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Christophonical

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  1. Happened to me too...I think it's a new bug introduced with the latest build. It's very unfortunate too because I was really looking forward to trying out the new canning system.
  2. Liking the new build, way to go guys! One thing I'd note: When you make a shotgun with accessories into a sawed off, all the accessories magically disappear, and if the shotgun is broken, you can't remove the accessories. P.S. Sacriel the Twitch streamer was saying good things about PZ on his stream today. =D
  3. I'd be all for zombies being able to aggro/draw other nearby zombies towards them, but like others have said, only if it's all of them, not just a select few.
  4. Well, this topic did get me thinking about possible jobs in future builds and related skills. Mechanic certainly seems like one you'd expect to have, but on the subject of making biofuels... Kentucky is famous for its moonshine. The process of distilling spirits, like moonshine for example, is not that much different from making ethanol, but to be fair, most people who make moonshine had absolutely no background at all in chemistry. Still, we have to assume that there are educational facilities, which means people with backgrounds in things like science, or chemistry specifically. I think a chemistry skill would allow for interesting new stuff in-game, some of which the devs have already alluded to. Biofuel creation could probably be one of the higher tier abilities in a chemistry skill tree or maybe even the level 5 ability of a brewing/distilling skill tree. I agree with Suomiboi that you'd have to be careful how this is done so as not to make it overpowered though. The moment you can start making large quantities of fuel is the moment the difficulty takes a nose dive. This topic now has me wanting a brewing/distilling skill to make my own moonshine in-game.
  5. I agree that most people wouldn't know how to create biofuel, or properly connect generators. You may or may not be surprised at how many people can't change a tire or jumpstart a car. However, the same can be said for a great deal of what is already in game, like loading/using a firearm, farming, combatting crop diseases, building functional animal traps, performing basic firearm maintenance and repairs, properly attaching weapon mods, carpentry, etc. Like you said, gameplay will often trump realism, though skillbooks can be a justification for any in-game knowledge. Also, depending on what jobs are added in the future, you could argue that they absolutely would have the knowledge in question. Whatever the devs go with will be an interesting addition, and I have faith that the modding community will fill in any gaps they think need addressing.
  6. Another option might be the creation of your own biofuel. We have corn in the game already, and fast food restaurants (from which oils used in the creation of biofuels can be obtained). Also, vehicles can be modified to run on propane, and we already have propane tanks in-game. I imagine if we do get working vehicles at some point the devs will most likely provide sustainable (biofuels) and non-sustainable (raiding gas pumps and other vehicles) options for us. It will definitely be interesting to see how both the devs and the modders handle fueling vehicles in the future.
  7. I'm more of a sheet for a cape and lamp shade hat kinda guy myself.
  8. Something I didn't see mentioned: + If you have the opportunity, check the corpses of the zeds you kill. They carry random things that you might find useful. I've found more fire axes and big hiking bags on dead zeds than I have found from looting buildings.
  9. I expect the npc survivors will drop like flies, so I'm thinking a high number to start with is the only way you'll manage to encounter any in the lategame. Though I suppose some survivors could be added lategame under the pretense of just arriving to the town, I like the idea of potential long term npc survivors. Also, the more npc survivors there are, the more likely you would be to stumble across a stockpile you can steal. XD
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