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Found 9 results

  1. 90's nostalgia feeling: BOTTLECAP I suggest beer and soda bottles that need bottle openners, so you can have a KEYCHAIN, SWISS KNIFE, or either open it with a survivalist skill with a SCOUT POCKET KNIFE or HUNTING KNIFE (I know lever techniques to safely open bottles and canned food with a tiny but sturdy scout pen knife or a Hunting Knife. WATER TILES OVERHAUL-- different Water tiles have different data like DEPTH, FIRMAMENT TYPE, CURRENT, etc. The car wont crash on water tiles, but it will get slower, stuck and sink the morr water and mud it gets. So you could walk and drive on shallow waters, on knee water you could get dragged by current and the car could get slower or maybe sink in mud. Make it so the car could get a % slower/stuck on mud or sand if the water is up to one foot tall. FIRE TILES THRESHOLD- hier tier the stronger the fire and near center distribution. Some materials wont ignite in lower fires, and fire tier is distributed gradientily. More and different trees of PICKLING, CANNING, CHEESE, YOGURT, and JERKY: I sugest diferent approaches for canning, pickling, cheesing, brewing, drying beef, so: Recipe sugestion trees: ---CANNING: Main Ingredient, Acid mean adjust*, Temperature, Airtight cover and Pressure**. *Tomatoes and low acid foods require different adjusts with either lemon juice, vineagar or glacial acetic acid, other sour acidic foods requires no adjust. **Airtight prevents contamination. Airtight canning covers are disposable just like they are in the current game, I suggest makeshifting a jar cover with an old cover, an esterile cloth and a rubber band for airtight sealing with a % penalty of contamination. ***Pressure Canners devices are required for canning meats and other low acid foods. Canning preserves food through boiling in esterile mean and keeping it air sealed. Ingredients taste almost the same as plain BOILED ones. Examples: Canned corn, canned tomatoes, canned peas, canned carrots, canned potatoes. ---PICKLING: Main Ingredient, Acid mean adjust*, Jar Esterilization, Spices, Fermentation Time. Pickling Chenges ingredients through fermentation and spicery. Ingredients taste completely different from raw ones like a SPICY BREW. Examples: Picked Cucumbers pickles, Pickled Lettuce Sauerkraut, Shoyu sauce from fermented soy and corn. ---Cheese: Cream, Salt and Spices, Yeast, Cure Time. Different cheese can be made from different yeast and different cream (different process of separating serum from proteins can achieve different creams. High protein cream comes from a good separation process though creaming machines and low protein could be hand maded) Yogurt: Milk, fruits and sugar, yeast. Beef Jerky: Meat, Cutting, Salting, Dryer type. I suggest that large sacks of SALT are added for survivalist reasons. SALT BANKS could be renewable and located near beaches. ---BEER, WINE, CIDER, SPIRIT--- Brewing: Beer- Different beer through different: Grains (Different proportions of Wheat, Barley, Oats, Corn etc), yeast, lupulo/spice, fermentation process and temperature control, filtration. Wine Grapes, yeast, fermentation, Cider Berries/ Citric fruit /Lemongrass /Apple, yeast, enzymes, fermentation. Spirit, Cachaca, Vodka, Sugar canes/Potato/Beetroot/, fermentation, destilation. ---- Fermentation processes left ignored can have undesired results like making bad vineagar byproduct. Wine takes months to make, requires specific yeasts for breaking specific carbos, Beer is made in weeks maybe a month, can use a large array of yeast (I once heard about a IPA with no yeast just natural ferm) Cider are more yeast compatible, sometimes just natural fermentation. Fermentation take weeks, just like spirit or cachaca. (Just approaching, I can bring accurate time if necessary) Chemistry stuff could be added to purify alcohol for medicine.
  2. in zombie.characters.BodyDamage.JustDrankBooze(), the amount of booze that is passed in is passed to the functions for applying those effects. Presumably this is meant to give an effect or duration that is proportional to the amount drank: public void JustDrankBooze(Food var1, float var2) { ... this.getParentChar().SleepingTablet(0.02F * var2); this.getParentChar().BetaAntiDepress(0.4F * var2); this.getParentChar().BetaBlockers(0.2F * var2); this.getParentChar().PainMeds(0.2F * var2); } zombie.characters.IsoGameCharacter.SleepingTablet() for example is: public void SleepingTablet(float var1) { this.SleepingTabletEffect = 6600.0F; this.SleepingTabletDelta += var1; } These values are handled during the update in zombie.characters.IsoGameCharacter.updateInternal(): if (this.SleepingTabletEffect > 0.0F) { this.SleepingTabletEffect -= GameTime.getInstance().getMultiplier() / 1.6F; var10000 = this.stats; var10000.fatigue += 0.0016666667F * this.SleepingTabletDelta * (GameTime.getInstance().getMultiplier() / 1.6F); } else { this.SleepingTabletDelta = 0.0F; } It looks like the delta value is intended to be what is decreased with time, but instead the effect is what is decreased during the update proportional to time passed. Since the effect is set at a flat value regardless of the value passed in, this means taking the smallest possible sip of any alcohol is the equivalent of taking all 4 pharmaceuticals, 1 pill each. So one Beer can is like a full pharmacy worth of pills. Seems at some point Delta and Effect got mixed up to me.
  3. In a world full of zombies, broken windows and whatnot. One is bound to run out of medical supplies such as disinfectant (and/or whiskey). It does undoubtedly call for the need to make your own. My li'l idea is to give us the ability to build a distillery to brew our own alcohol. To drink or use for medical purposes. In addition to this I'll also suggest a new class: The Brewer along with a brewing skill. As the brewer's skills increases I'm thinking along the lines that he/she/it can: Be more specific about what is going to be produced (whiskey, vodka, beer, disinfectant etc. etc.).Produce better quality liquor (increased stats of the product).Slightly decrease the time it takes to produce something.Along they way this opens up new possibilities for farming and usage of some items (i.e apples). It's just an rough idea at the time, it can probably be polished on. But yeah, this could be something handy to have in the future. (My excuses if this has been suggested already, my own search came back with 0 results.)
  4. So I noticed vanilla PZ only has Whiskey, Wine and and and... that's it really? How about a mod that adds a bunch of new delicious alcoholic items to help spend ease the passage of time in the apocalypse? Not only new items, but new recipes-- that's right, I'm talkin' cocktails-- mixed drinks! And what would make it better? If that was a skill and bartender was a profession! Not to forget positive traits like "Heavy Drinker" and negative Traits like "Lightweight" are back, in addition to new traits like "Alcoholic" (negative mood when you haven't been inebriated in a day) and "Weekend Warrior!" (never get hungover, have good luck finding alcohol and alcohol related items specifically). And last but not least, ICE! No drink would be complete without ice, which will be available in pretty much every fridge until the power is off- and maybe you can find it in the winter? New Skill Cocktail Mixing: Mixing a drink is an artform, a way of life! Those who are dedicated to the craft of liquor are enabled to craft more difficult drinks than a beginner. Beverages created by a master are usually more potent as well not requiring as much time or material-- a true mixologist also imbues a special quality to their drinks which have added benefits (such as giving off hard to come by moodles) New Traits (and old ones brought back from the dead!) Heavy Drinker Takes more to get you drunk Light drinker Takes less to get you drunk Alcoholic You receive negative moodlets when you've been without a drink. Weekend Warrior You rarely ever get the hungover moodle, and find it easy to acquire alcohol and alcohol related items Beer Lover You get extra bonuses from drinking beer, but drinking anything stronger makes you nauseous. Wine-O You love wine. Extra bonuses from drinking wine exclusively, negative moodlets from any other alcoholic beverage. Liquor Fiend You only really like straight liquor, anything else leaves you feeling bored or sick. Refined Tastes You don't really care for anything less than top shelf quality alchohol. Low Brow It doesn't matter the quality for you! As long as alcohol is involved it might as well be top shelf. Drunken Master- You're better at fighting when you're drunk, extra damage with drunk mellee attacks New Profession Bartender- Before the apocalypse you already knew the world was troubled. From behind the counter you've served countless drinks and are already nearly a master of cocktail mixing. You start with the Cocktail Mixing Skill half completed, You usually spawn near or in a bar. NEW ITEMS BEER: Comes in three varietiesSpiff - A cheap, light beer, that in many people's opinion's might as well be water. Comes in 16oz cans; in 6, 12 or 24 packs.Azure Night - A middle tier amber ale, has a light citrusey aftertaste that makes it wonderful for summer! Comes exclusively in 20 oz bottles in 6 packs.Mahoney - A dark beer imported from ireland. Heavy alcoholic content for a beer. Comes in 20 oz bottles in 6 packs.MORE LIQUOR- Usually comes in 3 different tiers of quality- Bottom Shelf, Mid Shelf and Top Shelf. That adds variety. VODKA- A clear, liquid form of fire. Used in many drinks, like White Russians, Screwdrivers, and Vodka + Cola and Moscow MulesWHISKEY - The best drink for fighting! Goes great with Cola! Used to make many drinks.Aged Scotch - Fancy drink for manly menMoonshine - It'll make you go blind.GIN - Juniper flavored liquid fire. Used for Gin + Tonics, Martinis, Salty Dogs andRUM -What pirates drink, matey! Used in many drinks, like Rum + Cola,SCHNAPPS- Comes in different flavors, which are used to make different drinks.PeachCherryBlue RaspberryS'morePeppermintTEQUILA - Made from Agave, used in Margaritas.CREAM LIQUOR- Used to make White RussianTRIPLE SEC- An Orange flavored liquour, used for "fancy margaritas"Blue Curacao- Another orange flavored liquor... but it's blueVermouth - Bitter dry alchohol used in martinis MIXERSColaGrenadine - A red cherry flavored syrupOrange JuiceFruit Cocktail JuiceTomato JuiceTonic Water - carbonated sugar waterHalf-Half milk and creamGinger Beer - Ginger flavored sodaLemon-Lime SodaGarnishesLimes, Sliced LimesCherriesCeleryTobascoOlivesTiny Umbrella'sWhiskey Stones - Can be put in a fridge to become "chilled", gain them back from any drinks used with themWhipped Cream COCKTAILS + RECIPES Rum and ColaWhiskey and ColaVodka and ColaScrewdriver = Vodka + Orange JuiceGin and Tonic = Gin + Tonic Water + Sliced LimesMartini = Gin + Vermouth + Olive but yeah, that's my idea-- as half-assed as it is right now.
  5. Jwillc

    Moonshine Mod

    Moonshine Mod This mod allows you to distill and ferment alcohol using mostly items that already exist in the game. I introduced two new items so far, the still and copper tube. The copper tube becomes a part of the still once it’s crafted. At this time distilling doesn’t require a heat source and when the mash is distilled the moonshine goes into a bucket. The alcohol can be drank from the bucket but not yet poured into containers. A bucket of Moonshine fully drank unrealistically only gives you a buzz when sober. Planning to change this so you immediately go to sh!tfaced status. Currently the copper tube does not spawn naturally in the game. Press the “P” key to get one. Hooch is a beverage usually made by desperate prisoners looking for a buzz. It’s awful tasting stuff once fermented. You don’t make prison hooch using a still. Toss the ingredients into a garbage bag and let it ferment awhile. Drinking this foul brew will get you wasted and cause some unhappiness. I made this because I enjoy RP while playing PZ and in a world so cold and dark who wouldn’t want to have a stiff drink? This is a basic prototype of what I am planning. Open to suggestions and criticisms. Updates: To Do’s: Goals: Recipes: Process: Credit: http://pz-mods.net/guide/the-basics-of-adding-items-and-recipes/ http://theindiestone.com/forums/index.php/topic/61-robomats-modding-tutorials-updated-12112013/ Moonshine.zip
  6. I know this is random but i was sitting here thinking mhmm what would help PZ be more realistic. I know it's a long stretch but how about adding more alcoholic products into the vanilla game besides Whiskey and WIne. Lets be real most of us Rednecks and Hillbillies in Kentucky drink mostly good beer and moonshine. I would love to see these implemented into the game. Suggestion that goes with these "Beverages ;)" Make it where they Bring down the depression and panic but over time with alcohol the player starts to DEPEND on the alcohol and starts becoming more depressed or suffers withdraws that vary from severe depression,more frequency of thirst,becomes panicked more often..etc..
  7. I know the developers have said a resounding "NO" to a zombie cure, but I want to know what the stance on using Cauterization, Bleach, and Alcohol as a disinfectant immediately upon a scratch or bite condition. Here is how I would think this could be used: Bite/Scratch Condition. This imparts a 96% & 25% chance of contracting zombification, respectively. You can presently do nothing to impede or manage this. Apply Alcohol/Bleach. Before applying a bandage, which is a precondition to preventing Bleeding damage, you apply Alcohol or Bleach. This imparts a 25% chance per application* of eliminating a hidden infection condition. The downside is that this imparts a severe pain condition - immediately to agony. It could also impart a panic condition. You still have no idea if your treatment has been effective. You have 30 seconds to apply the alcohol to a wound before the "disinfectant window" closes. Cuterize Wound. This idea is a bit more complicated and requires item coding, but is like a localized amuptation in terms of infections. You would take a special object like a Heated Knife (or maybe just use a lighter?) You could put a knife in the oven, turn the oven on, heat it up until it is a "heated knife" and then you have the option of "cauterizing wounds". Again, pain level is moved immediately to agony and a panic condition is imparted for a long period but there is a 25% chance of eliminating a hidden infection. You would have 2 minutes to apply the cauterization just because of the prep-time. Apply Bandage. Bandages still work as normal.*This means you could use multiple doses, pouring more than one application of alcohol/bleach onto a wound for a 25% chance each time.
  8. Simple enough. If you consume a lot of cigarettes or alcohol over a period of time, you become addicted. If you go long enough without the respective item after becoming addicted, you will suffer consequences like increased irritability and such. If you use these items often in certain circumstances, you will begin to "need" to use them when those circumstances arise. This bit's gonna be a bit off the wall; Other less legal (But hey, what's law in a zombie apocalypse?) drugs could be added with their respective positive and negative effects. Heroin (and Morphine): Positive effects: Pain relief (For extreme pain/agony) Negative effects: Incapacitation Queasiness (Vomiting implemented?) on first few uses NPC interaction effects: Incapacitated (Higher chance to be robbed, outright killed etc.) Risks: High addiction rate Zombie infection or other disease when administered with non-sterile needle Required materials: Syringe, Lighter, Spoon, Belt Cocaine: Positive effects: Reduced mental fatigue Reduced physical fatigue Fearlessness Negative effects: Post-high; Pain (Headache) Physical and mental fatigue NPC interaction effects: Increased aggression Risks: Mid-high addiction rate Cannabis: Positive effects: Massive stress relief Boredom reduction Negative effects: Massively increased susceptibility to panic Slightly increased susceptibility to physical fatigue Neutral effects: Drowsiness NPC Interaction effects: More suggestible (Player would have a higher chance to be forced to concede to aggressive NPCs) Risks: Low addiction rate Queasiness Required materials: Cigarette, lighter OR (If added) Tobacco, Papers, lighter Bong/pipe, lighter OR Cooked into edibles (Can you bake cakes and cookies in this game yet?) Ecstasy: The PC feels a compulsion to hug and rave with any zombie/npc in sight. PCP: Control of the PC is revoked from the player; Watch as your character goes on a rampage fighting dragons, minatours and life-size Spiffos hell-bent on world domination. When NPC survivors are added, your use of drugs, if witnessed or obvious could have an effect on their loyalty to you. If a given NPC is a drug addict themself, they may pressure you to use them, threaten you for them etc. There could also be pertinent traits that increase your resistance to addiction and such.
  9. It's a pretty simple suggestion, but can we add the ability for alcohol to relieve pain? We know it works like this in real life, and even historically, Civil War-era surgeons would give their patients whiskey to relieve their pain prior to surgery. This would give Alcohol more benefit than it does now, as I feel the panic reduction isn't as useful as it should be for the debuffs we get.
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