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  1. Aight, what if there was hand held metal detector in the game that you used to find scavenge things like firearms, metal sheets, scrap metal and other metal objects? You know those long, length-wise electric ones with the arm brace and the metal disc at the end? You'd find it in houses and electronics stores. Would it be rare loot? I'm not sure but you could at least find some. When right clicking the metal detector and selecting "use" you'd automatically go into foraging mode only this time you'd be able to detect metal objects better than you would in normal foraging mode. Other objects would still be detectable but metal ones would pop up the best. I was thinking using the metal detector could increase your forage level too. The metal detector could also detect metal stored in containers in addition to metal lying out in the open. You could even use the metal detector as a blunt weapon though I wouldn't recommend it since you'd be damaging equipment against its original purpose. Better to use an actual melee weapon rather than a electronic tool that's meant to be utilized for its original purpose the most. I'm guessing it could weight 2-4 units in the game. A metal detector weighs on average 2-4 pounds in the current day though the 90s shouldn't have much of a difference. Also, metal detectors would beep in the game potentially attracting zombies. In order to stop this you have to get a set of headphones for the metal detector. You know, like you would for the portable cd players in the game. The headphones required would be different ones that the mp3 ones.
  2. I have Brita weapon model Pack and I love the fact that there's more weapons however a weapon that I've only ever seen once is the crossbow and from watching The Walking Dead I absolutely love the crossbow and I think it would be a great addition to the game being able to take out the zomboids silently and be able to reuse your ammo just like you would be able to real life
  3. Okay I've gone though so many axes and similar tools like meat cleavers (mainly for chopping trees to build into plank walls) that it's made me think "Why can't I sharpen this stuff?". Okay so here's the gist: What if you could sharpen bladed weapons/tools to make them last longer? Like sharpening an axe with a stone or sharpening tool? That way the axe could last longer before it breaks. I was thinking sharpening and keeping them weapon sharp can give it temporary invincibility to wearing down or it could reduce the rate at which it wears down with use. If it's the former, there could be a hidden or visible sharp bar that when it goes all the way down the weapon starts to degrade again with use and it's time to sharpen it again. If it's the latter the weapon still loses condition as well as sharpness with use. Sharpen tools can be fount in hardware stores, sheds, garages, anywhere where tools would have to be present including in the factory I'm staying in in Riverside. You could also find a rock to sharpen though it wouldn't sharpen as well as a sharpening tool. Different sharpen tools have different degrees of sharpening. Keep in mind this is different than merely repairing a weapon which merely brings it to working order again. Repairing doesn't increase durability/slow the rate at which it degrades with use. Having to find or make axe after axe gets really tiring so makes sense to make the ones you have last as long as possible. Heck if I could do this I probably would've spent more time building the Scenic Grove Trailer Park wall (and possibly had it done by now) rather than looking for chopping tools. The result of me not having it done by now led to a meta event of gunfire which caused this to happen around 27:37: Yeah my worst fear of that gunfire attracting the zombies from the forest to the west/south west CAME TRUE. But I digress! Anyways until then your best bet is to have many chopping tools on hand as possible even if it means making them from stones, sticks, and rags a.k.a. a stone axe.
  4. What if in the game you could make official firearms (including ammo) as opposed to makeshift zip guns? I was thinking the player could come across some houses with machinery used to make firearms and ammo. Basically an at home workshop for guns. They existed back then in 1993 as well as today in real life so it would be fitting to come across a house with a workshop for guns and ammo the player could use. The player could have a gunsmith occupation to make use of the machines more readily with the right skill level than with other occupations. The player would have to get resources to put into the machines to make the guns and ammo such as steel wood and smokeless powder. Then the player would put the materials in each machine and progress turn them into guns and ammo until they were finished. Such machines would include drill presses, milling machines, lathes, stampers, etc. The player could also come across gun factories to use to make guns and ammo as well as use the already finished inventory of them. You can't always find a nearby gun store or police station and looting cars, homes, dead bodies as well as zombies for guns and ammo usually doesn't yield much not to mention it's tedious. That's why as a survivor it makes sense to make your own guns and ammo!
  5. I think there should be more tactical firearms (you know things with a pistol grip, detachable box magazine, stock and other basic parts of the gun) in the game as well as accessories. The guns should be accurate to their real life counterparts like no gun holding more or less ammo than it actually does in real life. Accessories should follow suit. As for what guns I think they should be her are some suggestions (they can have their real life like the M1911 pistol or just a fictional/generic game like MV-58 or assault rifle 2). Some starting examples AK47 with 30 rd mag. maybe a WASR-10 for a semi-auto version. Pistol grip for M14. FN FAL with a 20 rd mag. Tec 9 Pistol with 30 rd. mag. Ruger 10/22 with 30 rd. mag. Silencer for the pistols in the game. M40 Sniper Rifle with detachable Scope
  6. Allowing the player to knock a zombie off when being grabbed from behind would be boss. This would start off with the rear elbow strike where the player strikes their elbow either against the zombies upper head or their torso to knock them off. Kind of like in real life. Spacebar could be pressed to achieve this when the player is grabbed from behind. As opposed to mere squirming or trying to grab the zombie off. This would obviously have to be done very fast otherwise the player will be instantly killed or infected to the point of eventually dying. Also if you're holding a melee weapon you could strike that into the zombie as well! With a gun, you'd either shoot them or simply hit them. Spacebar to hit them off with the gun right click held down with left click to shoot them. Before anyone says "Zombies don't feel pain." the thing is they can still be damaged as well as jostled so unarmed this attack would operate based on sheer force with them. As for the NPCs I imagine the hostile ones would feel pain so they'd be easier to knock off. Since there are hostile players in multiplayer this attack could be used against those guys. So I'm thinking it'd take 1 to 5 hits to knock a single zombie off and definitely more than that range if multiple zombies are even possible to knock off with the attack. Less hits if used with a melee weapon and instantaneous death when shot by a gun. If being attacked from both the rear and front I was thinking the player could elbow the one in back with one hand and push the other in front with the other hand. This attack would also be done with spacebar. A similar attack could be done with a melee weapon where the player strikes the rear one with the weapon and pushes with the other hand or kicks with one foot. I've seen all these playthroughs (including my own) where people get chomped on by one or more zombies and I think "Wouldn't it be cool if you could save yourself with a rear counter attack?" No attack is perfect of course but it'd add more combat function rather than the player having no options but to lament they didn't watch their back well enough. Technically the player still does have to watch their back (prevention is key) but with this attack it doesn't have to necessarily be the end. In short, the player should be able to rear counter attack to save their back!
  7. This mod lets you disassemble guns into parts which can be repaired or replaced. This replaces the built-in "Repair" menu on supported guns. For more info: Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2847408431 Github: https://github.com/coavins/zomboid-coavins-firearms Inspect gun: Disassemble gun: Fully stripped down: Repair parts: Put it back together:
  8. I've always wondered what you could find below the secret military base near Rosewood, and here are my suggestions for that ! Additionally I have added some suggestions pertaining to the military radio transmission and its mysterious coordinates, although I know the area it pertains to has not yet been added to the game. These suggestions are written kind of like a wiki article because I'm more confortable writing them that way. Locations : The lab : Situated under the Rosewood secret military base, the lab is a massive underground installation, presumably set up and operated by the US government. While its original purpose is unknown, it was clearly converted into researching the Knox infection. To enter the lab, one needs an Access Keycard, which is only dropped by zombie scientist, zombie commandos, or zombie agents, and use it on one of the secret base's elevators, either before power is cut out, or having repaired and refueled the base's generators. Be very careful about heading down before amenities are cut out, as you might get trapped underground in the lab if power is cut but you have not restored the generators ! The lab is separated into 3 distinct areas, each a different floor. The first floor, which you arrive in upon taking the elevator, is the administration area. It is filled with a variety of offices and regular zombies, with a small chance to spawn scientists, agent and military zombies. Notable places there are the locked guard post at the entrance, containing an arms locker and serving as a spawn location for agent and military zombies, as well as the director's office, which always has a X-12 canister on the desk, as well as a pistol and some ammo in the desk. The second floor is the research area, accessible through a different elevator and once again requiring an Access Keycard and working power to activate. This floor is filled with scientist and agent zombies, and contains a wide variety of labs, cells and pens. The labs usually have dissected bodies or still 'alive' zombies attached to examination tables, with various machinery strewn about them. The cells usually house a single zombie, either attached to the bed or roaming around. Those roaming are all scientist, agent or military zombies, implying that they were members of the staff presumed to be infected and kept in quarantine, and who turned after the facility was overrun. This floor has several locations of interest. The first one is a large research room, which can spawn a variety of medical supplies as well as canisters of X-12, and contains signs of a gunfight, with multiple bodies, including bodies of commandos, and can spawn zombie commandos. The next one is a fortified and locked medical storage area, whose shelves contain obscene amounts of medical supplies and can contain some canisters of X-12. The last one is the armory and checkpoint leading to the elevator to the third floor. Several arms lockers are contained there, as well as a handful of X-12 canisters. It is a spawn point for military zombies. Going down the utilitarian, almost industrial elevator leads to the third and final floor, the great pen. The upper level of that floor is a series of catwalk roamed by military and agent zombies, as well as several bodies of the same people. Below is a level packed with hundreds of zombies in a single massive horde, presumably the reservoir of test subjects for the facility. There are several cages and cranes on the catwalks indicating that the soldiers were tasked with grabbing infected, caging them and then getting them to the upper floors for research. It is possible to go down into the great pen via several ladders lining the walls, although it is not recommended to do so. It should be noted that in terms of respawn mechanics, zombies will crawl out of air vents throughout the facility, slowly repopulating it with zombies. This can be stopped by killing all zombies in the great pen. The extraction point : At the coordinates Lat 37.892809 Long -85.974709, Chaffee Avenue, Fort Knox, a group of dead and zombie commandos can be found, alongside a pile of regular bodies and a crashed black hawk helicopter. Near one of the bodies is a Biohazard Container, containing several canisters of X-12 and the Unknown Sample. New Items : X-12 Canister : The (it's not a real one, read on, I know it's a no red item for the devs) 'cure' the government developed to the zombie virus. In truth, X-12 is a highly experimental bio/chemical weapon. X-12 canisters are throwable weapons. When used, X-12 canisters release a relatively small cloud that lingers for an in game hour. Whenever a zombie passes through that cloud it will take massive damage and quickly die. However, the weapon is flawed, and any given zombie has a 20% chance to take no damage and only be knocked on the ground for the duration of the cloud, feigning death, and getting back up once the cloud has dispersed. Any players/survivors passing through the cloud will be killed in very short order unless they are wearing hazmat gear. Zombies wearing hazmat gear will be unaffected as well. X-12 can be used as a component in a variety of throwables, with varying effects. If used in an aerosol bomb for example, the cloud will be much wider to account for the explosive dispersion, but last half as long. If used in a fire bomb it will cause the fire to become 'affected' by X-12, making it deal gigantic amounts of damage to zombies, but 40% of them will not receive any extra damage outside of the usual damage caused by fire. If used in a smoke maker, the cloud will linger for four hours instead of one, at the cost of a 30% zombie immunity to it. The main utility of X-12 is that it allows for the elimination of large groups of zombies with minimal collateral damage. Of course, that is counterbalanced by the rarity of X-12, its dangerous spawn locations, and the immunity chance zombies have. Unknown Sample : [REDACTED] Commando Body Armor : Commando body armor can only be found on dead or zombified commandos. It covers the upper and lower torso, as well as both legs and arms, and gives : Insulation : 0.9 Wind resistance : 0.6 Bite defence : 50 Scratch defense : 75 Bullet Defense : 150 It cannot be repaired with tailoring. New Zombies : Zombie scientists : zombies scientists are normal zombies wearing a scientist labcoat or, more rarely, a hazmat suit. They have a low percentage chance to drop an Access Keycard, or some medical supplies when killed. They have a small chance to spawn in various medical facilities and near ambulances outside of the lab. Zombie agents : zombie agents seemed to have served some kind of special government agency in life. They wear a formal suit and tie, sometimes with sunglasses, and can carry pistols in their holsters. When killed they have a low percentage chance to drop an Access Keycard, or some ammo. They have a small chance to spawn at police stations and government facilities outside of the lab. Zombie commandos : zombie commandos appear to have been part of an elite force sent to retrieve something from the secret lab. All zombie commandos wear Commando Body Armor, making them impressively resilient to guns, albeit not so much for melee weapons. They also have a high chance to be carrying an Access Keycard, an M16 and an M9, with their respective ammo, plus some medical supplies. If runners are enabled, zombie commandos are always runners.
  9. It would be nice to see a mechanic where it is possible to modify or maintain your guns, similiar to repairing cars. Where you have a detailed list and schematic of all the attachments and gun parts, which you have to either maintain or replace. The ability to do so should only be available on some type of workbench. On it you can tweak and "build" your guns, comparable to metro exodus or escape from tarkov's gunsmithing mechanic. Adding all sorts of parts to it whether be it custom built from junk parts (i.e a suppressor made out of an oil filter) or factory made parts you find around the map. This would add a tad more depth into the game and would be fun to grind for.
  10. I recently have found very rare gun,M16 and ammo for it,but I have also found M14 mags.So to use either of these items I'd either have to go look for very rare item which isn't very pleasant to begin with especially in winter. My solution to this is loading a single bullet into gun without mag. It's very slow,but atleast it will make shooting that rare gun possible atleast once a year and not once in a lifetime without cheating.
  11. As in the title, I want to know if I'm alone in this opinion, but I've had far too many runs finished on day one due to a single missed swing. What happens is you swing a melee weapon, and there is a 1.5-2 second period where your speed is reduced to near 0, which makes missing a single swing a little bit TOO punishing, especially when there is more than one zombie. I personally love the challenge this game offers, but in Survivor mode I find it near impossible to enter houses because even if I lure the bulk of the zombies away, invariably I'll still need to kill 5-6, and that latency period with the new player animations is absolutely brutal. I'm not saying you should be able to freely swing then pivot on a dime as if you weigh 3 ounces, but I think that with the added momentum to the player, it's a little bit extreme. What are your thoughts on this?
  12. I noticed today that a M16 can't use .223 rounds. I do not find this surprising, but it is factually inaccurate. Most 5.56x45 weapons can safely fire .223 rounds. You don't even need a different magazine. Not quite as good at longer ranges though. A .223 firearm *can* fire a 5.56 round as well, but it is potentially unsafe since a 5.56 round produces more pressure that could in best case wear out the gun faster, get jammed up inside the mechanism, or worst case make it explode in your face.
  13. Perhaps the game should have the opportunity to carry a short weapon in each hand, increasing the skill in terms of firearms and they can in turn lower the precision when you carry 2 pistols
  14. This is 1993 Kentucky. Am I really expected to believe all of these people died to slow and stupid zombies without having time to get their home defense firearm? I expect them to not have ammo left most of the time, but seriously, what's with the lack of personal defense weapons in the pockets and under the pillows?
  15. If you use a saucepan as a weapon, when it is about to break, you just gotta fill it with water and pour the water on the ground, this way the condition will go back up.
  16. I think, that this two items can be used not only for vehicle repairs, they are common and heavy and could do a good work in smashing zeds heads off. Just like screwdriver, it can be a weapon and a tool, why not?
  17. Hi all. As you all know, whis new animation system devs announced new firearms. To add more realystic feeling of guns I think this features should be added. Arms condition and weapon parts. Exploring map you can find different weapon parts, and as you find all you can assemble arms by yourself. Also this allows you to repair firearms after long usage. Cleaning your gun. All guns needs cleaning, to keep them in good condition. Gun brush kit like in ORGM will be good adition to vanilla game. Also used guns that you find can be in different condition, and cleaning it should improve it a bit. Target practice to improve your shooting skills. Making targets from empty cans and bottles and shooting them can improve your skills or or teach you to shoot before the meeting zeds outdors.
  18. I have recently made a post-apocalypse player model, and a double barrel shotgun model, however, i am not good at texturing, so if anyone wants to help me out doing a colab, hit me up. here are some pictures of the models: https://imgur.com/a/lVhL5 I have avoided making to many accessories models on the player model to avoid clipping, so most of the details would come from texturing, but if more is needed I will make them. here are the main model's references(pictures aren't mine): https://imgur.com/a/ZXigi
  19. Hi there, Because I'm feeling better right now (my health condition isn't good) Before I will go to the hospital again, I decided to make my second mod for PZ. I won't tell you too much for now, but I'm gonna post here few screenshots I tested them in-game, and that Jab's model loader works surprisingly well. I'm gonna make more weapons soon, pipe wrench, Ice axe, lead pipe, crossbow, metal rod etc: I hope you like it ^^
  20. 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.
  21. Hello to everyone! If you have been roaming through Google Play Store looking for weapon games and apps, I am certain that the number of apps you have found is pretty big. Since my passions are weapons, guns and app development, I wanted to create something a little bit different and unique and this is how Steampunk Weapon Simulator was born. I hope you guys and girls are going to love it, so if you have some spare time I would appreciate it if you check it out. Here are a couple of screenshots to give you a better insight on how the game looks and the download link. https://play.google.com/store/apps/details?id=com.steampunk.weaponssimulator&hl=en Let me know what you think, I am always open for discussion and comments.
  22. The Last of Us 1.5 DUE TO A SERVER BUG, TO PLAY IT ON YOUR SERVER YOU HAVE TO DISABLE DoCheckSum under INI! 1.5 Features! Wiki: here is my shitty wiki http://project-zomboid-mod-the-last-of-us.wikia.com/?wiki-welcome=1 Screenshots in Workshop page!!! Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=869169809 New Clothes New Backpacks New Items/Weapons New Food New High-Quality icons! 3D Models! Clicker rests system that allows you to inspect them for loot! (with proper tools!) A Silent Bow, with 3D Models! New Gear-Crafting-System similar to TLOU One (and Tools LVL 1-2-3) Planned Features: NEW IN GAME TEXTURES! Music More 3D Models Full Necroforge Support (soon) New Zombie Behaviour (i need help for this) A lot of new items every week! Translations Fireflies stuff Please subscribe (on Steam Workshop), favourite and RATE UP! =D Workshop ID: 869169809 Mod ID: TLOU
  23. The player allows to use every item in the game as a weapon by throwing them. It's similiar to the throwable alarm clock. Throwing skill is needed to throw harder and more accurate. The trait baseball player increases the throwing skill.
  24. aZombie Dead City download : GooglePlay Kill all the zombies or they will kill you. It is a question of life and death. And there is just one step between life and death. Don't be on the other side. Be brave, save the humanity and stop the apocalypse. You can do that, you must do that, you are the last hope for this fallen city. All depends on you, all the people believe in you, don't fail them. You don't have other brothers in arms that can help you. You are all alone in the city of death. Prepare for the real zombie tsunami. It won't be easy, but you have to be brave. Remember, you are the only hope for this city. Do not let that walking dead people rule the city. There is no other way, you must become a true zombie killer if you want to stay alive. There is no time, you are in the dead zone and you must start your mission now. If you don't want to be dead then pull the trigger and start shooting your enemies. Death is all around you, dead people are all around you and you are the main target to zombies. There are a lot of them and you are, on the other side, all alone. But you must fight to the end and you need to stop zombie outbreak. Choose the weapon and get ready for zombie waves. Start playing this zombie shooting game for Android and, you can be sure that you will have great fun, like never before in your life. Choose the right weapon for you, start shooting and stop the dead enemies impact. Great collection of weapons we have prepared for you. Here you will find a pistol, shotgun or sniper, assault rifle or submachine gun or knife to choose from. But, these weapons are not free. You must earn money or gold to buy them. A lot of missions, a lot of weapons and a lot of zombies are waiting for you. All of this you will have with one of the best zombie games for Android ever. Now you know what you can expect from this zombie shooter game. And we think that there are enough reasons to start playing it. So, download now aZombie Dead City and start your mission. Pretend that you are the real commando and that you are staying at the frontline all alone. Now, with this first person shooter game, it's easy. Features of aZombie Dead City: - a lot of missions to accomplish - a lot of zombies to be killed - a lot of weapons to choose from - a lot of items to be unlocked - realistic sound effects - high resolution graphics - stunning game music You can visit us on: Facebook Twitter Instagram Google+ and write some suggestions and your impressions about aZombie Dead City. Contact us on e-mail: eweapons@yandex.com ©2016 eWeapons™ aZombie Dead City application has been created for entertainment purposes only.
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