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Found 18 results

  1. Vanilla zomboid with no mods, IWBUMS Build 41.47 version as of December 2nd When driving, if you're in a forage area you can right click and get "Forage" context item. If you do that directly under your character's seat (have to get it perfect) you can start foraging and collecting items while in the vehicle, and you can drive away and continue to collect from the spot you started. This bug is repeatable and easy to recreate. I cannot provide a video but I will provide a screenshot that show the speedometer proving the car is moving, the context menu forage option, and the forage win
  2. Whether a tile is forageable is determined In the files Java/media/lua/client/TimedActions/ISScavengeAction.lua Java/media/lua/client/ISUI/ISWorldObjectContextMenu.lua by the line if getGametimeTimestamp() - zone:getLastActionTimestamp() > 50000 then Even on the lowest settings you're likely to only exhaust a handful of tiles before they begin to replenish, so you never have to journey far to find new materials. It would be cool if that static 50000 was instead influenced by the nature's bounty modifier.
  3. Playing with a PS4 controller. Whenever I open the new foraging UI, there is no way to navigate to a button that would close the foraging window. This worked correctly in the previous build. None of the other controls have the desired effect either, I'm stuck with the window until I close the game process by force. I suppose the keyboard might work as well, but I don't have one in my living room, so I couldn't check. Things like opening doors or fighting are also not possible when the window is open, so I guess I'm lucky I didn't get ambushed yet 😋
  4. Hi, trying to survive I found myself in a safe place south of Muldraugh and south-west of Westpoint, exactly in the field group, I noticed that all this area of the woods does not allow foraging, I tried far and wide but it seems that this bug expands to a very large area.
  5. So the highlighting of containers has helped IMMENSELY in my looting of stacked containers and bodies. I am so glad it was added! In this train of thought: I've also noticed that when you forage your character sometimes wanders around away from the spot you think you've selected to forage. This happens mostly near trees for me. I'm not sure if I'm selecting the spot the tree is planted in, or the ground right next to me. It would be nice to have a visual of the area you choose to forage. Right click Forage A highlighted area shows Left click to confirm
  6. I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay. - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start. - the animals would mostly die after a couple
  7. I was thinking, if the devs work out what is making the berry bushes invisible, maybe they could tie that code into the Foraging skill system, so that at different levels of Foraging, different plants become visible, like berry bushes at low level and herb plants at high level. This way, the player might just "bump into" a bush they can't yet find on their own (just as you might find some berries while out hiking despite not being Bear Gryls). This way, Foraging could become an active skill rather than the current clunky menu and progress bar affair. There are already plant texture
  8. Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. Simple really.... example numbers. baseEnergy 100 baseForagingCost 60 (makes it once without instant exhaustion at base level)
  9. So I've got this idea that I'd like to have seasonal item spawns in the world. Using Nolan's awesome Items Spawn of the Ground mod, I want to make a few items that will only appear during certain seasons. For example: In spring months, flowers spawn in meadows. Maybe insects are easier to find. In the deep woods, some seasonal herbs may be easier to find. Etc. In the fall you could have mushrooms to find in the woods, acorns, walnuts and other seasonal produce. And in winter you can't find anything. I think aesthetically it would be cool to see these things, and give more incentiv
  10. In the game NEO Scavenger, you can scavenge 'water sources' (Like rivers, lakes and...Puddles) well I'm not suggesting the rivers and lakes, but what about scavenging puddles of water when it rains (And for a few hours after it rains) to fill water bottles with (Or when really desperate, to drink directly from)? I remember reading on the forums a character who ended up dying of thirst in a rainstorm in the woods. Seems like it could be fixed.
  11. Animals stay away from urban areas because of the noise, people, and lack of habitat and food. As world erosion sets in, there is no longer any such thing as 'urban' and it should get easier to find birds, squirrels etc everywhere. I live in Christchurch, New Zealand. In 2010 we had an earthquake that levelled big parts of the city. Within a few weeks of abandonment, properties were overgrown and plants were invading houses. Within months, abandoned suburbs were habitats for all sorts of birds, insects, and mammals. We could hear bird calls of tui, bellbirds, and other creatures that never
  12. Not sure about you, but this is starting to freak me out: I won't burn this in ten years: Hence... Simple foraging filters Because I really suck at making GUI I raped the Crafting view to do some work for me. In the crafting window, there's now an additional tab called Foraging. Under this tab, all possible items are listed and you can toggle them on or off. Toggling is done by the star for favourites or by pressing F after selecting an item. I understand the GUI work I did sucks ass but frankly I think this mod will be soon replaced by built-in featur
  13. I've created a new foraging guide since my old post on here was archived. Here is a link to it on steam http://steamcommunity.com/sharedfiles/filedetails/?id=556622628 It is current as of IWBUMS build 33, and includes the new herbs as well as the new poison mechanics. Enjoy
  14. Since I'm getting into PZ again, I thought I would make a suggestion. I have already seen all 3 of the things that I am about to suggest listed on this forum, I just thought I would back their ideas and show my support without resurrecting 3 separate threads. Keep in mind that I do not have knowledge of the entire change log, and since I have only recently started playing, I may be rambling on about things that may already be implemented into the game. Problem- I feel like the chef profession, along with the cooking skill in general are bad trade-offs in comparison to other skills such a
  15. It'd be cool if you could use the foraging skill near the water to catch crabs, mussels, frogs, snakes,turtles ect. I'm honestly not sure if you would find most of those in KY so if anyone could make a list of animals or edible things you could find near the water by foraging that'd be great. EDIT: Perhaps you could use one of these near the sand and have a higher chance of catching clams and stuff. http://media.point2.com/p2a/htmltext/927f/c441/af4d/00be554b814ee4aea7b1/original.jpg Also maybe one of those cages used to catch crustaceans could be thrown into the water. This could add a who
  16. Just a thought. What about the ability to Forage inside buildings? Say for instance someone was inside a previously looted warehouse and he foraged. It would be nice to find some nails or shotgun shells that may have been missed... I wouldn't expect this to work if the building had been fortified tho.
  17. I might have overlooked the new builds information, but it doesn't work for my server. Is it because I made the world when it was on Build 28? So do I have to hard reset the world?
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