Jump to content

Search the Community

Showing results for tags 'eating'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

Found 7 results

  1. Hi everyone, as the designated cook in my group of Survivors, I tend to worry about food a lot. A good meal can not just give the body the energy it needs but also turn into an exciting flavour adventure (good or bad) that lifts the spirits of those who eat it. One key aspect of meals, however, is often neglected in those "live-or-die" situations: civility. Chugging down cold beans straight from the can might be efficient, but it's not nice. Even the most exciting meal, when chugged straight from the pot, looses some of its charm. So, here are my suggestions regarding the matter: Make more foods "splittable", using plates instead of bowls and perhaps add larger containers for drinks that can likewise be split up into cups. Add a modifier to any food's impact on mood when using cutlery, plates and other technically unnecessary amenities. To that end, my suggestion would be introducing a "Dinner Table" as a "machine" using the upcoming Crafting Overhaul that allows setting the table, increasing the mood modifiers for food eaten as part of this "machine" depending on what is present at the table. Perhaps this could even extend to work with multiple "courses" of different dishes, turning "food" into "meals". To combat the relatively easy increase in mood this could bring, I would suggest reducing the mood granted by food outside of these settings by some value. Leaving the field of strictly foods and hooking into 3, a general hook for "machines" to influence the moodles of a character would be a great asset for modders, potentially even allowing for things such as arcade machines and the like to be made. Food in PZ is already very exciting and interesting and, while there is a lot that could still be added (adding "vitamins" to nutrition, adding different moodle values to ingredients), it is already a lot of fun to cook and bake in the game. Getting together as a player "family" and enjoying a meal together would be significantly nicer and would add to the benefits of having a base that is not just a room with all crafting materials stuffed into boxes. Overall, though, I love PZ and all the love and labour that has evidently gone into it. Keep up the good work! Cheers, Aleris
  2. I have encountered a bug (i think) that allows player to force feed their character , they do this in such way that when you begin eating one thing , ypu queue eating more stuff , sucesfully allowing your character to consume much more than their could (i once eat 3 watermellons like that)
  3. A very simple request.. I think you should be able to decrease hunger with toothpaste. Nothing major, maybe just like -1 hunger, like something you would only ever do if you're really really desperate to survive and there is no food left around at all... I mean technically it might work as an appetite suppressant.
  4. In a recent discussion on this thread, the topic of whether or not zombies eat only fresh human bodies came up and I made a suggestion for sandbox. I thought I'd ought to put it here to so people can discuss any aspects of it without derailing the other topic further. New sandbox setting: Pickiness! Picky - Only eats fresh human corpses Less Picky - Eats any human corpse it can find, fresh or stale. Not Picky - Eats any corpse or meat it can find, human or animal, fresh or rotten. Omnivore - Will eat any food it can find, vegetable, human, or animal, fresh or rotten. Progressive - Starts Picky, but later becomes Less Picky, then stops at Not picky. Sounds nice?
  5. Hey everyone, As the title says, I'm suggesting some new zombie behaviour. Currently zombies will swarm the player relentlessly, smashing through windows and doors just to get to you, and what they do is scratch and bite you until you drop dead. Then, they mope around or wander off. This, in my opinion, takes away the whole motive for the zombies to come at you in the first place, by nature a zombie's primary objective is to eat. Most people would say this doesn't matter since you're dead anyway, but when NPC's and multiplayer are implemented, it could be a vital survival tactic. Let's go with a scenario: You and your partner are out searching for some supplies for the group, your partner is being clumsy and making too much noise, leaving doors open, etc. Before long you've got a huge amount of zombies swarming, and you end up getting surrounded. Now this story can split two ways: A - Zombie mechanics stay the same, your partner gets caught first, dies within about 7 seconds, the zombies then instantly come for you and thus you die too. B - Zombies feed on people, your partner gets caught first, the zombies pile onto him, tearing him apart and feeding on his flesh, while you sprint past and make it back to your camp. Or even option C - Zombies still feed on people, you're surrounded, your group is relying on you to bring food back, so you make a hard decision and shoot your friend, quickly grab as many supplies as you can from his inventory and run as the zombies pile onto him and eat his body. So we have a pretty cool game mechanic which can lead to realistic scenarios. The feeding behaviour could even be set up in the sandbox options: Under Zombie Lore, we have the 'Feeding Behaviour' dropdown.. - Doesn't eat - Eats living humans - Eats living creatures - Eats any meat The 'eats any meat' option would allow you to use meat as 'trails' for zombies to follow, so you could perhaps lead zombies to a hostile survival group using a trail of meat. Also, they would feed on any dead body lying around on the ground. This entire mechanic would require a new animation for the zombies, and perhaps if a zombie isn't eating much they could decompose faster. Let me know what you think, I'd love to see this implemented -GodWaffle
  6. Adds a few tags for food and drinks to add sound effects while eating. This sound effect with start as soon the item is started to be eaten or drunk. If it is looped it will continue until the food item is depleted, this will allow for looping sounds such as chewing, crunching, gulping etc.. One time sounds like the pop top will only play once. The primary sound plays at the start of eating or drinking and the secondary sound plays right after that and loops until the food or drink is depleted, this loop can be made to run once by setting the loop tag to "FALSE". To make it so it only does the gulping sound, both primary and secondary sounds would be "WaterGulp" with looping "TRUE". The Loop only applies to the second sound. It would always play the first sound, then the second, then loop second if true. Sounds like the "SodaCanPopTop" will have a radius. This makes eating with zombies close by dangerous, as I would imagine it would be in real life because let's face it, eating is really noisy. I'll use an item from the beer mod for the example: This will make the can open sound, then gulp sound until gone item Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = TRUE,UnhappyChange = -10,}This will make the can open sound, then gulp sound onceitem Beer{Weight = 0.6,Type = Food,HungerChange = 0,ThirstChange = -70,DisplayName = Beer,Alcoholic = TRUE,Icon = Beer.png,OnEatenPrimarySound = SodaCanPopTop,OnEatenPrimarySoundVolume = 15,OnEatenPrimarySneakSoundVolume = 5,OnEatenPrimarySoundRadius = 20,OnEatenPrimarySneakSoundRadius = 6,OnEatenSecondarySound = WaterGulp,OnEatenSecondarySoundVolume = 5,OnEatenSecondarySneakSoundVolume = 1,OnEatenSecondarySoundRadius = 5,OnEatenSecondarySneakSoundRadius = 1,OnEatenSoundLoop = FALSE,UnhappyChange = -10,}Edit: Added sound radius. Edit2: Added volume. (duh) can't believe I forgot this. Edit3: Added OnEatenPrimarySneakSound tag suggestion (and poll) ***SodaCanPopTop sound is royalty free from SoundFXNow, converted and edited to ogg by me.*** ***ChipBagSoundEffects sounds are royalty free from SoundGator, converted and edited to ogg by me.*** SodaCanPopTop Ogg.zip ChipBagSoundEffects.zip
  7. Hey guys, I've been thinking about the NPC system that's coming shortly, and I was imagining some scenarios that could be pretty interesting, and then I noticed something about the game that is a bit odd: Zombies don't eat people I think that even when NPC's were last in the game (if memory serves correctly) the zombies would attack the person and once they die, the zombies go about their day. Think about it, by nature, zombies are searching for food, so I think that there should be some sandbox options to accomodate this (in case people wouldn't want it). So we have a new option called: Feeding Behaviour And in options for this we have these: 1. Doesn't eat This option is literally the same as the game currently is, zombies will kill but not eat, they will then mill around or wander off after they kill somebody, leaving that person to turn. 2. Living only This option basically means that zombies will kill and eat anyone who is alive, they won't stop to eat a dead body but if you've just died, then they will feed on you (or an NPC). Of course if someone is eaten then they won't turn into a zombie. 3. Eats everything This option will cause zombies to feed on any meat, whether it is human, animal, alive or dead, they will eat it. They won't eat other zombies while they are still animated, but once you kill zombies, they will feed on the corpses (assuming they haven't seen you).. this option will also have the preference rule, in which they will always choose living meat over dead meat, so if there is a bunch of zombies feeding on corpses and they see you, they will stop eating and come for you. I think this could be interesting as another way of moving zombies about (I also think we need zombies to move on their own again, please), the more bodies you have piled up around your area, the more zombies will be drawn in, so you'll have a big problem on your hands if you don't burn bodies (once it's implemented). So I think this could be interesting, for one thing it's be a lot easier to sneak past zombies that are feeding on bodies, rather than those that are wandering around. Also, you could sacrifice another survivor to escape if you are being overwhelmed (Shane killing Otis in The Walking Dead is a perfect example), injuring or killing the survivor and letting them be eaten to give yourself time to escape. I'm also hoping in future if your legs are injured you'll move slowly and have crawling or limping animations, could be awesome if that was implemented. Thanks for reading, let me know what you guys think of this? -GodWaffle
×
×
  • Create New...