.
  3. Lumberjack is my favourite. Every other job seems too expensive/to weak to me. You can't go wrong with faster axe swing, +2 to blade, +1 strength and no negative points. Ultimate axe-fighting job.
  4. Forget this post, my bad. Btw, awesome mod.
  5. Also magnifing glass when during day and outside!
  6. Guns don't kill people. I kill people... with guns © Jon Lajoie Spoiler
  7. The symptoms are fake as far as turning yourself into zombie is concerned. The sickness is real, though, and will lower your hit points (so it can kill you). It goes away during 1 sleep session usually. Sleeping prevents all damage it would cause.
  8. Thanks, now it seems to be working fine! Water bottles, lighters, pills, disinfectants, colognes, matches etc. look like they are randomized properly.
  9. There seems to be a bug in your mod, blindcoder. Whatever consumable I find it _always_ has 1 use left. Weapons are randomized allright, but medicine, disinfectants etc. are always at a minimum. EDIT: And that's with Lucky trait.
  10. Geras

    ModdableFarming

    Hey, have you tried the advanced zombie options in sandbox? You can disable zombie respawn there AFAIK.
  11. What I miss the most from your list are fruit trees/plants and stomping as a separate skill.
  12. I'm pretty sure yoghurt leaves nothing behind when eaten.
  13. Polish translation for build 32.24 https://www.dropbox.com/s/janvw3a4xb3s9je/PL_build_32_24.rar?dl=0
  14. I get an exception when picking up a thread . The red exception rectangle appears after that in main menu. It didn't happen before, just after installing secondhand loots. EDIT: Picking up a flashlight crashes my game as well.
  15. About vehicles: Do you plan to add an upgrade system for vehicles? Ie. put sheets of metal on windows (either use nuts and bolts or weld them on solid) which would require diffetent tools (drill, spanner, or a welder/blow torch) and different skills to be used. How about changing a flat tyre or random breakdowns. A car mechanic profession maybe? He together with handiman (to a smaller extent) would be able to perform repairs and diagnostics similar to how health panel works.
  16. Do you guys plan making wood stoves usable / making it possible to heat a house somehow?
  17. Thanks for that, blindcoder! I vaguely remember suggesting something similar ages ago. Suggestion: maybe items found in shops (hardware stores, pharmacies etc.) would have a higher chance of being in mint condition?
  18. Thank you for your elaborate answer! I understand all that - the part that gets me confused is when peak multiplier is a lower number than population multiplier. Makes little sense to me to start off with a billion of zombies everywhere just to see the population get less numerous over time.
  19. Polish translation for build 32.20: https://www.dropbox.com/s/y1j4t9l381mj009/PL_build_32_20.rar?dl=0
  20. So population multiplier is overwritten by peak multiplier? I just don't get where does the population multiplier apply.
  21. Hey I don't quite understand what's the difference between population multiplier and peak multiplier in advanced zombie options. When I choose 8 months after... population multiplier is set at 4 which stands for insane zombie count. But peak multiplier is set at 1.5... Also: start population is set to 1 and time to peak population is set to 28 Sooo... what does that mean? I start with population at 1.0 and after 28 days it gets bigger to 1.5. Where does the population multiplier apply? Thanks.
  22. I suggested some changes quite a while ago: I've noticed that as well. I think the best solution would be to create a whole new moodle for that, which would affect you in a similar (or the same way) as panicking does. This would prevent panic moodles from being affected (nevertheless, I agree that calming down from panic state should be sped up, as you can go to sleep when extremely panicked and wake up still panicking - doesn't make sense). Claustrophobia moodle should then, in my opinion, fade away in a matter of real time seconds after exiting a building. A good way to do balance this trait would be: - Level 1: big rooms - like warehouses and so on (more than x square tiles) make you anxious (uncomfortable?): "Confined space makes me anxious" - Level 2: average-sized rooms - living rooms, etc. (more than y to x square tiles) make you agitated "Walls are a little bit to close" or "Walls are closing on me a bit" - Level 3: small-sized rooms - bedrooms, etc. (more than z to y square tiles) make you stressed "Walls are definitely closing on me!" or "Walls are way to close!" - Level 4: tiny rooms - bathrooms, toilets, closets (from 1 to z square tiles) make you freak out "I want to get out!" How it would work: You enter a living room > you get Level 1, and quickly Level 2. Then you enter a 1 square tile closet > it jumps through Level 3 to Level 4, then you leave the closet to enter a warehouse > it drops through all levels all the way (quite quickly) to reach Level 1.
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