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spyjack

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  1. Like
    spyjack got a reaction from grammarsalad in Small but Important Suggestions Thread   
    946. Vehicle QOL: Vehicles retain speed for greater distances. IRL your car can travel quite a ways at roughly the same speed before bothering to use the accelerator. PZ, and most games, make you have to use the accelerator much more than the break when that just isn't reality.
     
    947. South and East facing stairs? a bit limiting with only north and west.
     
    948. Make the ladders seen climbable like sheet ropes, or make them clearly unclimbable.
     
    949. Guns are way too inaccurate. I can understand not getting a headshot in the first few shots, but not even hitting? Especially for the danger of the gun's noise they should be more effective.
     
    Edit: Remembered a few more
     
    950. Rarely spawning 'survivor' cars that start with their engines running and lights randomly on or off. Perhaps a little bit of fuel in the tank and some loot caches too, but honestly just rarely spawning running cars would be ideal. They'd most likely spawn at the traffic jams and in poor condition.
     
    951. Tying into my last idea, corpses should randomly spawn in any seat of a car (and possibly an option to remove body from the car so you can get in it if all the seats are filled)
  2. Spiffo
    spyjack got a reaction from grammarsalad in New Recipe/Magazine Retention   
    I don't know about you, but if I was to pick up a detailed magazine on how to do something I've never done before, like creating a metal crate from scrap or knowing the basic ins-and-outs about a certain vehicle, I wouldn't be able to know how to do it perfectly, forever, after one quick glance.
     
    Currently the 'recipe' magazines in-game that you learn new abilities after one read are a bit powerful and quite a bit of clutter.  To help make the magazines more than fire tinder, they should instead be limited time recipes added that stay longer the more times you read the article, up until it stays forever. This way you'd have a reason to collect and read them several times. Reading it repeatedly in one sitting should not, however, add extra to the retention time, instead it should only add to it after X many in-game hours (perhaps between 1 to 3). Starting with say, a generous 3 hour retention span it could double each time you read it. Traits like Slow Learner and (I think it is) Fast Learner would make it take more and less rereads respectively to finally commit the recipe/information to the character's memory.
     
    It of course would have to be tuned so it isn't too micromanage-y or tedious, perhaps a timer when hovering the magazine letting you know how long until you forget (either with an actual time amount or a generic, Already Read, Getting Fuzzy, Forgotten, status)
     
    Thoughts, Opinions?
  3. Like
    spyjack got a reaction from Burger_Time in New Recipe/Magazine Retention   
    I don't know about you, but if I was to pick up a detailed magazine on how to do something I've never done before, like creating a metal crate from scrap or knowing the basic ins-and-outs about a certain vehicle, I wouldn't be able to know how to do it perfectly, forever, after one quick glance.
     
    Currently the 'recipe' magazines in-game that you learn new abilities after one read are a bit powerful and quite a bit of clutter.  To help make the magazines more than fire tinder, they should instead be limited time recipes added that stay longer the more times you read the article, up until it stays forever. This way you'd have a reason to collect and read them several times. Reading it repeatedly in one sitting should not, however, add extra to the retention time, instead it should only add to it after X many in-game hours (perhaps between 1 to 3). Starting with say, a generous 3 hour retention span it could double each time you read it. Traits like Slow Learner and (I think it is) Fast Learner would make it take more and less rereads respectively to finally commit the recipe/information to the character's memory.
     
    It of course would have to be tuned so it isn't too micromanage-y or tedious, perhaps a timer when hovering the magazine letting you know how long until you forget (either with an actual time amount or a generic, Already Read, Getting Fuzzy, Forgotten, status)
     
    Thoughts, Opinions?
  4. Pie
    spyjack got a reaction from DoritoS in New Recipe/Magazine Retention   
    I don't know about you, but if I was to pick up a detailed magazine on how to do something I've never done before, like creating a metal crate from scrap or knowing the basic ins-and-outs about a certain vehicle, I wouldn't be able to know how to do it perfectly, forever, after one quick glance.
     
    Currently the 'recipe' magazines in-game that you learn new abilities after one read are a bit powerful and quite a bit of clutter.  To help make the magazines more than fire tinder, they should instead be limited time recipes added that stay longer the more times you read the article, up until it stays forever. This way you'd have a reason to collect and read them several times. Reading it repeatedly in one sitting should not, however, add extra to the retention time, instead it should only add to it after X many in-game hours (perhaps between 1 to 3). Starting with say, a generous 3 hour retention span it could double each time you read it. Traits like Slow Learner and (I think it is) Fast Learner would make it take more and less rereads respectively to finally commit the recipe/information to the character's memory.
     
    It of course would have to be tuned so it isn't too micromanage-y or tedious, perhaps a timer when hovering the magazine letting you know how long until you forget (either with an actual time amount or a generic, Already Read, Getting Fuzzy, Forgotten, status)
     
    Thoughts, Opinions?
  5. Like
    spyjack got a reaction from Bejasc in How to add multiple spawn regions to a standalone map mod? (Partly Solved)   
    Hello everyone! I've been working on making a (will be) large standalone map (not connected to Muldraugh). I was wondering how I could effectively add more spawn regions to it (ones for each 'town'), currently it just bugs out and adds another world which isn't what I want.
     
    I was also curious how one might efficiently create multiple spawnpoints regions in Worlded as it currently seems I can create one and then would have to go and manually add the spawnpoints to all the other regions as it doesn't differentiate them. I imagine I could do this by creating multiple maps and merging them together, but I want to avoid splitting the .lots and such between multiple folders.
     
    Appreciate any and all help!
     
    Here are a couple map teasers for those curious, will be posting in WIP fairly soon.

  6. Like
    spyjack reacted to nasKo in ZedLocation   
    Howdy almost-yuletide survivor.
    PATCH 40.40 RELEASED
    Today we released our final (sort of, read below for more on that) patch for Build 40. Full patchnotes can be found here, but this covers stuff like:
    Improved darker nights, and less washed out night-time interiors. Car headlights and flashlights will be more of a necessity now. Sandbox settings also updated, so you can adapt it to a brightness you desire. Improved appearance of weather effects when in a building. Moon calculations re-added to game to govern night brightness. Extended disassemble ability to many more items,including: fridges, ovens, more chairs, washing machines, lockers, fitness equipment, metal barrels and some missing shelves. Some balanced player actions related to injuries, sleeping, window-breaking and bandages in a saucepan. Fixed whisper problems in the new chatbox, stair teleports, rain rather than snow in Winter is Coming, community translation font issues, plumbed sinks not working in MP and various other issues. 40 MP NETWORK STUFF
    While the rest of the team move into the animations build and version 41, we’re leaving optimization specialist Bitbaboon Steve investigating what easy-win MP networking improvements we could potentially still patch into 40.
    The first of his discoveries, the removal large number of empty and unnecessary data packets being sent over the server, has been released in 40.40 and should be a mild salve for current lag issues but his investigations also came up with an idea we thought it’d be wise to test out with a forthcoming IWBUMS beta and Community Megatest.
    Essentially, Steve has been working on some server configurable optimizations for zombies in multiplayer. Since vehicles, performance in multiplayer servers has seen added strain (particularly in handling zombie hordes) and we’re hoping this might improve matters.
    In essence, we’re about to release a test version in which there are several configurable options to allow server owners to fine-tune how much zombie data is sent to their players.
    There will now be two ‘player client zombie awareness’ circles: the first a smaller radius that defines at what tile-range zombie positions are sent to clients with a high precision in every frame, and then a second larger radius in which the zombie location information can be sent to clients less frequently. Server owners will also be able to play with how much time there is between the low frequency updates.
    On low population co-op servers these values can be set pretty liberally, so the players are getting all zombies in the visible area smoothly. But on high population servers that experience lag issues, server operators can sacrifice the smoothness of zombie movement in the distance (or even cap zombie visibility completely over a certain distance) in order to VASTLY reduce the amount of internet traffic they produce when lots of players are involved.
    We think this will sharply decrease the amount of work the server needs to do and should lead to a much better player experience with a little bit of visual compromise toward the edge of the screen. Distant zombies might pause a bit or appear to teleport slightly between updates, but these movements are also something we’d hope to blend better (and make far less noticeable) with the added functionalities of the animations build. Server operators can decide on their own level of compromise too.
    This work is pretty much done, and as such we will add it into the IWBUMS beta as soon as it’s clear there’s nothing from 40.40 that needs hot-fixing. Please keep your eyes on the forum if you want to participate in a special Yuletide Megatest.
    41 ANIMS
    This week in TEA-land Grant has improved things dev/modder-side with live texture reload, through upgrading the Filewatcher mechanism. It now watches the media folder instead of polling individual files, and is much more efficient. Upon a texture filechange, the game now reloads it live and in-place. This should make iteration times on textures much easier and faster.
    Zac, meanwhile, has fixed up AnimZed for Animator Martin to the extent that he can now get a lot more variation on different individual outfits. Take these cops for example:
    Martin has also been creating a better range of skin tones for player characters, to allow for better customisation should people desire it.
    OTHER STUFF
    Stas has just updated the Gamepad Test beta with a lot of fixes, for our lovely select bunch of gamepad testers. If you fancy helping out with this part of PZ work, and earn yourself a free code, then enquire within. RJ has been tinkering with in-game loot, and has occasionally been popping into the PZ Discord to look for willing testers. The overall plan is to have more information in the game code in terms of what’s a desirable item, and what’s junk – so we can then fill containers with a lot more realistic junk items even on higher difficulty levels. He’s also experimenting with having more specific containers in homes for more specific items (all the cutlery in one drawer, male clothes in one wardrobe, female in another etc) but the jury is currently out on whether it actually detracts from the looting gameplay. ChrisW’s work on in-building Sims-style cutaways and the abolition of the dithered circle view stencil continues. As seen here both with, and without. Today’s warehouse horde from Frank. 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 PZWiki 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! OurDiscord is open for chat and hijinks too.
  7. Like
    spyjack reacted to Burger_Time in Small but Important Suggestions Thread   
    957. Different way to heal faster — rest. 
     
    Maybe instead of eating lots of food, we should rest more in order to make our health restore faster?
     
    958. Make overeating a bad thing.
     
    IRL, overeating is bad thing. So why is it good here?
    Maybe it should make your character, ahem, puke if you run, make healing a bit slower due to organism spending more time digesting food rather than healing wounds and some other things, however, it will make your character happier especially if he was hungry before.
     
    959. Analog/mechanic watches.
     
    A much more common type of watch than a digital one. Should be a bit heavier, not show temperature and maybe even have their own interface.
     
  8. Like
    spyjack reacted to martingee in Mist Me   
    Chill guys, it's already done.
     
    Although probably won't make it into the first round of clothes.
  9. Like
    spyjack reacted to CzarUltra in Sight Enhancing Item-- Binoculars   
    So, basically a new rare loot item that would endow your character with increased vision range (like Eagle Eye... and better if you already have that) when equipped into your primary or secondary slot.
  10. Like
    spyjack reacted to chronicpayne in Rename Lamp on Pillar   
  11. Like
    spyjack reacted to CaptKaspar in Wind   
    What about adding wind to the game?
     
    I feel like I made this suggestion before, but after doing a search and finding no results I thought I would post it 'again'!
     
    Wind could add some very interesting game play mechanics.
     
    In no particular order, just brainstorming:
    Scents can travel downwind and not upwind (if smell ever becomes a thing) Wind can bang open doors/windows and attract zombies. Wind could effect shooting bullets and arrows (if bows/arrows are added) Strong winds could damage or weaken fortifications/structures. Strong winds could effect growing crops if they're left too exposed. Strong winds could cause traps to fail or captured critters to escape. Wind could effect your hearing. Wind chill effect could cause your character to get cold faster. Wind could freshen up a stinky rotting area (again if smell becomes a thing). Fires would be more difficult to maintain outdoors in stronger wind if not sheltered from the wind. Cooking outside could attract zombies from far away if they follow the scents of meat/food roasting. Wind could spread fire. Winds could cause trees to fall over and allow the logs to be sawed without needing an axe. Wind would typically come from the same direction (predominant winds are likely West to East in KY) and occasionally move to different directions. It could easily be indicated by an unobtrusive directional arrow that players could show/hide. Adding in blowing trees, etc would be cool, but probably not needed since it would require some serious artwork and would be detrimental to performance.
     
    Just an idea that IMO would be realistic and add depth to the game play mechanics.
     
    What does everyone else think?
     
    Edit: DOH I meant to post this in Suggestions and not General. I'll PM Rathlord and Enigma about moving it. Sorry.
  12. Like
    spyjack reacted to ApolloDiaspora in Footwear, blisters and the need for good shoes   
    TL;DR - Adding in a few varieties of shoes and socks, each with their advantages and disadvantages, would give the player a realistic (and essential) piece of equipment to scavenge, repair, or craft during the zombie apocalypse. If the medical overhaul allows foot trauma such as blisters, fungal infections and trenchfoot, acquiring good footwear becomes essential, but could be ignored for the most part by beginning players.
     
    ==========
     
    Had a thought today, inspired by the idea of a character wearing high-heels in another suggestion post.
     
    Footwear. We all need it, but not everything you put on your feet would be suitable to wear on a hike, let alone a life-and-death survival situation. Heels could snap under the duress of sprinting over broken ground, steel-capped boots might be too heavy to let you vault over fences easily, and even the best pair of shoes wear out over time. Socks are important too. You could be wearing the best pair of hiking boots in the world, but if you're wearing some thin business socks, you can forget about walking around for too long.
     
    Where am I going with this? Allow the player to scavenge and wear different types of shoes, boots and socks. Each with differing characteristics, each with different benefits and disadvantages. Suddenly, finding or crafting the right equipment to wear on ones feet could mean the difference between life and death. Wear shoes that are the wrong size, wrong type, or don't wear socks, and suddenly you could face painful blisters, ingrown toenails, or even trenchfoot. All conditions that make it painful, if not impossible, to walk, let alone jog away from the horde rumbling up the street.
     
    Suddenly, crafting or repairing socks/shoes/boots could become a hobby, profession, or skill the player could select at character creation.
     
    Here's some examples of footwear ideas, and some effects. Keep in mind these are examples only. I wouldn't expect (or want) dozens of types of shoes/socks to wear, but breaking them up into classes could simplify things immensely.
     
    Bare feet - Sometimes, necessity makes a fool of us all. Possible buff to sneaking around (less noise), offset by the high chance of foot trauma if walking/sprinting long distances, blisters are no fun. Stepping on something sharp would certainly ruin your day. Perhaps a small happiness buff when you first remove your shoes indoors. After all, everyone likes to kick off their boots at the end of the day. Sandals/Thongs - A wild and varied bunch. Better than wearing nothing on your foot, light weight, and reasonably easy to make/repair using scavenged materials. You could luck out and find some hiking sandals, or be stuck with a $2 flip-flop from the local supermarket. Either way, lower durability on average compared to other types of footwear, but most types don't require socks, and could provide a bit more comfort in warm weather Business/Formal footwear - Quite poor for running and sprinting around in, let alone walking long distances. Low durability, high chance of getting blisters from wearing thick socks. Possible buff to interpersonal relations (Everyone likes a man with good shoes), or relations with the opposite sex (high heels?). But is that little buff worth the risk of being unable to escape when the horde comes a calling? Might good as a source of raw material for shoe repair Casual/Common shoes - Sneakers, sandshoes, runners, and all that. The average shoe the average Joe wears when out and about. No real downsides, unless you have to wear the wrong size or have poor socks. Decent durability, but better for moving around in urban areas instead of the wilderness or farm country. Boots - Steelcaps, hiking boots, combat boots, things like that. The holy grail in terms of footwear for a survivor. Fantastic durability and comfort, at the expense of a bit of sneaking ability and rarity. Might have a 'breaking in period', Stupid durable, but tricky to fix if they break or wear out.  
    And let's not forget socks. The best pair of boots in the world mean nothing if you're wearing a crappy pair of socks.
     
    No socks - Welp, you dun goofed. Depending on the size and quality of your footwear, blisters and chaffing are a forgone conclusion. Unless you're wearing sandals or thongs. But what if it's cold. or wet? Freezing feet are as painful to walk on as overheating, blistered feet. And lets not forget the possibility of infection or frostbite... Business/formal/cheap socks - Something's better than nothing. Thin, unpadded, and made of flimsy material. Provides little warmth to your feet, and likely to have holes worn through them after a few days of constant use. Bound to be plentiful in supermarkets, but there's always something better. Being made of poor material, darning or repairing may be impossible. Casual/Everyday socks - Much the same as everyday shoes. Average, nothing to write home about. Good durability, common, and you can darn them a couple of times. But, eventually, you'll have to toss them when you wear too many holes in them. Hiking/Thick/Military socks - Rare, but comfortable as hell. Extremely durable, so patching the inevitable holes would be an extremely worthwhile way to extend their usable life. Only downsides are their rarity, incompatibility with certain shoes (especially tight ones), and their sensitivity to moisture. After wading through knee-high water you'd want to change into dry socks quickly, to avoid chaffing, blisters, and some of the nastier mosit-foot ailments such as trenchfoot over the long term. Footwraps/Portyanki - Nothing more than a square of good cotton or flannel wrapped tightly around the foot, ankle and shin. Extremely easy to make, only slightly harder to repair. A survivalist's dream, and a staple of the Russian Army since the 17th century. Great durability, but most likely impossible to find in Kentucky, so you'll have to make your own from bandages, sheets, any good fabric you can appropriate and tear up. Takes time to wrap and unwrap your feet, and you have to know what you're doing. Fail to wrap your feet good and tight and it's blisters ahoy.  
    Toss in the medical overhaul in the future, and the treatment of foot ailments can be a major deal, as it is in real life. Fail to look after your feet, wear the wrong size shoes, thick socks, keep them moist... Suddenly, every step is agony. Tracking down antifungal creams, antibiotics, applying bandages to blisters... There's plenty of things there to play with.
     
    Is it realistic? Yes. Proper footcare and footwear are major issues in a survival situation, and have been important in military conflicts since time immemorial. Just look at trenchfoot in World War One, or the differences between German and Soviet footwear in World War Two.
     
    Does it fit in the spirit of Project Zomboid? I'd say yes. Zomboid's aiming for a realistic survival scenario. Cutting up car tires to make crude sandals, or prying the boots of a corpse would certainly fit in with the atmosphere of the game. Besides, it'd give us a use for all the shoes we find in containers or on bodies.
     
    Would it make the game too easy (or difficult)? A bit of a tough one here. Foot trauma, blisters and the like, would certainly fit into the upcoming medical overhaul. Even if it's a case of the shoes and socks in game taking durability damage over time, and the odds of a blister rising as a result. Having a handful of 'classes' for shoes and socks (i.e: Poor, Average, Great, Homemade), like the examples I've given above, wouldn't complicate the game immensely, and would just add another class of loot for players to search for. We already have several classes of torso and leg coverings (i.e: Sweaters, vests), why not expand this to include shoes and socks? The beginner player could bounce from house to house, using and discarding the typical shoes over time, but an advanced player would keep an eye out for better footwear, and keep said footwear in peak condition by repairing it.
    And remember, the durability on even the poorest pair of shoes is still quite high. Sure, you might need to replace the inner lining of the shoe and the laces a bit frequently, but the shoe itself isn't going to wear out for a least a month. A player wouldn't need to replace their shoes that frequently, but darning a sock could soon become a favourite way to pass time in the safehouse.
     
    Would it add enough to the gameplay? I think it would. The key would be limiting the amount of shoes/socks to a few 'families', similar to the examples I've given. Then it's simply a matter of placing any new shoes, etc. into these families as they're added to the game. This would allow for a huge variety in the appearance of the footwear (and admittedly, we do need more and varied clothing, even if it's cosmetic), but avoid an excess of coding. As for adding something to the gameplay... During the apocalypse, what would be more valuable to you? A thick paperback book or a good pair of thick woollen socks? An extra handful of bullets, or a pair of boots without a hole in them?
     
    Okay, that's it, post over. Apologies for rambling on for so long
  13. Like
    spyjack reacted to Gustav in Fence Gate   
    In PZ you can build Fences but the problem is you can't make a Fence Gate for where ever you want the entrance to your Fence if anywhere. I think this could be a cool addition.
  14. Like
    spyjack reacted to Fuzzy Wolfy in Evolving Zombies   
    No no, I don't mean L4D style evolution.
     
    For those of you who survive long enough, I'm sure you've noticed just how trivial zombies become when you've wiped the vast majority of them out, especially when - after some time - they become slower and weaker due to decomposition. Now I don't have a problem with that, in fact, it reminds me quite a bit of the Walkin Dead and how the cast of the show, over the period of the series, stop noticing the zombies in the background as they adapt to the post-apocalyptic lifestyle.
     
    However, for people looking to maintain that zombie-fueled terror and make things a little more challenging, I suggest this;
     

     
    In the 'Zombie Lore' category, specifically under Decomposition, why not add an option which causes zeds to increase in difficulty? Becoming stronger, or faster, or more adept at tracking you down - or all of the above. Something that causes individual zeds to become a bigger threat when the overall population of the undead begins to decline.
  15. Like
    spyjack got a reaction from KarenB88 in A Pain in the Pack   
    Hello, I am here to make several suggestions about bags.

     

    1. Backpacks should also be able to be broken/ripped. They would wear-down however, only when you are almost at their weight limit/at the weight limit. If a bag broke, all the contents could drop onto the ground, or items could slowly fall out depending if it was torn or ripped. These could also make it so you could no longer carry it on your back.

     

    2. You know when you go on a scavenging run, and you load up with tons of pointy little objects like hunting/kitchen knifes, well, if you had them in a bag on your back they could have a very small chance of when you are running of them poking/cutting you. The worst they could do would make you bleed and get scratched. This would be very uncommon.

     

    3.If you had a lot of sharp things in your backpack as well, sprinting with them could make the bag deterorate quicker.

     

    4.Sheaths and other containers for knifes and other blade weapons could be implemented to make the chance for the bladed weapons to damage your bag lower if at all.

     

    5. Also, I'd like to see clothing items such as Shorts, Athletic Shorts, Cargo Shorts, Cargo Pants, Hoodies, and Rain Jackets. Cargo shorts could have a bag option on the side but only be able to hold like 2 lbs, and cargo pants 3lbs. Same with the hoodie.

     

    6. Also, I'd like some more canned foods such as Peaches and Chili.

     

    Thank you for reading these, please, post your opinions in the comments on these suggestions!

     

    PS: Sorry if any of this is planned or has been commonly suggested, I didn't see anything on it however.

  16. Like
    spyjack got a reaction from CzarUltra in A Pain in the Pack   
    Hello, I am here to make several suggestions about bags.

     

    1. Backpacks should also be able to be broken/ripped. They would wear-down however, only when you are almost at their weight limit/at the weight limit. If a bag broke, all the contents could drop onto the ground, or items could slowly fall out depending if it was torn or ripped. These could also make it so you could no longer carry it on your back.

     

    2. You know when you go on a scavenging run, and you load up with tons of pointy little objects like hunting/kitchen knifes, well, if you had them in a bag on your back they could have a very small chance of when you are running of them poking/cutting you. The worst they could do would make you bleed and get scratched. This would be very uncommon.

     

    3.If you had a lot of sharp things in your backpack as well, sprinting with them could make the bag deterorate quicker.

     

    4.Sheaths and other containers for knifes and other blade weapons could be implemented to make the chance for the bladed weapons to damage your bag lower if at all.

     

    5. Also, I'd like to see clothing items such as Shorts, Athletic Shorts, Cargo Shorts, Cargo Pants, Hoodies, and Rain Jackets. Cargo shorts could have a bag option on the side but only be able to hold like 2 lbs, and cargo pants 3lbs. Same with the hoodie.

     

    6. Also, I'd like some more canned foods such as Peaches and Chili.

     

    Thank you for reading these, please, post your opinions in the comments on these suggestions!

     

    PS: Sorry if any of this is planned or has been commonly suggested, I didn't see anything on it however.

  17. Like
    spyjack reacted to The Mighty Gerbil in Dirty Clothes on Zombies   
    I like your recent medical editions in build 30. I have more dangers to watch out for and finally a reason to loot bathrooms and medical places (which before was largely a waste of time). I did still notice a glaring omission though. Although bandages get dirty and need to be changed I can still use any zombie's clothes to make bandages. It stands to reason a zombie's clothing would be among the worse things you can make bandages out of. I suggest adding a dirty state to clothing and flagging all zombies as automatically having dirty clothes. Dirty clothing would produce dirty rags and like rags you could clean clothes with water. Some clothing you find could be randomly dirty too, perhaps the stuff in garbage cans or washing machines?
     
    If you wanted to get complex you could make your clothes get dirty over time or dirty from fights but I think it's unnecessary, not worth the work and possibly a bit too "The Sims". A binary flag would be sufficient rather than a timer on how long you can use clothes. Getting worn out would probably be better use for a timer than dirty anyway as there is little reason to look for clothes now.
     
    Anyway It's just really weird to make safe bandages from disease ridden zombie clothes. Adding any more depth would be a bonus but it's not important.
  18. Like
    spyjack reacted to TheKimster in Food preservation: Drying food   
    Alot of food can be dryed for presevertion.
    I would like to see dryrrack and shelves for drying various kind of foods.
    There are many different kind of dry racks and most are very easy to make yourself, you could even use a dry rack for cloths with a little creativity. 

    TheKimster
  19. Like
    spyjack reacted to Kajin in Remove/replace Scream on death.   
    Or replace it with the Barbie Girl song. That's certainly terrifying enough.
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