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  1. I have insectiphobia and I'm trying to create a mod that replaces the names and icons/models of all the bugs in the game with "fish food." I'm completely new to modding Zomboid so I found some related posts but no definitive answer, and using the recommendations to those questions, I came up with my own mod, but it's not working. I started by creating a mod folder with mod.info, poster.png, and a media folder in my User/Zomboid/mods folder. Inside the media folder are scripts and textures folders. In scrpits, I have a script called replace.txt, and in textures I have Item_FishFood.png. So the file structure can be written like this: I'm doing a test with chips because they're a food and included in the starter kit. I've been testing variations, ex: I used the base module, changed the display name, icon, and world static model parameters, and added the override parameter, but left all the other information the same as base game. I enabled the mod in game and have been testing it by creating new save files with the starter kit option checked, but every time I load in I still see "Chips" and the chip icon. Any ideas on how I can get it to work?
  2. I would be pleased to see a new category for consumables which made it's members not be immediately eaten by the character, instead, they would be carried around in the character's mouth until they disolved, or became useless. Such food would be primarily be candies and chewing Gum, but even things like cigaretes could work this way. This would basically give a durability to the item, and the player would carry it in their mouth, (with a visual representation in the case of lollipops or cigarates, these two would also share the need to hold them with your hand for a proper consumption), making you unable to eat food unless you took the item out of your mouth and stored it, threw it away, or swallowed it (smokables would instead have a quick smoking function, with the downside of making your character cough and impact their exhaustiont). Every so often the item would lose a bit of it's durability, providing some benefits, a couple of points of happiness for most candy, and some relief of boredom for lollipops, and Gum, for example.
  3. GENERAL SUGGESTIONS: -Show the actual trait, skill and xp percentages. -Bring back the old music options. The new options don't work for some reason. The new music is good, but I miss the old ones. -More creepy and depressing music such as: Long Ambient. (Haven't heard this in the current version.) Where Is Everyone. (The older one was creepier.) Low (Haven't heard this in the current version.) All the creepy ambients. (Never heard them in game. Can be found in the music folder.) -Player crawling. -Zombies with missing or crippled limbs. -Zombies eat animals they can catch. -Wandering hordes. A wandering horde picks a random direction to wander towards to look for food presumably. (1000-10000 tiles.) Perhaps a wandering horde could spawn the zombies once the player is close enough. The wandering hordes would be much rarer and larger than regular hordes. -Allow zombies to wander and redistribute into the "Player's square". I don't know what it is really called, but you can see it in debug mode as a white box around your survivor. (Smaller than a cell.) Currently zombies seem to stop by the edges of the player's square when meta events or redistribution happen. With a cleared area the player can safely camp in their base for months with canned food and farming. It's a bit unfair for the poor zombies. -Only chefs and burger flippers may add large amounts of extra happiness to their foods. Currently pretty much any occupation can become a master cook by just watching TV, which makes the cook occupations questionable. All non-cook occupations should have very small happiness boost for their foods. With this cooks would have a more useful role lowering unhappiness in groups. -Remove rotten food recipes. Using a month old rotten food doesn't seem realistic. -Nasty foods can make you vomit. Nasty foods could be: worms, maggots, insects, rotten food. Vomiting increases hunger and adds nauseus moodle which will fade in time. Vomiting could be prevented with a strong stomach. With a weak stomach the player will very likely vomit from any nasty food. Strong stomach could be a great pick for forest dwellers. -Rotten foods disappear or become completely ruined as time passes. -Rebalance all the negative weight traits. Currently you can get rid of very underweight in a week. If you also pick fit trait (+2 fitness), very underweight becomes free points. -Dangerous wound infections. Would make first aid and antibiotics more useful. Currently it seems infections only slow down healing. -Ability to open canned foods with knives. -Non-poisonous rain water. Perhaps add a sandbox option for this (acid rain). -Gas expires. (6-12 months.) This might work well with the rebuilding phase. -Throwable distractions: Mugs, glasses, glass bottles, jars, empty cans, bells. Cans and bells would be reusable as they don't shatter. Bells have a higher distraction effect. Bells don't have any uses currently. -Differently shaped survivors and zombies depending on traits. Average, thin, fat, fit, strong. -More candles. Perhaps add boxes of candles too. Can't remember the last time I found a candle. Currently flashlights and batteries are much more easy to find which makes scavenging for candles a questionable choise for light. -Water in pipes becomes tainted in few days after water shutoff. Currently you can potentially survive months with pipe water, making water storage useless (pots and bottles). SANDBOX OPTIONS: -Show the actual option percentages. For an example: Normal 50%, high 60%, very high 70%... Would make things much easier instead of judging and figuring options out by testing. -More hardcore options. Ever lasting winter and ever lasting summer. Extremely high and extremely low temperature options. Insanely hard farming, trapping, foraging or fishing. Impossible farming, trapping, foraging or fishing. Impossibly low food rarity. Polluted water or nature. (Most wild life will die.) -Water in pipes after water shutoff option. -Zombie evolution and degeneration option. Shamblers turn to sprinters or vice versa. -Zombie stamina option. Zombies get slow after chasing player for a long time, but can recover. Could balance sprinters. -Zombie activity option. More active zombies wander more and try to find the player. -Zombie smell option. Zombies approach nearby places where the player has spent time or is currently. -Sprinter speed option. Joggers, runners, sprinters... I know these next 3 suggestions could perhaps be counted as special infected, thought they don't have any super human powers. -Lone zombies option. Zombies that will never join a rally group while there are existing rally groups. Currently it seems all zombies will join a group eventually which leaves wide gaps between them. -Screamer zombie option. Some zombies scream while attacking which may alert other zombies. -Varying zombie % option. Adds several different zombies with varying traits. Some examples: Screaming sprinters which never join rally groups. 1 %. Joggers which sometimes join rally groups. 12 %. Shamblers which always join rally groups. 87 %. Viimeisin muokkaaja on Lodkar; 1 tunti sitten
  4. While there is a focus on farming and cooking for build 42 can we get a overhaul of produce spoilage times? In real life onions last for weeks at room temperature months if stored properly and yet in project zomboid its like 10 days. Same thing for canned goods, if canned properly they will last for years, I understand wanting to balance gameplay with realism but the balance should be something more realistic. IRL you can only use canning lids once before they will no longer seal properly and if you mess up your canning by not sanitizing everything or not putting in enough water then you have a significant risk of rot or bacterial infection. Not to mention you need salt and vinegar which dont exactly grow on trees. Right now I understand that the game is focused towards the first few weeks of the knox event, but with build 42 adding more mid game and longevity features an overhaul of spoilage times would allow for a lot more preparation and trade. Right now high cooking if valuable because it lets you somehow eat rotten food(not safe IRL the visible rot is just the flower of the fungus, most of it is spread throughout the food) , but I think a better option would be that experienced chefs know how to preserve food properly. In multiplayer it would be a realistic strategy to farm and prepare foods to trade with other players. In single player it would allow you to start storing food for the winter during the harvest season which is something that happens IRL. Another thing that I would like to see is hardtack, super dry super salty terrible bread. But it lasts for decades, we should be able to make some. Because that is what people used to eat in the past, and if the devs are serious about the crafting system being expansive enough to allow dedicated enough players to build up to a nu medieval society (And yeah I would be one of those players) then its not going to work if all of our produce spoils so quickly and we cant preserve food.
  5. I've played zomboid for roughly 150 hours, I'm no veteran but I've raised this idea with other players and they've for the most part agreed with me, one of them recommending I post this for the devs and other players to see. From I have seen, the calorie burn is abnormally high for day to day activity, and that when you're as strong or fit as you physically can be that it really has no significant affect. If you have strength and fitness maxed out you're not much more effective than the average person, and burn the same amount of calories keeping your stats there. I am also fairly certain that many people here agree that you need to take in an abnormally high amount of food to gain weight when you're working hard through the day, or that once you start gaining its almost impossible to lose it for some reason. So for my suggestion, I'd say base calorie burn on level of strength as an upkeep cost and daily exercise amount, To keep your strength at a 6 or 7, you'll need to work out daily and eat more calories than someone at a 5. Strength 10 should be akin to a strongman in overall physical strength, but come with a higher requirement for nutrition. For example, at strength 5 you should need 2,200 calories daily to maintain strength and weight, and at strength 6 you need to have 2,800 calories a day to maintain the strength and keep your weight. This requirement for strength upkeep would increase further towards bodybuilder like strength at 7-ish, where you'd require almost 4,000 calories a day just to maintain it and not lose a lot of weight. For reference, if my memory serves me correctly bodybuilders usually eat 3,600 to 3,800 calories a day - and on their cut days, when they are trying to lose weight to make their muscles bulge they'd eat roughly 1,600 in an attempt to lose weight, while still working out extensively to keep the muscles. At 8, 9, and 10 it jumps to strongman levels of strength, and as such the obscene requirements for their food intake. I'd say out those at 8,000, 9,000, and 10,000 respectively. The bonuses for this different set of strengths would change significantly, strength 6 being more comparable to what is currently a 10. With each point after 6 being a further 20% (or 20 point) increase to block chance, melee damage, and knockdown modifier. Encumbrance goes up by 4 points a level, so from strength 5's 12 Encumbrance to strength 6 it goes up to 16, then 20, 24, etc. Perhaps as a counterbalance, on top of the higher nutrition requirements you also damage weapons more often. This suggested change would significantly shift the power balance in favor of the player but it also makes it more realistic according to real life eating and exercise routines. With this you can be a strongman who can down zombies with a single hit when his strength is at 10, but he'd need to eat such a significant amount of food that it'd be almost unsustainable in the long term without a lot of hard work and careful planning. The main drawback to being at this level of strength is the dietary requirement. Fitness, I think, should also be reworked so at a 5 you are average but at 10 you are akin to a cross country legend. Maybe reduce fatigue gain and endurance loss by an additional 10% for every level, and increase endurance recovery rate by 5% or 10% as well. The main issue with getting your fitness high is that having a high strength could get in the way due to the excessive food requirement. Overweight, Underweight, and Obese. These are not really accurate as they are currently in the game. A competition strongman is considered clinically obese, but is able to push a car alone with little trouble. Being heavy doesn't reduce your physical strength, but it does increase the amount of energy it takes to move - which is why the calorie requirement changes so significantly from 7 to 8. Maybe at 8 you get the overweight trait, but modified to make leveling fitness harder and without any penalty to strength. Whereas obese would cut your fitness experience gain in half, without any penalty to strength as well. Underweight is a different situation, it takes less energy to move and keep moving, so perhaps they get a bonus to their fitness gain but a penalty to their strength gain. Malnourished is a more extensive version as well, with a further bonus to fitness gain and further penalty to strength gain. These changes would give players more of a good reason to get to those extremes in strength and fitness while also real life physical limitations, instead of how currently a lot of players stop at 9 in strength because getting higher is just too much work for too little reward. This would let players decide their best playstyle, whether that be cardio, brute force, or a mix between the two. They'd all have good bonuses, and there'd be good reason to want to be at strength 7 instead of 8, 9, or 10 in a way that fits with real life standards. From what I've seen in the competitive scene of the three sports, being marathon runners, bodybuilders, and strongmen is that Marathon runners cut any excess weight from themselves to aid in their longevity and with their endurance and determination they're able to run for hours without slowing or faltering. Bodybuilders through a lot of Willpower, and determination are able to sculpt their bodies to statuesque proportions to literally flex on the rest of us with their sheer glory. It is mostly for show, but that doesn't lessen that they're still quite strong and put a lot of effort into their bodies. And Strongmen are driven with the goal of being the strongest they possibly can be, being some of the most driven and steadfast people who will break every physical limit they can to become the strongest. They have been shown to lift several thousand pounds during their competitions of raw physical might. I have immense respect for all of these athletes, as you can probably tell by this point. I don't much expect these changes to occur, but I felt that I should at least try because for a realistic survival game it feels quite limiting during gameplay, to a degree that isn't seen in real life. Additionally, I am aware some people may be different, or that you may know someone who is different from what I have stated above but this is what I personally have seen, and I welcome any feedback on the matter. :)
  6. Gum chewing raises mood for a few minutes. Once it loses flavor it will begin to bring your mood back down. Spit it out, wrap it in a tissue, put it behind your ear I don't care. Get RID of it.
  7. Im new into Project zomboid modding, I had modding experience with some paradox games before but Never tried Project Zomboid, I want to make a mod wheere Im going to add new recipes to make certain uniqe foods, for example, From İtalian Culture; Risotto Alla Milanese, Polenta, Ravioli, Ribollita etc, From Turkish Culture; Yayık Ayran, of course famous Baklava, Dƶner, Tuz Kebap, Kuyu Kebap, Lahmacun etc. In brief Im trying to tell that I want to make a mod that adds dishes from different cultures ( Obviously first gonna add my own favorites ) But I have no experience with modding in this game and I dont even know wheere to start.
  8. As far as I know, the current game still allows you to farm during winter time (even if it snows). The farming is a bit slower then and I think you harvest a bit less but in principal, the current system allows you to survive for infinite time without leaving your safe house area. You just need to constantly plant a lot of stuff around your safe house. My suggestion: Farming during winter shouldn't be possible anymore. This could spice up the late game a little bit since surviving winter might become more difficult if it comes to food supply. Moreover, such a change seems quite realist to me. By a quick web search, I found some sources which state that the main farming season in Kentucky is between May and October. (Not sure if those sources are reliable though. Probably needs some more serious research.) To compensate for the more difficult farming, I suggest to change the system for food preservation a bit. For example, food preservation by canning and cooking could only require a jar, a jar lid, some water and a cooking pot with water (that would also be close to the real life canning and cooking process). After a jar with food has been consumed, you will receive an empty jar and lid which can be used again. The durability of preserved food could also last a bit longer to give players a fair chance to survive winter with food they preserved.
  9. Hello, I've been working on a mod attempting to add Diets to the game. In order to do this I would like to be able to retrieve (or get) the FoodType String from the item object if it is a food. I've been digging around for a while but haven't managed to figure out a way to do it. I was wondering if this is even possible currently? I managed to adjust the FoodType variable by using ItemTweakerAPI for Build41 which allowed me to adjust only that value instead of overwriting everything. I confirmed that it was indeed working through the Mod Options mod. However, I have not been able to actually retrieve the FoodType variable from any food item object. I was wondering if I was missing something or if this just isn't possible to do currently.
  10. If you cook food and throw it on the floor, it will not lose its temperature. I noticed this at 41.50, but I thought they paid attention to it.
  11. Hello there! I would like to share my idea and vision about implementing 'favorite foods' mechanic to this beautiful game. First of all - what is this all about? The idea is to separate all consumable food and drink items into three separate categories for each character and further change gained stats from foods depending on their category. It's kinda minor gameplay changes. My vision of this feature: Every character should have their favorite, unfavorite and neutral types of foods. Eating or drinking favorites gives you more mood increase... but you can never get enough. Eating or drinking unfavorites gives you a bit of sadness... and you prefer to eat it no more. To separate food into three categories we need three custom tables unique for each character... in fact we can use only two. Liked foods UnhapyChange = -15 (parametrized; will explain later): gives more mood boost on eating HungerChange = x*0.5 (parametrized; will explain later): fills you but makes you wanting more of that shi.. ThirstChange = x*0.5 (parametrized; will explain later): fills you but makes you wanting more of that Disliked foods UnhapyChange = +15 (parametrized; will explain later): gives mood debuff on eating HungerChange = x*1.5 (parametrized; will explain later): you don't really want anymore of it or anything else ThirstChange = x*1.5 (parametrized; will explain later): you don't really want anymore of it or anything else Neutral foods default numbers on foods One custom table for 'Liked foods'. One custom table for 'Disliked foods'. And all the food items out of those two tables can be count as 'Neutral foods'. These tables should be created with a new character after character creation. After saving and exiting the game those tables and their content should be saved with other character information. After loading character/game those tables and their content should be loaded too. If the tables for character cannot be loaded during loading game save, those tables should be created with empty content. This should help installing mod into existing runs. Every generated food item ingame has it own stat change. I'll explain on a standard pot of soup: item PotOfSoup { HungerChange = -30, ThirstChange = -30, Type = Food, UnhappyChange = -20, ... } So if that pot of soup is one of my character's 'Liked' food, then it should give next stat changes on full consuming: HungerChange = -15, ThirstChange = -15 and UnhappyChange = -35. If that pot of soup is in my character's 'Disliked' food table, then it should give next stat changes on full consuming: HungerChange = -45, ThirstChange = -45 and UnhappyChange = -5. If the pot of soup is not in 'Liked' or 'Disliked' tables, it should give default stat changes on full consuming. Well that makes pot of soup desirable even as unfavorite food, but those numbers are simplistic and I want them to be modifiable through settings so everyone can tune their experience themselves. Also this system can make fun situations like 'my character likes PotOfSoup but dislikes BowlOfSoup wtf?' Well that's fun isn't it? some people really do prefer to eat food from cooking dishes rather than from table dishes. On character creation screen should be button to customize their preferred foods. By default both tables should be empty. From start the 'Neutral Food Items' table should consist of all consumable food items. I think the property {Type = Food} is enough for that... When I move one entity to the 'Liked' or 'Disliked' tables it should disappear from another tables. So the one entity can be either 'Neutral' OR 'Liked' OR 'Disliked'. Tables should be temporary saved for the whole character creation process. For example, I'm creating a character. I opened the preferred food editor and added some foods. Then I closed editor and did some changes to character's traits or visuals or whatever. Then I decided to edit my preferred foods again and opened the editor - I should see the editor in a state that I leaved it before. Also there should be options to save/load presets of preferred food tables. Settings. I think most settings should be modifiable by user via mod settings menu. In mod settings i see next options: 'Add random foods to preferred list upon creating character'. Checkbox True by default Tooltip: If set upon starting game with new character adds up to 5 random 'Neutral' foods to 'Liked' list and up to 5 random 'Neutral' foods to 'Disliked' list. If there is less than 10 food items in Neutral list, then try to add 5 times of 1 item to 'Liked' and 'Disliked' lists until no Neutral foods remained. After that send a warning message to the console like 'Only 7 neutral foods found in the list. 4 added to the Liked and 3 added to the Disliked'. Should only be executed upon creating a new character via creation menu. Should not be executed upon loading game / character. 'Dynamic taste changes' Checkbox True by default Tooltip: If set character can get new Liked or Disliked food upon eating. As tooltip says, if checkbox is set, there should be a slight chance to add consumed 'Neutral' food item in 'Liked' or 'Disliked' list. Also i understand the fact that you can 'taste' one single item a dozen of times before really consuming it by selecting 'Eat' and start running. Let's think that every 'tasting' counts. 'Chance to like food or drink' Field for the fractional number '0.1' by default disabled if checkbox 'Dynamic taste changes' is disabled Tooltip: Percent chance to like food or drink upon consuming The number presents the percent chance to add 'Neutral' food item to the 'Liked' list upon tasting it (selecting 'Eat' or 'Drink' and starting to perform action). '0.1' means there is 0.1% chance to convert 'Neutral' food item to 'Liked' food item. 'Chance to dislike food or drink' Field for the fractional number '0.1' by default disabled if checkbox 'Dynamic taste changes' is disabled Tooltip: Percent chance to dislike food or drink upon consuming The number presents the percent chance to add 'Neutral' food item to the 'Disliked' list upon tasting it 'Liked food and drink mood bonus' Field for the fractional number '-15.0' by default Tooltip: How much additional unhappiness you lose upon consuming favorite food or drink That should be the number to use in formulas 'Liked food and drink hunger and thirst multiplier' Field for the fractional number '0.5' by default Tooltip: Shows your craving for favorite food. It's never enough. Multiplies amount of hunger and thirst gain from fully consumed favorite food or drink. That should be the number to use in formulas 'Disliked food and drink mood debuff' Field for the fractional number '+15.0' by default Tooltip: How much additional unhappiness you gain upon consuming disliked food or drink That should be the number to use in formulas 'Disliked food and drink hunger and thirst multiplier' Field for the fractional number '1.5' by default Tooltip: Shows your hatred for disliked food. Multiplies amount of hunger and thirst gain from fully consumed disliked food or drink. That should be the number to use in formulas 'DEBUG: Edit Preferred food tables' Button Upon clicking opens the menu to edit preferred food tables. Similar to the one in character creation menu. It is useful for testing and for adding food preferences into existing game. And also for casual cheaters. Localization. Well it's obvious that mod and all it's text should be localized for as much languages as possible. I can try to help with that but I can express myself only in Russian and English. So my localization will be as much as work with google dictionary. Multiplayer. Well yes. I'd like to see this thing working in multiplayer if it is ever implemented again. That's like it for basics. Of course there can be done further modifications like causing nausea from consuming disliked foods and chance to 'forget' your liked/disliked foods and so on. But I wonder if there is anybody who will start to implement this idea as it is. Me myself is just unworthy enough. But I'm open to discuss. Ah and also. Why am I suggesting to increase unhappiness reduction while also REDUCING amount of hunger/thirst gaining on food items? Shouldn't it be increased unhappiness reduction and increased amount of hunger/thirst gain on favorite food? Well, that's only my idea and vision. As I mentioned in tooltips for settings: when it's about your favorite foods, you'll never have enough. So you'll continue to consume it until you eventually explode. That's how most human are. You may not agree with me and I understand it. So there are mod settings - do as you wish.
  12. In winter, food in a backpack spoils at the same rate as in summer. I think this is not entirely correct, because the backpack has almost no thermal insulation. It should be like in a frige.
  13. Hello guys! Its not a huge suggestion, but I think it would fix something ingame, that bothers me for a long time. I experienced, that Canned Sardines does not requires Can Opener to get opened, because it has this little handle on top, what you can use to get it open. I checked the Canned Tuna textures, and it also does have the exact same handle to open, but it requires a Can Opener to get opened. My suggestion is to make the Canned Tuna possible to open without a Can Opener. Also I have found Corkscrew in game. My suggestion is to give the Corkscrew a function, which is meant be. Give the Corkscrew the same option as the Can Opener, but with WINES! So from now on you only can open wine with Corkscrew. Also a bottle opener would be nice for beer! Also a further addition as a "more complex" item would be nice the 3 in 1 - a can opener + bottle opener + corkscrew so people would not needed to carry these 3 types of items but only this one, but this one would be quite rare compared to the others.
  14. Pretty basic concept, I just think it's weird that you are playing a rural Kentuckian living in the 90s, and the only classic american food you can make are Burgers. PC can eat Fries and Mac, but why can't they make them. Survivors can cook up a 5-star italian pasta dinner, and grow hundreds of hearty potatoes, but still eat stale fries out of the local Spiffo's and down a whole box of Kraft Dinner raw like some drunk frat boy. The cooking system has come a long way since these foods were added, we can do better! Anyone who's eaten it before knows that Mac & Cheese comes with it's own cheese packet. Butter, Milk, and Boiling Water are all that are required. All of these are already implemented with easy access by the player. It would be fun to actually cook the Mac players can find. Crafting recipe could just be the box, milk, butter, and a cooking pot of hot water together. Then cook it for 2-4 bowls of steaming Mac & Cheese. Eating it raw could still be a possibility, but would cause some unhappiness and a lot of boredom. If the devs really wanted to make Mac & Cheese a sought after food source, they could even expand on the cooking of it by allowing players to spice up their Macaroni meals, add meats, and vegetables. Maybe we can even unbox the Mac & Cheese and get Dry Macaroni Noodles as well as a Powdered Cheese Packet. Macaroni could just be an aesthetic flair used as a substitute for different pastas and noodles in recipes. Mixing Powdered Cheese and Water in a Saucepan and heating it should produce cheese. This would allow players to renew cheese after the power is out. Useful for trappers and cooks alike. It would also give a taste of the (hopefully) future cheesemaking we could get with B42 animals. Fries are self-explanatory. Using any kind of knife, survivors could slice a potato into Uncooked Fries. Then put them in the oven, and voila some Fresh Cooked Fries. Obviously this would probably mean a change to the Fries icon, or we could all just accept the weirdness of it still being packaged lol. Maybe devs could even expand upon this by allowing PCs to add chili, cheese, and spices to make Chili Cheese Fries. Ideally, it would be fun to make Fries with lots of different meats and vegetables too. Maybe even a way to shred potatoes and make hash browns and hash scramble as those are classic american foods as well. I think this is a pretty simple addition to already implemented systems that uses existing items to add a much more authentic american feel to that Knox Country cooking. Maybe devs can even add gross combinations of ingredients to these meals, the same way you can make a Cabbage and Egg Ratburger. Imagine eating Mushroom Soup Fish Fries, or Radish Squirrel Mac & Cheese. This would definitely fit the morbid survivalist atmosphere and the 90s americana of the PZ universe at the same time.
  15. Not just calories and fat. Demand such as vitamins should be increased. For example, insufficient vitamin A will affect vision, and insufficient vitamin K will lead to decreased coagulation ability. It makes people have to eat different foods to maintain nutritional balance and makes different seeds and hunting more useful. Let people not just farm potatoes at the end game.
  16. Something never rotten at raw won't be rotten even after cooked. That doesn't make sense.
  17. Hello, I've only been playing for about a week, but I have logged over 100 hours of game play thanks to our Shelter In Place order. During that time I have noticed that there are a few naming conventions that are mixed and make sorting items a bit annoying. I understand these are small changes, but making them would add polish: -Have all books titled either Beginner's Mechanics, Intermediate's Mechanics (etc.) or Mechanics for Intermediates, Mechanics for Advanced (etc.) -Have seed packets named "Seed Packet (Strawberries)" "Seed Packet (Carrots)", etc. for sorting purposes. -Change "Dirty Rag"/"Ripped Sheet" to "Ripped Sheet (Dirty)"/"Ripped Sheet" or OR "Rag (Dirty)"/"Rag" -Change "Dirty Bandage" to "Bandage (Dirty)" -Change "Sanitized Bandage" to "Bandage (Sanitized)" -Sugar, rice, powdered milk and some other foods are categorized as "Items" instead of "Food" -When foraging, the window that pops up currently says "Scavenge". Change that to "Forage" -Change the map names to the format: "Map of Rosewood" instead of "Rosewood Map" I'm sure there are more little continuity issues, but those are the few that strike me most often. Happy surviving! -Maleficus
  18. I have encountered a bug (i think) that allows player to force feed their character , they do this in such way that when you begin eating one thing , ypu queue eating more stuff , sucesfully allowing your character to consume much more than their could (i once eat 3 watermellons like that)
  19. this is a bug, right? fresh ice cream should INCREASE happiness, not decrease it
  20. Hello all, I've recently encountered a problem regarding butchering. For some reason, despite having a fresh dead bird and a hunting knife in my primary inventory, I cannot butcher the corpse. No option to butcher has appeared, both when I select the bird and the knife. I've attempted this with both a hunting knife and a kitchen knife, as well as both a bird and a mouse, yet the option still hasn't appeared. Does anyone know of a potential resolution to this problem? Thanks.
  21. I was originally going to post this in the "Small but Important Suggestions Thread" but the longer I played with things in my head, the longer this list became - to the point that it made more sense to post it as its own topic. After all, if people had already read what I'm saying (or just plain don't want to), it's significantly easier for them to scroll past an individual topic than a long-ass post. Also, this feels a little too lightweight to post in a thread of "Small but Important Suggestions". Anyway, during my last playthrough of PZ, I started to get a little sick of scavenging the same food items over and over again. Every time I saw the same "Canned Bolognese " or "Frozen Peas" my mind started to drift and wonder what else I could have found in that cupboard/ refrigerator instead. And yes, I am aware that this is extremely minor in the grand scheme of (PZ-related) things. I know the devs are already up to their eyeballs with far greater tasks, and I don't expect them to drop everything to start unnecessarily messing with the food in game just to appease my OCD. Still, maybe this'll come in handy to somebody (far) down the road. Maybe it'll at least stop the voices in my head from repeatedly listing various types of canned foods over and over again. Either way, I figured I'd be at least somewhat worth posting to the "Suggestions" board. Also, before I start talking about foods that aren't in the game - I'd like to ask the devs to at some point rename "Can of Oats" and "Dog food" to "Canned Oats" and "Canned Dog Food" respectively. The way they are now just bugs me when I'm sorting my food back at base. Also, why is "Mushroom Soup" so special that it's listed apart the "Canned Soup" already in game? Shouldn't "Mushroom Soup" be gotten rid of (after all, one can already assume that at least a few cans of the generic "Canned Soup" contain Mushroom Soup), or the nondescript "Canned Soup" item replaced with multiple similarly distinct varieties of soup (Canned Vegetable Soup, Canned Tomato Soup, Canned Chicken Noodle Soup, Canned Cheddar Cheese Soup)? It's the same situation with "Pie" vs "Pumpkin Pie" as well. Anyway, as I said before: I started to get a little sick of scavenging the same few food items, and my mind kept drifting to what else I could expect to find in the cupboards and fridges of Knox County. Here's a short list (and by no means a complete one - feel free to add to it if you think of something I didn't) of foods that would be nice (but not exactly necessary) to see in-game at some point in the future. Frozen Foods - Because there's no way an average American refrigerator would not have at least a few easy-to-store easy-to-prepare staples. Hell, lots of American families own stand-alone freezers because they need the extra frozen storage space. Frozen French Fries - An alternative to the fast food fries you have to luck out to find. Frozen Pierogies - I don't know how common these truly are, but there's a box of them in my freezer, so I'm adding them to the list. Frozen Fish Sticks - Super-common in freezers across America. Frozen Chicken Tenders - Another common item in American homes Frozen Pizza - The frozen pizza market of 1993 was surprisingly different to the one of today, but frozen pizzas still existed, and they were still common in American Freezers Frozen Wieners - Extremely common in American Freezers. Wieners are able to be cooked in multiple ways - from grilling, to boiling in water, to roasting on an open bonfire. You also can't make hotdogs without them. - suggested by ZonaryQuasar Frozen Onion Rings - Were onion rings sold in the frozen foods section in 1993? I know they are now, as I just saw a bag while perusing my local grocery store today. Frozen Snacks - Because everybody likes ice cream, even after the end of the world. Ice Pop - Cheap, popular, and we can't call it a "Popsicle" because that's a registered trademark that may or may not have become genericized but why risk it. Fudge Bar - It's a Fudgsicle. You know it. I know it. Everybody knows it - but I doubt the devs want a lawsuit so "Fudge Bar" it is. Ice Cream Bar - Ice cream on a stick and covered in a thin layer of chocolate that inevitable breaks off and lands on your clean shirt. Ice Cream Sandwich -A common frozen treat. I always liked the ones with chocolate chips in them. Snack Foods Trail Mix - A popular treat among campers and hikers Granola Bar - Not nearly as healthy as you'd think, and yet the backpackers who live off these things still look down their noses at you for enjoying a nice bacon-flavored ice-cream sundae Pork Rinds - Basically chunks of pig skin that's been roasted in lard to make said skin eatable. You can pretend you're eating a football! Pretzels - Salty twisty things. Especially popular as bar food. Can be bought in bags for snacking on at home, as well. Tortilla Chips - One could argue these are already included in the in-game "Chips" item. One could also argue that doesn't make Tortilla Chips any less important an addition to PZ. Grate some cheese on them, pop 'em in the oven, and you've got something that could generously be called nachos. Maybe you could improve them with some hot peppers and onions. Rice Cakes - Puffed Rice Cakes sort of resemble snacks - if you squint and are really desperate for something to nosh on. Soda Crackers - I'd wager you could find these in almost every home in America. If you're feeling creative, you can use them to make little sandwiches. Snack Crackers - A wide label that encompasses everything from Goldfish to Graham Crackers. Lacking the practical aspect of soda crackers - these are just for snacking on. Graham Crackers - I had originally included graham crackers in the above-mentioned "snack crackers" before Tails pointed out that you could make smores with them. Toaster Pastries - Pastries that can be cooked in the toaster or microwave or eaten straight out of the box. Marshmallows - Bagged Marshmallows are non-perishable and can be found in stores, houses, and campsites across America, Fruit Snacks - Popular among families with children, fruit snacks are sold in boxes containing six or so small bags of gummy candies. Pudding Cups - Sold unrefrigerated, I can personally vouch that these snacks are good for at least three months past their Best Before date if kept refrigerated Smores - A snack sandwich consisting of graham crackers, chocolate, and marshmallows toasted over a fire. - suggested by Tails Snack Cakes - Can Twinkies really survive the apocalypse? Looks like we'll finally be putting that theory to the test. - suggested by Tails Chewing Gum - No nutritional value whatsoever, but chewing gum can alleviate stress for a lot of people. - suggested by Tails Icing - A small container of icing for cakes. Probably not something you would admit to eating as a snack. Licorice - A foul, horrible thing that some people seem to enjoy eating for reasons beyond understanding. Jawbreaker - A round, extremely hard candy that probably won't break your jaw. Probably. Gum Drops - They're gummy. You can drop them. They're gum drops. Gummy Bears - These extremely common gummy candies are likely to be available anywhere treats are sold. Jelly Beans - Ronald Reagan's favorite snack, these small candies would be found in every supermarket, convenience store, and in small bowls on most secretary's desks. - suggested by Tails Candy Corn - One of the quintessential Halloween candies. You can pretend the zombies are trick-or-treaters! - suggested by Tails Peanut Butter Cups - It's like peanut butter and chocolate got together and had a baby that I'm deathly allergic to. Toffee - Sticky caramelized sugar (or is it sugarized caramel?). Very sticky. Seriously, I can't emphasize the stickiness enough. Gelatin - It's Jell-O, we just can't legally refer to it as such. We're all calling it Jell-O in our heads, though. Spray Cheese - Cheese-flavored chemicals sprayed from an aerosol can. Baked Goods - Perishable Goods Found in Bakeries, Coffee Shops, and homes. Croissant - A flakey, crescent-shaped pastry. - suggested by Tails Baguettes - Bread, but really long and with a crispier crust. - suggested by Tails Bagels - Kind of like a donut, but not sweet and commonly eaten as a breakfast food. - suggested by Tails Brownies - Find these fudgy treats in bakeries or make your own during a quite moment back at base. - suggested by Tails Cinnamon Rolls - Another popular treat you'd be likely to find in any bakery. - suggested by Tails Donuts - A sweet circular baked good with a hole in it. Commonly sold in coffee shops and supermarkets. - suggested by ZonaryQuasar Eclairs - These creme-filled treats would likely be found in bakeries across Knox County. Garlic Bread - An extremely common item across America. Found in bakeries, supermarkets, restaurants, and quite a few fridges/freezers. Goes great with pasta. Salad Croutons - I listed these under "Baked Goods" because I had no idea where else to put them. Croutons are seasoned crunchy cubes of bread that - surprisingly enough - are eaten with salads. Bread Sticks - Small crunchy sticks of bread commonly served before meals in some restaurants. You can buy them in supermarkets as well. Fortune Cookies - Crisp hollow cookies containing a paper "fortune". Typically served after a meal in North American Chinese restaurants. Gingerbread Cookies - If gingerbread cookies are added to the game, then please don't forget the cookie cutters! A gingerbread cookie that isn't cut into the proper shape is hardly a gingerbread cookie at all! - suggested by Tails Canned Foods - This is Where this whole list started. When I realized that- despite my extremely picky eating habits - I still had a greater variety of canned food in my home than the the entire world of PZ. Canned Meats Canned Gravy - Saw a very large can of this at my local grocery store. Imagine two regular-sized cans on top of each other, then widen them slightly. No idea who would need that much gravy. Canned Meatballs - Meatballs packed in yet more gravy Canned Chicken - A small can (same size as a can of tuna) containing shredded chicken meat. Canned Turkey - Another small can - this time containing shredded turkey meat. Canned Ham - A rather large oddly-shaped can containing cooked ham. Canned Vienna Sausage - Small sausages in a small can. Canned Salmon - Same shape and size as a can of tune, except with salmon. Canned Crab - Roughly the same shape and size as a can of tuna, except containing what I expect is crab meat. They wouldn't lie to us and give us something else...would they? Canned Clam Chowder - It's Chowdah! Say it Right! It's Chowdah! CHOWDAH! - suggested by Tails Canned Stew - Similar to canned soup, but slightly different! I think it's thicker. Canned Cat Food - Why Not? We've already got dog food in the game. Canned Pasta Canned Ravioli - Ravioli and Meatballs packed in tomato sauce. Quick, easy, and inoffensive this was a staple of many childhood lunches Canned Lasagna - I don't care for lasagna, so I couldn't tell you if this canned variant is in any way accurate to the real deal. Probably not, though. Canned Spaghetti - Low-quality spaghetti and meatballs packed in tomato sauce. Canned Meat Sauce - Small bits of meat in sauce. I wasn't sure if I should put this with canned meats, but since I tend to use it on pasta dishes, it ended up here instead. Canned Pizza Sauce - Also available in jars! I just went with canned pizza sauce for completely arbitrary reasons. - suggested by ZonaryQuasar Canned Fruits and Vegetables Canned Beets - Beets in a can. What else can I add? Canned Apricots -Apricots in a can. Seriously, what else can I add to this? Canned Pears - Ah, Del Monte...Enjoy them old man, they will be your last. Canned Plums - The developers would be plum crazy not to add canned plums to PZ! Canned Peaches - A completely normal can of peaches. Nothing strange about it at all. No sir. Canned Pineapple - You can use pineapples to add a nice glaze to a ham. Canned Mushrooms - Probably safer than foraging for them in the woods. Canned Sauerkraut - I'm going to be 100% honest here - I have absolutely no idea what Sauerkraut is. It does, however, come in a can Canned Fruit Salad - Why restrict yourself to just one canned fruit when you can have them all? Canned Dairy Canned Milk - Milk in a can! Tastes a bit weird, but has a Hell of a lot longer shelf-life! Canned Heavy Cream - Don't feel like making your own heavy cream? Just buy it in a can! - suggested by ZonaryQuasar Fruits/Vegetables - A group of food that was completely overlooked by me when I did this list originally. Which probably tells you something my diet... Brussels Sprouts - These leafy green vegetables look like miniature cabbages and were named after Brussels, Belgium. - suggested by Tails Cauliflower - These vegetables weren't always an American kitchen staple, at one point being referred to as "Albino Broccoli". They'd be common enough by 1993, however. Cucumbers - According to Wikipedia - botanically speaking, cucumbers are actually classified as a type of berry. - suggested by Tails Celery - Celery is an extremely common vegetable that would be found in many American kitchens. Should definitely by added to PZ. - suggested by Tails Spinach - It's leafy. It's green. It's highly nutritious. - suggested by Tails Kale - A member of the cabbage family, Kale can be eaten and is sometimes grown as an ornamental plant. - suggested by Tails Garlic - I don't know how likely somebody is to just chow down on a bulb of garlic, but these babies'll sure come in useful if the zombies are joined by a sudden influx of vampires! Turnip - Nothing says "It's the apocalypse and I'm starving to death" like chowing down on a raw turnip. Mangoes - A tropical fruit that is commonly sold in American supermarkets. Grapefruit - A fairly large round fruit that is known to cause adverse reactions with numerous prescription drugs. - suggested by Tails Pomegranate - I have no idea why these small, fluffy dogs are considered fruits, but who am I to argue? Maybe they grow on trees? - suggested by Tails Papaya - These tropical fruits can be eaten raw, or used as an ingredient in stews and salads. - suggested by Tails Coconut - A large, round fruit that grows on coconut palms - these fruits are hard enough that you might be able to use one to crack a zombie's skull open. - suggested by Tails Kiwi - These small, green, tropical fruits were apparently once known as "Chinese Gooseberries" - at least according to Wikipedia, and surely Wikipedia would never lie. - suggested by Tails Limes - Like lemons- except green. Which probably means they're more eco-friendly. - suggested by Tails Pears - I suggested canned pears but not their non-canned perishable counterparts. Shame on me. Plums - Take the sentence above, and replace "pears" with "plums". Pumpkin - Pumpkin Pie is already in the game, so why not actual pumpkins? And if we don't have the option to turn them into Jack-O'-Lanterns, I will be very disappointed. - suggested by Tails Raisins - I was tempted to list raisins under "snacks", but since they're dried grapes they're going here instead. They're still commonly eaten as a snack, however. - suggested by Tails Olives - Every in-game bar should have a jar of these. - suggested by Tails Rhubarb - I think part of this plant is actually poisonous. Doesn't stop it from being cultivated and consumed by humans, however. Dandelions - Every part of the dandelion plant is edible. You're still not likely to find this in many kitchens, however. JalapeƱo Peppers - Spice up your post-apocalyptic life with these babies! - suggested by Tails Cayenne Peppers - Jalapenos not spicy enough for you? Try cayenne peppers on for size! - suggested by Tails Meats - Because zombies shouldn't be the only ones feasting on the flesh of dead creatures. Turkey - Kind of like chicken, but bigger and better in every way - suggested by Tails Salami - No refrigeration? No Problem! Salami can be stored for a month at room temperatures. - suggested by Tails Ribs - Whether from a pig, cow, lamb, or deer, ribs are a staple of American BBQ Cuisine. - suggested by Tails Ground Beef - Shape into a "meat patty", add to a taco, or simply fry it up as is. - originally listed under "Frozen Foods", this really better belongs under the "Meats" heading Bologna - We already have canned bologna, so why not actual bologna? The apocalypse shouldn't prevent us from making bologna sandwiches dammit! Chicken Balls - Balled and breaded chicken. A staple of North American Chinese takeout despite being unheard of in China itself. Found when looting "I Heart Wok & Roll". Egg Rolls - Deep-fried appetizers served in North American Chinese restaurants. Despite the name, they don't contain any egg. - suggested by Tails Duck - A bird that you should be able to find and kill yourself once hunting is properly implemented - suggested by Tails Goose - Commonly eaten for Christmas in Europe, you'll be eating this waterfowl whenever you can hunt and kill one in PZ. - suggested by Tails Seafood - Kentucky may not be adjacent to the ocean, but that doesn't mean you shouldn't have your choice of aquatic critters to feast on! Sushi - Sushi was a popular fad among the yuppie crowd in the 1980s, so while I doubt you'll find many sushi lovers in Muldraugh (at least in 1993), I would imagine there'll definitely be a sushi restaurant or two in upcoming Louisville. - suggested by ZonaryQuasar Crab - Much like the lobsters below, once the pre-apocalypse supply of fresh crab meat is gone, it's gone for good! Although canned crab meat is a thing. - suggested by Tails Lobster - Raid live lobsters from restaurant and supermarket seafood tanks while you can, because you won't be seeing another one once the transportation network that brings them in from the coast breaks down. - suggested by Tails Crayfish - Multiple species of crayfish can be caught in the rivers of Kentucky and are perfectly eatable. There's no reason a player of high enough "Fishing" skill shouldn't be able to catch them him/herself. - suggested by Okamikurainya Mussels - There are over 100 species of freshwater mussels in the Commonwealth of Kentucky. It's about time we started dredging them out of their freshwater homes and inserting them into our bellies where they belong! - suggested by Okamikurainya Oysters - These shellfish can be cooked in multiple different ways, or even eaten raw. They've also got a high shelf life of up to four weeks. - suggested by Tails Cooking Supplies / Ingredients Pancake/Waffle Mix - Given how rare actual (non-rotten) waffles and pancakes seem to be in Know County, it would be nice if we were given the means to make our own. Cookie Dough - Believe it or not, this tasty snack can actually be used to make cookies with. Just chop the dough up and put it in the oven. Or just eat it raw, whichever makes you happiest. Chocolate Chips - Chocolate Chips can be add to a recipe, or just eaten on their own as a snack. Cornmeal - Can be used in the baking of cornbread and muffins, as well as in the preparation of grits. Pizza Dough - Can be made from scratch, or looted ready-made from the supermarket (and probably Pizza Whirled). - suggested by ZonaryQuasar Taco Shells - Add some ground beef, sour creme, grated cheese, and whatever else you desire. I like bacon in mine. Or just eat the shells as is if you're hungry enough. - suggested by ZoneryQuasar Tortilla Wraps - Feel like making a burrito instead of a taco? These tortilla wraps'll have you covered. And after you run out of wraps, you can make your own from cornmeal! - suggested by Tails Drink Mixes - So far the only drinks we can make in PZ are tea and coffee. A handful of other choices would be nice. Hot Chocolate Mix - Similar to tea and coffee, making a mug of hot chocolate would consist of pouring a packet of powder into a mug of hot water. Maybe you could even add a marshmallow. Chocolate Milk Mix - Pour a pouch of this into a glass of white milk to turn it chocolate! It's like magic! - suggested by ZonaryQuasar Coffee Cream - You'll no longer have to drink your coffee black with this in stock. - suggested by Tails Juice Mix - Available in multiple flavors, just pour a packet of juice powder into a pitcher and enjoy a few refreshing glasses of lemon-aid or fruit punch or the like Spreads/Sauces/Condiments/And The Like - Lastly, if more food isn't enough, then at least having more things to put on said food should help to improve matters, right? Maple Syrup - Because does anybody want to eat their pancakes/waffles dry? Hot Sauce - As with the sour cream listed above, hot sauce goes with just about anything - including sour cream! BBQ Sauce - Useful for adding an extra touch of flavor to the steaks and pork chops you'll be cooking. Soy Sauce - Found in grocery stores and "I Heart Wok & Roll". Cheese Spread - Essentially Cheese Whiz with the numbers filed off, Cheese Spread can be added to crackers, sandwiches, you could dip french fries in it if you were so inclined, It's versatile! Sandwich Spread - It's a jar of spread for sandwiches. I'm sure you could apply it to other stuff as well - you just have to be creative, Ranch Dressing - Technically a salad dressing, ranch goes with pretty much everything. It's also been the best-selling dressing in America since 1992. - suggested by Tails Sour Cream - Goes with just about anything (within reason). Also makes a great potato chip dip. Heavy Cream - Heavy Cream can be added to everything from broth, to mashed potatoes, to homemade ice cream. An all-around versatile substance. - suggested by ZonaryQuasar Whipped Cream - A perfect companion for pies and ice cream. Can also be made from scratch using the above heavy cream. Cream Cheese - Soft, mild, cheese that's often spread on bagels and crackers. - suggested by Tails Cottage Cheese - Remember when Little Miss Muffet was eating "Curds and Whey"? Cottage cheese was what that nursery rhyme was referring too, apparently. Can be added to foods and used as a dip. - suggested by Tails Salsa - Remember those nachos from the snack section? With those nachos, this jar of salsa has found its soul mate. Relish - A pickled jam that's commonly eaten with hot dogs. It's Green! - suggested by Tails Olive Oil - Used for cooking and as a salad dressing. Can also be eaten as is, apparently. - suggested by ZonaryQuasar Alfredo Sauce - Found in stores, restaurants, and kitchens, this creamy sauce can be used on more than pasta if you're creative enough. - suggested by Tails Chili Powder - Powdered chili peppers! Also works has an ingredient in crystal meth, apparently. Though I wouldn't expect the devs to add that to the game. - suggested by Tails Anyway, that's my list of additional foods that might help make looting kitchens and supermarkets a little more interesting. This is by no means a complete collection of foodstuffs that are lacking from the game, but I feel it would be enough to keep a player from encountering the same stuff in almost every kitchen. And feel free to post if you feel I've missed anything. If you do, I'd be happy to add it to the list above.
  22. Kentucky as a state is known for bourbon; Kentuckians claim bourbon as their own, usually citing Elijah Craig as their inspiration. Heaven Hills is based out of Louisville and has been since the 1910s, and they make many well-known brands of whisky (like Evan Williams, see others at https://www.heavenhill.com/history.php --- must be 21+ to view). So while Louisville might be a long ways' away, including the liquor manufacturing for the inevitable whisky companies in Louisville doesn't have to be! Perhaps for a longer-term feature, we could work on a distilling method for liquor, perhaps something like this: 1. Build a rain barrel. 2. Put milled (IE processed) grains into it; using corn would work 3. Put hot water in the barrel 4. Put yeast (yes, cooking yeast) into it 5. Put into a fermenter (basically a big steel barrel), keep it temp-controlled, and wait 3 days (7 if no electricity for temp-control), occasionally "watering" it with cold water. Congrats, you made beer! 6. Continue toward whisky. Build or find a column still. Building a still would require cooking and metalworking skill. Distilling takes a few hours, so setting this up like a kitchen stove item (with an on/off button and a place to put the fermented beer) might not be a bad idea. Congrats, you made icky-tasting whisky! 7. Build a cask to store well. Perhaps you could even re-use the rain barrel from #1. Carpentry skill dictates how good the barrel is; if you build a bad barrel, you may lose some of the liquor. 8. Let it age if you're inclined. Congrats, you made better whisky! In-game reasons for this: Long-term, non-spoilable happiness item-making Long-term manufacturing of disinfectant An alternative to jarring for food storage A long-term way to get wasted & make bad PZ survivor decisions Later down the line, for a Louisville bourbon distillery and NPC item-trading as a commodity Downsides: If it's made too detailed, it could be confusing Outside of roleplayers, not many players would get wasted on purpose Anybody in this forum made their own liquor before? What may I be missing? P.S. Maybe you could even convince Indiestone management you need to tour a local whisky manufacturer and/or try to make your own Indiestone whisky for research purposes.... Sources w/ pictures & charts: https://blog.distiller.com/making-whiskey-mash-bill/ https://blog.distiller.com/whiskey-deconstructed-distillation/ http://www.ispirits.com.au/wawcs0148057/faqs.html https://www.whisky.com/information/knowledge/production/overview/how-bourbon-whiskey-is-made/bourbon-distillation.html
  23. B/c if you haven't heard of KFC's new Cheetos Chicken Sandwich, it's actually based on something of a rural tradition. You take chicken tenders and use cheese puffs in the breading of it. It's also aggressively American and aggressively rural Kentucky, so fits the lore; Kentucky Fried Chicken came out with it after all! A more traditional example (that might've existed in 1980s Kentucky) is below.
  24. I've noticed that butchering a Dead Rabbit increases the number of calories from 373 to 969 (as well as increasing the other stats). Also when building a Double Fence Gate, the only materials consumed are the hinges, making it easy to spam walls of it, if you have the hinges.
  25. These are a few bugs I've noticed associated with all the Jar of [Food] in build 40.7. 1. Cooking They all have an "Uncooked" tag, which upon cooking, doesn't seem to do anything, apart from changing to "Cooked". Burning gives the usual +20 boredom and unhappiness, except it can't be eaten, only opened. Upon opening, nothing seems to have changed with the contents. Possibly I'm missing something? I considered it might be part of the pickling process, however I don't think that's normal when pickling food. They are set to be cookable in newitems.txt. So maybe just leftover code after switching from making jam? Snippet from newitems.txt, associated with each pickled food. OnCooked = CannedFood_OnCooked, IsCookable = TRUE, MinutesToBurn = 120, MinutesToCook = 60, 2. Nutrition While they can't be consumed as is, the nutrition values are shown if you have the nutritionist trait, although they are all 0 (zero). In newitems.txt they don't have any, not that they need them though. Just a minor hassle seeing the nutrition values. 3. Opening Opening a jar will only return the contents and the empty jar, but not the lid.
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