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  1. A: Put in some code that would allow defining exactly what items are allowed in a container. Kinda sorta like the Keychain works but for specific Items as opposed to an entire Item category. In the script it could look like this OnlyAcceptItem = ItemID:MaxAmount;AnotherItemID:MaxAmount, Possible use? Toolbelt that when held in inventory could act like the Keychain (Always equipped) but it only has slots for Hammer, Screwdriver, Nails and whatever. Gun holster, as above but only allows a Pistol and maybe some extra magazines. Ammo belt for holding Shells B: Also Replace the thing in the lua code that makes Keychain always equipped with a check for a script variable being true That would be nice. AlwaysEquipped = true; Edit: Either that or add a bunch more slots that can be used, more the better, possibly with customizeable display name. Quick Access and general Inventory Decluttering are the main goal of what I'm suggesting here. There is space on that window to have a bunch of stuff equipped. C: I would also honestly add a thing for only allowing items in a container only up to a certain weight so I can't shove half a bed into a Hiking Bag.
  2. Not sure if this one was already suggested, but here goes. When a player dies, they drop their weapons, I think. Correct? ( Haven't really died enough to be 100% sure. ^_^' ) Anyways, what if there's also a chance that, upon dying, they wind up KEEPING that weapon in their hand(s)? Doesn't necessarily mean that the zombie will be able to USE it, though, as... y'know... ZOMBIES. No "Learning". Only "Eating". (Though a pistol-holding zombie's finger pulling the trigger COULD be a threat, though mostly because guns are freakin' LOUD...) But what if y'all made it where, instead of dropping their weapons, survivors' zombie forms hold onto said weapons, at least until they start "Reaching" after the living survivors when close enough, to which they THEN drop the items, instead? This way, we could easily spot the "Dead Survivors" who may very well have valuable loot, as well as add a bit more variety to the zombie hordes, without necessarily making things that much more difficult to deal with, and yet, also make things simpler for "Loot Priorities" when it comes to looting a dead horde. Perhaps in addition to that, the zombies that DO spawn with weapons could also be holding onto them, so that we don't "Magically pull an Axe out of a zombie's arse" when looting the dead bodies... and besides that, it could also add a bit of variety to the "Survivor Zeds" whenever the backpack updates roll out, so we see a bit MORE variety between the "Bag Carriers" as well. Anyways, just a small idea I had. Didn't see it in the "Common Suggested" thing, so figured I'd throw it out there.
  3. Wasn't sure where to put this, but I'm just surprised contacts + contact solution isn't a thing modders have introduced yet. I figure the contact case would work just like glasses do, the solution probably just for fun.
  4. Sparrow

    New item sprites?

    I want to make a mod where you can alter existing furniture items to make them aesthetically different. For example you have the plain beds now with no sheets, just a mattress. I'd like to be able to add sheets and pillows to them by upgrading them through a crafting menu, like you have to pick the item up or disassemble it, add some resources to it then finish it and set it back in the world. The trouble is I feel like I can create a tileset, but I'm not sure how to make an item that would be placeable in the world. Likewise I'd like to make more pictures to hang on walls, decorative items, etc, to add more variety to the game, but IN ADDITION to the items that already appear in game, not as replacements. Any ideas on how I might do this?
  5. This is a global compilation of several mods like Ortmans Gun Mod, Hydrocraft, OZ More Medicine and several other available on workshop mods plus our own home made mods. The compilation is overhauled, rebalanced and translated to play on Russian speaking biggest role play server The Next Day: Zomboid. So what does the mod adds besides the the compilation? - Using handcuffs - blocks te ability of using hands; - Tie hands with a rope - same as handcuffs; - Amputate hands/legs - can cure if you are still NOT infected but bitten by zombie (to amputee anything u need a a scratch first so the menu come up); - You can amutee one or both hands and one or both legs. Every amputation brings its own penalties you will not able to build and use everything that needs two hands without one, you will not be able to run and get tired very fast even by walkin with one leg; - Adds addiction traits to drugs and alcohol; - Addictions can kill you; - Adds several new ways to get sick by cold or by other stuff; - Adds a description option so you can attach a contextual description to your character; - You can read contextual description of character by using RMB on teh avatar or by clicking LMB under the feet of character; - Adds traumas - if characters HP drops under 50% it gives the avatar light trauma perk, if the damage is under 80% it gives a heavy trauma perk. Both perks limit the ability to run, fight melee and build. Are cured with time and care; - Light and Heavy traumas can be dadly if the chcracter is not left in peace for some time in bed/chair and without medical atention. Running/fighting/building can kill you; - Hides "online" button for players, means only admins can see who is online via the game client (we really want to make the word dangerus and unpredictable, knowing that soem badass in online makes you more careful); - Hides the name above the head of the character so the only way to identify a player is the contextual description mentionet before; - Adds a "telportator" an internal script that allows gamemasters to crate items that will teleport characters between locations. Example: you are using a sewer hatch (that is an object bound to ground) once you do it "teleports" your character to another map - example: the sewers. Normally we map a separate area that got no other access then by teleport and use them as doorways. (to use this you will have manually change an ingame file and write down the coordinates you want an item to teleport); - Every new crated character will recieve a debuff trait, that can be switched off only by game master, this is made as an internal server mehcnism to force players to write character lists on our forum. Most part of mentioned features are coded by; AiweLelia, Sinoptik, ComaWhite, myself IMPORTANT For DEV's: We share this mod mostly for developers since we hope, that some of the added fatures might be usefull in upcoming updates. For PLAYERS: The mod will radically change your gameplay experince so don't try this mod unless you know what you are doing. This mod is designed only for Next Day Roleplay - the first russian roleplay server and community.; For Modders: if you are interested in getting any certain feature - PM me. DOWNLOAD
  6. There could be added a small use for those two items - first it always got me curious why can I rip sheet underwear, but not socks... It should be usable just like all the other clothing items for that small use (it shouldn't make any major difference gameplay-wise, seeing how rare socks are and the cloths for rip sheets are widely available on zombies in the first place, but it would give this item some use, who knows, maybe saving someone's wound in a pinch . The second thing is crayons, which I think can not be used as a writing tool (correct me if I'm wrong, I don't have a journal to check on my save game). Obviously, they wouldn't make any kind of improvised weapon like pen and pencil, but they certainly could serve as a writing tool for those who feel the need to write some journals - and also giving a use to yet another item :). Both the requests should be easy enough to implement too, as there is no need to add any new graphic, model or recipe - just add them as another item that can do things already implemented.
  7. well, i making a timed action to remove a item from o.container and add another... this works good on single player and even in server... but when i transfer that item to my inventory (Server Side)... item is transfer and then dissapear of my inventory. The only thing that works is first: transfer the item to the floor and then transfer to my inventory. There is the code to remove all items from that container and adding the item that want when i do the timed action. self.object:getContainer():removeAllItems(); self.object:getContainer():AddItem("DZM.bbe"); There is a problem with IsInventoryTransferAction on server? Because i have the same issue if on a scriptfile, there is a line called ReplaceOnCooked. Need the same thing to work (Transfer that item to the floor and next from floor to my inventory)
  8. Glasses to correct shortsighted and hearing aid to improve hearing for hard of hearing. Possible even boost hearing and sight for folks without the negative traits, maybe with some nausea effect's on prolonged use. edit, hearing aid should probably use batteries, and on that note I think we should also get batteries charges.
  9. Hello all. First of all, sorry if this thread is being discussed somewhere else. It surely isn't the most original idea, I know; but I think, as the title says, that it would be really awesome if the game had this classic rpg styled inventory, when you could drag items and see their shapes in a lot of sizes (tiny sized items like rings or sugar, I don't know, or bigger items like a shotgun). It would be very fantastic. Please Devs make this thing real. The actual inventory is pretty dull.
  10. Anyone know of a way to transfer items from your inventory to a bag in your inventory instantly? I have this: if item:getType() ~= "KeyRing" and item:getType() ~= "IDCard" then ISTimedActionQueue.add(ISInventoryTransferAction:new(getPlayer(), item, item:getContainer(), idBag2, 0)); end But this isn't instant. I would like something that skips over it being a timed action.
  11. Anyone have a suggestion how I can remove the option to Drop an item from the inventory? Or have it be deleted if Drop is selected?
  12. Hi, Is there a way to program my custom drop, without modifying the vanilla tables/rolls, for my custom items? the problem is that with the perk "lucky" I can obtain VERY EASY my super rare MODED ITEMS on zombies (in 10 minutes I managed to get 1/4 of them with that perk, and in theory I should get one of them per month). I want to create RARE items, with probabilities lesser than the 0.1 imposed by the perk "lucky". I already tried to see other mods, but they got a VERY complicated and long code, without comments and I need the "basic code" to do that on my way.
  13. I'm looking for a better explanation for the way that items are distributed in PZ. I've noticed in a few mods (every mod with custom items), including my own, that no matter how low I change the chance of an item being found it is still ridiculously abundant like in this example: The item Rucksack is still relatively abundant. I suspect that the code in the example does not execute the same way the in-game items do on the distribution list or that it skips over some other code that takes the "0.025" into account. Does anyone know how to properly distribute custom items?
  14. Regicide (Competitive Zomboid) aka “Kill the King” I am part of a small gaming clan (HYPE Gaming) that really enjoys Zomboid, but feel it lacks a Competitive feel. We are working on a mod to make Zomboid PvP more structured for competitive play. The goal of this mod is to make Zomboid a “slightly” faster pace along with emphasis on team vs team gameplay. We have already began development but would like help from the community on ideas and some coding. Features We would like any kind of positive input along with more help with coding. Anyone willing to help or test please let me know. We fully understand that there are some loops holes that have to be tackled to make this experience work and be enjoyable.
  15. When playing single player there's almost an excess of items, but as soon as I go multiplayer, the items get stupid hard to find. The warehouse had 120 cigarettes and NOTHING ELSE. Empty shelves in the spawn location where in every single player game they were full. We've tried changing this servertest_SandboxVars.lua with Notepad++ , and there was no difference. Changes to temperature and locks worked, but item frequency did not noticeably change. If anyone knows how to balance this, I would greatly appreciate the help.
  16. Yes, this is a Wish List but i think it could help to improve the game. - Crowbar only works like weapon, but its primary use should be as window or doors opener. I don't know the coding mechanichs of opening them, but crowbar could make a little improvement. I think that also could be added lock picks. There is a thieve profession already in the game, so it should not be very far from the ambient of the game. Ok, before the apocalypse you were a decent person, but in this dark days you need to learn how to get in that houses without alerting every zombi in a block around, dont you? - Bleach only seems to work us suicidal weapon, but the rain water collected turns poisoned after i while. So, it is easy to purify. Also should work for cleaning blood stains or decompose zombi rotting corpses. Returning to the water, in any survival kit you would find some purifier tablets, maybe some filters. - Berries only gives food and some of them can poison you. I was a little disappointed when I saw the didn't have any extra efect. They could work as some of the drugs you can find (betabloquers, hipnotic, pain killers), with some little boost efects. It would give the game more fun. You can prepare yourself before doing some things. They could be by simply ingestion or need some preparation, like a berry tea. Also other herbs (forraged stuff) or spices (found in the kitchens). - Clothing its too plain. I mean it gives you a temperature protection, but IMO could be a great terrain of improvement. Some examples could be shoes: running shoes with a little improve to the sprint hability, soft shoes with a little noise reduction for stealth players, hard boots with a little injury resistance to feet located attacks (especially from crawlers, you know, that creepy bastards), etc. In the same words leather jackets shouldnt be so difficult to find and could give a little armor like boots, also weather protection. Rain-coats or plastic ponchos against getting wet, etc. You can see a poor hobo making himself a rain poncho with a garbage bag with some holes. I dont mean avoid it, but delay it perhaps. There are some special working tissues that give protection against cuts for workers, and so on. Also a climbing harness would be helpfull, I hate to broke my legs when repairing the house. - Rotten food. They say the Devs are preparing farm animals. Well, they usually are feed in this way. Also, rotten food is a very good ingredient for making compost, what reminds me that we need a compost bin, could be done with recipe and carpenter and agriculture levels. That compost bin could recicle also zombis corpses too. - Toys don't have any effect. They could have a recreational use that could fight the boredom or the sadness. - Traps are too dificult to build because sometimes the recipes simply don't appear in your map. So you have a lost hability. A good posibility could be zombi traps. I have mentioned in other thread, punji traps are a classic that could give a use for that wooden spears: We could have them in holes or use stakes in the base of the walls to prevent the zombis to get them. Also could be some alarm-traps, like wired cans that alerts you when zombis cross the line, very easy to build. Other traps could be made with the mirrors that nobody uses, like zombi atractors or reverse scarecrows (something that calls zombis attention till they destroy it). - Worms. If you are not in West Point they are simply useless. Oh, well, you say you can eat them, but at what cost. Ok, lets make them useful to the compost bin said above. Or let's go beyond, what about other bugs for fishing bait. Some recreational (jar of fireflies), some useful like bees, beehive, honey and wax that could be forraged. - Spirits. The whiskey bottle has three uses, but lacks of the use as fuel. Also would be nice to have an alambic to brew alcohol. We are in Kentucky, for Brooks' sake, it may be in some backyard hut hidden. - Fishes could be breeded and farmed, in home aquariums or fishing tanks. You would need a high fishing level also, but it shouldnt be imposible to acquaculture them. I have another things in my wish list, but don't exist in the game by this momment. - Bow and arrows, Crossbow and bolts. Slingshot. Some handmade, some found. I have read they are a possible Yes. I hope it is true. It is very unrealistic that you can make stairs, furniture, primitive axes, and can not make a simple bow. Or to think that in a small town of the US surrounded by woods you won't find any hunting bows or xbows somewhere. - Nail gun. For carpentry and as a gun. Ammo would waste the precious nails. - Irrigation hose, or something like that. Come on, there are very simple leaking systems that anybody with a little agriculture knowledge could make. - Machetes. Need to say anything else? C'mon, what is a zombi apocalipse without machetes or hatchets? What to say about the iconic katana. Who does want to see the zombi apocalypse if you can not do it with a katana? There would be to types. Wall-hangers (decorative reproductions), are easy to find in teen-agers rooms, decent damage, quick attack, bad durability as a kitchen knife. In the other hand, a hard to find item would be a real sword, aka "battle ready", difficult to find from collectors, pawn shops or sports asociations, with good damage, quick attack and very good durability. - Compass and/or some kind of maps. They should not act has a minimap. Instead, it could give you the posibility of marking a place and would give a signal indicating it when you go away. - Riot gear. I can't believe you can not find some riot shields, batons or riot vest in the police office. Also light-flares or smoke-flares. Night vision device would be also in police office or in hunters houses. - I should not mention the silencer or supressor, but I think it is not so bad idea if making them requires a high gunning level and/or recipes. They would not be suitable for all weapons only for pistols maybe. And they only would reduce the sound, not making them silent. - Other things I miss from the game are the posibility of recycle for making small things, like nails. Also habilities like tannery for the future hipothetically hunted animals fur. - Aerogenerator also should be a good item, and can be made by anyone with a little electronic skill. Maybe solar pannels could be from the pre-apocalypsis. - Last words for taming animals, companions and so on. They say the Devs ... but you know, we the customers would appreciate this feature confirmed . Also, wild feral animals, to hunt and to fear. They don't need to be "zombificable". A wild animal is a risk by itself. They should have a AI that gives them the ability to escape from any noise. I have read about a lot of good features but they are other people ideas and I have commented in the respective threads. If i have good feedback from this post I have other ideas to share, but only if the community likes the previous. Thanks for the game, it is very good. I only want it to be better in the future.
  17. Altough there is no marina in the vincinity of West Point there is a boat store (Boat Doktor inc. according to Google). It would be nice to have the buildings and furniture available for the upcoming creative mode (or at a later point). Even without functionnal boat, a marina is an interesting place to loot in a survival games (at least the big ones that act as boat store or simply a boat store if the locale has only small docks and boarding ramps). They usually carry the following items : - Food and drink (small restaurant and/or bar) - Fuel, cooling liquid and lubricants - Batteries, lamp, flashlight - Solar panel and small wind turbine - Generator and invertor - Small motor - Water treatement equipent (especially if it's close to saltwater) (edit : saltwater would be for creative map, re-edit : increased generation chance near saltwater) - Various pipes, spares parts and tools - Electrical navigation instrument or conventionnal (i.e. compass), wether for geopositioning or weather prediction - Radios - Ropes and pulley - Sails And the list could go on. The list assume that the marina service both sailboat and powerboat. In addition, there is large vehicules used to move things around, making it as good a looting spot as a construction site. Some of these items are already in game (food/drink, fuel, batteries/flashlight, generator, pipes). Others are obvious additions or are to be released soon (i.e. radios). For the ropes, it could be an opportunity to have access to higher grade of ropes. For now, that is not an issue, but if gravity and material stress/breakage where to be introduced, it would make a difference as mooring lines are made to withstand tremendous stress. Some ''ropes'' that goes into stabilizing a sailboat mast are now made with woven stainless steel strand. Some of these items would have obvious uses (i.e. pulley and ropes), while other may spark quite a few crafting suggestions.
  18. So, here is the next code sniplet! We all know the menu that pops up when you right click an item. This is how you add options to it, for specific items! yourContextMenuObjectName = {}; -- Change "yourContextMenuObjectName" to the name you want, it needs to be different in every file.yourContextMenuObjectName.doMenu = function(player, context, items) for i,v in ipairs(items) do local item = v; if not instanceof(v, "InventoryItem") then item = v.items[1]; end if item:getType() then -- this is where you put your code! if item:getType() == "MyItemID" then -- Change MyItemsID to the ID you used in your items.txt file. (so for base.Axe this would be Axe) context:addOption("Do the thing with the thing", item, yourContextMenuObjectName.onTheThingWithTheThing, player); end -- this is where you put your code! end endendyourContextMenuObjectName.onTheThingWithTheThing = function(item, player) -- This is where the code goes for when someone clicks the option in the menu local playerObj = getSpecificPlayer(player); playerObj:Say("Doing the thing with " .. item:getName()); -- This is where the code goes for when someone clicks the option in the menuend-- The link to the right click menu evenEvents.OnFillInventoryObjectContextMenu.Add(yourContextMenuObjectName.doMenu);This lua file goes into the media/lua/client/ folder of your mod. If you have any questions, just ask! Hope it helps! <3
  19. I have released my first mod! It is still very much a work in progress, but it is working! What would MacGyver do? He would have course make all kinds of crazy weapons out of stuff that are obviously not weapons in the first place. Most people would settle for that baseball bat or a fire axe or a crow bar. But not MacGyver. He would be on a constant search for new and creative ways to kill zombies. This is what this mod is all about: Making new weapons from all kinds of stuff you can find in Project Zomboid. I hope I will never actually finish this mod, and that it will continue to grow and evolve as the game develops. I will upload it to Steam Workshop when it has a bit more content and a consistent style of icons. Here are the two items currently in the mod. Feel free to give constructive feedback.
  20. I have taken the leap into modding and I am starting with a items/recipes mod. But I want to test it without having to loot half the map: Is there a way I can cheat/spawn items into my inventory to test out recipes and items I create?
  21. Hello, kind of new here c: ( I'm not whining, just a big fan ) I think the game should have a mechanic skill added, so you could scavenge parts from broken down cars in order to repair a car that you want to use. As you level up on your mechanic skill, you can repair better cars ( level 0 - bicycle; level 1- small motorbike; level 2 - subcompact car; etc ) as they will all have stats, like fuel capacity, consumption, noise etc. Some examples of cars from the smalles to the biggest: http://www.carsonelove.com/uploads/2014/01/Car-Body-Types-1.jpg Of course not all cars should be functional, most of them should be broken beyond repair and you could only scavenge them for supplies, weapons, gas and parts. I think some of them should be unlocked, like in a real life crysis, while others should be locked and you'd have to break a window to get in, the only danger being the alarm system (if they have one). Once your finnish your car, you can have the option to reinforce it with metal sheets and a blowtorch (found in warehouses, vehicles, gas stations, garages etc), and you could even add defensive items like spikes or a snow plow maybe Anyway, I hope at least some of these ideas can be added ^^ Keep up the good work, it's paying off.
  22. Welcome. This is another one of my many LONG posts as you may know. So as normal I would like to thank you for taking a look at this and warning you, it will be a long post. Now I would like to get to the post so here we go. Let’s jump right into the list of new illnesses and injuries: · Headaches- This minor effect causes pain and strain when hearing noise or moving a lot. This is a symptom of dehydration, a fever, or head injuries. · Bruises- This is caused from blunt damage, and collision with things. It just causes minor pain when moving, hit, or damaged. · Sunburns- This is caused from being out over a long period of time without being covered or having sunscreen on. It will leave a lasting burn over exposed surfaces, and cause pain when touched or exposed to hot water as well as the sun. · Sweaty- This effect as described in my clothing ideas will cause clothes to become wet as well as dirty making zombies able to smell you from a short distance. It over time will also speed up the process of a rash forming. · Rash- This is caused when uncomfortable and wet over periods of time or caused be reactions to things. It will just simply make your character unhappy, move and work slower, as well as pain if not taken care of. · Wilts- These are like bruises but come from other sources. · Splinters- This is something that causes minor pain from working with wood bare handed. Removed by tweezers. · Sore- This is a Moodle caused by running or working for long periods. It makes you weaker and slower as well as pain whenever moving. · Toothaches- this is caused by eating junky food repeatedly for long periods. · Discomfort- this is another cause of rashes from being wet, multiple layers of clothing, and other things. · Cramps- These are caused by having too much junk, alcohol, or symptoms of illnesses. · Streep throat- This illness is caused randomly and causes pain whenever eating or drinking. It heals over time and with antibiotics. · Pink eye- This is caused randomly and fixed by eye drops. It causes a lower visibility arc and spreads faster if exposed to others with it. · Athlete’s foot- This is caused by being barefoot often or having dirty shoes mentioned in my clothing ideas. It causes discomfort and slight pain. · Fever- This is caught from being in cold temperatures, exposed to illness, or randomly. It causes you to feel hot and cold randomly, not be hungry or thirsty but still need it, and be tired constantly. · Cold- Caused by the same things as fevers but has different symptoms. With colds you feel tired, not hungry or thirsty, you sneeze often, have blurred vision, and sometimes a sore throat. · Sprains/tears- this is caused by pushing yourself past sore or exhausted and still going. It causes pain when moving, if walked on can lead to permanent damage in legs, getting more severe. It takes only about a week to recover and you require rest. · Flu- this is caused randomly like the cold and flu but makes you feel nauseous, tired, not hungry or thirsty, and sneeze often. · Ammonia- this comes from being wet and cold. It is like a really bad cold and fever but you need medical attention urgently. · Hypothermia- this is from being in the cold. It causes slowness in speed and working; you lose feeling of arms and legs, as well as start to lose your vision. · Heat stroke- much like hypothermia this is from the heat. It makes you thirsty and tired as well as sweaty. As time passes your vision blurs and fades until you black out. · Concussion- caused by blunt trauma this causes nausea and headaches. · Scrapes- these are caused by damage and do very little but cause pain and doo bleed slowly. Caused from minor damage sources. · Minor cuts- Like scrapes but these are a little bit worse and bleed a bit faster while causing more pain. Now for a list of new medical items and some with updated uses: · Weak pain killer- This is a pain killer found in houses that can stop minor pain · Strong pain killer- This is a painkiller that will kill almost any pain but can only be found in medical centers. · Aloe Vera- This is used to heal sunburns faster. · Sunscreen- this makes sunburns takes longer to occur. · Rash ointment- used to heal rashes or soothe them for the time. · Ice pack- Used to cool down · Heat pack- Used to warm up. · Toothpaste- helps prevent toothaches. · Allergy pill- used to stop allergies or sneezing. · Cold medicine- helps heal colds and makes you tired. · Medical braces- This helps you heal from sprains and strains faster. · Super glue- helps heals small cuts and scrapes. · Cough syrup-This helps heal colds, flu’s, and fevers. · Tongue depressant- This is possibly used for crafting? · Q-tips- like cotton balls, for disinfecting but more precise and does better for deep wounds. · Stethoscope- helps diagnose medical problems. · Eye drops- soothes pink eye. · Fungal killer- kills athlete’s foot. · Deodorant- his helps stop you sweating for a certain time. · Scalpel- this is used to cut and remove objects in the body with precision. It also could be a weapon. · Rubber gloves- These gloves can be worn during medical procedures so you don’t spread any illnesses or cause an infection that could prove fatal. · Crutch- This could be used as a weapon but also as a way to move with injured legs. · Syringe- possibly for stronger medical things or used for other things. Now for the new occupations and ETC: · Diagnosis system- This system proposes that doctors can make a flawed diagnosis on both the living and dead. The higher the skill the more accurate the diagnosis. It will be able to tell whether he is stabbed when low leveled to what tool was used, at higher levels. This skill also has a variation where it is the diagnosis of the mental state of people. (Proposed by Jericoshost. Link down below.) · Psychiatrist- This job costs -6 but in return gives +2 to the skill of Observant and the trait analytic. · Doctors- Now can tell the different wounds at a higher chance then an average player. (1.2X boost) · Observant skill- This skill is the skill of observing you surroundings and understanding players/people better. The higher it is the better you can read NPC’s and observe little details around you. · Analytic trait- This trait boosts the speed the observant skill levels up and increases its effectiveness. Now as always this post has to end so I would like to thank you for taking the time to look at this and enjoy. Links: 1) Injuries revamp idea by Jericoshost. http://theindiestone.com/forums/index.php/topic/15628-diagnosis-and-injury-re-vamp/ 2) Clothing ideas. http://theindiestone.com/forums/index.php/topic/14771-clothing/ 3) Animal and pets idea. http://theindiestone.com/forums/index.php/topic/15926-animals-pets-and-hunting/
  23. The way I see it, it is a in-gmae mechanics that allws you to travel to a small secluded areas outside of main area. Exit points could be set on highways at the map border. Place you travel to is a 1 cell or less if possible map which is randomly chosen among pool of dosen (or possibly hundreds) hand made maps (we do have that map editor now), they even could be community made. Places like lake cabin or picnik area or gas station etc. Really small town with a single pharmacy at most. You can haul only that much anyway. Zombie settings could be completely random each time. When you exit map and return to main area it resets and there is no way to return exactly to this location. So no remote bases. Random events fallout-style are an option. The reason behind expeditions is to bring randomness and new way to gather stuff you need to survive. It is also the only way to live relatively long and prosperous with loot respawn turned off. Resources you need for expeditions are debatable and irrelevant at this stage: food, water, tent, camp fire kit something like that.
  24. hi As the title says, i am asking where do i find the file that allows me to add new medical recipes? For example, i am wanting to add a "Homemade Splint" that consists of gauze wrap and planks. This would be better than the "Makeshift Splint" consisting of twigs and sheets. However, i cannot find the location of the file that allows me to create the new recipe for the Homemade Splint to allow me to apply it the character. I know how to add the specific medical item (you just go to "Items" folder and make it there). I just don't know the location for adding the specific recipe that allows you to apply the medical item to your character. If someone could inform me of where i could find the file that allows you to add new medical recipes, i would greatly appreciate it ! Thank you for taking the time to read my thread and God Bless! cya, Alexei
  25. Greetings everyone! In this thread, I will upload the icons that you can freely use for any purpose. All icons are made by me. Icons are divided into categories. You can download one of the categories or completely all icons archive. You can also make a request to the icon that you need. All requests will I do as much as possible, but I can not guarantee that your request will be made. Attention. All icons that I made on request, I will upload here for free use for any purpose other users. Firearms (update 01.04.15): Changelog: Melee weapons (update 03.04.15): Changelog: Containers: Clothing: Changelog: Food (update 28.03.15): Changelog: Misc (update 26.03.15): Changelog: Download (update 03.04.15): All icons Permissions: P.S. I am sorry for errors in the text. I badly know English, wrote the text by means of the google translator.
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