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Found 6 results

  1. I've seem many discussions on characters who have the smoking trait. I haven't found definitive answer from a Dev whether or our character will eventually loose this trait if deprived of their cigarettes. I know the withdrawal stages would put them in very uncomfortable situations but, if they are fortunate enough to kick the habit, will they eventually stop with the anxiety and become a happy nonsmoker? Would a Dev please expound on this please. Will he/she go insane and die from lack of nicotine?
  2. I think cartons of cigarettes should be possible to make with 100 cigarettes, similar to how nails or paperclips work. This would make managing my 2000+ cigarettes a lot easier.
  3. Okay, so this has been a gripe of mine for a long time. Why does smoking make you unhappy? It shouldn't, that makes absolutely *no* sense what so ever. lol Instead, here's what I'm suggesting. We making a 'smoker' trait and when you don't have a cigarette it makes you angry (however it negates the sadness portion of the cigarette) in other words removes it entirely. The longer you go without cigarettes the more agitated you become now to avoid this you can optionally not take the smoker trait (however) then cigarettes would make you unhappy and even nauseous. This has been bothering me for some time and essentially makes smoking totally pointless. But I love my cigarettes so when it's fixed I'll have something else to stock pile! Oh and the smoker trait should obviously be a negative not a positive. Since it's only partially severe on how it effects gameplay I suggest a negative 2 or 3 maybe 4 but no higher than that.
  4. Since the introduction of berries I've noticed I don't really need food that much anymore. I can eat one berry a day usually, and bring my nutrition level up to "slightly fed". I'm thinking there should be a nutrition gauge with a threshold that must be met for you to receive the bonuses or restrictions of each moodle. The gauge should be visible to the player, because when you're hungry, you usually know it. Cigarettes could also play into the game more. They could be used as an appetite suppressant.
  5. I grow fruits and veg and I've also tried my hand at growing tobacco Growing tobacco could help players keep an addiction going indefinitely but the main advantage would be a low maintenance pesticide, planting tobacco around would kill fly pests. Also it allows for a sustainable way to produce pesticide. To smoke it a player would only need 2 leaves, 1 to roll and the other to crush and use as filler. Also a lighter I'm assuming. As far as the seeds go I think it would be a rare drop. I bought them as a novelty item with soil in a can (IRL) so maybe in hotels or something along those lines? I had thought about suggesting tobacco plants grow wild but then that would be a whole other thing, when I started growing fruit and veg (again IRL) I started noticing wild varieties of onions, garlic etc everywhere. Maybe PZ should have the occasional wild plant to allow for lucky food/seed finds (and a nice farm XP boost) Thanks for listening
  6. 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.
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