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  1. Updated for Build 26 (SP & MP). How to install.Single player : as with any mod, put the waterPipe directory inside the mod folder of project zomboid and check "garden hoses" in the in game mod menu. When joining a server, desactivate the mod. Multiplayer (on both server and client computers) : The easiest way to install it is to place the media folder of the mod inside the project zomboid installation directory, saying yes to overwriting 2 files. - overwriting 2 files (rain barrels and takewater action). - I didn't find any other way to activate a mod, I may be missing something. - Obviously, don't activate the mod in game anymore. - To revert back, delete the mod files (or do a steam check integrity) What it does for farming.Plants with a pipe on the same square connected to a barrel will receive 1 water every 2 in game hours. You don't have to check them every day anymore, as long as you have water. Otherwise, refill your barrels. - It’s the same amount the plant lose every 2 in game hours, but not accounting for sunny days ( an additional - 0.1 water every 2 hours ). It may be necessary to check some plants after a lot of sunny days. Which means you HAVE TO water your plants the first time you plow, otherwise they’ll stay at level 0. If you don’t have enough water in your barrels for all plants within a cluster, only some will receive water ( always the same ones, so all may not die ). Plants will receive fertilizer if there are enough for all of them within the cluster ( both water and fertilizer ). - You can take your time pouring the fertilizer without fearing the trigger. - If you have 10 plants and want to fertilize all of them to level 3, add 30 fertilizer doses in total to the barrels of the cluster. They will be fertilized in 3*2 in game hours, unit by unit. During winter (october - january) plants will lose health if they are outdoor. What is does for rain barrel collectors.Barrel water level is averaged with all barrels within a cluster. - You will have the optimal refill when raining at all times. - Don’t connect a 40 unit barrel with a 100 unit one, you will lose all water above 40. Barrels are filled when connected to a piped source (sink and such). It’s a good idea to have one big cluster when water is still on. You can pour in / take water. - Water taken is proportional to item number of uses to fill. Water poured is proportional to item number of uses (with water). - Amounts of water taken/poured back/transferred are coherent among all items. - When taking water, you can interrupt the action, amounts will be coherent. - When pouring, as I didn’t implement it over time, if you interrupt it nothing happens; you have to see it through. You can pour in fertilizer. Please report any bug you encounter, but read the description before. Balance suggestions are welcomed too.Note : When picking pipes up, you need to pick up 10 to get a garden hose back. It's to avoid having plenty of garden hoses with 0.1 uses or less. It's kind of anoying when you need all of them and misplaced one, as you need to pick up 9 more ... will see if I can change that. The download link for build 26, SP & MP. or on PZ-mods. The old download link for build 23 (< build 25). Community update Change log. I hope you enjoy it, and my thanks to Robert Johnson for it's rain collector barrel and farming mod, Kyun.
  2. Wanted to post this in the existing troll thread by Supasang (http://theindiestone.com/forums/index.php/topic/4280-the-next-build-aka-the-nexbuild15/) to save web space, but it got locked while I was writing this.. Oh well.. As I have mentioned before, I really loved the new carpentry changes, and it turned out that I'm not alone - the vast majority of people actually adore the idea of building miles of walls before they are "skilled" enough to try building a rain barrel too! http://theindiestone.com/forums/index.php/topic/3571-rain-collector-barrels-upcoming-patch/ This change was introduced because devs felt that getting water in PZ is too easy (apparently failing to notice that in order to get hammer+nails+planks a player still has to search half of the map..) So, with that in mind, I would like to suggest a new farming system! We all know that at the moment farming is just way too easy - this issue must be addressed asap! One of the possible ways to make farming more challenging would be introducing leveled seed packets - you'd be able to plant carrots at farming 1, strawberries at farming 2 etc. etc. This change might sound a bit drastic, yet it stays true to the new (and realistic) leveled barrel system, as well as the opinion of the majority on this forum. PZ is about being an average person, and an average person cannot plant potatoes without first mastering the art of carrot farming (or vice versa), just like an average person cannot build a box with a garbage bag inside, without practicing building a house first. Even if an average person reads a book about making wooden boxes with plastic bags inside, he/she would still need to practice by building shit he/she doesn't need first. Another possible approach to turn both carpentry and farming into a more challenging experience, would be to introduce a new quest giver/teacher system - you would have to travel across all map to a carpentry/farming teacher to unlock a profession first - how else would an average person find out about farming or carpentry in the first place? Also, I'm pretty sure a lot of people would support the idea of leveled trees - i.e. certain trees gonna be too tough to be cut down by some average unskilled level 1 character, so you'd have to max out the skill first. All these changes would provide more depth and realism to PZ (not to mention the immersion value), while staying true to the new and innovative approach taken by our beloved devs. Please note, that these farming/carpentry changes are of utmost importance and should be implemented before introducing alternative sources of food/water, and BEFORE the NPCs - I mean who needs em? I'd rather have another 5 levels of rain barrels of different sizes - I'm really happy that the devs share my opinion on this one, and made the rain barrels top priority. P.S. Someone should add new survival tip to PZ wiki - barricading/unbarricading the same window 10000 times to level up carpentry - simple, functional and realistic survival strategy. Thanks! P.P.S. I agree with Supasang in his initial troll topic - Spifo references are essential to PZ. My heart overflows with joy and childish happiness every time I see them in game or read Spifo jokes on the forum (I just love them - they get funnier every time I read em - thanks guys!) - hope that devs keep spending time and money on developing a wider variety of Spifo items and places - other aspects of the game can surely wait!
  3. Greetings, post-apocalyptic gourmet. Here's my (technically) first mod at pz forums. This mod rebalances the process of cooking soup, so that it's more realistic and complex. > Cooking soup became more realistic, complex and feels more like cooking > Secondary soup ingredients list has been considerably extended. > Soup can now be made from the products of farming > Eating soup uncooked will impact your health > Custom icons, 2 secret soup recipes And more! Extended description can be found in readme.txt My goal in making mods is making them as suitable for vanilla gameplay as possible Your feedback and (constructive) criticism are very important to me Download: http://pz-mods.net/gameplay/SoupOverhaul/
  4. I've just started getting into farming, and my first batch of potatoes and cabbages are ready for harvest. My question is whether I can leave the crops alone and harvest when I need the food, or will they eventually rot, catch disease, etc? I don't want to harvest them all now if they'll just go rotten in my inventory
  5. I would really like to see bags of potting soil in the game, as it would open up a LOT of new possible fortress locations. You could wall off a parking lot, fill it with dirtbags (I'm a big comedian, aren't I?) and grow stuff. You could even grow stuff on the roof of the big warehouse in Muldraugh or upon the roof of the big school in West Point. My only real concern is that it would make the game too easy, but on the other hand, you could still get really depressed if you camp at a roof for the rest of the game. Also, NPC:s may decide to pillage the shit out of you where ever you decide to build your fortress. Also, the bags would be heavy as hell and therefore about as difficult to carry as logs or planks. Yay or nay?
  6. Credits go to Robert Johnson for the original code and to Thuztor for the textures. Description: FarmingNOI looks 100% the same as the original by Robert Johnson, but with hopefully fewer glitches, the main focus of this Mod. Little differences are farming xp for plowing, and planting tomato requires sticks and plowing removes common grasses and bushes. A recipe for a makeshift sickle offers the ability to create a tool able to remove long grass, flowers and some bushes. A little gardening (high resolution) Requirements: This mod is made for 2.9.9.17 and it will not work in previous versions. Background: Since I choose „my way to die“ to be "old age", farming became a necessity. But certain glitches made this a little annoying. Glitches like invisible plantings, plantings but no way to interact with it by right click, two farming plots on one square, some plantings growing rapidly even thought they should be drowning (radish). I started looking for causes in the farming code and ended up reorganizing it to have a better overview. The mod here is the result of this. Download: Version (0.1.5) FarmingNOI.zip Install: Installing a mod , thanks RoboMat Important: Backup your save game before using this mod! Original plantings will be converted to a new saving and loading system and will not be recognized if the mod is deactivated/removed. If something goes really wrong, your save game could become broken. Backup your save game! Unnoticeable changes: Using rain barrels as prototype code, the saving of plantings has been altered, same goes for the way textures are handled. Lot's of other small things. Known issues: - Mildew/flies cure spray may not work (sometimes) after exiting and returning to a game, if used at leased once before.(untested in > .17 0011)
  7. Okay. I'm fairly new to project zomboid but I have moderate experience with the game and have witnessed livestream's so I know what its all about (Maximum survival was over a month). I had an idea that I believe to be reasonable and shouldn't be to hard to add to the game but I think would aid long term games. Right now the only way you can preserve perishable foods is making soups, (Cheese Sandwich doesn't spoil either btw.) and when you begin farming you have to plan carefully or you risk planting too many crops and wasting a lot of your yield; the only foods that you can preserve from this is carrots and broccoli; which are both soup ingredients. This was when I had an idea; why cant we make Jam with strawberry's using our sugar? (Berry's as well when they add them which I heard that they will) Right now you can only use sugar in soup and to make hot cuppas, both of which makes sugar kind of worthless as it weighs a lot and giver back little. I have heard stories of homemade jam lasting years when it is given sufficient sugar to fruit ratio and lets be honest; one whole bag of sugar has got to be sufficient. Jars could be found in kitchen cupboards (Probably semi rare as they would function as bottles as well) or left behind after eating peanut butter. Another rebalance to sugar should be that it produces more than 1 hot cuppa. The crafting recipe should be something like; 4 empty mugs + 4 tea bags/ 1 coffee + 1 full kettle + 1 sugar = 4 hot cuppas. These are just some ideas that I would like to see implemented; if someone else posted something like this before i'm sorry I reposted but I did a quick check and didn't see anything and you know what they say, great minds think alike XD. Im open to suggestions and will try to recheck this page as often as possible or whenever I remember.
  8. Rain doesn't seem to water the plants at the moment, so they require regular watering by the player. Running back and forth with a can or bucket of water is fun at first, but it's exhausting and soon becomes mundane. My idea is a simple craftable "irrigation system" that facilitates this process. It would utilize a hand pump and a length of punctured hose (plugged at the far end) to transfer water from a nearby rain barrel to a batch of crops, watering them evenly, with less physical effort. Crafting such a contraption would require a hose, screwdriver / drill (to make the holes, duct tape (or similar) to seal the joints and a pumping device (perhaps also craftable?) to get the water flowing. I know it sounds a bit elaborate, but I think we would all devise something like this if we had to become farmers without machinery. People often have such watering systems (with electric pumps) installed in their gardens. Hand pumps can often be found in gardening and DIY stores, sometimes even at gas stations. Edit: A simpler option, based on TinnedEpic's suggestion: use gravity instead of a pump. Craft some stairs, place the barrel 1 floor above ground level and let the water flow by itself. Turn it on/off at the barrel or let it shut of automatically when the plants are fully watered. After further thought, I think the irrigation hose should cover either a (5-10 square long) straight line from the barrel, or a rectangular area (say 4x4 or 5x5) around the barrel.
  9. that's my question. do you have a sample setup of farm? can i see them from a screenshot?
  10. When playing earlier, I made my way to the cabin in the eastern woods in game thinking because of it's source of water, I could grow crops and survive better despite being much further away from places to loot food. However I soon discovered after digging up some spots to plant seeds, that there was tall grass and other natural textures blocking my view of some of my dug up area, which became extremely bothersome when trying to right click to plant and tend to my crops. This also is a bit annoying for item picks up, such as collecting logs when chopping wood. I also noticed that if I build a wooden floor, it too is covered up by the overgrown plant life, this is also bit annoying. Is there a planned, or can it be possible new feature to make use of a current or new tool to remove the grass? I noticed there is a spade in game, not sure if it's used for anything beyond as a weapon, but perhaps that could be a candidate? Not sure how a lawn mower would work, especially trying to put it in your bag, but maybe a pair of hedge cutters or a sickle. Maybe another multipurpose tool such as a machete might make a good amount of sense. Just a small bothersome thing I've been noticing, besides the cut grass could have uses such as for example kindling, rope crafting, precaution against brush fires, etc. Thoughts?
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