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  1. What is River Town?River Town is a single-player rural-themed Role Play inspired by the classics, such as Harvest Moon, The Sims or Rune Escape. In River Town player comes into possession of a farm, and can populate his little rancho with a variety of animals, pets or crops. The town is settled by villagers with highly contrasting personalities, making the game an engaging combination of farming and social experience. What is unique about River Town is that player can create their own script about what they want to happen, with whom and when. Every action a character does affects not only him but all people around as well, which might lead to some crazy stuff! FeaturesFor a full feature set please visit our Kickstarter page. Crops - Choose from a wide variety of plants (fruits, vegetables, flowers) and trees to populate your farm. Some of them are required to be seeded only at a certain season, while others need a hothous.Animals - Buy, feed, breed and take care of your farm animals.Pets - Several pets to take care of. Some pets have special functions - dog, for instance, might help you with keeping wild animals away.Villagers - Every single person living in River Town is entirely unique and introduces different storyline. Some villagers might find you inspiring to change their behaviour and goals, some might try to avoid you, while some others even attempt to stalk you if they are extremely amazed by your person. They behave differently towards you as a stranger or a best friend, so take that into account.Date & Marry - Finding a second half is a strong part of the River Town storyline. It's possible to date, propose, marry, live together and finally raise a child. Festivals - Each season brings a set of different festivals organised by the town population. Participation in these might be a great chance to integrate with villagers or win precious prizes.Cooking - Discover new meals by watching TV series in your TV or experiment on your own. Serve your dishes for a dinner, share it with others or participate in cooking contests. Thank you for your time! I hope you like the game, we're very opened to your feedback and thoughts, so go ahead and write us a couple of words
  2. Nils

    Sowing new seed type

    Sorry for the two threads at once but they aren't strictly related. I'm adding some new plant/seed types in my mod. I've created the plant and the seeds. I'm able to insert both onto my character. I can eat the plant, make recipes with it. All that works. The only problem I'm having is that I don't know how to get the Sow Seed menu to recognize my new plant types. I'm also not sure how to tell it what art to use when planted and during the growth cycles. Any help is appreciated.
  3. 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)
  4. 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/
  5. 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!
  6. 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
  7. 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?
  8. 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.
  9. 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.
  10. that's my question. do you have a sample setup of farm? can i see them from a screenshot?
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