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  1. I just found out that if you have already built a rain barrel (at least the higher level one) then you cannot build a wall next to it. See the screenshots attached below.
  2. We can build walls and doors on level 3 carpentry, but there is for some reason not a single way to make a roof for your own base, unless u wait untill level 6 carpentry, build stairs and build a floor on a second story. So... Can we please get an abbility to build roofs? uwu
  3. After the latest update Carpentry Menu has disappeared from radial Menu. Have tried reinstalling the game and installing on different computer, removing mods, nothing helped. Even barricade windows is not working anymore. Version 41.43, have any ideas what could be done?
  4. 4000+ Downloads ! Thanks for supporting the Dowels ! This mod is an answer to my own suggestion here : http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/ Handmade Wooden Dowels are pieces of wood that experimented roofmakers and cabinetmakers are using to build some "full wooden furnitures / structures" for cottage furnishing and strong roof structures. If you want to know how does it works or why is it so hard to use and why it's really something reallistic : I invite you to read my suggestion, I have added a lot of pictur
  5. This idea popped in my mind as I was barricading one of my safe house exits and didn't really want to do it because I would be essentially going to deny my way out from that direction. So the idea is wooden door latches that could be built on the inside of doors and would allow you to open them from the inside only. something that would look like this: You'd need 2-3 wooden planks and 2-4 nails to build it. It would reinforce the door as much as a normal barricade and the one plank would be removable (when opening). This could also be the only way you could lock a self made door. Now at
  6. Can allow build because this furniture not set canBeAlwaysPlaced = false. but if set this string to false. Can't place anywhere. I think ISSimpleFurniture needs an extra validation to set canBeAlwaysPlaced to false(in this furniture), and let it place only on not occuppied walls.
  7. I had never built a metal roof until today, and having always used wood floors as roofs, I assumed by the description that the metal roof would be placed above me, not at my feet... It's interesting because the new(ish, for me anyway) system for picking up items is so much better than the building system, it's a shame the same ideas weren't carried across. It's especially difficult to get placement right if you're on a high level and want to line up with a structure below. With the devs saying they're adding underground levels sometime, it makes sense that the building system is upgrad
  8. IMHO a master carpenter should be able to uninstall a window 100% of the time, not 50%. In any case, it seems the chance is far lower. EDIT: 7 windows in this house, all failed and smashed... that doesn't seem like 50%.
  9. Hello, I have some troubles finding Hydrocraft trees to cut them down through craft menu. Can anyone tell me where should I try to find them? Thanks.
  10. Not sure whether it's the window or not, as there's one window wall I did manage to plaster. The one on the left won't work but the one on the right was OK: EDIT: still no option to plaster even though I removed the window:
  11. For some reason I can't salvage these road barriers, there's no right-click option and when I use the Pick Up Tool "Disassemble" option, it tells me I have the right tools but it's highlighted in red. I have already successfully salvaged similar road barriers, e.g. at the country club.
  12. Two related suggestions: - craftable drawbridge - when cellars are introduced (i.e. underground structures) will players be able to dig trenches? If so, will they fill up with water over time? Trench with water + drawbridge = moat! Also related, if players can dig trenches, surely there must be a max no. of corpses that can fit in it? Therefore there should really be a max no. of corpses that can fill any tile before they stack up enough to block the tile. Maybe then you would have to climb over them, and zombies could... OMG no!
  13. Hi, I have a few multiplayer carpentry bugs to report: 1) When building a new second floor on a server hosted via steam client, I cannot add wood floor tiles to extend the second floor to previous wooden floors that someone else built. If I restart the server, it seems to update the location of the new wooden floor tiles on the 2nd floor which will allow me to continue building from the wooden tiles that were not initially built by me. This seems to also affect wooden wall frames because I cannot build wooden wall frames on second floor wooden floor tiles that were not build by me
  14. So I was hoping that at some point someone would introduce a way to make some base improvements that aren't in the game. The ability to move furniture was an AWESOME addition, however I still don't have a way to build or steal a fireplace, build certain kinds of walls and wall details, etc. One of my favorite things in game is making a cool base to show off in multiplayer, but without a bunch of cheats or just making a whole new map, I can't make my base look like a crazy torture dungeon or a medieval tavern, and that defeats the purpose. So if you all could please implement a way
  15. So I was laying in bed last night and a thought ran across my mind: "When putting a door together, you don't use nails to put the hinges on, you use screws." I think by giving the door a "dismantle" option with a screwdriver in your inventory, you should be granted a door, two hinges, a door handle, and a few screws. All of these could also drop broken versions, planks and scrap metal, depending on how high your carpentry level is and how the D20 rolls. This would give screws a use in building doors, give players a chance to use the type of door they wanted for aestheti
  16. I don't know, if it's possible to implement some things in this post, so if I sound stupid, please correct me. The new stage system for carpentry is great, so why not expand it a little bit more? 1. Preparation Some kind of not required pre-buildings on a tile, foundations and other helpful stuff. Trench for the wall. Would require a shovel before and after installation of wall, but no consumables. Minor HP improve. Improved trench with wooden foundation. Requires some planks and a shovel. Moderate HP improve. Even better trench filled with concre
  17. Inspired by zombie flipping fence on it's side instead of completely ripping it to shreds. I like current wall HP system, but what if very large horde just pushed it with all it's might? It wouldn't be completely destroyed, it would just lie on the ground, without any point. So, I suggest to add to zombies and walls something like this: Each tile of wall has some "Stability". When on a tile near it attacks it looses x points of stability per some amout of time. Or when zombie walks into the wall. When there is no zombies nearby stability slowly regenerates to some point
  18. TL/DR : Get new electrical cable in game (14/2 gage), be able to make makeshift electrical post, connect generator from a safe distance. I was reading some posts in steam discussion and I thought that this would be a good idea : having some electrical cable and being able to connect a generator far from one's base. Right now, you need to connect generator close to your base or at least where you keep your food. This has two major drawbacks : (1) noise attrack zombies, (2) risk of explosion (when condition is low). Seems to me in a zombie appocalipse, as soon I'd notic
  19. It's the end of the world. You just watched your neighbor's home get smashed through. They simply pounded on the door until there wasn't one. Heaved themselves at the windows until all that was left was broken glass, blood, and gore. You wake up in a cold sweat. Was that wildlife scurrying through the underbrush? Or was that one of them? Have they found you? Your walls. Your walls keep you safe, you remind yourself. You worked hard to get the materials together. Spent day, after backbreaking, awful day building the framework, setting the rebar, pouring the cement, and
  20. Planks could be sawn for building wooden blocks, these blocks could be used in different ways in carpentry, also would not be balanced using a whole and heavy plank to make a small, lightweight mortar. the mortar and pestle should be a consumable item, not with only one use. I think the drinking fountain, those with a blue gallon above, should function as BBQ that use propane. the crowbar should also can be used to unlock doors and unbarricade. these are some ideas that could be added to the game
  21. It'd be pretty nice late-game to have a glass skylight to light up your house/room on sunny days and moonlight nights. Problem is, so far as I've seen there's no way to remove glass without breaking it. So why not change that? Bring knife, cut polyurethane/tar free, receive Glass Sheet ready for use. Maybe require more than one sheet for skylights like the one on the Convenience Store near the medical office.
  22. While I don't particularly think they need "bars" perse, I think it'd be nice for a medium to high level carpenter to know when walls, barricades, and other constructs have been damaged and in need of replacement/repair. A right click on the construct and "check status" option would be nice. Realistically, a person of moderate (maybe even little or no) skill would be able to see that a board is loose and falling off of a barricade or wall.
  23. After looking at setting up a long term residence with renewable food supply, It came to my attention that rain barrels for collection is implemented but there is not an "efficient" way to direct water to moderate / large size food plots. A solution for this would be to place a rain barrel(s) elevated so that gravity can act as the pumping mechanisim and attaching a gated trough or valved piping system to do the initial dispersment to the crop rows. With trencing dug between rows to allow for watering of the adjacent crop tiles. Gated trough recipe could / should be a lvl 4 Carpentry given
  24. Originally I started this in the mod suggestion forum as a temporary "hey wouldn't it be nice if..." http://theindiestone.com/forums/index.php/topic/16106-farming-water-management-irrigation/ However the more I've thought about it I see it as a necessity for any long term ( more than 2 week game time ) setttlement / safe haven, while not breaking the z-realisim factor.
  25. Just found my first Sledgehammer and I said ''Cool! Now I can take down those doors I wanna break for hinges and planks. Maybe even get myself some more planks from some wooden houses I saw.'', but, when I destroyed my first door IT LEFT ABSOLUTELY NOTHING BEHIND. Then tried with house's wall, same result. With a wooden wall I built? Same result.... It's as if more than a sledgehammer, it was a sort of ''Delete'' button that magically disintegrates everything it touches. Why is that? Why can a humble hammer or ax demolish a door more realistically than a sledge? Why do demolished walls don't
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