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Found 5 results

  1. Gimbo

    Horses!!!

    I think with the title i pretty self explain myself....
  2. Dear developers. When will you add animals? Please add the ability to merge gas from gas station when you have already connected the generator (with fuel).
  3. Hello ! I've gone through the wiki on Trapping in PZ and followed the instruction very carefully with my 1-point-in-trapping character. I've set up a total of five traps, a crate, two sticks, a lace and a wooden cage thingy, appart from each other by like 100 PZ meters... but until now... NOTHING. They're in a clearing in the forest, no zombies ever sighted around during the many times I went through my traps (peaceful foraging there <3). Traps never change position or go off in any way. I add recommended baits (worms in the stick traps, proper fruits/veggies in the other ones...) but the baits disapear quite quickly and I have to add new ones... but no animals caught in there ever. I've been trying for days and days replacing baits more than twice a day and sometimes at night too. What am I doing wrong D: do you guys manage to trap animals correctly and if so, how ? x_x Also can you cook the catches or use them in receipes ? Thank you for reading !!
  4. If there's a topic for this already, I do apologise. When I searched for one, there was really only results that only mentioned what I was looking for briefly. I also understand that animals were confirmed for being added later, though this is not just a suggestion for adding animals. I kind of wanted to help broaden the addition of animals, if at all. Mostly in the departments of finding ways to tame or befriend certain animals to sticking by your side and seeing you as their 'alpha' in some cases. With dog food and tuna already being in the game, I can assume that dogs and cats are already two different animals that will make an appearance. So... deviating away from them here for the first part, what about farm animals and being able to lead them back to a location that you set up for them? That, and having a way to create hay bales from tall grass so that you can care for larger animals down the line (or setting up a fenced in area where they can graze). Maybe carrots, apples, or more enticing greens can be used to lure now free roaming bovine, horses, and pigs to a location that you have set up, or if you can get close enough, be able to use a lead rope on them to take them back. Of course, it would be a tricky process if you haven't already cleared the area -- unless you so happened upon one of the preexisting farmlands that have the animals on them. Back to more common household pets -- given the nature of the game, it's highly unlikely that animals that a player would run across would want to trust said player. So how would being able to befriend them work? I imagine that tuna, salmon, or fresh dead rats would be ways to coax a feline friend, whereas dogs would be happy to receive the canned dog food, and other various meat products. On the note of giving meat to the animals, I personally would cook the meat to give to the animals rather than just giving it to them raw -- though I'm sure this could be an optional feature. In any case, I suppose I also wanted to talk about added benefits of having pet companions, so here's a list of things that I have talked about with my fiancé that we think could be viable possibilities: Positives: All animals being able to be stress relievers, and happiness inducers if interacted with. However, the more work you do with them or for them, the less they make you happy, and can even start to stress you out. Cats bringing back fresh dead rats, birds, or lizards (if the devs wish to incorporate more animals than just the standard) as 'presents.' Chickens being able to produce eggs for the players (though eggs seem kind of useless due to eggs only being used in soups currently). Cows providing milk (and thus allowing the player to possibly make other various dairy products if given the correct tools and learning material). Dogs helping the player hunt game and take down zombies (the highest chance of becoming infected or dying due to most likely accompanying the player the most). Horses/Donkeys/Mules (or all the above) could be used as pack animals to help carry things that you otherwise couldn't, or... or they can be used for transportation with a decreased item carrying option to help accommodate for player and wanted items. Also has faster speed all around, though still gets fatigued if running for too long. Pigs... ah... other than raising them for slaughter so that you have a good supply of ham and bacon, there's not really much else that I could add onto this, other than their poop makes excellent fertiliser.Negatives: Should animals going in heat be a consideration, then interacting with them will cause stress -- or even injuries if an animal is given the coding so that it can lash out. Animal noises (such as roosters crowing, dogs barking, cows mooing, etc.) will attract zombie attention to where you are holding out, or have the animals located. Cats and dogs are capable of ruining certain things (maybe peeing on newspapers or clothing -- or tearing up books). Upon meeting certain animals (dogs, bovine, pigs) that are unconstrained by fences, they are territorial, and will attack regardless of if you are wanting to tame them or not (this is not to say they cannot be tamed). Everything is still a work in progress. I'm just going ahead and spitballing ideas, and am going to add, or elaborate upon some when community feedback is provided. ^ v ^
  5. For most, when asked about a Zombie Apocalypse, many are quick to answer that they would find somewhere remote to hunker down and survive. Whether this be on a deserted island, in the mountains, under the sea - don't ask how, or in the forest, the answer usually involves seclusion from the general newly-zombified populace. Fortunately for us, Project Zomboid has us covered for that! ... But as any experienced outdoors-man (or woman) would undoubtedly know that, despite the absence of any 'human element', the forest would not be any safer than the city. Especially not now with hundreds, if not thousands, of people who - much like you - seek the remoteness of a farm or cabin, one that you might have already claimed... But we'll leave the role of 'bandits' up to the players themselves, for now. What am I talking about? Well, it's simple, I already know that animals and wild life are being prepared for a future build - and quite frankly, that alone is enough to get me hyped for some hunting/trapping... But it also worries me. Why? Because, having grown up in the Northern parts of Canada where forests and wild life are abundant, I know that the forest - while lovely and peaceful in comparison to the city - is not in any way shape or form 'safer' than a zombie infested town may be. Bears, wolves, Coyotes, Mountain Lions, these are just a few of the many things that can make a camping trip go from delightful or horrifying in a heartbeat if you aren't careful and constantly aware of your surroundings. it would be a shame if this wasn't reflected in the game. Now, I know for a fact that the Zevelopment Team wouldn't just cut us a break - surely they have something up their sleeves, I know better than to trust the creators of a Zombie outbreak! But here's my own suggestions on how to make our hike in the woods just a little more interesting; So, what am I suggesting? Animals Aggressive Wild life - BearsOne of the most obvious suggestions I have - and one I'm sure is already in the works, or on the to-do list, is animals that won't hesitate to attack if given the opportunity. Bears, in my opinion, are the best for such a role; they're highly unpredictable, and unbelievably dangerous even to someone carrying a gun. They will not hesitate to charge you down and kill you, either because they are hungry or simply because they have cubs - they will tear the ever-living-hell out and there's very little you can say about it. Imagine yourself tending to your crops, or possibly scavenging an overgrown city - as cities can already become deteriorated and overgrown - only to see a Bear in the distance, likely moving from trash can to trash can and eating the spoiled food you, or others, have left behind. Now imagine if, unlike a single zombie, said animal cannot be dispatched very easily... In fact, imagine if the mere sight or sounds of a Bear sends you running indoors. This is the kind of 'threat' the forest needs; something big, and more importantly, something scary. Persistent Wild life - WolvesAnother idea I really liked was the inclusion of animals that could stalk the player - or at least, follow the trail of spoiled/abandoned food, or corpses, they may leave behind. A pack of animals that could very easily out-number and out-run a player if prompted to. it would certainly give more reason to keep zombie corpses neatly piled a safe distance away from your camp. Unlike Bears, wolves are actually quite picky about what they choose to attack; they won't attack if the need to isn't present... The only real need that coaxes them to do so is hunger and the defense of their territory. Now imagine if you, or your group, unknowingly set up camp near a Wolf den only to hear or see them stalk the forest near your camp... Or - for simplicity's sake, because Script writers have it rough - you hear them howling in the distance, prompting your group to immediately pack up and leave before a bunch of wolves spawn from the forest and hunt you down. Neutral Wild life - Deer, Buffalo, CoyotesThis is pretty straight forward - while trapping and foraging may be excellent ways to get food, they're also quite slow and not very efficient in comparison to farming - which is even slower, but far more rewarding. If one was living out in the woods for months, if not longer, and had nothing to eat but canned goods and whatever food they can get to grow out of the ground, I wouldn't be surprised if they'd be willing to spend a few precious bullets to shoot down a Buck or a handfuck of shotgun shells to bag a Buffalo. While I think these animals should be quite rare and extremely evasive of the player, I also think they should yield a lot of raw meat - make finding and killing one a rewarding, albeit rare, occurrence. It would give ability to preserve food a lot more value for end-game scenarios where normal goods are long gone. Passive Wild life - Raccoons, Rabbits, Fish, etcThese are already implemented - at least, some of them are. Still, they bare mentioning; these are the bottom of the food chain competitors, but ones with their own means of survival as well. While it's quite easy, in theory, to trap a rabbit or to shoot a raccoon for food... If one isn't careful, and leave their doors open, they may find one of said creatures raiding their fridge - or worse - carrying unwanted pests and diseases into their very home! While this might be a little advanced for the current medical system, even for the new system being developed for the 30.0 release - can you imagine acquiring a new hatred for urban pests and scavengers? Suddenly hearing an annoying 'Scratch Scratch' sound every few minutes because - oh dear, you've gotten fleas... Or worse, rabies. Other suggestions Radio StationIt's been discussed that radios and TVs will now have channels which will deliver exposition and a story which will develop along with the game's timeline. This alone is brilliant. I love the idea that there could be people out there still hanging on - just like you, and are trying to communicate to others, even if said 'others' can't communicate back. -but I'll be blunt; Someone had brought up the idea of having a Broadcasting station on the map - or on one of the new maps, one who's doors would be locked shut and the building would be inaccessible whilst the people broadcasting are still inside. The story, either through TV or Radio broadcasts, would continue until their stories end. When ended, the station itself becomes unlocked - or atleast, accessible - and the player would then be able to enter it and further investigate what happened to the people within it. Whether or not they died depends on the Dev team, but with the broadcasting station freed, Players might be able to send out messages of their own. I can already guess that, if the power is still on, every TV will be shouting "DICKS DICKS DICKS" non-stop. Forest / House FiresWhile this is an easily abused concept already, fires are a constant threat to those who use it. Whether this be a house fire which renders an entire building to rubble, or a forest fire which destroys a large chunk of trees and anything within it, the concept alone would make using campfires and stoves a lot riskier and require a much more cautious approach - such as not leaving them on, or not stuffing flammable objects within it. This could also be a good way to send a daunting threat to other players; if they find a building near their base, or their own hideout, burnt down... Again, easily abused, but an interesting idea - I would think. Derelict VehiclesIt's already been confirmed that Vehicles are in the works, but why not add non-functional vehicles as well? Why? Well, when me and a group of 8 other players were traveling from city to city in search of more supplies, we found the travels exceptionally fun due to our own comradery, however the journey itself was... Well... A little underwhelming. While the vast expanse of emptiness and endlessly stretching road gave me a sense of immersion and a realistically grim sense of seclusion, there wasn't very much to make me feel like the world truly was alive; there were no hints of population other than occasionally wandering Zeds. Why not spruce the roads up with derelict vehicles; trucks which have burnt down or tipped over, blocking portions of the road - ones that can be searched. Cars that have been destroyed due to riots, or simply broken in. Their only use would essentially be window dressing and possibly a spot for loot to be found, nothing more than added details to the world. "Nah man, we can't go down Barker Street. A truck's blocking it, we gotta' go around." Anywho, that's really all I have for now. Stay safe out there.
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