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  1. (I didn't test this myself, in fact I don't know if it is already a feature; so in case that this feature is already in the game please tell me so I can erase the post) Something that could be a cool implementation would be irrigation circuits that would be build near water bodies. This could be kinda useful; the irrigation canals could be build 5 or 6 tiles away from an X water body, "automating" the watering of your crops, but this means that you need to settle down near the X water body or travelling all the way to your crops to examine that they weren't destroyed or infected.
  2. very basic mod, just adds never to electric and water in sandbox mode so you can have unlimited water and electric. Information `````````````` Project Zomboid's Services Modifier Mod - Sandbox Mode This will change the electricity and water options so you can always have water and power. That's right, survivor robots manage to maintain the power grid and support the water utility, thus giving us unlimited utility's for ever =) Installation `````````````` Unzip into mods folder. Then enable in game. Notes `````` This has been tested and working on Build 23, please let me know if this also works on previouse builds or future builds. Thanks and as always, have fun. PZ Download Link ServicesModifier_v1.zip
  3. The problem: When the water shuts off, you still have near endless water from all the fixtures, which many people seem to be complaining about, and for good reason. The solution: Sinks need to be filled manually by the player before they store water for the shutoff. Toilets still come pre-filled but with dirty water. You only have extra clean water from the sinks you've gotten to already and you need to boil the toilet water. For showers, realistically the amount of water left in the pipes of disabled fixtures wouldn't fill a small glass in real life. Different fixtures would interact uniquely too, for instance the water coolers in office buildings only have a finite amount of clean water from the start but can be refilled for later storage (even after shutoff). Thoughts?
  4. I was quite pleased that the lake actually has limited fish, because after a month of fishgrinding, there's none anymore (might be a seasonal thing, it's about the end of October ingame, I'm not entirely familiar with the system). Anyways, a way to put some fish in lake for it to reproduce would be nice.
  5. Drinking to much water kills you. Why add it? Stop's people being a Richard to water.
  6. As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel. It also lets you take water from water tiles that you must distill before you can drink it. Features of dirty Water: Get sick drinking from a toilet or rainbarrelGet sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrelCollect water from natural water sources (river, ocean, ponds, etc.)"Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution.Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore.Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water. That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful.Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach.This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones. It also implements stills, coolers and taking water from rivers and beaches. Features of salt Water: Pot stills. And Coolers.You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active.You can pour saltwater into stills and light the fire below them to distill the water.If a cooler is positioned correctly next to the still, it will catch the distilled water.You can fill any water container from the cooler.Cooler changes sprite when it contains water.The rules of water states are: Adding clean water to clean water gives clean water. Adding dirty water to clean water gives dirty water. Adding clean water to dirty water gives dirty water. Adding saltwater to clean water gives saltwater. Adding clean water to saltwater gives saltwater. Adding dirty water to saltwater gives saltwater. Adding saltwater to dirty water gives saltwater. ISSUES In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850 TODO: Balancing. Make still do something. Make coolers do something. Check for possible bug duplicating stills and coolers. Make saltwater collectible. But from where? River? WONTDO I will not start calculating the dilution of saltwater to check if it's becoming drinkable. COMPATIBILITY Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry. Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater LICENSE: You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour). Sprites are © Thuztor, ask him before you do anything with it. dirtyWater_0.8.zip dirtyWater_0.9.zip dirtyWater_0.9.5.zip saltWater_0.9.5.zip
  7. blindcoder

    Tainted Water

    Hi. How is it determined from the map if the water on a tile is tainted or not? Can mappers decide this on a per-tile basis, or is it watertile == tainted?
  8. So, as the topic says I don't think it makes sense... I am jogging around fighting zombies, yet somehow while doing other things I am able to drink from a water bottle as if it is a camel back... Yet, the same does not apply to soda... this does not make sense... For realism we should drink from the bottle like a soda (you can keep the water units system I.E. don't drain the whole bottle at once). Whereas if you have a camelback it will automatically hydrate you. Anyway, bit of a rant there... I am sure this could be modded, it just seems a bit hokey to me when I am running around. EDIT: Plus, it doesn't allow me to plan water usage like I'd want to.
  9. Hey everyone, I was a bit surprised to not find this anywhere on the forum, since it has already been suggested on Steam. Maybe the developers and everyone else has already heard of it then, but I thought it was worth mentionning How about being able to block bathtubs with a rag or something, and filling them with water? If a player is trying to hold out in an urban area, it would be a pretty good water container, since an average tub can hold at least 150 litres of water. This mechanic could also be used to fill sinks throughout to house. It wouldn't change much at first, but it could sure come in handy when the water finally cuts out and you've got 40 extra gallons waiting in the bathroom
  10. Hi. What do the attributes waterAmount and waterMax represent? I was able to completely fill an empty Pot (25 uses) from a container containing waterAmount=1. I actually expected this action to only increase my Pot by math.min(25, container.waterAmount)
  11. It would be pretty nice if we could fill up our bathtubs and sinks with water before the pipeline gets destroyed or something a few months in? Kinda like how you fill up your bathtub to take a bath, or your sink to do the dishes, except you drink from it. I can already imagine filling up the sinks of all the houses i loot. and when i need to, make trips to those houses when the drought comes. It would add so much realism. I would stop praying to the holy rain collector. I'm only thinking like a survivalist in a game about survival.
  12. I know it is early in the game but there should be more ways to get water as well as access it. Also water is vital but there is so much more that could be added. What if there could be contaminated water. My ideas are in the list below. 1) Contaminated water-What if you get water from toilets then you have a chance for sickness or illness. It is realistic and logical but also making water a little more difficult to get. I know people who run into a bathroom and drink water from toilets over sinks just because it is closer. This would require players to think if the risk is worth it. This can be fixed by boiled water allowing for a few new types of water. The new types would be discolored, contaminated, clear, fresh, and murky. Fresh and clear would come from house sources and some times wells. Clear is the same but may result in illness. Murky, contaminated, and discolored can be found in rivers or toilets as well as in a well on rare occasions. 2) more access to water- Ponds, Pools, and Streams. What if you went to a house and saw a a pond full of water. It could be dangerous or it could be fine. There could be fish in it for food dead or alive. Pools could be filled with chemicals or filled with algae. The streams or river can now be taken from but is most likely contaminated. It adds a bit more as well as some new sources for food and water. 3) Showers and bath tubs- What if you could fill a bath tub full of water to save it after water goes out but it could become contaminated. Showers could be turned on for water but not filled. If showers and Tubs both work then it allows for new ways to relax. A tub can make you relaxed and sleepy but a shower could wake you up and make you a bit more alert. It adds new ways to relax but also uses a lot of water. It also will allow you to store some water. 4) Natures water source-I have learned that some types of plants like moss can store water and then be used to obtain fresh drinking water. This could allow players to have a safer trek into the woods. Mold also is attracted to water so having a bunch of water containers lying around would make it so it attracts dangerous mold into homes. It can be found in bathrooms and kitchens, as well as in water containers besides bottles. It would help and hinder a lot. 5) Rain-rain comes and goes but its a waste to just watch it. I used to as a kid go out and catch rain in my mouth and why cant we do that now. It would take a while to get enough to help and requires to stand generally still to. You would have to stand still for long amounts of time in the rain. It would help in an emergency. Also it would soak your clothes. 6) Wetness- When you go out in the rain you get wet but your clothes have no impact on that. I believe that you should be able to dry off faster when you take off your clothes and if you kept them on you would stay wet longer. This means you would need a change of clothes so you don't just ditch them all when raiding. Also when wet rags are used they should dry out over time but can be used to cool yourself down as well. 7)Water protection and drawbacks-You should be able to carry an umbrella as a secondary to protect yourself from rain or as a primary as a weapons. Ponchos could also be worn to fee both hands but will allow you to get wet. This process would take hours in order to get even slightly wet though. Rain boots would allow you to run normally in rain which brings me to my next point. When you get wet or rain comes you can now you may slow down in rain, lose your weapons from swinging, have diminished sight, or slide a bit. It makes rain a problem but adds a few good effects. These were just a few ideas i had on the topic and i would like to hear from you. Have a wonderful day.
  13. What about a water mill in front, and a wind mill on the roof? Hey, I just have some ideas about interactions with water I was thinking about while building most preferably on coastal lines: Food preservation – I was thinking of lakes and rivers as a natural refrigerator; I'd love the possibility of building cooling units in coastal water since that's something I already made with friends for cooling drinks. I have something in mind that needs resources like the rain barrels; you need wood and nails to create a static furniture in the water, then you'd need bags for depositing stuff – self-grown agricultural products or catched fish – that needs to be fresh but shouldn't get wet resp. contaminated by the river water. Additionally there could be the possibility of adding salt to the bag for cooling fish and meat. Building this rather easy natural refrigerator I'd suggest lvl2 carpentry skill. Drinking water – It would be also nice to have drinking water out of rivers and lakes. But due to biochemical aspects this needs to be heated/cooked to get rid of biochemically dangerous contents. Additionally houses could use – as many indeed do – water filters and other chemicals, to get rid of other contents. Drinking untreated water could lead to diarrhoea, causing much water loss and little infection symptoms, so that one'd need to drink more. Writing this I wonder: Shouldn't there be the need to regularly go to the toilet? So one also could build a pit latrine. Here I'd also think of lvl2 carpentry. Green energy – This would be more heavy to be built, so I'd suggest carpentry lvl4. Here I'd think of a water mill, esp. a danaide. That would need much more ingredients: Besides wood for the wheel there'd be the need of cables (possibly from any electronic device in houses or cars [they'll come, right?]); then there'd be the need of a current transformer (also from electronic devices like refrigerators or so). Then it's up to the builder how he wants to use the processed energy: batteries could be loaded or there could be made something like an electric socket. This would be also possible for windmills actually (the higher the ground the more energy will be produced; regarding the water mill: river mills should produce more energy than lake mills due to the higher flow of water); but besides the lvl4 carpentry I also would think of special books u have to read in order to build such advanced devices; not just a skill book but one which ultimately allows one to build them. What would you think of these? Just was wondering... And please feel free to post critic, additional ideas, and so on! Best, rumpel
  14. Got another one for you! (I'm full of them because I have a lot of time to think on my walk to/from work) Water that is exposed to air should evaporate. Easy concept because it happens in real life. Obviously water in pipes, bottles, wells or enclosed storage would not evaporate but those rain barrels we build to collect water... It doesn't make sense I can leave a rain barrel out during a hot summer day and expect my water to still be there. This would open up the requirement for enclosed water barrels and or the opening/closing of current water barrels. I am sure this is achieveable via mods but it seems like something that should be at the core of the game mechanics. If this gets going I will also make a mad so you can set otu buckets to get water. Let me know what you think, and sorry if it has been suggested before (I didn't see it in a quick search).
  15. Hi all. Over the weekend I wanted to work on a water purification system (using water stills), but couldn't find any hint on how to get / set water giving you sickness or not. What I want to achieve: Pot water from toilet --> water in container marked "dirty" --> giving you sickness Pot water from rainbarrel --> water in container has chance of being "dirty". Pass water through still --> water marked "safe". I was grepping through the lua code as good as I can but couldn't find anything. Is that possible at all? If so, does anyone know how?
  16. I'm currently working on "Hot Drinks", a mod where you can make cups of coffee/tea. I've copied code from the "Make Hot Drink" recipe to my "Make a Cup of Tea" recipe and changed mine to use "A Mug of Water" instead of "Mugl" and "Water". Recipe "Make Hot Drink": My recipe "Make a Cup of Tea": The problem I'm facing is, when I actually "Make a Cup of Tea" in game, one "A Mug of Water" gets removed, but an "Empty Mug" gets added to my inventory. I'm just beginning modding, so I think this has to do with "ReplaceOnUseOn" or "ReplaceOnDeplete" from item "WaterMug" - but what do I know? Is there any way to override this behaviour? So no empty mug gets added when making a cup of tea but still the Mug of Water can be used as desired? Mod source can be found @GitHub
  17. Had a bit of a brain wave today. Often, when playing PZ, I don't bother levelling up my carpenting skill that quickly. Even when the water supply konks out, I know there's enough charges left in nearby taps, showers and toilets to keep me going for a while. Often, I'll start filling buckets and cooking pots full of water, then haul them back to the safehouse for a nice little reserve to keep me going until I finally get around to learning to saw a log in half properly. This normally results in a container full of containers of water in the safehouse. So, I got to thinking about water management. I suggest that we be given the ability to empty containers of water into a rain barrel, and that some form of indicator be implemented to inform us how full a water barrel is (in addition to the visual feedback we get now). Say, when you're standing near a rain barrel, you right click on a bucket of water. You see a prompt 'Pour into container: Rain barrel, 75% full'. Click, and there the water goes, just like pouring water into the various empty bottles we have now. Why would this be useful? You might not be getting that much rain, but the full water barrel is a damned useful asset. So, you haul water. The water gets placed in a single, centralised location that you can use to fill up your watering cans, bottles, etc. without the ponderousness of having to fill them by pouring: Instead of having a full cooking pot and a bottle in your inventory, pouring water into the bottle, and storing the pot back in the cabinet, you can simply right-click on the rainbarrel and fill the bottle direct. Suddenly, a rainbarrel doesn't need to be crafted outside to be useful. You could store a large amount of water in a rainbarrel indoors, while your collection point is outside, or hidden elsewhere. Convenience. Maybe the external source of water (be it another barrel, a well, houses with water still in the pipes) has been cut of by zombies, or perhaps you don't want to erect a structure outside that screams 'safehouse' to avoid attracting other players on a PVP server. Or perhaps you're doing some gardening indoors, and walking back outside to fill the watering can is too much of a pain. Again, the convenience of having a large amount of water right there, where you need it. To further extend the concept, perhaps the player could craft a 'water barrel' or 'water tank'. Similar in capacity to the end-tier rain collecting barrel, but craftable at a much lower skill level. This water container would be inferior to even the first teir rain collector, or be incapable of collecting rainwater altogether, but would serve as a convenient place to stockpile water in and around the safehouse. A 'water barrel' could be cheaper in terms of resource expenditure too. You could argue that the large amount of garbage bags used in the construction of the existing rain collecting barrels are used to not only waterproof the container, but serve as a water catchment framework (i.e: Plastic funnel) to help collect water better. The 'water barrel' could then require less garbage bags to construct, as you're only making the barrel water tight. Or perhaps the amount of bags needed to make the high-end rain barrel (or both) could be raised to make storing hauled water more attractive. As a final alternative to consider, perhaps the 'water barrel' concept could be pushed towards the other extreme and become an expensive and very high capacity water storage vessel, ideal for storing all the usable water for a fortress. TL;DR The ability to pour water from containers back into a rain barrel would enable us to stockpile water inside rain barrels situated indoors, or during a dry spellBeing able to pour water from containers into rain barrels would make hauling water from nearby houses a much more attractive proposition, as you no longer need to collect a large amount of pots/buckets to store this hauled waterA new rain barrel ('water barrel') that is very bad/incapable of collecting water, has the same overall capacity, and is easier to craft than an end tier rain barrel would be highly useful. Stockpiling rain or hauled water indoors, or close to where it is needed (i.e: kitchen, indoor garden) would be most convenientEven when the ability to stockpile water in a bathtub (or similar pre-made container) is implemented, being able to build a water storage container (rain barrel or water barrel) wherever you want would give players more flexibility in how they set up their safehouses/supply caches.
  18. My dad just bought a Dehumidifier from Walmart, and it got me thinking... "Maybe THIS could fit in a Zombie Apocalypse!" After about five hours of being turned on, it already picked up around a quart of water, if not more, just from the air! He also told me that it's pure, but that one might be debatable in an apocalypse. The other awesome feat about it is that it barely makes any noise... almost like a simple fan being blown. Anyways, I just thought I'd shout that out. Sorry if it's not enough details to go by, but I kinda figured "Takes water out of the moisture of the air" could sound like something people would go for in a zombie apocalypse.
  19. Alright, so I've had this idea in my head for a actual zombie apocalypse, and for any sort of game involving one, for a long time. However, project Zomboid seems like the first game where the implementation of such a concept is really viable, or useful even. The power goes out after a while, and so does the water, you're in the stone ages, and you're not quite happy about it. What if you wanted to figure this out on your own? To find the switch that needs throwing and put such a plan into action as to power the dark zombie-infested streets again? Or maybe just not having to use rain collectors would be nice too. Most cities have their power stations and water sanitation buildings, and if you've been near one, you'll know that they can often stick out like a sore thumb, and sometimes also cause plenty of noise for the neighbors. However, now the neighbors are zombies, and despite maybe just a few loyal workers valiant efforts, they decided to find the noise. Overwhelming whatever staff was there, or chasing them off, and eventually, they found the source of the noise. Maybe a open water tank stirring to try and sanitize water, and somehow, they clogged it up, likely by just falling into it, contaminating the water, if not clogging and stopping it's flow entirely. This could also open up the possibility of a bit of a warning as to when water was going to go for new players, first it starts becoming murky, then black or brown, then shutting down. The power station would definitely make more noise though, and be the first to go, zombies breaking in, and finding some very noisy turbines. Not having more mental capacity than a moth drawn to a flame, they fling, or walk, themselves into the turbines, powered by coal, or maybe a running river (yay green technology.) This wouldn't really give the whole warning thing the water one would give, but it'd give some actual reason as to why the power went out. So how do we fix it? This was actually a really hard list for me to nail down for this game without it becoming horribly unimplementable(not that it's a easy task now), but I've narrowed it down to a few things that could be done, and might not be impossible to do either. Water Utilities: Sanitation or pumping facility invasion event (Or having already happened with the shutoff proceeding as normal behind the scenes)Possible roaming workers? Can't expect the player to really know how to operate everything unless it's simple enough, workers could stay behind and defend if player left fortifications for them, though the necessity of food may be a extra thing for the player to consider.Unclogging the pipes. The zombies clogged it with themselves, and as such, you're probably going to need a net, or maybe a shovel of some kind to get them out. However, zombies can't drown, so if you find one not too mangled, you run the risk of it biting you as you work when careless.Re-invasions later. They're not going to give up that easily, the player may have to come back if they want their precious water on tap, further adding a set of tasks to players who want to go above and beyond the call for survival.Possible generators and gas on site for when the power went out to continue powering the plant. This would be a good explanation for why the water stayed on if it was based around a system that needed powering, and possibly a location for the player to raid for such supplies. However, if the player showed up after the water turned off, they might have missed the window to find such gas, and be left with empty, heavy, generators.Lots and lots of zombies. This is not a activity for the weak of heart, this would be the perfect place to truly have a sea of zombies for the player to try and wade through. This would be a luxury event for players to embark on, and would likely require coordination between a few players, or very clever strategies.Power Utilities: Power Outage event: The power going out, usually the end of perishable foods, and also whatever staff was employed at the power plant still. This plant would be much louder, and as such, much more a target for the zombies, seeking food.As with the water plant, the player should not be expected to know how to fix and run everything in the plant. Possibly they find a worker that is necessary to run the plant as the machinery is a little bit more complex than before, maybe with special needs that threaten to turn the power off if not supplied booze or cigarettes, leaving the player in the dark as to if the worker was dead, or if they were just unhappy.The turbines must spin. Zombies likely would have crawled, or just maybe pounded on turbines until the sound stopped, or they weren't able to. They could have clogged the spinning up, leaving the player to shovel and poke out the corpses, which may still stand a chance of catching them off guard.Different types of power: It may be a coal plant, or possibly a solar plant, however, most plants do need water for steam, and subsequently, the ability to spin the turbines. A reservoir on site or maybe water from the other utility plant may be necessary for actual power. This could both implement the possibility of unclogging the intake pipes at the power plant, and dealing with the water plant, meaning the player had to put some problem solving skills into action.Power lines. Pretty self explanatory, but a power line could go down, leaving the player without power, making it a (relatively) simple fix that the player could accomplish with cutting down a few trees and maybe a ladder.Even MORE zombies.: Some power plants are quite loud near them, and are quite the beacon at night, usually having quite a array of lights on the various things needed to run the plant. Again, this is a luxury event, cleverness and resources would be the top priority for completing it, and the more companions you have, the easier the event would likely be. This is a long list, but I think it'd be a interesting thing for players who think they have it all to try and attempt, though this would probably be something that's not even a year down the line for development, the resources involved for creating this would be immense, but I think it would be something quite unique to have in the game.
  20. The Problem Bodies of water are dull and almost unrecognizable as water. They are static, produce no ambient noise and have no glint or shine that differentiates it from the land around it. How Can the Game Improve in Respect to this Problem? Better water textures. Give water a flow and current. Maybe even a subtle shimmer.Waves. No matter what size, waves make bodies of water instantly recognizable.Audio and proximity. Allow players to detect when they are near a body of water by slowly fading in the sound of flowing water . Does it Make Sense for the Game? Bodies of water would become important for the player to be aware of. The sound of flowing water can muffle or block out the sound of an approaching zombie. Trash and useful items would wash up on the shores of rivers and lakes. Is it worth the time and effort to develop? The game seems severely lacking in giving movement and "life" to the game world. More dynamic and visually appealing bodies of water would give the game world more "life" and would also make the player more aware of them.
  21. I recently made some containers for water that hold a gallon, and quart. Specifically a 9 pound and 2.5 pound container of water with 40 and 20 drainable uses. While testing them I noticed that after the first drink from the gallon, I pretty much never got thirsty again (I've been setting pretty for a good 4 days now) I was wondering what determines how much thirst is replenished by a water source in your inventory? If it is based on the weight of the object being drank from, then I might have to rethink using realistic weights and a large number of delta drains.
  22. So I was wondering are their plans to allow players to swim / walk into water ? It just seemed a bit silly to have to walk all the way around the lake/streams in Bedford because I can't walk across a two tile wide creek with out building a bridge.
  23. We should be able to drink from fresh water sources such as the river because I just realized I cant drink from the river and I cant find a axe anywhere in West Point so I wont be able to create rain collectors so when the water turns off my character is screwed so this should be implemented to save my character and because we all should be able to drink from rivers and other future fresh water sources.
  24. I'm pretty sure this has been mentioned before and I know some others have been looking for a way to disable Water and Electricity shutoff's. The better way of implementing this would be via a mod to the main sandbox options. ( I thought ) as you know you already have the options for Instant, then time rand range from 0-x But it would be nice to have an option in there stating Never. I've got this working(I think) but for some reason afterwards when selecting to use one of the random's it crashes, sure it has some thing to do with those two lines. SandboxVars.WaterShutModifier = getSandboxOptions():randomWaterShut(self.water.selected);SandboxVars.ElecShutModifier = getSandboxOptions():randomElectricityShut(self.elec.selected); The options obviously look like this. self.water = self:addCombo(self.splitpoint, 60, 280, 20, "WATER SHUTOFF: ", {"Instant", "none", "0-30 days", "0-2 months", "0-6 months", "0-1 year", "0-5 years"}, 3, self, nil);self.elec = self:addCombo(self.splitpoint, 60, 280, 20, "ELECTRICITY SHUTOFF: ", {"Instant", "None", "0-30 days", "0-2 months", "0-6 months", "0-1 year", "0-5 years"}, 3, self, nil);Wasn't to sure if one should just create a new function for that with if or it was something easy as a one liner to just add to the existing. Help would be appreciated, thanks.
  25. Hey Guys, Im new to PZ and the game is pretty awesome. I find myself in the Dilemma of every survivor: Where should I go next? Basically, Ive been surviving for 8 Days now, clearing out a few houses around mine (Southeast of Muldraugh) and im starting to get slightly nervous about the water situation. The Supplies could go off any moment and right now my water reserves would keep me alive for merely another week. As I am using a map (yes, I know, some consider it "cheating", but I find it logic, that a resident knows his way around town + im new to the game), I figured that there are 2 ways to continue: - Go to the warehouse/storage facilities at the south of town in order to find the necessary equipment to build the rain-collector barrel. btw: incase it doesnt rain for like a week, this barrel would be useless, right? With this collector, I would prob. settle down in the city, however, that might mean being overrun by zombies at some point and there is little space for farming. - Go for the Well. I think early in the game is the best time to do it. You can get through town using the still functional water supplies and scavenge for food, then cross the forest (with or without sleep?). Obviously, the risk to die is huge here, but the reward would be the ideal location for the continuation of this game. Both are risky, as I defoe need a saw for the barrel, while the crossing of the forest might be a deadly mistake to make in order to get to the well… I was maybe wondering, if some of the more experienced players have some advice for a beginner. I know that there is no solution to this situation. Its what the game is about and what makes it so cool, because in the end, both decisions might be wrong.However, thanks to the map I have, I kind of plan the way I play and set myself certain goals and this decision is pretty important considering the way it would impact the game for me (scavenge in a different direction, play it safer/riskier etc…) I hope I posted this in the right section...
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