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Magic Mark

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  1. Like
    Magic Mark reacted to TheMitu97 in Water/Swim Mechanics   
    Hello everyone, I want to come up with a suggestion about water in Project Zomboid. It always bothered me, that water is only a blue carpet acting as an invisible barrier (I know, it's gonna be animated in the future, but still be an invisible barrier).  And if there was a small stream, I had to walk a long way to find a dry land to cross it.
    So I have couple ideas on improving it:
     
    1. Basics
    We should be able to enter the water. It would have course make your character wet, depending on how deep water is. There would be couple levels of deepness, from ankle deep to fully submerged. 
    It would affect which clothes gets wet and also how fast can you move. Moving in water could also be louder.
    How could this work? My example is deepness level being dependant on distance between water tile and actual ground. With the exception of swimming pools.
    Something like: 1 tile from shore - ankle deep, 2 tiles from shore - knee deep, ect.

    2. Swimming
    About swimming part, I have couple ideas for that:
    - You could swim for limited period of time, depending on your fitness level, weight you're carrying and how much tired you are. If you get exhausted, you will start drowning, losing health and eventualy die.
    - About zombies, they can't swim. Either can't enter deeper bodies of water or make them walk on the bottom, like TWD. This could be troublesome to do it, but I don't have any ideas for that part.
    - Some additional traits. Like "Can't swim" which would cause instant drowning when water is too deep. Or "Liked to swim" which would make character swim faster/longer.
    - Being in water could also have positive effects when the weather is hot. And of course negative when it's cold.
    - About the big river up north, you can just put some invisible barriers 
    - If it's too hard to make, just skip it entirely, make invisible barriers in places too deep to walk.
     
    3. Sewers. 
    I've seen that sewers are planned feature in the future. If it's gonna be implemented into the game, sewer water could work the same way as normal water, but along wet, makes clothing dirty. 
    Any wounds being submerged in the water could have very high chance of getting infected. Water high in the sewers could be dependent on raining. So sewers would become a deathtrap when it rains heavily, with chance of drowning.
     
    4. Additional (optional) things:
    - Water turning into ice on winter season. You could walk on frozen bodies of water, with chance of it breaking under you. Depends on temperature, your carryweight and if you're running or not.
    - Simple craftable boats. It would require high carpentry level to make one.
     
    I'm open for more suggestions about it, if you have other ideas then feel free to share them.
  2. Like
    Magic Mark reacted to nasKo in Far from the Zedding Crowd   
    After last week’s big vid bonanza it’s something of a ‘techie’ behind the curtain blog today, but hopefully there’s enough to keep your proverbial up.
    CROWD RENDERING
    With the animated rotation tech front largely under control, we are now working on the next big ticket item we’ve been wanting to get in pre-IWBUMS.
    Any good apocalypse needs a good healthy horde of ravenous undead. That said, please ignore the fact that all the above ones are bald. Call it a comeback I guess, or more likely a bug.
    Zac’s current challenge is to be able to draw large quantities of articulated, walking, shambling, crawling, eating, and swarming zeds at a reasonable frame rate. Right now it’s okay-ish on a decent system, but wouldn’t stand up to a huge amount of zombie horde herding – which we know is a favourite pastime of PZ players.
    Crowd Rendering is a collective term that involves a number of techniques that take advantage of the large numbers of crowds to make the process much more efficient.
    To know where to aim, however, it’s a big help to have intimate knowledge of just how the PZ engine is performing, and where the hot-spots are. Toward this end, we are adding a Performance Analyzer module to AnimZed.
    Instead of a general list of hot-spots from a broad sampling of the running game, this will allow us to see a sequence of frames and the story of each rendered frame from start to finish.
    We will know what happens in the RenderThread and the UpdateThread, from start to finish, and will be able to measure the cost of each step, and validate the benefits of any optimization technique on a step-by-step basis.
    Or, at least that is the hypothesis. The initial implementation is the bare bones required to get us some useful data. If it proves useful, it will be allowed to stay and get improved as we go along through the builds of the future – not to mention help us optimize in other areas of the game.
    COMBAT IMPROVEMENT
    A big aspect in build 41 has been the combat balancing. We wanted to make the one on one combat feel a lot easier, where fighting with groups would be much much more deadly.
    This however has been too successful if anything, and we ended up with groups being SO deadly it was actually near impossible to survive a few fights with small groups, which ended up way too punishing even for ours, the most masochistic of gaming communities. (Sorry)
    As such, due to the new animation system’s ability to allow animations to play only on the top half of the body, RJ has made a change that allows you to strafe while shoving and swinging your weapon.
    The upshot now is this has added a whole new element to combat, instead of being rooted to the spot for the duration of the swing, the player has more tactical options for positioning. It still needs some further bug fixing and balance (we may consider applying some malus to damage when moving during a strike if it’s necessary) but overall it’s working really well.
    OTHER STUFF
    We’ve clearly got a lot of internal testing going on at the moment – and it’s spotlit a few issues we need to clear up. (Although they’re arguably not IWBUMS-delaying at the minute, so don’t worry about that aspect of it). A prominent one is looting not playing nicely with rotationals, and causing a ‘Robocop turn’ at the end of player pathfinding to cupboards, lockers etc. Elsewhere we’re polishing a lot of the changes between movement states and bickering about keypresses, toggles and other aspects of player input. All the fun of the fair. Yuri is back on his work on improved fire visuals. This won’t be a part of the initial IWBUMS release, but we probably will want to be integrating it during the IWBUMS beta process – as it’s the last graphical overhang from the earliest days of PZ and currently looks ugly as sin on the new models. Internal testing of the extremely WIP (many builds far distant) Louisville map went really well, with a good variety of buildings being felt and general city size seeming expansive. It has, however, also been fruitful in showing us that to ‘feel’ built-up then things have to be tighter on-screen – so we will be removing a lot of the parking lots we previously had in downtown areas, so it all feels more compressed. Radio silence, bar the very occasional screenshot, on our version of Louisville shall now recommence! This week’s boardroom meeting from VOVKA. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  3. Like
    Magic Mark reacted to Okamikurainya in Animal Fear Index and General Animal Ideas   
    I know a fair amount of similar posts exist, but I hope I'm taking this in enough of a different direction to validate this post's existence.
     
    When animals are added, that they have a global fear index that slowly lowers during playtime. Gunshots, injuring and killing animals will increase the fear for animals within the current 300x300 area tile by 0.1% for each action (4 gunshots, whether fired at an animal or not, will increase the fear index of the animals within the tile by 0.4%, etc). The global fear index lowers by 0.5% daily. In general, sprinting within a predator animal's perception will increase the likelihood of aggroing it.
     
    Starting off, animals would be placed into 3 categories:

    Wild:
    Starting Fear Ratio = 75% to 100%
    Quick to flee both players and zombies as soon as they enter into their radius of perception. If the animal is capable of offensive maneuvers, it will have an aggro index that will steadily rise so long as the player is within a certain radius and will be more likely to exit Flight mode and enter Fight mode. The lower the fear index, the faster the aggro index increases, though certain animals would be more aggressive than others.

    Animals included in this group:
    Badger (Can aggro)
    Black Bear (Can aggro)
    Blue Heron*
    Bobcat (Can aggro)
    Elk
    Generic Snake (Some can aggro)*
    Gray Fox (Can aggro)
    Gray Squirrel (Wilderness spawned)
    Grouse
    Mountain Lion (Can aggro)*
    Quail
    Rabbit
    Rattlesnake (Can aggro)
    Red Fox (Can aggro)
    Snapping Turtle (Can aggro)*
    Turkey (Wilderness spawned, Can tame)
    Water moccasin (Can aggro)
    White Tail Deer (No aggro, but can trample/tackle if it runs "through" you)
    Zoo Animals
     
     
    *
    The "Generic Snake" could come in 8 variations, like the berries and mushrooms, with 4 randomly being capable of attacking the player and one of the four being venomous. A trait could allow for identification.
     
    *
    The Mountain Lion would be incredibly rare if it's even added. I've done a fair bit of research and there have been sightings and reports but very little hard evidence.
     
    *
    I imagine the Snapping Turtle (Common or Alligator) or the Blue Heron would best be suited only if the devs add in wading. They aren't something you'd just encounter on the banks of the river most of the time. An easy way to add this functionality would be to have it work based on distance to nearest land tile. One tile away from land would be ankle deep, two would be up to your knees and three would be up to your waist and so on... With further than chest height being blocked or with the addition of swimming.
     
    Feral:
    Starting Fear Ratio = 25% to 75%
    Animals, wild or not, that are more used to humans. These can still be quick to flee, but far less likely to than wild category animals, and with lower fear means a higher chance to aggro for animals with offensive capabilities, though some of these can be tamed if the player has the right abilities or tools.
     
    Animals included in this group:
    Cat (Urban or Wilderness spawned, Can aggro, Can tame)
    Coydog (Can aggro)
    Coyote (Can aggro)
    Dog (Urban spawned, Can aggro, Can tame)
    Donkey (Wilderness spawned, Can aggro, Can tame)
    Duck (Wilderness spawned, Can tame)
    Generic Turtle
    Goose (Wilderness spawned, Can aggro, Can tame)
    Gray Squirrel (Urban spawned)
    Mouse
    Pig (Wilderness spawned, Can aggro, Can tame)
    Possum
    Raccoon (Can aggro)
    Rat
     
    Domesticated:
    Starting Fear Ratio = 0% to 25%
    These are domesticated animals and livestock. They can sometimes be spawned with a relatively high fear index, but tools and player skills can relax them. Feeding of livestock with their associated foodtype will lower their fear index substantially, though gun shots and slaughtering of livestock can still increase the local fear. Domesticated animals will still need to be tamed before a player can get any use out of them and to prevent them from becoming aggroed by the player's presence, though Domesticated group animals are unlikely to aggro in general, it is still possible.
    Domesticated animals will spawn already dead or as part of the Feral group after the first ingame month.

    Animals included in this group:
    Bull (Can aggro, Can tame)
    Cat (House spawned, Garden spawned, Can aggro, Can tame)
    Chicken (Can tame)
    Cow (Can tame)
    Dog (House spawned, Garden spawned, Can aggro, Can tame)
    Donkey (Farm Spawned, Can aggro, Can tame)
    Duck (Farm spawned, Can tame)
    Goat (Can aggro, Can tame)
    Goose (Farm spawned, Can tame)
    Horse (Can aggro, can tame)
    Llama (Can aggro, Can tame)
    Pig (Farm spawned, Can aggro, Can tame)
    Red Panda (Louisville Spiffo's HQ spawned, Can tame)*
    Sheep (Can tame)
    Turkey (Farm spawned, Can tame)
    Zoo Animals
     
    *
    It was mentioned in a News post that "Red Bears" would be one of the included animals in the game. Since Red Bears aren't a thing, I assumed they were talking about the animal which the game's mascot, Spiffo, was based. Now, Red Pandas aren't native to America, but perhaps a pet one was kept inside the Spiffo's HQ in Louisville? Who knows?
    https://projectzomboid.com/blog/2014/02/apzdtisa-3-this-time-with-live-multiplayer/
     
    Taming:
    Taming would require that you get an animal's Fear Index below 25%, the exact methods required may vary depending on the animal.
     
    Observing:
    If you can see an animal, you can right click on it and select "Observe Animal" or "Animal Info". This would bring up a panel similar to that of the plant info panel and would give you a bunch of details on the animal you're looking at. Some more info could be available to characters with certain traits, like a certain trait would include info on whether the snake you're observing is venomous or not.
    The player would also be able to see the current Fear Ratio of the animal, with the various ratios being given as:
    0% to 25% = Calm
    25% to 50% = Skittish
    50% to 75% = On Edge
    75% to 100% = High Alert
     
    You'd also be able to observe their health and whether they look sick or not. Sickness would lower the "Nutrition" value of the animal's meat.
     
    Animal Illnesses:
    There are a number of animal diseases found in Kentucky, these would all affect the Nutrition value of the animal's meat, but some would have other effects as well.

    Botulism:
    Simply lowers the speed and nutrition of the animal. Contagious to nearby animals.

    Influenza:
    Simply lowers the speed and nutrition of the animal. Highly contagious to nearby animals and a low chance of the player contracting it as well.
     
    Prion Disease:
    The animal shows no fear and the meat is rendered inedible at low Trapping levels, though high levels will allow the player to get a very low nutritional value meat as they "know" which parts to cut.
     
    Fleas:
    Animal will become stressed and less likely to eat, even though it is hungry. Will also increase their Fear Index.
     
    Tainted:
    Animal bitten by zombie. The animal cannot be "Infected", but the causative agent of the zombie virus has coated the animal's flesh and could kill it. Butchering the animal has a chance of returning Rotten Meat rather than Fresh Meat. If this occurs to your tamed livestock, know that treatment of the wound and patience will remove the taint and that it isn't contagious.
     
    Worms:
    Animal will become hungry faster.
     
    Brain Worm:
    Animal will remain stationary or move slowly until it dies, is killed by the player or killed by a zombie.
     
    Rabies:
    Animal constantly aggroed. A bite from the animal will result in a 100% chance of infection with rabies.

    Animal Events and Interactions:
    Certain animals could cause certain events based on a particular set of parameters.
     
    Rabbits:
    In general, Rabbits will raid your crops if they can get to them, but there should be a chance that one will spawn within a certain radius of your crops after your having slept or having reentered the region after a relatively long time.
     
    Coyotes:
    Coyotes are curious animals and at lower fear levels would be likely to follow a player. In such an event, sprinting could very well aggro the coyote, but the real threat would be the Coyote being led back to your base and maybe harming your tamed animals or howling and attracting zombies. This could also occur with Feral Dogs.
     
    Tame Cats:
    Tame cats will sometimes bring Dead Rats, Dead Mice, Dead Squirrels and Dead Small Birds for the player.
     
    Raccoons:
    Raccoons can sometimes break windows, maybe attracting nearby zombies.
     
    Horses:
    You can ride em. A rare chance of finding a horse in a town already saddled up, but most likely about to get eaten by zombies. Could you save it?
     
    Rats and Mice:
    Rats and Mice within the building will slowly lower "Nutrition" of stored food.
    Rats may also spawn in a similar manner to rabbits, though with corpses replacing crops.
     
    Animals in general are noisy and will likely attract zombies. You'll have to weigh up the pros and cons of being a post-apocalypse rancher.
  4. Like
    Magic Mark got a reaction from duanethebathtub in Compass   
    Thank you for the response, @RingoD123. It may be a more feasible request to have a simple static compass put on the corner ingame map items (perhaps the legend), maybe in the future when there aren't things of higher priority going on. It's a small detail, but it could easily clear up any disagreements when I can't readily send people that image.
     
    Keep up the great work! I look forward to seeing what you guys pull off in the next build.
  5. Like
    Magic Mark reacted to Octopus in Alternate Power Systems   
    This is great! This game needs alternate sources of power.
     
    It would also be great if we could jury-rig our cars and generators to run on ethanol. And if we could set up a still to brew our own alcohol as fuel.
  6. Like
    Magic Mark reacted to Okamikurainya in Knox County Revival   
    Heya all!

    I've been slowly but surely remaking and remastering the original Knox County map in its' entirety and I've reached a point that I feel showing some of the work would be okay.
    I've been adding a few things I feel are common sense here and there, such as bedrooms to houses that didn't have, extra details, etc...
     
    Screenshots:
     
     
     

    Also worked up a set of counters that never made it into the modern version:

     
    Was hoping someone would be up for helping me upscale a few other objects that never made it to the modern version. It would be a massive help as I'm fine with editing, but my actual sprite creation skills are lacking.
     
    Still a long way to go. The first segment of the Northern Highway is complete and I'm focusing on the Suburbs now, with the Villas being the next focus.
  7. Like
    Magic Mark reacted to ZonaryQuasar in New Foods   
    Milk (bottled milk, box of milk, etc) - I don't know if they exist already, but I never saw one ingame. Chocolate milk - Or chocolate powder to make chocolate milk Hot milk/hot chocolate milk - when you put then on the oven/microwave Donuts Hot dogs/hot dog sausage Olive oil Potato sticks Beans Heavy cream Pizza dough and ingredients to make your own pizza (shredded cheese, tomato sauce, pepperoni, etc) More recipes (chili, italian pasta, meatballs, lasagna, maybe some desserts as well) Foods from other countries (sushi, mexican food like tacos, etc)
  8. Like
    Magic Mark reacted to Octopus in New Foods   
    I was originally going to post this in the "Small but Important Suggestions Thread" but the longer I played with things in my head, the longer this list became - to the point that it made more sense to post it as its own topic. After all, if people had already read what I'm saying (or just plain don't want to), it's significantly easier for them to scroll past an individual topic than a long-ass post.
     
    Also, this feels a little too lightweight to post in a thread of "Small but Important Suggestions".
     
    Anyway, during my last playthrough of PZ, I started to get a little sick of scavenging the same food items over and over again. Every time I saw the same "Canned Bolognese " or "Frozen Peas" my mind started to drift and wonder what else I could have found in that cupboard/ refrigerator instead.
     
    And yes, I am aware that this is extremely minor in the grand scheme of (PZ-related) things. I know the devs are already up to their eyeballs with far greater tasks, and I don't expect them to drop everything to start unnecessarily messing with the food in game just to appease my OCD. Still, maybe this'll come in handy to somebody (far) down the road. Maybe it'll at least stop the voices in my head from repeatedly listing various types of canned foods over and over again. Either way, I figured I'd be at least somewhat worth posting to the "Suggestions" board.
     
    Also, before I start talking about foods that aren't in the game - I'd like to ask the devs to at some point rename "Can of Oats" and "Dog food" to "Canned Oats" and "Canned Dog Food" respectively. The way they are now just bugs me when I'm sorting my food back at base. Also, why is "Mushroom Soup" so special that it's listed apart the "Canned Soup" already in game? Shouldn't "Mushroom Soup" be gotten rid of (after all, one can already assume that at least a few cans of the generic "Canned Soup" contain Mushroom Soup), or the nondescript "Canned Soup" item replaced with multiple similarly distinct varieties of soup (Canned Vegetable Soup, Canned Tomato Soup, Canned Chicken Noodle Soup, Canned Cheddar Cheese Soup)? It's the same situation with "Pie" vs "Pumpkin Pie" as well.
     
    Anyway, as I said before: I started to get a little sick of scavenging the same few food items, and my mind kept drifting to what else I could expect to find in the cupboards and fridges of Knox County. Here's a short list (and by no means a complete one - feel free to add to it if you think of something I didn't) of foods that would be nice (but not exactly necessary) to see in-game at some point in the future.
     
    Frozen Foods - Because there's no way an average American refrigerator would not have at least a few easy-to-store easy-to-prepare staples. Hell, lots of American families own stand-alone freezers because they need the extra frozen storage space.
     
    Frozen French Fries - An alternative to the fast food fries you have to luck out to find.
    Frozen Pierogies - I don't know how common these truly are, but there's a box of them in my freezer, so I'm adding them to the list.
    Frozen Fish Sticks - Super-common in freezers across America.
    Frozen Chicken Tenders - Another common item in American homes
    Frozen Pizza - The frozen pizza market of 1993 was surprisingly different to the one of today, but frozen pizzas still existed, and they were still common in American Freezers
    Frozen Wieners - Extremely common in American Freezers. Wieners are able to be cooked in multiple ways - from grilling, to boiling in water, to roasting on an open bonfire. You also can't make hotdogs without them. - suggested by ZonaryQuasar
    Frozen Onion Rings - Were onion rings sold in the frozen foods section in 1993? I know they are now, as I just saw a bag while perusing my local grocery store today.
     
    Frozen Snacks - Because everybody likes ice cream, even after the end of the world.
     
    Ice Pop - Cheap, popular, and we can't call it a "Popsicle" because that's a registered trademark that may or may not have become genericized but why risk it.
    Fudge Bar - It's a Fudgsicle. You know it. I know it. Everybody knows it - but I doubt the devs want a lawsuit so "Fudge Bar" it is.
    Ice Cream Bar - Ice cream on a stick and covered in a thin layer of chocolate that inevitable breaks off and lands on your clean shirt.
    Ice Cream Sandwich -A common frozen treat. I always liked the ones with chocolate chips in them.
     
    Snack Foods
     
    Trail Mix - A popular treat among campers and hikers
    Granola Bar - Not nearly as healthy as you'd think, and yet the backpackers who live off these things still look down their noses at you for enjoying a nice bacon-flavored ice-cream sundae
    Pork Rinds - Basically chunks of pig skin that's been roasted in lard to make said skin eatable. You can pretend you're eating a football!
    Pretzels -  Salty twisty things. Especially popular as bar food. Can be bought in bags for snacking on at home, as well.
    Tortilla Chips -  One could argue these are already included in the in-game "Chips" item. One could also argue that doesn't make Tortilla Chips any less important an addition to PZ. Grate some cheese on them, pop 'em in the oven, and you've got something that could generously be called nachos. Maybe you could improve them with some hot peppers and onions.
    Rice Cakes - Puffed Rice Cakes sort of resemble snacks - if you squint and are really desperate for something to nosh on.
    Soda Crackers - I'd wager you could find these in almost every home in America. If you're feeling creative, you can use them to make little sandwiches.
    Snack Crackers - A wide label that encompasses everything from Goldfish to Graham Crackers. Lacking the practical aspect of soda crackers - these are just for snacking on.
    Graham Crackers - I had originally included graham crackers in the above-mentioned "snack crackers" before Tails pointed out that you could make smores with them.
    Toaster Pastries - Pastries that can be cooked in the toaster or microwave or eaten straight out of the box.
    Marshmallows - Bagged Marshmallows are non-perishable and can be found in stores, houses, and campsites across America,
    Fruit Snacks - Popular among families with children, fruit snacks are sold in boxes containing six or so small bags of gummy candies.
    Pudding Cups - Sold unrefrigerated, I can personally vouch that these snacks are good for at least three months past their Best Before date if kept refrigerated
    Smores - A snack sandwich consisting of graham crackers, chocolate, and marshmallows toasted over a fire. - suggested by Tails
    Snack Cakes -  Can Twinkies really survive the apocalypse? Looks like we'll finally be putting that theory to the test.  - suggested by Tails
    Chewing Gum - No nutritional value whatsoever, but chewing gum can alleviate stress for a lot of people. - suggested by Tails
    Icing - A small container of icing for cakes. Probably not something you would admit to eating as a snack.
    Licorice - A foul, horrible thing that some people seem to enjoy eating for reasons beyond understanding.
    Jawbreaker - A round, extremely hard candy that probably won't break your jaw. Probably.
    Gum Drops - They're gummy. You can drop them. They're gum drops.
    Gummy Bears - These extremely common gummy candies are likely to be available anywhere treats are sold.
    Jelly Beans - Ronald Reagan's favorite snack, these small candies would be found in every supermarket, convenience store, and in small bowls on most secretary's desks. - suggested by Tails
    Candy Corn - One of the quintessential Halloween candies. You can pretend the zombies are trick-or-treaters! - suggested by Tails
    Peanut Butter Cups - It's like peanut butter and chocolate got together and had a baby that I'm deathly allergic to.
    Toffee - Sticky caramelized sugar (or is it sugarized caramel?). Very sticky. Seriously, I can't emphasize the stickiness enough.
    Gelatin - It's Jell-O, we just can't legally refer to it as such. We're all calling it Jell-O in our heads, though.
    Spray Cheese - Cheese-flavored chemicals sprayed from an aerosol can.

    Baked Goods - Perishable Goods Found in Bakeries, Coffee Shops, and homes.
     
    Croissant - A flakey, crescent-shaped pastry. - suggested by Tails
    Baguettes - Bread, but really long and with a crispier crust. - suggested by Tails
    Bagels - Kind of like a donut, but not sweet and commonly eaten as a breakfast food. - suggested by Tails
    Brownies - Find these fudgy treats in bakeries or make your own during a quite moment back at base. - suggested by Tails
    Cinnamon Rolls - Another popular treat you'd be likely to find in any bakery. - suggested by Tails
    Donuts - A sweet circular baked good with a hole in it. Commonly sold in coffee shops and supermarkets.  - suggested by ZonaryQuasar
    Eclairs - These creme-filled treats would likely be found in bakeries across Knox County.
    Garlic Bread - An extremely common item across America. Found in bakeries, supermarkets, restaurants, and quite a few fridges/freezers. Goes great with pasta.
    Salad Croutons - I listed these under "Baked Goods" because I had no idea where else to put them. Croutons are seasoned crunchy cubes of bread that - surprisingly enough - are eaten with salads.
    Bread Sticks - Small crunchy sticks of bread commonly served before meals in some restaurants. You can buy them in supermarkets as well.
    Fortune Cookies - Crisp hollow cookies containing a paper "fortune". Typically served after a meal in North American Chinese restaurants.
    Gingerbread Cookies - If gingerbread cookies are added to the game, then please don't forget the cookie cutters! A gingerbread cookie that isn't cut into the proper shape is hardly a gingerbread cookie at all! - suggested by Tails
     
    Canned Foods - This is Where this whole list started. When I realized that- despite my extremely picky eating habits - I still had a greater variety of canned food in my home than the the entire world of PZ.
     
    Canned Meats
     
    Canned Gravy - Saw a very large can of this at my local grocery store. Imagine two regular-sized cans on top of each other, then widen them slightly. No idea who would need that much gravy.
    Canned Meatballs - Meatballs packed in yet more gravy
    Canned Chicken - A small can (same size as a can of tuna) containing shredded chicken meat.
    Canned Turkey - Another small can - this time containing shredded turkey meat.
    Canned Ham - A rather large oddly-shaped can containing cooked ham.
    Canned Vienna Sausage - Small sausages in a small can.
    Canned Salmon - Same shape and size as a can of tune, except with salmon.
    Canned Crab - Roughly the same shape and size as a can of tuna, except containing what I expect is crab meat. They wouldn't lie to us and give us something else...would they?
    Canned Clam Chowder - It's Chowdah! Say it Right! It's Chowdah! CHOWDAH! - suggested by Tails
    Canned Stew - Similar to canned soup, but slightly different! I think it's thicker.
    Canned Cat Food - Why Not? We've already got dog food in the game.
     
    Canned Pasta
     
    Canned Ravioli - Ravioli and Meatballs packed in tomato sauce. Quick, easy, and inoffensive this was a staple of many childhood lunches
    Canned Lasagna - I don't care for lasagna, so I couldn't tell you if this canned variant is in any way accurate to the real deal. Probably not, though.
    Canned Spaghetti - Low-quality spaghetti and meatballs packed in tomato sauce.
    Canned Meat Sauce - Small bits of meat in sauce. I wasn't sure if I should put this with canned meats, but since I tend to use it on pasta dishes, it ended up here instead.
    Canned Pizza Sauce - Also available in jars! I just went with canned pizza sauce for completely arbitrary reasons. - suggested by ZonaryQuasar
     
    Canned Fruits and Vegetables
     
    Canned Beets - Beets in a can. What else can I add?
    Canned Apricots -Apricots in a can. Seriously, what else can I add to this?
    Canned Pears - Ah, Del Monte...Enjoy them old man, they will be your last.
    Canned Plums - The developers would be plum crazy not to add canned plums to PZ!
    Canned Peaches - A completely normal can of peaches. Nothing strange about it at all. No sir.
    Canned Pineapple - You can use pineapples to add a nice glaze to a ham.
    Canned Mushrooms - Probably safer than foraging for them in the woods.
    Canned Sauerkraut - I'm going to be 100% honest here - I have absolutely no idea what Sauerkraut is. It does, however, come in a can
    Canned Fruit Salad - Why restrict yourself to just one canned fruit when you can have them all?
     
    Canned Dairy
     
    Canned Milk - Milk in a can! Tastes a bit weird, but has a Hell of a lot longer shelf-life!
    Canned Heavy Cream - Don't feel like making your own heavy cream? Just buy it in a can! - suggested by ZonaryQuasar
     
    Fruits/Vegetables - A group of food that was completely overlooked by me when I did this list originally. Which probably tells you something my diet...
     
    Brussels Sprouts - These leafy green vegetables look like miniature cabbages and were named after Brussels, Belgium. - suggested by Tails
    Cauliflower - These vegetables weren't always an American kitchen staple, at one point being referred to as "Albino Broccoli". They'd be common enough by 1993, however.
    Cucumbers - According to Wikipedia - botanically speaking, cucumbers are actually classified as a type of berry. - suggested by Tails
    Celery - Celery is an extremely common vegetable that would be found in many American kitchens. Should definitely by added to PZ. - suggested by Tails
    Spinach - It's leafy. It's green. It's highly nutritious. - suggested by Tails
    Kale - A member of the cabbage family, Kale can be eaten and is sometimes grown as an ornamental plant. - suggested by Tails
    Garlic - I don't know how likely somebody is to just chow down on a bulb of garlic, but these babies'll sure come in useful if the zombies are joined by a sudden influx of vampires!
    Turnip - Nothing says "It's the apocalypse and I'm starving to death" like chowing down on a raw turnip.
    Mangoes - A tropical fruit that is commonly sold in American supermarkets.
    Grapefruit - A fairly large round fruit that is known to cause adverse reactions with numerous prescription drugs. - suggested by Tails
    Pomegranate - I have no idea why these small, fluffy dogs are considered fruits, but who am I to argue? Maybe they grow on trees? - suggested by Tails
    Papaya - These tropical fruits can be eaten raw, or used as an ingredient in stews and salads. - suggested by Tails
    Coconut -  A large, round fruit that grows on coconut palms - these fruits are hard enough that you might be able to use one to crack a zombie's skull open. - suggested by Tails
    Kiwi  - These small, green, tropical fruits were apparently once known as "Chinese Gooseberries" - at least according to Wikipedia, and surely Wikipedia would never lie. - suggested by Tails
    Limes - Like lemons- except green. Which probably means they're more eco-friendly. - suggested by Tails
    Pears - I suggested canned pears but not their non-canned perishable counterparts. Shame on me.
    Plums - Take the sentence above, and replace "pears" with "plums".
    Pumpkin - Pumpkin Pie is already in the game, so why not actual pumpkins? And if we don't have the option to turn them into Jack-O'-Lanterns, I will be very disappointed. - suggested by Tails
    Raisins - I was tempted to list raisins under "snacks", but since they're dried grapes they're going here instead. They're still commonly eaten as a snack, however. - suggested by Tails
    Olives - Every in-game bar should have a jar of these. - suggested by Tails
    Rhubarb - I think part of this plant is actually poisonous. Doesn't stop it from being cultivated and consumed by humans, however.
    Dandelions - Every part of the dandelion plant is edible. You're still not likely to find this in many kitchens, however.
    Jalapeño Peppers - Spice up your post-apocalyptic life with these babies! - suggested by Tails
    Cayenne Peppers - Jalapenos not spicy enough for you? Try cayenne peppers on for size! - suggested by Tails
     
    Meats - Because zombies shouldn't be the only ones feasting on the flesh of dead creatures.
     
    Turkey - Kind of like chicken, but bigger and better in every way - suggested by Tails
    Salami - No refrigeration? No Problem! Salami can be stored for a month at room temperatures. - suggested by Tails
    Ribs - Whether from a pig, cow, lamb, or deer, ribs are a staple of American BBQ Cuisine. - suggested by Tails
    Ground Beef - Shape into a "meat patty", add to a taco, or simply fry it up as is. - originally listed under "Frozen Foods", this really better belongs under the "Meats" heading
    Bologna - We already have canned bologna, so why not actual bologna? The apocalypse shouldn't prevent us from making bologna sandwiches dammit!
    Chicken Balls - Balled and breaded chicken. A staple of North American Chinese takeout despite being unheard of in China itself. Found when looting "I Heart Wok & Roll".
    Egg Rolls - Deep-fried appetizers served in North American Chinese restaurants. Despite the name, they don't contain any egg. - suggested by Tails
    Duck - A bird that you should be able to find and kill yourself once hunting is properly implemented - suggested by Tails
    Goose - Commonly eaten for Christmas in Europe, you'll be eating this waterfowl whenever you can hunt and kill one in PZ. - suggested by Tails
     
    Seafood - Kentucky may not be adjacent to the ocean, but that doesn't mean you shouldn't have your choice of aquatic critters to feast on!
     
    Sushi - Sushi was a popular fad among the yuppie crowd in the 1980s, so while I doubt you'll find many sushi lovers in Muldraugh (at least in 1993), I would imagine there'll definitely be a sushi restaurant or two in upcoming Louisville. - suggested by ZonaryQuasar
    Crab - Much like the lobsters below, once the pre-apocalypse supply of fresh crab meat is gone, it's gone for good! Although canned crab meat is a thing. - suggested by Tails
    Lobster - Raid live lobsters from restaurant and supermarket seafood tanks while you can, because you won't be seeing another one once the transportation network that brings them in from the coast breaks down. - suggested by Tails
    Crayfish - Multiple species of crayfish can be caught in the rivers of Kentucky and are perfectly eatable. There's no reason a player of high enough "Fishing" skill shouldn't be able to catch them him/herself. - suggested by Okamikurainya
    Mussels - There are over 100 species of freshwater mussels in the Commonwealth of Kentucky. It's about time we started dredging them out of their freshwater homes and inserting them into our bellies where they belong! - suggested by Okamikurainya
    Oysters - These shellfish can be cooked in multiple different ways, or even eaten raw. They've also got a high shelf life of up to four weeks. - suggested by Tails
     
    Cooking Supplies / Ingredients
     
    Pancake/Waffle Mix - Given how rare actual (non-rotten) waffles and pancakes seem to be in Know County, it would be nice if we were given the means to make our own.
    Cookie Dough - Believe it or not, this tasty snack can actually be used to make cookies with. Just chop the dough up and put it in the oven. Or just eat it raw, whichever makes you happiest.
    Chocolate Chips - Chocolate Chips can be add to a recipe, or just eaten on their own as a snack.
    Cornmeal - Can be used in the baking of cornbread and muffins, as well as in the preparation of grits.
    Pizza Dough - Can be made from scratch, or looted ready-made from the supermarket (and probably Pizza Whirled). - suggested by ZonaryQuasar
    Taco Shells - Add some ground beef, sour creme, grated cheese, and whatever else you desire. I like bacon in mine. Or just eat the shells as is if you're hungry enough. - suggested by ZoneryQuasar
    Tortilla Wraps - Feel like making a burrito instead of a taco? These tortilla wraps'll have you covered. And after you run out of wraps, you can make your own from cornmeal! - suggested by Tails
     
    Drink Mixes - So far the only drinks we can make in PZ are tea and coffee. A handful of other choices would be nice.
     
    Hot Chocolate Mix - Similar to tea and coffee, making a mug of hot chocolate would consist of pouring a packet of powder into a mug of hot water. Maybe you could even add a marshmallow.
    Chocolate Milk Mix - Pour a pouch of this into a glass of white milk to turn it chocolate! It's like magic! - suggested by ZonaryQuasar
    Coffee Cream - You'll no longer have to drink your coffee black with this in stock. - suggested by Tails
    Juice Mix - Available in multiple flavors, just pour a packet of juice powder into a pitcher and enjoy a few refreshing glasses of lemon-aid or fruit punch or the like
     
    Spreads/Sauces/Condiments/And The Like - Lastly, if more food isn't enough, then at least having more things to put on said food should help to improve matters, right?
     
    Maple Syrup - Because does anybody want to eat their pancakes/waffles dry?
    Hot Sauce - As with the sour cream listed above, hot sauce goes with just about anything - including sour cream!
    BBQ Sauce - Useful for adding an extra touch of flavor to the steaks and pork chops you'll be cooking.
    Soy Sauce - Found in grocery stores and "I Heart Wok & Roll".
    Cheese Spread - Essentially Cheese Whiz with the numbers filed off, Cheese Spread can be added to crackers, sandwiches, you could dip french fries in it if you were so inclined, It's versatile!
    Sandwich Spread  - It's a jar of spread for sandwiches. I'm sure you could apply it to other stuff as well - you just have to be creative,
    Ranch Dressing - Technically a salad dressing, ranch goes with pretty much everything. It's also been the best-selling dressing in America since 1992. - suggested by Tails
    Sour Cream - Goes with just about anything (within reason). Also makes a great potato chip dip.
    Heavy Cream - Heavy Cream can be added to everything from broth, to mashed potatoes, to homemade ice cream. An all-around versatile substance. - suggested by ZonaryQuasar
    Whipped Cream - A perfect companion for pies and ice cream. Can also be made from scratch using the above heavy cream.
    Cream Cheese - Soft, mild, cheese that's often spread on bagels and crackers. - suggested by Tails
    Cottage Cheese - Remember when Little Miss Muffet was eating "Curds and Whey"? Cottage cheese was what that nursery rhyme was referring too, apparently. Can be added to foods and used as a dip. - suggested by Tails
    Salsa - Remember those nachos from the snack section? With those nachos, this jar of salsa has found its soul mate.
    Relish - A pickled jam that's commonly eaten with hot dogs. It's Green! - suggested by Tails
    Olive Oil - Used for cooking and as a salad dressing. Can also be eaten as is, apparently. - suggested by ZonaryQuasar
    Alfredo Sauce - Found in stores, restaurants, and kitchens, this creamy sauce can be used on more than pasta if you're creative enough. - suggested by Tails
    Chili Powder - Powdered chili peppers! Also works has an ingredient in crystal meth, apparently. Though I wouldn't expect the devs to add that to the game. - suggested by Tails
     
    Anyway, that's my list of additional foods that might help make looting kitchens and supermarkets a little more interesting. This is by no means a complete collection of foodstuffs that are lacking from the game, but I feel it would be enough to keep a player from encountering the same stuff in almost every kitchen.
     
    And feel free to post if you feel I've missed anything. If you do, I'd be happy to add it to the list above.
     
     
     
  9. Like
    Magic Mark got a reaction from grammarsalad in Toolbox   
    A toolbox container would definitely be a great idea. It could easily work similar to the first aid kits that we find, as to not complicate things.
  10. Like
    Magic Mark reacted to Okamikurainya in Pitch for a Pitchfork   
    Hey all!
    Been a long while since I've submitted a suggestion here, but I thought this one was something that I was surprised wasn't in the game in the first place:
     
    Pitchforks!

    Aside from the obvious use as a weapon, I imagined it would go hand in hand with the Composter, allowing you to speed up the process of gaining compost somewhat so long as you have a pitchfork and a certain amount of water. "Turning compost" is something that is pretty much required IRL, you'd water it down with a hose and mix it using a pitchfork to speed up the process of it composting.
     
    Once farm animals are added, you could also maybe use them to cut down on the weight of hay used for feeding them by "changing into" a "Pitchfork with Hay", which could then be dumped into a feeding trough or location for your horses or cows and what not to eat from when grazing isn't an option.
     
    What y'all think?
  11. Like
    Magic Mark got a reaction from Geras in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    The 90 degree turns on the highways are truly an annoyance, since there is no warning whatsoever and you don't have nearly enough notice of them coming because of the limited camera zoom while driving. 
     
    Since the vehicle handling mechanics are designed to support gradual turns (like how real driving works) and decently mimic real handling, the roads where you drive at the highest speeds could at least reflect this - the "offramps" seen in the highway intersections are a gradual curve, so using gradual curves for the larger roads would fix this problem. This is direct proof of smoother curves already being used in the map, but at a smaller scale, that work.
     
    Inner city 90 degree turns and most of the country roads having them I can accept, but the idea that freeway traffic all have to slow down to make 90 degree turns after a long high-speed 50+mph straight can be immersion breaking.
     
    Yes, this change would be hard work - but as the commenter above has said, this is a necessary evil and a change the game should ideally see before release. Map creators are trying to implement something of the sort in their own maps already - it doesn't look pretty, but at least it works out much nicer than this.
  12. Like
    Magic Mark got a reaction from RingoD123 in Compass   
    Thank you for the response, @RingoD123. It may be a more feasible request to have a simple static compass put on the corner ingame map items (perhaps the legend), maybe in the future when there aren't things of higher priority going on. It's a small detail, but it could easily clear up any disagreements when I can't readily send people that image.
     
    Keep up the great work! I look forward to seeing what you guys pull off in the next build.
  13. Like
    Magic Mark reacted to RingoD123 in Compass   
    As axezombie said, the game's camera does not rotate, so North, East, West and South always face the same directions, meaning a compass would be useless as they do not mark your current position on a map, that would be some kind of GPS system which I dont beleive would have been around back when this game is based. No matter where in the game world you are, these are always the "compass directions":
     

     
    So adding a "compass" to the game would be nothing more than a static image/set of icons that basically do the same as the image above, which would be kind of pointless.
     
    As Kim Jong Un pointed out, the main consideration is with regards to in game maps, as they can be presented in isometric format, like the game itself, or in top down format, like this:

    The above image is top down, the top of the image is North, any map that is top down like this will always have the top of the image as North. If you find it hard to work out the directions compared to the isometric game world then just imagine rotating this map 45 degrees to the right to make a diamond shape, North is now the same direction on the map as it is in game.
     
    Isometric in game maps already fully match their directions with the actual game world, like so:

     
    Anyone using a different version of North, East, West and South, are using them wrong, maybe show them the first image I posted above as a reference.
    Along with N, E, W, S, It could be useful to also use directions such as "screen up" instead of "North West", "screen down" instead of "South East", and again, these directions never change.
  14. Like
    Magic Mark reacted to MrTrololo in Compass   
    some time passed since we have maps but currently ther are not very useful, at least for me,but compass would change this:
    position of character would be displayed on map(assuming character checking proper one)if compass is in eq.
    of course would be useless without any maps.
    that would be useful feature for example mark already looted places or to know how to get to certain places
  15. Like
    Magic Mark reacted to MrTrololo in Warning signs about zeds inside buildings   
    warnings about buildings and places infested by zombies written on walls and fences with paint and/or blood written by some peoples before they died
    here's few examples:
    -"they are here"
    -"beware of the dead"
    -"dead inside"
    that signs would appear randomly on maps in places filled with zeds,just like houses barricaded not by players
  16. Like
    Magic Mark reacted to turkler in Cars should behave more like cars   
    Well, I'm just gonna get to the point.
     
    Currently in Zomboid, if a car is not accelerating, then it's shifted into neutral. The problem is that this happens no matter how fast you're actually going. Now, you might say that this is the most fuel efficient way, and it might be, but here's the thing;
     
    Literally no one drives like that.
    And there's a really good reason for that, in Zomboid you can upshift/downshift instantly, but in real life it takes about half a second for that gear to kick in.
    The thing is that this is completely  unrealistic, and you only hear the engine idle if you're going 120 but stopped accelerating, which is a massive immersion-breaker.
     
    So, what should happen is:
    -If you're accelerating, you should upshift as you get faster.
    -If you stop accelerating, the car should still roll with the speed it already has, but it should stay on the gear it correlates to, and should only downshift when it becomes slow enough to actually downshift.
    -A car should only shift to neutral when it's completely still.
     
    Now, there are a couple ways of actually fixing it.
    You could, of course, implement is as-is, but I'd very much love a manual shifting option, just like how we have hardcore reloading, we should also have hardcore driving.
     
    And on the topic of vehicles, can we please smooth out some of the roads? I mean, I understand making tens of tiles for highways to actually look good while still having markers and everything, but can we at least have 45 degree turns, and not 90 degree turns that I end up crashing at every time? It's genuinely hard to drive in most highways because you both need to speed,  but if the road decides it's gonna turn, then you're probably gonna crash at that speed and die. 
     
     
    oh also the jeep model is horrible
  17. Like
    Magic Mark reacted to RingoD123 in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    We like this idea and I will start the process of getting this in game after I ask Mash to make some arrow overlays for the road. My thought is a 90deg left and 90deg right arrow for each of the 4 directions along with a 90deg Left+Right for T-Junctions.
    My thinking is placing these about 10-15 tiles from the turn/junction itself on straight long roads.
  18. Like
    Magic Mark reacted to turkler in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    why not just smooth the roads entirely? it'd probably be hard, but it's a necessary evil
  19. Like
    Magic Mark reacted to Darkmark8910 in Minor Suggestion: add arrows on road near sharp 90-degree turns on highway   
    As the title says, some sort of demarcation of an upcoming 90 degree turn on highways and rural roads would be amazing. 

    A simple solution would be to remove the lane dividers as players approach the turn, then have an arrow warning on the pavement.

    Bonus danger b/c the arrows wouldn't be visible in the dead of winter! 
  20. Like
    Magic Mark reacted to Iamnotasurvivor in *del*   
    *del*
  21. Like
    Magic Mark reacted to Iamnotasurvivor in *del*   
    *del*
  22. Pie
    Magic Mark reacted to lemmy101 in Reloaded   
    The game would be rebalanced accordingly to counter the issues you describe. If anything we'd make log/plank transporting easier by allowing more weight reduction if stuff is in hands, without having to make the 'top level inventory' some kind of catch all big inventory space that meant we had to limit the log count to balance it. The goal of this system is to make things easier and more logical for people. My guess is you'll probably be able to carry 2-3-4x as many planks, just you'll have to use your arms to do it
     
    Also, the anims made the game much easier, not harder, we had to balance to make things more difficult because the smooth fluid animations and controls made combat a million times more responsive and intuitive.
  23. Like
    Magic Mark reacted to MrTrololo in Car trailer   
    can be attached to car if trailer is near of it and both are placed properly ,increased capacity,weight and fuel consumption,decreased top speed and acceleration,characters would be able to take seat in trailer,it can detach if you perform wrong reversing
  24. Like
    Magic Mark reacted to Fritz in Punching (and kicking?)   
    Title says it all. In the game's current stage this would probably be best for multiplayer, but some hand to hand combat along the lines of punching, and maybe kicking etc. would be cool, especially in RP circumstances. Also when NPCs come I suppose it could be used to settle disputes with people you don't have the best of relations with in your group or shake people down without lethal force (provided you don't go that far). Might give some more use to the brawler trait.
  25. Like
    Magic Mark reacted to MrTrololo in Alarms(or at least some of them) should not trigger on instantly   
    now something on example from my real life-i worked in small company,and when everyone finished their jobs one of authorised person had to turn on alarm,and turn off next day,but of course that person have to enter inside and enter into motion sensor,but alarm never turns of instantly ,but with small delay something around 30 seconds,that allow to type proper code to turn off alarm before it triggers
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