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Version: [42.1.0] Mode: [Singleplayer] Server settings: Irrelevant Mods: Well... a lot actually but none of them changes the new crafting menu Save: Old Save (42.0.0) Reproduction steps: 1. Click on a metalcrafting table (primitive forge in this context) 2. Change the first requirements to something more complex that might require more materials like Metal chunks or pieces that quire 4, 5 items. 3. Craft menu will push left, then push it again if you check for available items in your inventory to choose from (I have all types of steel chunks, pieces blocks and quarters) 4. Eventually it gets so pushed out in the middle section that it overflows and I'm unable to reduce/resize the menu.
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experience [42.0.1] [rev:25246] Missing experience multiplier
arekartur posted a topic in Bug Reports
Mods: [none] Read the Carving 2 book while on hafh way trough the lvl 3. On completing that lvl my multiplier dissapeared. Not sure if this is only a visual bug, but to verify I carved a wooden spoon and it gave me ~20 xp. ____________________________________________________ EDIT: The book in fact applied a multiplier, but to the wrong skill. Havent noticed that the Carpentry lvl 3-4 boost is active, despite me not having read the carpentry 2 book as shown in the next picutre. Will attempt to read the book and update accordingly. -
so i tried to refill my 2 propane torches and suddenly i have 9 of them for some reason... Time was sped up. In crafting menu it said that i could refill 9 of them, so I dragged the scale up and it created new blowtorches from nothing. I think it happened because one of them wasnt empty.
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The wooden spear`s biggest advantage was its low cost, but now that its crafting recipe got changed to be dependant on finding/foraging long sticks, saplings or other long wooden poles, it turned into a completely useless weapon, not being worth the effort of obtaining it over and over again every couple of zombies killed. Enabling players to carve long sticks would make the weapon useful again without impacting the crafting system`s integrity.
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[42.0.2] Recipe for Bone Spike Weapon autolearn level seems wrong
Mork posted a topic in Bug Reports
Version: 42.0.2 Rev: 25282 2024-12-22 Mode: Singleplayer Mods: None Save: New Save The recipe BoneSpikeWeapon require Carving level 3 to be used. But it needs to first be learnt. Here are the conditions to learn it (copy/paste directly from recipe_bone.txt): AutoLearn = Maintenance:5;Blunt:5, It seems a bit ... unbalanced, to say the least. -
Hi, I have an issue with the building and crafting menu while using a controller, whether it's from PS4, PS5, or Xbox. It makes the game significantly harder to play and, unfortunately, prevents longer gameplay sessions in splitscreen mode. Has this bug been reported?
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Version: 42.0.01 Mode: Singleplayer Mods: None Save: Old Save (Pre-Patch) Reproduction steps: 1. Have a Cow (In my case Angus) be pregnant and die. 2. Attach Cow to Butchering Hook 3. Bleed the Cow (9.4L), leave while the blood drains. 4. After Bleeding the Butchering hook will become inaccessible. (Butchering window flashes when interacting with Hook but disappears immediately) I have restarted the game, which lead to a graphical glitch where the cow is still there but you cannot pick up the body, nor is the Butchering hook showing it. After attaching another Animal (Pig) The Body of the Cow still wont disappear. I have Vsynch turned on and the Textures set to max, all other graphical settings are default. I also have a pretty beefy PC so it should be able to take it Update: It fixed itself after going into debug. The cow respawned underneath the Butchering hook with full health, juvenile and not pregnant.
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I'm able to click on the 'Empty Pan' object which correlates to the empty Roasting Pan on the ground endlessly, and I still get the output materials of the craft without it being consumed. Note that the charcoal IS still being used, (I believe the charcoal was in my main inventory). Note how it always defaulted to wanting me to smelt my Metal Bat. 2024-12-26 20-38-25.mp4
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I came across this while working on an update for a B42 pipebomb trait mod, I copied the code from the MainCreationMethod.lua file and was wondering why it wouldn't let me craft pipebombs, until I checked the debug name for the recipe is MakePipeBomb not MakePipebomb as it was in my and the vanilla code. This particular issue is in line 859 to 861 in the MainCreationMethod.lua file, where 'bomb' in the parameter of 'add(String)' should be capitalised (altough I believe MakeFlamebomb might be removed as I haven't found the recipe through the crafting menu ingame) and this might be an issue for other crafting recipes added this way, not just traits/professions. Provided are 2 screenshots one showing the debug name of the recipes and how they are in the code.
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Version: [42.0.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Reproduction steps: Have materials (plunger, very long stick, duct tape) Equip valid melee weapon (plunger, primary slot, on back) Craft recipe using equipped item (Bind Spear Head With Duct Tape) Animation shows item (plunger) being attached to stick while the original plunger remains equipped Crafting this item worked just fine and the item was eventually consumed, but visually it was a bit immersion breaking due to suddenly having two plungers, one on the back and one in hand. Note only one plunger in inventory in screenshot. Once the item was consumed, the plugner on my back correctly disappeared. Probably makes more sense to unequip the item first before crafting commences.
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IP: 66.23.200.235 Port: 8771 200+ mods Steam collection Hey y'all I help run a server that usually has a few to several people online at once. Many of our players do their thing and the server is pretty casual. We recently changed up the server from PvE -> PvPE where you choose to PvP or not - no one can jump you unless you're also set to PvP. We want people to have more choices and control with their playthroughs We also have: - most of KI5's vehicles - skill journals - 14 additional towns/cities and a PvP zoned arena - Brita's armor and weapons - admin and player shops - 1000+ additional music tracks - expanded farming, solar energy, brewing, grow cannabis, etc. - randomized zombie speeds, 1% sprinters - and more~ Additional info: - Soft reset was ~3 weeks ago - Main admin shops to sell jewelry and crops, buy general goods, auto, etc. are located at Crossroads. - A super admin jewelry shop is on the PvP island - By entering Louisville, Greenport, or teleporting to the island arena, PvP is auto enabled until you leave these zones. - The island arena is accessible by going to Crossroads and right clicking guillotines to teleport to the island. Discord: https://discord.gg/USAYQACYAY
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When creating a method for the player to craft their own ammunition, it should ideally be implemented in a way that avoids the ability to create an excess of disposable ammo while also not making a firearm totally useless for the rest of a run once you've expanded your entire reserve of that gun's specific caliber. This ammo problem caused me to think back to an ammo crafting system that I felt was reasonably in-depth, but lacked any incentive to interact with in actual gameplay - the one implemented in Fallout 3 and Fallout: New Vegas. In FNV, each gun uses ammo on a per-caliber basis, meaning you could have an excess of 9mm bullets, but still be lacking in fresh .45 ACP rounds for your favorite pistol. In these situations where the player holds an excess of ammo that fits the gun type they use, but not the caliber, the ammo crafting system comes into play. The system itself is based on a handful of rules: Upon firing a weapon, a casing matching the fired weapon's caliber may be deposited into the player's inventory. All ammunition can be disassembled to obtain gunpowder, casings, lead, and a primer specific to a weapon's type (rifle, pistol, shotgun, etc.) Ammunition components can be recombined at a specific workstation using these 4 main components to convert ammo of one type into another caliber. These three rules form a system wherein the player is given a small amount of freedom to sacrifice ammo that is useless to them in order to create new ammo for the gun they actually need, while also barring the player from making any unbalanced trades (such as converting 9mm pistol ammo to M16 rounds), since the new ammo will require a primer that fits the gun it's designed for; This keeps ammunition as a reasonably scarce and quickly consumable resource. I believe that this system could be expanded upon and tweaked to fit into Project Zomboid's overall crafting system as a new "conversion" category, allowing ammo to be recycled if a player has a sufficient skill in reloading. This would logically give reloading more of an effect on the gameplay outside of pure gunfights while also giving more options to level the skill besides sitting on the floor and loading magazines on repeat. Players in a survivor group would be able to find use in gun skills even after a large sum of ammo is expended, since players built around reloading would logically be proficient in recycling spare ammo. Additionally, a player proficient in metalwork would be able to melt down excess calibers (and some musical instruments) to be reforged into shiny, brand new casings (provided the proper tools to do so). So even if the local M16 purist in your party tosses all of the valuable 32. casings in your storage, you can still logically replace them so long as you're willing to put in a decent amount of effort. Looting runs with the goal of obtaining firearms would also become more varied as a result - you could raid a police station or military base for new assault rifle rounds, or you could play it safe and loot some garages or warehouses for spare containers of gunpowder and primers for later recycling, re-using the casings you've already spent or foraging around local firing ranges for new ones.
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I noticed very oddly that a lot of the border fences and walls in Project Zomboid are missing a gate like here in the Riverside Junkyard: I think there should already be one built in because it doesn't make sense to make a border of some sort and then just leave in this gap to get in and out without closing it with a gate. I mean there are some prebuilt gates on the one at the Louisville Military Checkpoint like so: It'd be more appropriate for gates to be built where they realistically should also the player wouldn't have to fill them in on their own.
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It would be cool if had the ability to combine satchels with pipe bombs in order to create satchel charges. Satchel charge would have been a great tool blow up walls and giant zombies hordes
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There should be an option to plant pipe bombs inside of a car in order to make a car bomb. Imagine if you are bitten and desire to take out as many zombies as you can so you drive to a horde at maximum speed and blow them up. Detonator could be set with a clock, remote or on impact
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As a carpenter or metalworker you should be able to build guard towers. Like imagine you're a level 10 carpenter and you want to build something to stand high up in to watch over your base or even shoot from it in an emergency. Well this is where the guard tower comes in. It would require level 10 carpentry for wood users and level 10 metal working for metal users. It would require a ton of materials like if you use wood it could take like 20 planks, and 100 nails. If you use metal like at least 20 metal sheets and 4 propane tanks. You could go up to the tower via staircase or a ladder (should useable ladders be implemented). Then when you get to the top you can attach a sheet rope for an emergency escape! Okay so what are the drawbacks of these guard towers besides requiring a ton of materials as well as a maximum level of carpentry or metal working? Well here's where things get drastic and action packed! If the zombies (or hostile players or NPCs) bang on a guard tower enough it comes toppling over or crashing down! I imagine the guard towers would be rather high. So if the player is in a guard tower while it gets destroyed they're falling down HARD. I was thinking the materials could crush the player in addition to them getting broken bones. Of course that's if they even survive. If they don't topping guard towers could spell instant death for the player inside of them! So if the undead or some survivors with an attitude problem start knocking on your guard tower take care of them quick, otherwise THIS IS HOW YOU DIED.
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Build 42 is coming, and at the time of writing the latest Thurstoid, Snack Attack has opened our eyes to some exciting new possibilities that will come with the Crafting Overhaul. So I would like us to have this space to discuss how the modding scene could implement the so called "Machine Scripting System" in ways that stray away from traditional crafting stations. Like the Vending Machines that are coming to the vanilla game. I would like to number some characteristics that the machines seem will able to get with the information we've been given. The machines can be multiple tiles in size They can make the character perform different animations depending of the process taking place Could make your character execute an animation by pressing a button, or successfully achieving something when using them Transformation/Interchange of an Item for a different one Buttons and input of codes to get the desired outcome Storing items inside of them (an inventory) Processing a transaction over a lapse of time Having different pieces than can be taken out of them, repaired, or upgraded Being able to navigate through different sections, and display custom pictures and animations Having designated slots for items We can interact with them using specific Keys to unlock certain sections The machines will be able to connect with one another in some way Probably will have the capacity to play specific sounds upon completion of something or when pressing a button The Machine Interface will likely be able to be used by Items as well I will now mention some general ideas of ways to use the system based of what we know of it so far: Keypads and anything that uses a numerical combination to produce an outcome. Containers with a limited amount of slots for placing items in then. Tiles from which you can take pieces without dissembling them. Segmented Containers, a single container being able to have different inventories, each of which could be individually locked by a key or other item. Containers that display a special graphical theme. Navigation inside containers, they could have a welcome screen, and submenus. Containers with hidden compartments, only accesible by placing a specific item in a slot, or by pushing a secret button. Puzzles that require you to find a certain item or to press buttons in a specific order, with different outcomes. Interactive displays, (rearrange the order of pictures in a board, or change the priority of a list written in wooden planks perhaps?) Tiles than can show pictures, not unlike the way items can at the moment, but also animations. Minigames perhaps? (I'm sure they have been contemplated). Does anything in particular come to your mind now?
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- crafting overhaul
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I would like to suggest with the upcoming b42 and the new crafting system an assemble system for the works stations, basically a new system of build the stations not the classic 2 stone 3 planks and 2 nails to build a full equipped station, pz is a very close real surviving games so keep it like that please! i suggest a system where u have to find piece of a work station and then craft the station an example a blacksmith station will need and anvil a log to keep it ,a table ,some tools a furnace, maybe u can even make the furnace with other elements or find one!, And whe u have all of those elements u can build it , a ammo craft station so u'll need a table a press for the ammo caliber and the molds ok let's go find those elements and after u can build it. Maybe even the tools u use, lose condition with every use and so u need to keep your inventory refurbished of tools, an hammer don't last forever. Please i ask please don't make this game another low level craft survival
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It'd be really good if you could have the gates and garage doors in the game be remote controlled. Like if you could find a garage door opener for a house and use that to open the door for it. Also for gates it'd be cool to find the remote for those too. As for player built gates it'd be cool to make a remote control to open them. You'd probably need a high electrical skill to do it in addition to the carpentry or metalworking skill to make the gate. Remotes could be built from electronic scrap or found in the game world. This whole thing would not only make getting in and out of gates more convenient but safer too since you wouldn't have to get out of the car and expose yourself to the zombies to open the gate. Heck, if you're on foot you could even open and close the gate faster than manually. Anyways I was thinking there could be menu system for the gate when you have the remote equipped when you press "v". Similar with the garage remotes.
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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!
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Hydrocraft is a mod based around crafting and filling in the empty world of zomboid with more stuff. It is inspired by survival crafting games like Haven and Hearth. It is very much a WIP and will be tweaked and added onto. Please try it out and let me know if you find any bugs or have any suggestions/ideas. Download Features Credits Permission Wiki Reviews HC Add-On Mods Recommended Hydrocraft Servers Patreon
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It would be really helpful if the objects we select to disassemble would be highlighted (and correctly named also!!) because it just sucks that everytime I disassemble a fence in an upper level of my base I risk falling down because it could also be the floor I'm standing on that I'm taking apart. Even it actually is a fence I start tearing down I can't be sure it's the correct one until I finished breaking it, and that is really annoying.
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The way the formula that calculates the final condition for a spear with an additional weapon attached to it is causing unintended behavior. Spears with attachments never receive full condition upon crafting even if both weapons used in the crafting are in full condition. The highest amount of durability received is usually about half of the maximum even when both weapons used to craft it are in maximum condition themselves. The culprit are the following lines inside recipecode.lua: The problem is that the base crafted spear has a lower maximum condition than all of the spears with attachments, the same being also true for many of the blades used, yet the formula uses direct additions and subtractions instead of ratios. The ideal solution would be instead to take the proportion of the condition of the spear in relation to it's max condition [conditionMax = items:get(i):getCondition() / items:get(i):getConditionMax()], then do the same for the blade [conditionMax = conditionMax - math.abs( items:get(i):getCondition() / items:get(i):getConditionMax() - 1 )] and use the result to multiply for the maximum condition of the final spear [conditionMax = result:getConditionMax() * conditionMax] in order not to have inconsistencies while converting between different maximum conditions.
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Is it somewhat realistic? Having more crafting ocupations specialized for diffrent tasks is realistic. We know u plan to give us blacksmith that will probably make metal melee weapons and armors meaby arrowheads but is not specialized in gunsmithing to make ammo or simple black powder guns. Does it fit with the spirit of PZ? A lot of ppl know how to make black powder or have that type of gun as museum exponate at home. Would it make the game too easy? Depends. Black powder can get easly wet it do lot of smoke around and its not easy to find stuff to make gunpowder or blackpowder. Would it require rewriting the entire game (like changing the camera view, for instance) Meaby some more models. Would it add enough to the gameplay that it would be worth taking the time to add? Well it depends how u play. There are gunnuts that love historical weapons like muskets from american civil war and lots of guns, suits or even bagnets are in museums or at homes. Would it be found in Muldraugh, Kentucky common enough to be added? Yes there are Frazier History Museum and Kentucky Historical Society | Kentucky Military History Museum For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? Yep