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Found 9 results

  1. Preamble: There are 2 kinds of players in this game: those who play with infectious zombies, and those who don't (anyone who sets infection to bites-only are the former). This leads to two kinds of gameplay: Infectious bites means you need to be cautious of every zombie, as 1 little mistake or misfortune could easily be your last. People make jokes about how worthless First Aid is as a skill because injury is so all-or-nothing, since all that matters is whether you're infected. No zombie infection means you can play a very reckless game, only defeated by large numbers of zombies that drag you down or chain bite you to death. If you can escape the zombies and bandage up, then there's no real long-term consequences for the damage. This seems a bit extreme to me, so I have an idea of septic zombies to the game. Essentially, when a zombie successfully attacks you with this setting on, you have a chance to be infected by something other than the zombie virus: a simple illness. Of course, simple illnesses can still be deadly, but it adds a degree between the two extremes, costing you supplies as you take care of yourself and your injury, while not instantly causing your character's life to be forfeit for a single bite.
  2. I think it would add a nice layer of realism and difficulty to make it impossible to loot bodies and containers if it’s too dark. Just as I cannot read or look at my map when it’s too dark, so should I not be able to identify items in the kitchen or book shelf when the room is pitch black. I know there may be some that think this will make it too hard, so adding a toggle on and off in settings or sandbox so people can opt out.
  3. There is a change for cleaning rags that requires the crafting menu. While I am fine with the crafting recipe and how it requires water, I can no longer just wash rags at a water source and have to use water within my inventory. This is not a huge issue, but it caused me to have to drop my rags as I had no container for the water. I marked this issue with a bug as it is still possible to wash other things at the sinks/water sources but rags are a special case now.
  4. A stat that would track how strong your immune system is when fighting viruses, infections, and whatnot. It would depend on nutrition stats, existing injuries, and infections. It could also be affected by other traits like resilience and outdoorsman. Please make these visible in B42, currently, tracking proteins is especially painful.
  5. Hi there, I work on a mod, where the zombies can talk (reproduce twitch-chat talk). It would be great, if I could just show a nametag of the chatter over the head of the zombie. Now I can't, because nametags work exclusively for Player Characters.
  6. Hello makers of a great great game!! I had a very funny end-game lately and wanted to share it with the devs so maybe it could be "properly implemented" (quotation marks definitely intended). I turned into a zombie while driving at a 100 MPH to get to a medical building only to be popped out of the car and start to wonder around (as usual hehe). death-while-driving.mp4 Would it be something to add to your roadmap to make the player turn inside the car... it eventually stops (based on speed of course) and then he gets out (smashing the window?)? Thanks for your time and keep up the great work!
  7. I thought about this for a couple of days and I believe it could add a layer of challenge, fear, and for some hardcore sadists a bit of fun too. There is already the trait deaf for the character, but what about if zombies didn't make any noise? Apart from footsteps and movement in general of course. Let's say that the infection causes anaerobic respiration of the infected cells so that during metabolic synthesis of meat or flesh, energy is produced so movement is possible without oxygen supply, therefore making flow of air useless and thus no growls or noises coming out of the mouth, or simply just necrotic tissue causing holes in the lungs of zombies, same for necrosis of the diaphragm, rendering impossible the exiting of air trough the larynx. If any of this made sense to you, or you wanna give your medical opinion because I'm a bigot feel free to say it in the comments! I would love to expand on this idea, and it would be nice to have along side modifiers such as those already in the game like, sprinter zombies, tough zombies etc.
  8. Hello Devs and Community! I'd like to request you to add / discuss these features: "Take All" "Transfer All" Hotkey Binding It is already possible to batch transfer items between storages and inventory. Kudos for that, devs. But the implementation of this feature is very cumbersome. In my case it's very tiring for the wrist to aim for the buttons often. It's also mentally uncomfortable. It somehow "mentally feels" very wrong. Instead, I would prefer to press a key to "take all" or "transfer all" to empty or fill the selected inventory. It should also easily be able to implemented, because the essential functions are already present. Auto-Sort Feature I could not find an similar request for this. So there should be a button / key, to auto sort inventory items into surrounding containers. Yes, there is the "transfer all" button present - but that's more or less a quick'n'dirty way to solve storage affairs. A good storage currently involves much mouse movement and micromanagement. But in my case, I get rather bored by having to manually sort in each item over and over again. I don't want to bother with this kind of micromanagement. I'd rather like to focus on other aspects of this game. "Auto-Sort Feature" should be like: Oh, okay. So there are currently 6 containers present (including ground), within the accessible range of the player. Let's take a look, whats inside of these containers. Container1: Oh there is a bunch of nails present. Do we have nails inside the inventory? Oh great, we have 21 of them! So lets put them all into the container. There is also a nice, cuddly spiffo. Do we have a spiffos inside the inventory? Oh dang, no spiffos today. [...] Nothing more. Next container! Container2: Seems to be empty. Mkey - skip that. Neeext! Container3: Oh look! What a nice, beautiful shotgun. [...] etc. Just to clarify / TL;DR: I am trying to suggest a feature (macro?) that empties out the player's inventory into nearby containers. But not like the "transfer all" button - more like a "sort in" feature. It should transfer items to nearby containers 360° around the player, which already contain identical items.
  9. Well i get Build 36.4 and try to Overrides or make a recipe Obsolete but not working... i want some help to make it work. I want to make this base game recipes obsolete and make it another two with some variations. But this script not delete the base recipe. module Base { recipe Slice Bread { keep KitchenKnife/ButterKnife/HuntingKnife, Bread, Result:BreadSlices=3, Sound:PZ_SliceBread, Time:40.0, Category:Cooking, OnGiveXP:Give3CookingXP, Obsolete:true, } recipe Slice Bread { keep KitchenKnife/ButterKnife/HuntingKnife, BreadDough, Result:BreadSlices=3, Sound:PZ_SliceBread, Time:40.0, Category:Cooking, OnTest:SliceBreadDough_TestIsValid, OnGiveXP:Give3CookingXP, Obsolete:true, } }
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