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DoctahWong

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  1. Like
    DoctahWong reacted to 956Texas in Dreadwood   
    Guys dont just download, please give us feed back...its crucial
     
     
    UPDATE COLLEGE 1.3 FINAL : now contains stairs and lighting, also added an outside eating patio outside the cafeteria.. in front of the 
    Dorms, there's patios to cookout, i know many of us back in college (quit the last year to graduate), many of us would do that...
     
    it contains:
     
    2 dorm buildings
    2 lab Buildings
    3 regular classes building
    1 office building
    1 gym
    1 Mess hall
  2. Like
    DoctahWong reacted to Pridelost in Dreadwood   
    Dreadwood is being updated with a new layout! I apologize for the old map, but due to complications it's unworkable right now. Keep an eye out for updates. 
     
    Care to take a look at the large upper class houses in the suburban side of town? Beware of the dead who inhabit the once snobby area. Or perhaps you'll enjoy a stay at a five star hotel in the city? It may be your only safety in a city swamped in the dead. Those who get away from the population will find dangerous abandoned buildings, winding trails, and  trailer park homes. Wherever you so choose to stay..
     
    welcome to
    Dreadwood!
     
     
    (Map - WIP)

     
    here's a closer view of the more completed cells, still not quite done yet. 
     

     
    Some screenshots!

     
     
    Features:
    More nature (forest, water, camping etc...) More detailed world and realistic building placements Derelict buildings (beware of holes!) Trailer Park Suburban homes Small city And much much more!
    Credits
     
    Pridelost           -Project Lead
           956texas           -Building assistant
     
    Thank you for all your hard work 956texas.
     
    Thanks to
      Sieben, DoctahWong, and Beastly Bean for their buildings.
     
     
    Old Dreadwood (nostalgia)

  3. Like
    DoctahWong reacted to 956Texas in Muldraugh County Rural Hospital   
    erase
  4. Like
    DoctahWong reacted to 956Texas in Muldraugh National Guard Base   
    erase please
  5. Like
    DoctahWong reacted to Ontogenesis in Depression, Schemas and Emotion Moodles   
    There's a book by Stephen King called 'Misery', where the main character is held hostage by an obsessed fan in order to write another book of her favourite series. There's a scene (leg amputation aside) where she flies into a rage after he writes a dead character back to life by changing the circumstances already written. She's angry because she considers this 'cheating'. I mention this in terms of this suggestion because I think moodles that state 'depressed' is cheating - depression is a diagnostic label that covers huge range of somatic (physical), emotional, interpersonal and cognitive experiences. These experiences should be shown, otherwise the label is meaningless.
     
    I propose:
    > Include emotion moodle
    > Depression that is represented by in-game effects and not just a moodle
    > Schemas - rolled at the beginning that determine characters sensivities
     
    1) Emotion Moodle
     
    Moodles currently show physical symptoms (hunger, temperature, pain, tiredness).
    I think it would be useful to include a semi permanent emotion moodle that expresses the characters current feeling. This would provide information on their state. E.g. content, sad, anger, happy, joy, frustration, surprise, love, anxiety etc.
    This would particularly come into play within any mental health system introduced into the game, where affective components are generally what defines the experience (even schizophrenia).
     
    2) Depression
     
    Symptoms (in game effects):
     
    - Low mood or sadness occuring frequently and for long periods
    - Irritability - quick to anger when interacting with NPCs
    - Increased, or decreased appetite
    - Increased, or decreased sleep
    - Disturbed sleep - difficulty falling asleep or waking in the night
    - Tiredness regardless of sleep
    - Lack of energy and low motivation - Slower movement, decreased holding weight, fatigue much faster
    - Difficulty concentrating - reading skill books is much slower, crafting is much slower
    - Memory problems - less xp from performing tasks
     
    There are multiple cognitive symptoms (e.g. the 'cognitive triad' or low self esteem) that currently can't really be portrayed. I thought about proposing a 'thoughts' moodle to give the topic the character was thinking about, but it may be too much work to include (would be very interesting though!).
     
    Severity:
     
    Depression should be a continuum from mild, to moderate, to severe. The above symptoms effects should increase appropriately. Severe depression is crippling, and the PC should suffer appropriately.
     
    Causes:
     
    See the schemas section. Other could include trauma, upheaval (e.g. losing a long term safe house) or long term deprivation of other needs (e.g. food, water, safety, social etc.). Depression does not fall from the sky, so should never occur randomly, but should always been in context of the characters world.
     
    Considerations:
     
    - Social support - evidence shows support acts as a buffer against negative events. Those in groups with close relationships have reduced chance of developing depression, and/or it passes more quickly
    - Behaviour - currently the game has boredom. Although this is sort of related: depression tends to lead to self-isolation and withdrawal from activites, and thus from any rewarding engagement with the environment. The lack of activities can lead to, or at least maintain depression.
    - Suicide - control taken away from the player I consider false difficulty and comes under my 'cheating' category. Suicide should come from the frustration of the player not being able to deal with a depressed charater, and thus reflecting the important element of hopelessness about the future.
    - Relapse - the biggest factor that predicts relapse is the number of relapses in the past. The more times someone has been depressed, the more likely they'll get depressed (can explain this if anyone wants further info).
     
    Recovering:
     
    The most obvious treatments include:
     
    - Time (no treatment) - called spontaneous remission, one article states about a quarter of people will recover from depression without any treatment after approximately three months, this goes up to about half in a about a year. Of course this means it can take much longer without.
    - Antidepressants - different strengths depending on depth of depression. Risk of side effects. Only treats current episode of depression.
    - Self help books - slow recover, but increased protection against future depressive episodes.
    - Psychological therapy - if an NPC in the group is trained. Faster recover, good protection against future depressive episodes. Variable effects depending on person.
     
    3) Schemas
     
    Schemas is a psychological term to describe our knowledge structures. Young developed it into it's own type of therapy (which is brilliant by the way). It describes how our early experiences developed patterns we tend to repeat when we're older, especially in relationships. In the sense in could be used in PZ, is that it could determine how each character is more sensitive to different events, i.e. what makes one character depressed, doesn't necessarily make another. These would be invinsible but used behind the scenes for calcualtions for emotions and onset of depression. Some good ones are:
     
    - Loss - losses through death or abandonment are particulary stressful
    - Rejection - percieved rejection from groups or their members leads to stress
    - Isolation - being alone too long leads to stress
    - Separate in a group - part of a group, but not really fitting in leads to feelings of alienation
    - Mistrust/Abuse - being robbed or used by other people is particulary hurtful
    - Subjugation - being under an authoratarian leader leads to resentful and internalised anger
    - Shame - performing acts that the character is shameful of leads later to depression
    - Unrelenting Standards - being not the best at something leads to stress
    - Entitlement - not being given what they want leads to resentment
     
    These could be rolled on each character creation to determine their makeup. Random may mean mean they are more vunerable to a few things, or none of them.
  6. Like
    DoctahWong reacted to Seustace89 in Door Mechanics/Animations   
    I was just thinking it would be pretty cool to see the doors of PZ take advantage of the new 3D engine coming in. My suggestions:
    - DOORS SWINGING if it's a windy day, would look cool and could possibly creek if it's an old door or on a shed and possibly opening the front and back door chance of wind rushing through house/building causing one of the doors to slam loudly.
    - PEEK Mechanic where you can open door slightly to see if there's any Zombies behind door, but could cause zombies to rush the door and push you back. Possibly even drill and carve a hole into door to prevent rushing...
    - PICKING locks (I know it's already been mentioned, but...) could be done by using a 'bump key'. Very easy and effective method of breaking into houses with old locks and keys can be easily crafted with a filer and any key that can slot into lock but can't turn. the skill can determine speed, sound and quality of the bump key.
    - DIVERSION mechanics where you could open door on building and attach fish wire or whatever to which you can slam door from distance providing an opportunity to sneak past to objective. Or an object like a bucket or glass on top of half opened door that would crash into ground causing either a diversion or a poor mans intruder alarm to your safe house.
    - (Edit) BARGING through the door animation could cause injury but may need to do it desperate situations.
    - (Credit to Etsamaru) KNOCK ON DOOR where you can attract zombies to that specific location. Useful to attract zombies in a building to draw them out... Or lead zombies to certain area of building and you sneak around to a window or other door to escape.
    Just some ideas I'd thought be cool... Let me know what you think.
    TIS keep up the good work, games amazing.
  7. Like
    DoctahWong reacted to Jela331 in Books not wasted and panicked when gun aimed at   
    Hello there, here are few minor suggestions for PZ.
     
    First one is when somebody reads a skill book, the skill book shouldn't disappear. It should stay, so someone else can read it. It's realistic.
     
    Second one is to get panicked in multiplayer when somebody aims a gun at you. You'd be panicked if someone aimed it at you, loaded or not, in real life too.
     
    That's all for now.
  8. Like
    DoctahWong reacted to Viceroy in Maple Syrup!   
    I have been wondering this for a long time. Why can we find pancakes and waffles but not maple syrup? Surely this goes against the very laws of nature?!
     
    Outrage!
  9. Like
    DoctahWong reacted to Etsamaru in Zombies Tear Down Fences   
    I was thinking, currently the zombies CLIMB fences, which seems odd. I think that zombies should press against fences and wear it down over time, or just have sheer numbers tear down the fence. Think the walking dead, and the prison fences.
     
    It's kind of weird currently that I scale a fence trying to run away and all the zombies scale it just as fast as I could and keep following me.
     
    I'd love to be in a fenced in area and just hear the moans and growls of zombies and the sounds of rattling fences all night.
  10. Like
    DoctahWong reacted to Smiley in Concept: Suggestions for Huntable Local Wildlife   
    Around the area I live (I live in Northern Kentucky) I can think of a great amount of creatures that'd make great additions to the game as huntable/trappable food sources:
     
    (The Obvious) Deer
    Deer are very populous around here and would only get moreso without more hunters. They're also very quiet and would not rouse attention from wandering stiffs. Deer meat is absolutely awesome for cooking, but there is a danger one should be wary of - in certain seasons, Lyme disease is a huge risk. If the inherent danger of contamination is taken into consideration, this could make hunting deer in Project Zomboid risky but rewarding, as that is probably going to be the only source of red meat available after power goes out. Deer meat could go toward any recipe that uses raw red meat.
    Potential Loot: Deer Meat, Antler, Hide, Innards [Fishing/Compost?]
     
    Wild Turkeys
    Wild turkeys range all around the area I live, one can even see them crossing roads sometimes in their little flocks. Good meat, and plenty more on them than any chicken. There's also less disease risk than, say, Deer - but eating raw would still be higher chance of sickness than starter, fridge found meats. A zombie might have a hard time even getting close to a Turkey given how easy to spook they are.
    Potential Loot: Whole Turkey, Feathers, Innards [Fishing/Compost?]
     
    Hungry Coyotes & Feral Dogs
    Kentucky, and many other places, are lousy with Coyotes since they got reintroduced after about being wiped out. Now, especially in my county, there's literally open hunt on Coyotes to keep the populations in check (and it's still not very effective). Also, tons of people keep Dogs here - they're a lot more popular than Cats, at least in my area, and there'd be a ton of ownerless dogs turning feral. Depending on how lore is determined for Project Zomboid, these wild dogs could be more hungrier or less hungrier. In the Walking Dead Comics, most predators like feral dogs or birds can still eat Zombies, so they'd be a lot less on the hungry side and breed in large numbers. If we're going by Max Brooks/NoTLD staple, animals avoid stiffs like the plague they are, so they'd be a lot more hungry and brazen (and likely dangerous to players). Either way, Coyotes and Feral Dogs could be a source of red meat that might keep a player alive - as well as a threat while travelling, especially in wooded areas. Given that they are capable of being very fast, relatively social, and might have been eating zombies (or at least, scavenging filth), bites could cause all range of diseases and death. Big survival challenge.
    Potential Loot: Dogmeat, Hide, Innards [Fishing/Compost?]
     
    (Feral) Cats, Rabbits, Groundhogs, and Squirrels
    As unpalatable as it may be, there will be tons of feral housecats in a Zombie Apocalypse. While cats aren't as popular in my area, there are many spots I do know of where stray cats are extremely common and would be a much more accessable food source than most game (let's not get soft here, folks, this game is about survival). Consider also that cats will undoubtedly be trapped in houses when their owners are zombified and could turn quite feral without food. Scratches from feral cats could get infected easily and be a challenge to the player. I'd imagine that most cats would generally flee zombies to mixed effect, and do breed fairly rapidly. Likewise, small mammals like Rabbits, Groundhogs, and Squirrels are common even in towns out here. They'd be very spookable and flee from zombies or non-stealthing players, but with the right means (Such as traps) could provide handy foodsources.
    Potential Loot: Mystery Meat, Pelt, Innards [Fishing/Compost?]
     
    (Feral) Chicken & Wild Fowl
    Many people near me have chickens they just let freerange on their land, and the things usually stick to yards. Zombies would be attracted to eating the chickens and could overwhelm them, but most chickens will flap/flutter away easily without anyone to keep their wings trimmed.  Likewise, Ducks/Geese are common, but so are ground Pheasants and other small birds that are quite edible. It'd be nice to include nests with lootable eggs, so that players can have access to such things after power goes out. As cliche as it is, one shouldn't have a game that takes place in Kentucky without the ability to make Fried Chicken.
    Potential Loot: Whole Fowl, Feathers, Innards [Fishing/Compost?]
     
    Pondlife & Fish
    A fishing system should definitely be included in Project Zomboid, maybe even with its own skill. Fishing is very common around Kentucky. There's plenty to catch, from Bluegill, Catfish, Bass, to Gars (*which aren't very useful for meat, but hey, they're there to annoy), even large Crawdads. Heck, there are bullfrogs in my ponds that weigh as much as cornish hens with legs like small drumsticks. I'd absolutely love for these kinds of things to be catchable in Project Zomboid for a character to survive off of. Zombies would not have access to most of these creatures and thus could provide a relatively safe foodsource for players willing to invest the time/luck.
    Potential Loot: Fish, Fish Bones, Innards [Fishing/Compost?], Dead Frog, Crawdad
     
    I'm hesitant to include Wild Boar and Elk on here, as they don't to my knowledge tend to get close to suburban/urban centers. I do know that Wild Boar are getting brazen and would only get moreso during a Zombie apocalypse, though - they might be an additional consideration.
  11. Like
    DoctahWong reacted to Rikashey in New skill: Survivor   
    Basically, the Survivor skill is on the skill list along with carpentry, cooking, sprinting, etc.
     
    Exp that goes toward the Survivor skill comes from the amount of days that you've survived.
     
    Ex. 1 day = 5 exp
     
    What the skill does is increases your tolerance to Panic, slightly decreases your base Hunger and Water needs.
     
    The reasoning behind this skill is that as days, months, and years go by a person has survived long enough that he/she will have gotten use to the apocalyptic world around them. The person has seen everything, to the point were what used to be scary isn't. He/she has killed hundreds of zombies and isn't as terrified by them anymore (in time). His/her body has also slightly adapted to the shortage of food and water. Similar to how the human body goes into survival mode if it isn't getting proper nourishment. The person no longer eats normally due to having a limited supply of food and water. I was also thinking that the amount of Sleep required should be slightly decreased also.
     
    If someone has survived in the apocalypse he/she is going to be a much different person mentally and physically. Currently, your character can survive for years and take on everything that the apocalypse has thrown at them but the only difference between you and Joe Newbie is that you can make one hell of a chair or table.
     
    The world has changed and his/her mind and body should adapt to it in time.
  12. Like
    DoctahWong reacted to Jela331 in Zombies Tear Down Fences   
    I'd like to see zombies fall over small fences, instead of parkour over them like they do now.
  13. Like
    DoctahWong got a reaction from kaizokuroof in DoctahWong's buildings   
    Hey guys, first thread that isn't a whine about how to use the Map Tools. Woo!

    Credits to: grivcin(For some spectacular building ideas!)
                      Maklane(For helping me out and me helping him out in the building stuff... and photos and downloads!)
                      All you other beautiful(nohomo) builders for giving me some building inspiration!
                      Kirrus(For making me fear him and Enigma... pretty much all devs!)
    Last Updated: 19, Feb., 2014: Buildings have been updated!
     
    So, this is where i'll showcase my builds to you lovely people that seemingly dislike me because i'm fake chinese. Now free for all!, you can freely use these for your map projects, though i'd appreciate that you you give some credit since i work hard on these. plz. (  o)3, Ducky luvs u.
     
    Albums:
     
    Community Buildings: http://imgur.com/a/0KWhq
    Restaurants: http://imgur.com/a/oCVwA
     Houses: http://imgur.com/a/X3YBe
     
    Here they are!:
    Middle Class Home 1
     
     
    Front version: https://www.dropbox.com/s/1ismocal9g4tv5i/Middle%20Class%20Home%20Front.tbx
     
    Twiggy's Bar
     
     
     
    Spiffo's
     
     
    Pizzawhirled
     
     
    Police Department(a.k.a CAWL DA PAWLICE!)
     
     
    Low Class Home
     
     
    Pharmahug
     
     
    GIGAMart
     
     
    Cortman Medical
     
    Download links are up!
     Plans:
    -School
    -Shopping Center
    -Hospital(Probably the hardest to do. But i'll take this as a achievement if i succeed)
    -Low Class Houses(1 completed, 1 in the works)
    -Middle Class Houses(1 uploaded)
    -Retail Stores
    -More to come
     
    Thanks for reading this!
    Also, be sure to check out these cool projects and buildings!
    Rebuild: http://theindiestone.com/forums/index.php/topic/5536-rebuild-announcement/
    Project Cherno: http://theindiestone.com/forums/index.php/topic/5225-project-chernaurus-cherno-is-under-contruction/
    TrailerPark: http://theindiestone.com/forums/index.php/topic/4838-trailer-park-a-big-project/
    Maklane: http://theindiestone.com/forums/index.php/topic/5517-maklanes-buildings/
    Beastly: http://theindiestone.com/forums/index.php/topic/4952-beans-building-packs-update-29-01-2014-1127-vote-for-next-buildings-poll-added/
    mendonca: http://theindiestone.com/forums/index.php/topic/5353-more-buildings/
    Gutrot: http://theindiestone.com/forums/index.php/topic/4761-vacation-islands-gutrot-island/

  14. Like
    DoctahWong reacted to RingoD123 in Return of the Map (mod)   
    Hey guys,
     
    NOW AVAILABLE TO DOWNLOAD!!!
    http://theindiestone.com/forums/index.php/topic/6672-bedford-falls-test-v1/
     
     
     
    Those that have been around since the old forums may remember that i used to run a Map mod (RingoDs Mega Multi Cell Map Mod) that took all the awesome new buildings and map cells that had been created by you modders and amalgamated them into one "supermap" that was based around the original PZ map:
     
    Well, with the release of the new mapping tools, i feel its time to get this back on track!
     
    The plan:
     
    1) Convert the whole of my previous map to work with the new version.
    2) Start updating with all the new buildings/maps that have been created with the new map tools.
    3) Update with more buildings/map cells if/when available.
     
    This will inevitably lead to a "HUGE" map mod, which i intend to be added to the existing game world, never overwriting it, meaning it will always give you the biggest game world possible. As the official map increases in size/density i can easily move the modded portion to different areas if need be.
     
    What YOU need to do (if you want to be invloved).
     
    1) just keep making buildings and/or map cells like you have been, making sure room definitions etc have been used correctly (needed for proper loot spawning and for future NPC's to navigate properly). If you would like it to be part of the Mega Map Mod then make sure to tag it with the "Free For All", "Credit where its due" or even the "Ask for permission" Spiffo. Needs to be TBX format buildings.
     
    2) If anyone would like to help me convert the buildings from my old map mod into versions that will work in the new system then drop me a PM. The more help i get with this will obviously help speed up the first release of this new map mod, allowing me then to concentrate on adding the new buildings etc people have been working hard on. It will just be a case of looking at one of the "old" buildings and remaking it in the new building editor.
     
    Anyone/Everyone who contributes (or allows there work to be used in this mod) in any way will obviously be given full credit. I will also update this OP whenever someone has PM'ed me asking to help convert the old buildings so we can keep track of who is converting what building/area.
     
    There are some good threads around to help teach people how to use the map tools and the building editor, if you havnt taken a look already but are eager to take part in this project then i suggest having a look at these threads first:
     
    1) Maptools Download: http://theindiestone.com/forums/index.php/topic/4674-map-tools/
     
    2) Thuztors Mapping Guide: http://theindiestone.com/forums/index.php/topic/5075-mapping-guide-v02/ (for the creating a building in BuildingEd part, or even the whole lot if your feeling adventurous)
     
    Thanks! <3
     
     
    Original Contributors:
     
     
    COMPLETE/In The Works:
     
    RingoD         - Roads and Pavements                             - COMPLETE
    Bobheckling  - Original "Muldraugh" Cell (Redux)           - COMPLETE
    Japer            - Tranquil Vale (furthest south-west cell)    - COMPLETE
    Japer            - Resident Evil Mansion                              - COMPLETE
    RingoD         - East "city centre" Cell                               - COMPLETE
    RingoD         - South "city centre" Cell                            - COMPLETE
    RingoD         - Hastings Cell                                           - COMPLETE
    RingoD         - South East City Cell                                - COMPLETE
    RingoD         - Other cells using new buildings                - COMPLETE
    Bobheckling  - Old Hastings buildings                             - COMPLETE
    RingoD          - Terrain and Veg maps                            - COMPLETE
    RingoD         - Road signs, grime, street lights etc          - COMPLETE
    RingoD         - Final beautification and polish                  - COMPLETE
    Maklane       - Old South East Cell's buildings                - In The Works
     
     
     
    Current Contributors:
     


  15. Like
    DoctahWong got a reaction from unsaved_progress in Weird Item O_O   
    It's a rare item, people say it brings good luck... it got me killed 3 times. Must be Mash's evil tricks after telling her to make a Chocolate Chip Cookie sprite without saying please!
  16. Like
    DoctahWong got a reaction from DidacticDad in Scariest thing that has happened to you in Project Zomboid?   
    Knocking meta-events?, never heard it. Every time i hear it, i open the door and a zombie just pops up and attempts to eat my brains out.
     
     
    The scariest thing is that every time i pick up a Spiffo Doll or even find one, bad luck happens.
     
     
    The 2nd doll i found caused bizarre things, when i exited the 2 story house. I saw a bloody horde pop out of nowhere which somehow notices me as soon as i exited, ran back in, crawler pops up and infects me, ran upstairs, i hear the horde break in, decided to jump out of window, immediate death due to horde from the OTHER SIDE. It was scary.
  17. Like
    DoctahWong got a reaction from Sieben in My new traits suggestion   
    One idea i suggest for the toothless is that when NPC's come out, responding to them will make a few of your words gibberish(Though, people can talk without teeth, it can cause a lisp and sometimes gibberish sentences. )
  18. Like
    DoctahWong got a reaction from mendonca in DoctahWong's buildings   
    Houses are a pain in the arse to make, but here's a screenie:
     

     
     
    2 bedrooms and a beautiful living room, buy now for 350,000 on www.claysburgrealtor.net(Not a real site, just giving a hint on what one of the cities will be in my map Union State(Though, i have not givin' grivcin a greenlight yet, check out his map, links on the first post)
     
    You could say it's a remake of my first one, but it'll be different shoon... SHOON.
  19. Like
    DoctahWong got a reaction from grivcin in DoctahWong's buildings   
    Also, i fully suggest you check ALL building's internal names and make sure that they're right.
     
     
     


     
     
    A preview. Also, albums!
  20. Like
    DoctahWong got a reaction from mendonca in DoctahWong's buildings   
    Also, i fully suggest you check ALL building's internal names and make sure that they're right.
     
     
     


     
     
    A preview. Also, albums!
  21. Like
    DoctahWong got a reaction from Suomiboi in DoctahWong's buildings   
    Also, i fully suggest you check ALL building's internal names and make sure that they're right.
     
     
     


     
     
    A preview. Also, albums!
  22. Like
    DoctahWong reacted to lance789 in (UPDATING) Extended Foods Mod (BETA) v1.0.1   
    (UPDATING to build 41)
     
    http://i259.photobucket.com/albums/hh312/animefireball/efm splash_zpsw2zrzwam.jpg
    (Hard at work on this mod, will update this thread every so often)
     
    • Description
    .....The purpose of this mod is not only to extend the amount of craftable foods in game, but also effects player's stats. Some foods will affect the player's happiness while another may reduce boredom. All in all, cooking and eating will now be a much bigger part of survival.
     
     
    • Upcoming Additions
     
    .....Meals: These are a set of items/recipes that will add items/recipes that combine different complete foods.
    ..... • For example, "Ham & Eggs + Pancakes/Biscuits/FrenchToast = Meal Benny's Breakfast"  which will drastically reduce hunger, boredom, fatigue, etc, and gain happiness.
    ..... • Also, "Meal Benny's Breakfast + (some sort of drink) = Meal Benny's Breakfast+" and grants all the bonuses to hunger, boredom, fatigue, etc, and includes great reduction in thirst. "Meal+" recipes remain fresh longer and and take longer to spoil, so consuming resources early may be worth it.
     
    .....MealBowls/PackedMeals/Rations: Going far from home to explore distant parts of town? Need a meal or two to keep your stats in the green? Well now you can carry your home cooked meals with reduced weights! These food items take longer to spoil as long as they remain packed/bagged.
     
     
    • Download
    No Download Link At The Moment
    I will make an upload once I have a fair amount of content and stabilized version.
     
    Please give me any feedback or suggestions you can as it may help further improve this mod!

    And thank you for your support of this mod!
     
     
    Contributers:
    Svarog - for help with item data and lua data
     
     
    Cangelogs:
     
     
  23. Like
    DoctahWong reacted to silents429 in Shopping Trolley, Inventory Space Galore!   
    I don't know why, but when you called it a "Trolley" I felt the urge to harm children..

    Regardless 30-50 slots is more fitting for the "Trolley"
  24. Like
    DoctahWong got a reaction from grivcin in DoctahWong's buildings   
    Gas Station is ready!, BE READY TO BE MINDBLOWN... by a gas station.
  25. Like
    DoctahWong got a reaction from Jose420 in Jalsi Unreal City Wip   
    Hey.
     
     
    Thanks for using my building and giving some credit, i appreciate it.
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