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  1. 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.
  2. 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.
  3. 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
  4. Twine should be craftable. Yes, would take skill (foraging? and/or a crafting recipe?) and time, but still. This would require stripping long fibers from a suitable source, such as trees and other plants. Branches and logs would be a source, perhaps giving a random amount of fibers and destroying the resource in the process. Second, the fibers need to be soaked in water for several days ("retting"), and then dried (ie. kept in warm enough conditions). Lastly, they're twisted and tied together to make twine. All in all, quite a bit of time and effort involved, but this would make a basic resource renewable in MP and make a wilderness base more viable.
  5. 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
  6. 41.65 Singleplayer No mods Steps to reproduce: Make a Potato Soup (I added 2 stale potatoes) Add Opened Canned Mushroom Soup via crafting Any ingredients added after that also throw the same exception ERROR: General , 1640702687031> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at KahluaUtil.fail line:82. ERROR: General , 1640702687031> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:805) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1782) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:104) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:9704) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9441) at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:1874) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1858) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:145) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2929) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5718) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:289) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:745) at zombie.GameWindow.run_ez(GameWindow.java:661) at zombie.GameWindow.mainThread(GameWindow.java:475) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1640702687037> ----------------------------------------- STACK TRACE ----------------------------------------- function: checkName -- file: ISAddItemInRecipe.lua line # 72 function: perform -- file: ISAddItemInRecipe.lua line # 43 LOG : General , 1640702687039> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@67db31a0
  7. I published my fist release of 'ST Survival Tailor' to the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2755409154 I know there are already a few other tailoring mods that do some similar things, but I did not feel they were balanced especially how much thread you get from them. I've add some custom bags you can craft as well as most of the general material recipes you might need to improve tailoring. My hope for this mod is to make tailoring a worthwhile skill and add in more functionality as I progress. I would also like some feedback on how the items and recipes are balanced. I'm trying to keep the balance close to vanilla and not create items that are too good for an Apocalypse run. The Large Utility Pack and Utility Satchel are nice items, but you can only craft them once you get to skill 3 and 5. MOD Details: Craftable items: + Crude Backpack - Requires Tailoring 0 - Weight=1.5, Cap=16, Reduction = 50 - Equipable on back and hands - Uses custom icon and texture + Utility Pack Small - Requires Tailoring 1 - Weight=0.2, Cap=2, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Denim Backpack - Requires Tailoring 2 - Weight=0.8, Cap=18, Reduction = 75 - Equipable on back and hands - Uses vanilla blue school bag icon/texture + Utility Pack Large - Requires Tailoring 3 - Weight=0.5, Cap=5, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Utility Satchel - can be equipped with backpack - Requires Tailoring 5 - Weight=0.5, Cap=15, Reduction = 75 - Equipable only on fanny pack back slot - Uses vanilla satchel icon/texture Material recipes: + Salvage Ripped Sheets (for Thread) -Takes 5 Ripped Sheets, requires one tool: Paperclip/Tweezers/Needle/Suture Needle -Creates Thread (Results based on Tailoring skill) -Each ripped sheet can generate 2 thread units, with a possible 10 units = single full Thread spool + Salvage Denin Strips (for Thread) -Similar to Salvage Ripped Sheets, but takes Denim Strips + Twist Thread into Twine + Unravel Twine + Twist Twine into Rope + Unravel Rope + Craft Sheet Rope + Salvage Sheet Rope + Craft Sheet + Craft Tarp Planned recipes (but not implemented) + Merge Thread - Working, but somewhat basic. Craft for all and move char to stop + Craft Pillow + Salvage Pillow Workshop ID: 2755409154 Mod ID: stSurvTlr
  8. I earlier already played around with modding, but this is the first one I actually released! The idea is simple, you read a magazine and get three different recipes to craft spare engine parts for repairs. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2744114761
  9. Greetings, i'm a newcomer that became marveled at the potential of this game, so i came to leave some suggestion that i got from another game of the fantasy life genre, don't worry i won't add the fantasy elements but it might be too medieval along with some of my own, i also have suggestions like complementary/hybrid skills and some NPC concepts. Quality: Materials having different types of quality, an item, gear or object crafted will have it's effectivenes durability, boosted by 5% if it's crafted with the best materials Handicraft: Being the maintenance of the crafting skills, slightly increase the damage for crafted weapons, slightly increse defense and protection for clothes/armor/shields, slightly durability increase for everything crafted 5% at level 10 Carpentry: Slightly increase the damage for crafted weapons, slightly durability increase for everything crafted 5% at level 10 -Being able to craft: weaving loom, spinning wheel, rolling pin, potion concoction kit, wood sandals, fishing rod (crafted v2), lamps, googles, wood stocks, arrows, bolts. -Adding average wood, fine wood, finest wood Blacksmith: slightly increase the damage for crafted weapons, slightly defense and protection increase for clothes/armor/shields, slight durability increase, slightly heat resistance increase 5% at level 10 -Being able to craft: weeding hoe, sickle, leather/chain dog collar, hatchet, axe, wool shearing blade, blacksmith hammer, shield, helmets, bangles, gloves, gauntlets, boots, greaves, furnace, anvil, spear, wires, thin wires, swords, armor, maces, axes, katana level 10, high damage rate, low durability. -Shield: Buckler, kite shield, heater shield. -Being able to melt busted guns, blades, armor, gear and metalic junk into ingots to recycle them. -Being able to craft iron ingots, turn iron into steel, along with being able to craft copper ingots and turn copper into bronze. -Being able to craft rifle and shotgun canons Bundle of arrow heads, bundle of bolt heads: -Blunt heads: Being able to break bones -Thin head: Higher chance of penetration/cause deep wounds -Jagged head: Cause gaping wounds/high bleeding. -Being able to coat arrows with poison. Heavy armor: Their quality would be, cheap, light, chain mail, regular and plate, parry this you filthy casual depending on the tier it will give high to highest scratch/bite/wind defense, 5%-10% movement decrease, almost no insulation on extreme climates but good insulation against cold since they'll require leather, on more regular climate it will make you sweat relatively easily, it would overload you even at strenght 4 at strenght 10 you would be able to carry it, a 1-handed weapon and a shield or a 2-handed weapon, a few rations, a few healing items and nothing else, even a backpack would be too much, it would drain your stamina by just wearing it for a few minutes at physique level 3 at level 10 you can keep going for a few hours before you start to get tired if you're wearing full plate armor, the lower the tier the less taxing it is, but the less protection and durability it haves. Melee weapons: The variety will be fairly expanded -Swords: dagger, machete, short sword, saber, falcata, gladius, claymore, longsword -Hammer: Warhammer, iron ball mace, morning star -Hand-to-hand: claws small ones, not vega-tier, knuckles Tailoring: Less time crafting, less physical exaustion, less mood decrease chance for less material needed on certain recipes for tailoring, durability/defense/protection/insulation increase by 5% at level 10 for crafted gear. - Being able to craft hairband, bandana, caps, hat, eyepatch, skirt short/long, shirt, robe, suit, eyepatch, gloves, suits, underclothes, masks, dress', towels, leather/hybrid plate armor, gauntlets, belts, shoes, boots, bags and backpacks, and the leather equivalent of already mentioned things like hats, robes and gloves along with light leather armor and leather plated armor, ammo strap and sling. -Add common/fine/finest wool, common/fine/finest leather Waving: Allows crafting materials required for blacksmith, tailoring, carpentry, etc. recipes, requires a spinning wheel or loom to be used, for leather it also requires a small blade -Spinning Wheel: Braid, thick thread ball, thread ball, cheap/common/fine/finest quality leather strap, tough string, tough thread - Loom: cheap/common/fine/finest quality fabric, cheap/common/fine/finest quality silk. Harvesting: slightly increased odd of gathering herbs without breaking them, slightly increased resistance to getting poison/infections from plaints/plants scratches, better quality of items harvested, increased chance of harvesting one more item -Add four-leaf clover, ruined herb. Farming: being able to tell the quality of the land, better and longer crop quality which would lead to the plants producing more fruits/vegetables, composting, being able to increase the fertility of less fertile land. -Adding barley, bean, flowers, corn, wheat, wheat chaff, rice, corn/wheat/rice dough, Potion crafting: Being able to craft restorative items, antidotes to keep illness' at bay, poison and products for cleaning, developing resistance to poison. -Being able to craft, healing potion, blood replinishing potion, stamina potion, stamina increase potion, healing salve, sleep powder, antidotes, flamable liquid, flamable powder, paralizing liquid, handcrafted soap, handcrafted candle for light and scented candle for relaxation, handcrafted cleaning liquid. Animal husbandry: it would cover sheep shearing, cow milking, egg gathering cleaner eggs, less odds of breaking them, sheep/cow/pig/chicken cleaning, sheep/cow/pig/chicken feeding, being able to realize sooner if an animal is getting sick, being able to keep animals happy, at level 10 the capacity to keep an animal on optimal condition increase by 10% Liquor making: Being able to make liquor and liqueur, being able to tell when the alcoholic drink is close to turning into vinegar, being able to use liquor or liquieur to make more liqueur, being able to make liquor of different fruits. Metalworking: cheap knife, cheap machete, cheap axe, cheap hammer all level 2 since it would be mostly cutting either small or regular metal sheet , floor spikes, metal spikes, trap doors Along with skill complementing each-other for example, long blunt and blunt complementing each-other, by having them both at level 10, you get 1% damage increase by proficency, having long blade, long blunt, axe and spear at level 10, you get an extra 1.5% damage increase on long weapons, Other example, carpentry, axe, maintenance and possibly handicraft increase the durablity of crafted wood items, weapons and stuctures by 2% since the player managed to understand the strenghts and limitations of wood Maintenance, electrical, metalworking and mechanics would reduce 2% of the energy spent from crafted gadgets since you can craft them and use them more efficiently And unlocking recipes in the same way, for example at level 10 metalworking, mechanics, electrical and blackmsith the player will be able to craft the flame machete for those Parasite Eve fans or having level 10 mechanics, electrical and carpentry allowing you to build a noise-bomb mannequin with sensor/timer/remote controlled, or just mechanics, metalworking and electrical to create a remote controlled bot. Traits Workaholic: 40% faster time to complete an action, 30% chance of being bored from inactivity, 20% chance of being unhappy Slothful: 40% slower time to complete an action, -30% chance of being bored from inactivity, -20% chance of being unhappy NPC Personalities: Cannibal: Oddly enthusiastic, upbeat and eager to help, has a chance to kill you or other NPC's at night to eat. Psycho: Gun/Melee happy, moody, reluctant to help on anything but kill zombies, might kill you along other npc's if moodle remains on extremely bored, angry and stressed for a long period of time or the moment you meet if it gets angry too quikcly. Obsessed: NPC you helped on even minor things like giving a can of food or a bottle of water, overly helpful but extremely reluctant to leave your side, might kill you or your npc's if you stay away too long or the player attempts to leave the NPC the moment that was befriended. Workshipper: NPC that will follow you to the end of the earth after being saved from being attacked by a zombie, being given shelter while dealing with a nasty cold or fever, was healed while being severely bleeding, severely injured, might start a cult which will increase the odds of a cannibal, psycho or obsessed NPC to join your ranks. Overly optimistic: Fairly helpful and friendly, fairly difficult to get negative moodles, might despair and commit suicide if moodle remains at nevious wreck and severely depressed too long being sent to kill zombies too frecuently usually triggers this.
  10. It would be awesome if we had different colours of flare guns (red- green- maybe yellow that kinda) to pinpoint our location to our friends to group up, or just give a certain kind of signal and to use as a light source for a few minutes (10-20 in game minutes maybe?) , they could shimmer on the relevant 4 edges of the screen in certain colours to show where they are originating from or a simple icon on top of players head similar to foraging. Or at least have a few throwable flares to light up the night at urgent moments. And maybe invite some shamblers for dinner... Also why cant we use car batteries as a makeshift source for player hand-made lamps on pillars? I would love an option like this instead of batteries that last 5a few hours
  11. Basically it's stupid that it shows like 20 salts and peppers in the crafting cooking menu (maybe cooking needs its own UI to begin with..), it should just show 1 and use whichever item that has the smallest amount, also show the number of ingredient remaining in the crafting UI, maybe on hover-over.
  12. Passive Safe House Defences! Over the years of planning my perfect zombie safe house I have come up with some ideas that I think would be nice to be implemented. Not all of them may be practical mind you but a few would be and the rest would at least spark some other ideas within the community. I do understand that some of these ideas while being true to real life could make the game easier or even too easy for players to survive but that would then at least prompt the developers to devise new ways to make the game interesting such as implementing deterioration through wear and tear on buildings instead of just weapons. 1 The ability to dig a moat! Now having a moat or a deep pit around your home would prevent most zombies from gaining access much like a wall would. Having a big hole outside your home creates other issues however creating the need for such things as draw bridges and the ability to raise and lower it from both sides. This could also allow you to have a safe haven from other survivors in a PvP multiplayer map but then you would have to be able to create a type of control for the drawbridge that you could carry with you preventing others from gaining access to your house. Issues in constructing the pit like constructing stairs to get in and out while you dig it and then destroying them once you are finished, bracing for the sides of the pit so it doesn't collapse in on you, having to maintain it over time due to wear and tear or damage caused by zombies, having hordes of zombies in it over time could cause your player to become scared as they walk over it making them un-easy as they cross affecting controls, The zombie corpse once killed could be made into a stackable item so that other roaming zombies could climb onto their backs so they could climb out of the pit, etc... 2 A Community above ground level! One of my ideas is to have a building which is completely sealed off at ground level where the only access is via a stair case that descends from the next story up accessed by a grabbing hook carried on your character or via a pull cord. This would raise you above the zombie hordes allowing you to sit out on the deck sipping tea while they are unable to reach you. As part of this idea, you could build bridges between buildings, (in more densely built locations), so that you can travel from location to location easily gaining supplies as and when you need them. This gives an added bonus that if one of your building does become overrun you can destroy the bridges,(this would mean that you would be able to destroy constructed floors which currently is not possible I believe, or the bridges could be a different item to be constructed aside from floors so they could then be destroyed), enabling you to segregate the rest of your safe house network from the infected building. This building technique would allow players to stay within the centre of town while having a safe location to stay within. 3 Basements and Bunkers! If the ability to dig pits is implemented that the next logical step would be to allow the players to dig and build basements in existing buildings. Along with the issues of bracing the walls of the pit until you build retaining walls, columns to support the building above, possibly having to think about a pumping system either electrical or manual to pump out the basement if flooded by rain during and after construction etc ... How about the ability to build a bunker in the middle of nowhere. Having UV lights so you could grow plants within the bunker. Having the bunker underground could allow you to have a cool room deep down for storing foods that would normally need to be refrigerated. Multiple levels? You could build your entrance within the forest making it harder for zombies and other players to locate your safe house while in PvP games. 4 Mobile walls and barricades. In a real zombie apocalypse most people would eventually create a safe zone of a few buildings, farm land and so on which are surrounded by high walls. An idea I had a few years ago was to take a derelict car, (due to its wheels, solid metal construction and ability to be dismantled and built in a different configuration with a bit of tinkering), and make it into a wall section on wheels that can be locked into place using the hand break but them moved out slowly into a new position, (along with others alongside it), allowing for the reclamation of land outside of the wall line while not exposing the players to the zombies beyond it. The players would then be able to clear new buildings or build new defensive walls behind this ever moving threshold allowing for the expansion of the safe zone. This idea would seem to work better in a multiplayer game where people could set up tribes, or guilds, or groups of survivors or whatever they wish to call themselves as they would need to work together to keep the wall in a single line so gaps do not appear which would allow the horde to break through. Again the need for maintenance, possibly having to swap out sections at a time so that they can be repaired, etc.. With the addition of NPCs down the line and the possible increased numbers of zombies on the map to balance the scales if a few of these ideas in one form or another are implemented I believe the need for a safe location for the players and the NPCs to be located would be ideal. If the game started to lean towards the number of zombies that you see in Dawn or the Dead for example where they stretch as far as the characters can see in all directions then they won't feel safe running out into the mass of them and would find other ways to get around and survive. I hope these ideas spark people's imaginations and help to develop the game into a true work of art! Additional note. Would you be able to store your fridge/freezer food out in the snow during the winter months? Would it be possible to be snowed in for several weeks causing you to plan ahead and stock up on supplies, food, water, blankets, camp fire materials, etc... Risk of being attacked by wild animals, wolves, bears, etc... Could there be a risk of flooding? Part of the town is on a flood plain causing issue during extreme raining seasons or when the snow melts? Some things to think about. Comments welcome. Edit: Doors. We can already build doors for our safe house but with the screwdriver enabled why cant we unscrew existing doors and relocate them to new locations, for example your starting door that you have the keys for. In the real world people are more likely to reuse existing doors before they would attempt to build a new one hense the current crafting level of 3 to build a new door! Relocating a door could present its own problems, you would have to carry it in much the same way as you currently would carry a corpse or a generator. There could be different ways to carry the door with different animations to support them for example, you could carry the door on your back. This would require both hands, greatly reduce your movement speed, turning speed and field of vision as you would be bent over looking at your feet. This option would have the lowest risk of dammage to the door which could have the same maintanance properties as weapons even after installation. You could have two different was of putting the door down, slowly and carefully which would require time or just dump it instantly for a quick responce to zombies which would result in dammage to the door. The second way to carry the door would be to walk backwards dragging the door along the ground behind you. Again this would require both hands, have a slightly faster movement and turning speed than the last option but the risk of dammage to the door would be increased. Your field of vision would be where you are coming from as you are walking backwards making zombie detection more difficult. Those are the tradeoffs! The third option would be to throw a rope around it in the same way that you can with logs and just carry it behind you. This would provide faster moving and turning speeds along with normal vision but with the high risk of dammaging the door greatly. All of these ideas would require the player to rely on listning out for signs of zombies. These penalties could also apply to log moving to make it a little more realistic. RVPatrick.
  13. Hyzo

    Ammocraft B41

    Adds ammocrafting to Project Zomboid Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444 GitHub: https://github.com/AccountHyzo/Ammocraft To make any one round of any weapon caliber you will need a bullet tip, a casing of corresponding caliber and an amount of gunpowder depending on the caliber and then bring it together with a Reloader press. You can find boxes of both tips and casings scattered around Knox county, but you can also re-use your old casings and make your own gunpowder as well as cast your own bullets if you find the right book with the knowledge to do so! Gunpowder runs out quite quick so I added Jars of gunpowder that hold 10 regular gunpowder so this mod might make the game unbalanced for those who like to use pipe bombs. -Adds several magazines with the recipes for dismantling ammo. -Adds new icons for all magazines and ammo types. -Two new tools with icons and 3D models: Reloading press and a pair of pliers. Any feedback is appreciated! It's hard to get spawn rates to be balanced.
  14. Hello, I would like to suggest 'wire clamps' to be added to the game. It is a simple tool which consumes wire, and be used to reinforce your weapons or tools to increase its durability. A wire clamp works by threading and twisting wire around any object which you would like to secure. The result is a coil of wire which has a really tight grip around the object. I know I probably did a bad job explaining how it works but I found a video which shows how it can be used clearly: Thank you and I would like to hear you thoughts.
  15. Figure you could probably do it in real life, so why not let us do it in this game? The Brotherhood of Steel has been suggesting this since 2008.
  16. Hello everyone. A mod I wrote allows players to sew upgraded hiking bags using existing hiking bags. I've found a bug where if one of the hiking bags used to make the upgraded version is equipped on the player's back, the resulting backpack is unequipped, and the player no longer has an option to equip anything on his/her back, as if the original bag is still equipped. There are no options to unequip, as the game thinks nothing is equipped. The resulting bag (and any others) can only be equipped as primary and secondary. The only solution is starting a new game. I've just tested again, and this issue does not occur when the bag is equipped as primary and secondary, only when it is equipped on the player's back. Here is the code I used for the upgraded bag, and for creating the recipe: item SmallUpgradedHikingBag { WeightReduction = 85, Weight = 0.6, Type = Container, Capacity = 27, DisplayName = Small Upgraded Hiking Bag, Icon = SmallUpgradedHikingBag, CanBeEquipped = Back, OpenSound = PZ_OpenBag, CloseSound = PZ_CloseBag, PutInSound = PZ_PutInBag, } recipe Make Small Upgraded Hiking Bag { keep Needle, keep Scissors, Thread=2, NormalHikingBag=2, Result:SmallUpgradedHikingBag, Time:250.0 } Has anyone seen or been able to fix this? What am I missing? Sorry if this has already been covered. I've tried searching but couldn't find anything related. Thanks in advance!
  17. Currently, and especially with mods; it is a pain knowing what things you can and cannot currently make. You have to check each and every crafting category tab in order to find out what you currently can craft. I would therefore like a new tab that only lists the "currently craft-able" items. The recipes that you currently do have the materials for.
  18. ZomboidXBow Hey fellow zomboiders, This mod aims at bringing the crossbow experience to Project Zomboid. It offers a variety of craftable crossbow models and ammunition types with different properties. All of these recipes force you to continuously scavenge for resources to keep you ammunition supplies up and maintain your crossbows. As your character progresses he will get access to better recipes and crossbows will become more efficient. In the beginning you will miss often, be constantly out of ammo and probably want to go back to your Axe. But if you survive long enough to get your hands on a Repeater Crossbow with Aluminum Bolts ... Quick Features Supports Single Player and Multiplayer Mechanics Retrieve your bolts from zombie corpses. They might however break on impact Craft, carry and reload from a Bolt Quiver which adds an addtional bag slot Crossbows can break at any time. Your Carpentry and Electrician skill levels determine how likely it is to happen All crossbows support all ammo types Easily switch between ammo types by using the context menu Crossbows Crossbows behave like all existing weapons: Aiming and Reloading will increase your skill level which in turn affects your chance to hit and your reload speed. Wooden Crossbow A simple crossbow Heavy Crossbow Requires Carpentry 3 Strong crossbow that can hit up to two targets Repeater Crossbow Requires Carpentry 5 Powerful crossbow that can fire up to 10 bolts in rapid succession and hit up to two targets per shoot Bolts All bolts can be fired with any crossbow. Just have a crossbow equipped as primary, right click your desired bolt in your inventory load or set as default. Wooden Bolt Simple Bolt with high chance to break Aluminum Bolt Piercing - Allows you to hit one additional target with your crossbow. Fire Bolt Target has a 90% chance to be lit on fire. Most fun but most dangerous bolt with unpredictable outcome especially on IWBUMS branch. Don't use indoors! Requirements 3DModels 32.16 Download latest version Installation Instructions All Items, Recipes and Documentation Known issues: All crossbows use the same 3DModel and Icon Crossbow 3DModel not 100% aligned Planned Test in MP Learn recipes through Books instead of hard skill requirements LOTS of balancing and tuning Better icons/models Attachments More ammunition types Misc stuff around crossbows Feedback If you like this mod (or even if you don't) I'm happy to get your feedback, bug reports and improvement suggestions. I want this to be a balanced mod and I can only get there with the help of you guys Credit to Jab for his import/export script for 3D Models which works flawlessy and his ModelLoader Fuji for his pioneer work on how to get custom 3D Model into the game and basically giving me the chance to write the mod I wanted to write ever since I bought this game WolfClaw for his excellent 3DModel tutorial ORMtnMan and his Real Guns mod gun modding reference Livio Persemprio for testing and feedback which is so important for balancing Thanks guys! I hope you enjoy this mod, many survivors perished and half of Westpoint burned down during its creation
  19. I recently looked into PZ modding, particularly crafting recipes. Being familiar with how this works in Cataclysm: Dark Days Ahead, I realize that the current design in PZ makes the life of modders pretty awkward, and I imagine it's even worse for whoever at Indie Stone that is working on items/recipes. I think it is best explained with an example: The recipe for "Slice Watermelon" is: Watermelon keep HuntingKnife/KitchenKnife/Saw/Axe So whenever another tool that should be able to slice watermelons is added, it has to be added to this recipe (and all other relevant recipes), which is very prone to error and causes a maintenance nightmare. For instance, the Stone axe was recently added to vanilla; perhaps it was intentional to not add it to the "Slice Watermelon" recipe (the stone edge is considered to dull compared to a metal axe edge?) but I still think it demonstrates my point (a decision had to be made for this specific recipe). And as for modding, none of the knives added by Hydrocraft (e.g. the copper knife you can forge yourself) can slice a melon; to make that happen Hydrocraft would have to override the vanilla "Slice watermelon" recipe, and then start tracking when the vanilla game updates that recipe to not lose out on the changes next time something sharp is added in vanilla (e.g. swords). These collisions also occur between mods, often requiring mod compatibility patches between every pair of mods messing with the same recipes. I think a system where tools have capabilities would be much more practical (and intuitive!). For instance we could have the following capabilities for various tools (some new): Kitchen knife: Cutting, Fine cutting, Drilling Hunting knife: Cutting, Fine cutting, Drilling Pocket knife: Cutting, Fine cutting, Drilling Butter knife: Cutting, Drilling Sharp stone: Cutting, Drilling Hand drill: Drilling, Fine drilling, Metal drilling Axe: Cutting, Chopping Stone axe: Cutting, Chopping And then "Slice watermelon" simply requires a tool with "Cutting" and that's it. Next time a tool with Cutting is added, it that tool can slice watermelons. Next time a recipe that requires Cutting is added, the tool is automatically usable in it. Modders and Indie Stone devs, rejoice! To make tools more interesting we could expand this system with modifiers that allow more differentiation: Kitchen knife: Cutting, Fine cutting (Bad), Drilling (Slow) Hunting knife: Cutting, Fine cutting (Slow), Drilling (Slow) Pocket knife: Cutting (Slow), Fine cutting, Drilling (Slow) Butter knife: Cutting (Slow), Drilling (Slow, Bad) Sharp stone: Cutting (Bad), Drilling (Slow, Bad) Hand drill: Drilling, Fine drilling, Metal drilling (Slow) Axe: Cutting (Bad), Chopping trees Stone axe: Cutting (Slow, Bad), Chopping trees (Slow) "Slow" means that if the tool is selected, crafting time is increased (perhaps it should be parameterized, e.g. "(Slow=50)" for "50% slower"), "Bad" means the result is of slightly lower quality (lower starting condition; more waste => less nutrition when preparing food). With the above capabilities slicing a watermelon with a butter knife is slower than when using a kitchen knife, and if we use an axe we'll waste a little bit of melon in the process because the axe head is awkward to cut with.
  20. 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.
  21. So, a rant in another post gave me this idea : molding structures to pour more permanent materials into the definitive structure. Essentially : wood rot, metal rust. To a lesser extent concrete delaminate. What if you could make rain collector, composter, and a lot of the other existing crafting recipe out of other materials by molding them, then pouring the definitive material in place (then removing the temp mold gathering part of it's mats back). You could make rain collector out of molten plastics (or concrete), same for composters... but also walls, fences, etc. What need to be added is "blueprint-like molds" you can craft with carpentry/metalworking, then as the multi-stage walls you click on them to add the proper mats (mixed concrete, melted plastics). Melting plastics does not require a very hot forge like some mods do with metals, a small pot over a fire will do (but with a lot of fumes, better make this outdoor like generators). Mixing concrete is not hard, you can even add to the volume with a little gravel (up to a reasonable point where it'll be weaker then pure cement). If we had wheelbarrow, we could mix it in there then use a shovel to pour into the mold. (extra : a wheelbarrow would be extra useful to carry stuff without being encumbered... yet impairing movement slightly).
  22. So I've built for the first time a composter since it's available and I was bewildered by the recipe : planks + nails. When you craft rain collector, you obviously need an impermeable liner so the water does not leak (in theory, I've seen pure wooden barrel hold water in the past). But another obvious reason is that you want to prevent wood decay from all the humidity. Composter should use the same principle to protect against moisture from the decaying food, maybe not as critical as water seeping out, but as necessary for long term preservation. Composter should mimic rain collector, but due to their apparent bigger volume, should require more mats. Current planks and nails are ok, but I suggest we add 5 garbage bags into the recipe.
  23. The Last of Us 1.5 DUE TO A SERVER BUG, TO PLAY IT ON YOUR SERVER YOU HAVE TO DISABLE DoCheckSum under INI! 1.5 Features! Wiki: here is my shitty wiki http://project-zomboid-mod-the-last-of-us.wikia.com/?wiki-welcome=1 Screenshots in Workshop page!!! Workshop Version: http://steamcommunity.com/sharedfiles/filedetails/?id=869169809 New Clothes New Backpacks New Items/Weapons New Food New High-Quality icons! 3D Models! Clicker rests system that allows you to inspect them for loot! (with proper tools!) A Silent Bow, with 3D Models! New Gear-Crafting-System similar to TLOU One (and Tools LVL 1-2-3) Planned Features: NEW IN GAME TEXTURES! Music More 3D Models Full Necroforge Support (soon) New Zombie Behaviour (i need help for this) A lot of new items every week! Translations Fireflies stuff Please subscribe (on Steam Workshop), favourite and RATE UP! =D Workshop ID: 869169809 Mod ID: TLOU
  24. I've accidently dismantled/disassembled my digital watch far too many times. I think if you have favourited an item, the crafting menu should automatically prevent you from dismantling that item.
  25. Simply i want raincoats in the vanilla game without using an mod some to find and some as an crafting item
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