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  1. My girlfriend is a pyromaniac. (help me) Anyway, jokes aside. She is, and she’s burned down the Rosewood prison more times than I can count. All while the power was still on. But one thing I noticed is that it was pretty easy for her to just set the place alight and horde up the zombies without much of an issue. I thought, MAN! We should really have a system for that. So, here’s my thought— —fire alarms. - Allow me to explain how this could work: When you use a Molotov to, let’s say, clear up a horde in central Rosewood. Or, you attempt to burn down a house in multiplayer that your least favorite person happens to be living in. SUGGESTED MECHANIC #1: THE BEEP-BEEP AND FLASH FLASH. When this happens, the smoke catches an alarm! Usually, at least— I don’t think trailers have fire alarms?? I could be wrong. Anyways, regardless of where they are, what ensues is a beep beep and a flash flash from the fire alarm until it’s either manually deactivated, burns up or the fire is removed. MAIN ISSUES: Now, I am not a programmer, but I feel like it might be a pain to add this to every single house. Maybe like civic structures or public locations?? I’m not sure. I imagine it’d be sort of like a house alarm, just for fires..? Another issue is epilepsy. I am not a doctor, but adding a flashing white light may not be a great idea for those with epileptic conditions. Again, not a doctor, I could be wrong, but it is something to consider. SUGGESTED MECHANIC #2: HEARING ISSUES I’ll make this simple. HEARING PROBLEMS! When a fire alarm goes off in somebodies face, and they have a trait that deters hearing (Not deaf, obviously, but you know what I mean) the alarm could cause a ringing sound to play or something of the sort, in your ears. This can also apply to house alarms. MAIN ISSUES: It might be hard to simulate perfectly, since it’s hard to get a realistic ringing sound. But that’s just me thinking, I’m not sure how sound design works either. SUGGESTED MECHANIC #3: BALANCING I am so sorry about how long this has gotten, over fire alarms for gods sake. This is the last one, I just wanted to explain in further detail how I feel this could balance the game. Molotovs are very good, and once you find a bar or something they’re essentially cake to make. Let’s say, hypothetically, you're a silly guy and start lugging a burning horde around Muldraugh. Okay, cool! But, one of them stumbles through the police station or pizza place— now there’s an alarm going off. Suddenly, a bunch of zombies are coming in from all sides of the forest and city! You either move your entire horde and escape the oncoming encirclement, or you’ve failed. In this scenario, fire alarms present a new challenge for the player during Molotov burning and motivates players to learn a new type of skill— not an in-game skill— zombie horde control. Let’s say you’re a silly guy and leave the oven on while you take a fat nap. Well, now you’ve got a horde knocking down the walls of your cute cabin in the woods, and you gotta book it and come back to clear it later! It’s little mistakes like those that keep the game interesting, throw you in for a loop and keep you playing with motivation. Finally, let’s say you wanna burn down your friend’s base in multiplayer. Maybe you could do it, but you’ll also have to escape the oncoming horde! Then again, it fuels a feud between you and your friend and creates further interesting drama when the horde shows up to slap you into oblivion. But… they can also be useful, too. Maybe setting a fire to get a horde off your back using a fire alarm, or attracting a large horde to burn them— even if it costs your life— also produces mechanics that can be used by the player. Similarly to house alarms. It also may alert a player to a fire somewhere in their area. MAIN ISSUES: I’m not sure how much of an effect this would really have on molotovs or on the game. Everything I’ve said there is completely hypothetical scenarios, and maybe it will never happen ever. Or maybe it will. CONCLUSION: Overall, my suggestion here is the addition of fire alarms to the game and mechanics related to hearing issues to go along with it. There’s plenty of issues with this suggestion I stated above, I acknowledge, but I stand by my suggestion regardless. Any add-ons or constructive criticism would be greatly appreciated!! (I am so so violently sorry about how long this is.)
  2. The lighters in the game resemble Zippos which are refillable in real life but not in the game. I think in the game there should be a bottle of lighter fluid you can use to refill your lighters. That way you don't have to lug around so many lighters. Basically this would require the lighters don't disappear when they're used up. To refill you could right click the lighter in your inventory and select refill and if you have a bottle of lighter fluid the character would automatically refill the lighter. Right clicking the lighter fluid bottle could also give you a menu for refilling the lighters. Lighter fluid could be found in places such as houses, convenience stores, grocery stores, etc. The player could also dump it around and light it on fire and lure zombies into it. Hopefully you'll also be able to do the same thing with gasoline.
  3. 90's nostalgia feeling: BOTTLECAP I suggest beer and soda bottles that need bottle openners, so you can have a KEYCHAIN, SWISS KNIFE, or either open it with a survivalist skill with a SCOUT POCKET KNIFE or HUNTING KNIFE (I know lever techniques to safely open bottles and canned food with a tiny but sturdy scout pen knife or a Hunting Knife. WATER TILES OVERHAUL-- different Water tiles have different data like DEPTH, FIRMAMENT TYPE, CURRENT, etc. The car wont crash on water tiles, but it will get slower, stuck and sink the morr water and mud it gets. So you could walk and drive on shallow waters, on knee water you could get dragged by current and the car could get slower or maybe sink in mud. Make it so the car could get a % slower/stuck on mud or sand if the water is up to one foot tall. FIRE TILES THRESHOLD- hier tier the stronger the fire and near center distribution. Some materials wont ignite in lower fires, and fire tier is distributed gradientily. More and different trees of PICKLING, CANNING, CHEESE, YOGURT, and JERKY: I sugest diferent approaches for canning, pickling, cheesing, brewing, drying beef, so: Recipe sugestion trees: ---CANNING: Main Ingredient, Acid mean adjust*, Temperature, Airtight cover and Pressure**. *Tomatoes and low acid foods require different adjusts with either lemon juice, vineagar or glacial acetic acid, other sour acidic foods requires no adjust. **Airtight prevents contamination. Airtight canning covers are disposable just like they are in the current game, I suggest makeshifting a jar cover with an old cover, an esterile cloth and a rubber band for airtight sealing with a % penalty of contamination. ***Pressure Canners devices are required for canning meats and other low acid foods. Canning preserves food through boiling in esterile mean and keeping it air sealed. Ingredients taste almost the same as plain BOILED ones. Examples: Canned corn, canned tomatoes, canned peas, canned carrots, canned potatoes. ---PICKLING: Main Ingredient, Acid mean adjust*, Jar Esterilization, Spices, Fermentation Time. Pickling Chenges ingredients through fermentation and spicery. Ingredients taste completely different from raw ones like a SPICY BREW. Examples: Picked Cucumbers pickles, Pickled Lettuce Sauerkraut, Shoyu sauce from fermented soy and corn. ---Cheese: Cream, Salt and Spices, Yeast, Cure Time. Different cheese can be made from different yeast and different cream (different process of separating serum from proteins can achieve different creams. High protein cream comes from a good separation process though creaming machines and low protein could be hand maded) Yogurt: Milk, fruits and sugar, yeast. Beef Jerky: Meat, Cutting, Salting, Dryer type. I suggest that large sacks of SALT are added for survivalist reasons. SALT BANKS could be renewable and located near beaches. ---BEER, WINE, CIDER, SPIRIT--- Brewing: Beer- Different beer through different: Grains (Different proportions of Wheat, Barley, Oats, Corn etc), yeast, lupulo/spice, fermentation process and temperature control, filtration. Wine Grapes, yeast, fermentation, Cider Berries/ Citric fruit /Lemongrass /Apple, yeast, enzymes, fermentation. Spirit, Cachaca, Vodka, Sugar canes/Potato/Beetroot/, fermentation, destilation. ---- Fermentation processes left ignored can have undesired results like making bad vineagar byproduct. Wine takes months to make, requires specific yeasts for breaking specific carbos, Beer is made in weeks maybe a month, can use a large array of yeast (I once heard about a IPA with no yeast just natural ferm) Cider are more yeast compatible, sometimes just natural fermentation. Fermentation take weeks, just like spirit or cachaca. (Just approaching, I can bring accurate time if necessary) Chemistry stuff could be added to purify alcohol for medicine.
  4. Can we have a feature in the game so that if your character catches on fire, they can stop, drop and roll to put it out? You could hold down "c" to drop and use the wasd keys to roll. Also you could just pat yourself down by pressing x rapidly or some other key.
  5. I sugest: Fire on a single grass tile should not ignite walls, fences or logs. All items/furniture/nature should have a Temperaure buildup based on heat gain and loss rates. So if temperature reaches some points, it will make stuff enter igniting, flaming, freezing, melting, boiling and furnace effect states. Note the "ing" means when temperature reaches these points, a complex process involving heat rates start to happen. The process process involves a local grid with umidity, temperature and wind direction, with gradient rates to nearby grid cells etc. Igniting process - "Ignite Temperature" and "Ventilation/Sawdust Factor" its way harder to ignite a log than the same weight in sawdust, as it needs a lot of heat and ventilation etc. The ignite process of sawdust is different from a log even if it is the same material. A SIMPLE APPROACH: When log and sawdust reaches their ignition temperature (the same because its the same material) a BUILDUP starts When 30% buildup, the material start small flames, the item durability decays, and the item becomes partially scorched, BUT IT CAN BE EASILY EXTINGUISHED and recovered, as we can still read some partialy burned books, documents etc because the main text is within the book, not on its corners. If the heat source stops at this point, the material cooldowns and extinguish itself. When 60% buildup, a SELF SPREADING fire starts, if the heat source stops, the buildup still increasing by ITSELF depending on material, wind, umidity or local temperature. A small heat influence of this material goes to the tile information, like a heat rate. Before 100% buildup, a lot of original material is still savaged, and the fire could be easily extinguished by hand with small or no injuries. Sawdust has faster BUILDUPS than logs. Logs burn longer than sawdust and are harder to extinguish. So all items/furniture/nature/ has a "Ignite temperature" a "IgniteBuildup" a "Melting Temperature" (metal) a "Furnace Effect Temperature Lenght"(bricks, rocks, clay, as I also sugest a survivalist clay furnace made from tree branches, water, dirt, and fire) and finaly a "Burning Speed After Ignition" "Energy emission Rate After Ignition" and a "Total Calorie". Dont be afraid with many values, these values makes sawdust different from sturdy heavy logs, as they have the same weight and are the same material A simple approach: just put this new value in a table value. (300, 20, -30, False , False, 30, 200, 500) Estimated (just a example as it has no metric scientific system etc) values for gasoline for all above "all items/furniture/nature must have". So, I think a single grass tile should never burn a fence, but if a grass tile has tree branches on it, it would, still depending on umidity, local temperature, wind etc. As items get burned, tiles, nature, furniture and walls could get burned to, the heat information sum of them get passed to a Heat grid. A heat grid could be another layer of tiles, each new tile with information like wind direction, whirlwinds events, local umidity (machines, boiling pots, rivers), temperature, heat rates, etc. As fire happens and renders, a tile that contains this fire passes information to the heat grid, and temperatures spread within a radius or a conic pattern depending on nearby flame related obstacles like stones or metal (some rocks and metals have furnace factors and melting temperatures, so they deflect heat before acting as furnaces or melting itself, respectively). So when an item is on fire, the furniture on the same tile start heating too, a small heat go to nearby tiles like a gradient radius. When the furniture ignites too, the nearby gradient increases, and a local heat grid gets updated, the heat grid contains umidity, wind and outmost temperature that could act as a cooldown to small fires. Its hard to start a campfire in zedless life using paper and logs, first, you get some tiny branches, make a pyramid hut, ignite the paper, the paper ignite the tiny branches, you add a bigger branch and hope it ignites, it hardly ignites, younadd more tiny branches, you add a medium branch, and if fire happens, you open a a log and hopes it ignites soon. So I hope zombie t-shirts could never spread fire to fences or walls, but in dry seasons, grass can ignite grass that could ignite bushes zombie clothing ignite bushes that could ignite tree leaves on trees that ignites trees. As many trees ignites trees on their foliaged dry top, but only on dry seasons as hydrated trees dont ignite like paper mache. SIMPLE APPROACH - heat grid - as tiles, but with local wind direction information, temperature, umidity, and if fire happens, heat goes gradiently (gradient + ly) on a radius or conic pattern deppending on heat reactant/deflectant objects. As fire should never render by itself, when rendered by player the heat grid calculates its obstacles and estimates all the damaged tiles and semi scorched stuff on the calculation end zones and the time to reach each tile, if the player evades the flame zone, the game map updates to the estimated damage within the calculated time. Alcohol, propane or gasoline should ignite immediately if fire, heat or sparkles breaches its containers. A heat buildup for the container is differently from a ignite buildup of the fluid (zippo lighters lockflints last long in zedless life, just the flint is necessary to ignite gas (no fluid is necessary unless you want the flame on the lighter, because the flint sparkle can ignite gas and propane) for the sake of unbreakable gameplay I think we wont have rechargeable zippos neither just the flint sparkle) Zombies still 70% water, just like us I think. So neither a zippo sparkle neither single burning grass tile should ignite them.
  6. [EN] Hello! I decided to make more realistic retextures for vanilla machines. I decided to create a mods theme on the forum, maybe someone is more comfortable. Work is still ongoing!) [RU] Всем привет! Я решил сделать более реалистичные ретекстуры для ванильных машин. Решил создать тему мода на форуме, возможно кому то так удобнее. Работа все еще продолжается!) Мод тут | Mod Here
  7. So this is my first post, so sorry if it has been covered. I was wanting to know if there is any news or talk of making ways to heat a home durning the winter, such as a stove, or fireplace( this would be good for cooking as well)? Campfires are not good indoors, and i just burnt my home down, I am quite pissed about it. Also will there be any added cloths added as well, such as winter coats, hats, gloves, and boots? Seeing how I am bring this up will there be as visual aspect to the winter months as well?
  8. Issue: I enjoy playing 6 months later and Apocalypse, occasionally even CD DA, and well, getting a lighter/matches or even a saw from the first house before getting overwhelmed in 2 minutes from a zombie hearing your footsteps isn't too feasible, and running out into the woods being chased by 30,000,000,000 zomboids without any fire starting will leave you a bit cold/hungry/unhappy/in the dark in no time. I love the difficulty, and how impossible it is to really get back into cities once you've left, let alone main roads and pockets which surround houses out of the way. With the fact you can get axes, knives, and hammers from gathered goods I think there should be a way of making sturdy sticks without a saw, or rather a way to start a fire early game without a saw/matches/lighter if there's already ways to get early game tools, which do their jobs while having small durability. Why not a way to make fire the same? How do you get the plank for the fire board? Well. The same way you can in the current version. Destroy a door. (that or add a recipe for solely a fire board by using an axe with a log, basically just splitting a log in half the other half being scrapped, with a sharp tool still needed too to drill it) Solution? Whether it be making sturdy sticks be a drop from something like doors being destroyed and making planks a less common drop from doors too. Fire boards being craftable by either an axe, and splitting logs and getting barely a fraction back in return compared to using a saw, like 1 or 2 sturdy sticks instead. Even by shaving down a Tree Branch with a knife could work. Even simply the ability to use a Tree Branch as another option for the sturdy stick to not mess with the current balance of Sturdy Sticks, or (not really what I think is necessary) a full new lighting tool/method could even work, such as a fire plow or a Bow Drill with use of Twine (which brings up a whole new issue of balance) or rags. Balance: This feels like a void of tech by the time you've usually ended up with a saw anyways. By then you've usually gotten to the point where you already have numerous lighters and packets of matches. It may not always end up that way, but that's my (and some people who saw my suggestion in the discord agreed) experiences, and works well for the balance as it is. At that point, it just feels like it's dead content, just to avoid using up your matches, or use as while you're in the middle of nowhere with your fair shake of gear from weeks of gear gained. So making it so the fire board and sturdy stick has a fair failure rate, low durability where a few boards/sticks are necessary to even get it to work, could really give a little boost, while creating more difficulty! How can adding more early game content add more difficulty? Well, with how difficult starting a fire with the new content, it'd make it well, difficult. As you may know, currently keeping a fire stoked for too long creates fires beyond the campfire though. See where I'm going? Making the fire would be tiring, not certain to start quickly while also having it that the current balance of keeping a fire running too long without cautious preventative measures prior a dangerous play. I'm not suggesting a whole overhaul, but just a quick implementation of a new recipe with a fair fail rating. Attempting to find anyone who's suggested this or similar, was at earliest of June, where the main point became all that was brought attention to, and the fact they called for reform of fire starting was ignored by staff, and april earlier which had only attention by one single member of the community, but then again it was focused about the other details they'd brought up, and might need a bit of attention. TL;DR: I care a lot about something really not that hugely important. Fire shouldn't be prevented early playing primitively, current methods are outdated by the time it's available. Give Sturdy Sticks an early game achievability or give a supplement to using sturdy sticks for fire. And this has been brought up before, but seems to have been ignored or as a minor part of a different topic or suggestion they've made, months ago.
  9. I think you know about this problem, why the sand soil and brown soil are burn and spread the fire ? Totaly why the campfire loocked surrounded by rocks can light up the grass? Green grass. Also concrete on roofs and e.t.c . Every time i start campfire i ruine my savefile. thanks.. pls, fix. Players, reply if this problem are important too. Okay, now i checked- campfire is no ignite soil around, but i text this after then i ignite zombies corpse. This thing still ignite soil.
  10. After playing around with explosives and the weather test, I noticed that the fire animations are hidden behind the snow, completely hiding fire if there's enough snow tiles nearby. Also noticed it's blocked by train tracks and trees. Here's a screenshot of what I mean. It's the exact same issue for smoke from the smoke bomb Here are more screenshots showing it off.
  11. I've seen a few metal barrels around in sheds and warehouses, and I was thinking that these new vehicles we have will need oil at some point, so why not in these barrels? Once they are emptied that could be used as fire barrels, barbecues or for vertical drum smokers to preserve meat.
  12. Another multiplayer request, maybe super simple? I'm wanting to bind my party to a shared fate/endgame. I think I have the effect I want (from Snake's Spiffo Skills Mod), but I can't figure out the right event to make it happen. The event would be something like "On player update, if player isdead," then I want this to happen for all online players: local dmg = ZombRand(5) + 15; player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):AddDamage(dmg); player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):setScratched(true); player:getBodyDamage():setInfectionLevel(1); So that effectively on player death, all other players become infected. If one player dies they take the party with them! Would anyone be able to make this happen for me or give me some advice?
  13. There should be improved smoke and fire effects. Like 3d flames, columns of smoke, proper scorch marks, improved fire spreading behavior, etc. Sorry. I'd write more but I'm burnt out at the moment
  14. Is it possible to skip adding clothing that you are currently wearing to the "Add Fuel >" submenu? For example, if I have a vest on, and pickup another one from a dead zombie, there's 2 in my bag. If I choose "Add Fuel", then add a vest, it usually will add the one that I'm wearing first. If not, it's really easy to accidentally add both and then be mostly naked anyway. It would be nice to confirm the one you're wearing, or force you to un-wear it before adding it to the fire. Thanks!
  15. Good afternoon Indie Stone & Associates, My name is FireOnApshalt, and I think you may have an inkling about the topic of this post from my username alone. While playing this awesome game online with a friend, we were assaulted by a giant horde. In our cleverness, we decided to lure them to a large open parking lot (with what I assume to be asphalt terrain; correct me if I'm wrong) and throw a molotov cocktail to eliminate with FIRE. Now, once we had tossed the bottle, our mistake was quickly realized. Not only did the fire spread across the asphalt as if it were dry hay in the middle of the dry warm season in the Sahara desert, but it proceeded to burn down the entire forest as well as the majority of the north portion of Muldraugh. I'm not a fireman. I'm not a forensic expert. Nor have I ever started a sizable fire in my life, save for campfires and the such. But, it seems to me that physics works in a way that prevents fire from spreading across cement surfaces, as there is no organic material to be lit. In fact, I'm quite sure that many bunkers and buildings are built out of cement to prevent such a thing from even happening. Sure, asphalt has tar in it as part of it's construction, but I do believe it would take an immense amount of heat to even start it on fire, let alone burn at a consistent rate and spread (wildfire rates, in this case). Does a molotov cocktail possess that amount of heat and power? Again, I'm not a scientist, so I suppose I cannot say. But, it all seems to be a little overkill. My suggestion is this: in the next update, please nerf fire spread on cement and asphalt surfaces. If we can't use molotovs there, then where can they be used intelligently and safely? Why are they in the game? They're too destructive, too unpredictable, and outright suicidal to use in the first place. Thanks and have a wonderful afternoon!
  16. With Build 32, it's virtually impossible to burn corpses without destroying the entire known world. So I'd like a fix to this. Maybe something that just takes the sheet of paper, lighter and gas and uses them appropriately, but just transform the corpse into the ash pile, skipping the fire part altogether. Or perhaps just a right-click and "delete corpse" option. Really need this for my role-playing game I'm doing. Thanks to anyone who shows interest!
  17. Welcome one and all to another one of my larger posts, and I would like to thank you for taking the time to look at it. I can express enough how much I enjoy posting these. As always get ready and enjoy. Fire starters and Fire retardants: · Matches- These are a simple strike and use fire starter. It can be used about 10 times and doesn’t work if wet. · Lighter- This is good for about 250 lights. It is waterproof and not rare. · Magnifying glass- This can start a fire over long periods of time but only works in sunlight. It takes even longer in cloudy weather and may still fail. It also won’t work at night or during rain. · Water bottle- Like a magnifying glass this can be used to start fire under the same conditions but takes longer, and need to be filled at least 50% · Flint rod- This and a knife starts a fire about the same as matches but needs a good 2-3 seconds to do so and lasts about 200 strikes. · Bow drill- this can be crafted using natural items and takes a good while to start a fire. It takes a while and skill. It can break the first time or work a good 3-4 times if used properly. · Fire plow- This like the bow drill takes time and effort but needs a knife in the crafting process. · Fire spindle- This is much like the bow drill but takes a shorter time and is learned later on. · Improved campfire- This is made by adding 8 stones to an existing camp fire or 8 stones during the building of a campfire. It also can support a grill cover for better cooking. · Tinder- An easy fire starter and helps when fire starting is tough. · Ash- This is a byproduct of fire and can help crops grow at a faster rate if spread on them. · Fire extinguisher- a way to extinguish fires quickly and prevent it for a short time. It has 5-10 uses. · Baking soda- This can be spread over fire to stop it. · Steel wool- this and a battery can be used to start a fire. It consumes the wool in a process. · Gum wrapper- This and a battery also can be used to start a fire like the wool, consuming the wrapper. · Salt- This is much like baking soda but doesn’t prevent the spread of it. · Fire blankets- This can be thrown over fire to attempt to stop it. · Grill cover- this combined with an improved grill can be used to grill food like a stove. · Charred cloth- This is much like hot coals but after burning clothing. · Hot coals- These can be used to start fires but cause burns if touched. Created after burning things in a fire. · Torch- these can be held and used like a flashlight but lights a 360 area. It also has a shorter range and can start fires if used inside. · Tiki torch- These are things that can be lit to provide light like the flashlight on a post. These however use fire and run out after a good 12 hours. Reasons for fire: · Cooking- now to cook using a fire pit you either need a tree branch with certain foods at the end of it, as well as you being there to cook it, or using a grill cover and being able to leave. · Light- fires provide a nice light source and could be used to light an area up. · Warmth- fires are also useful to keep you warm and prevent hypothermia. · Attraction and repulsion- Fire will attract zombies from distances at night due to the light and smell. The smell radius is increased by cooking meats. It will however repel bugs and animals (Proposed by my animal ideas post.) · Destruction- Clearing out hordes or you friend’s base, fire is useful to clear massive areas and deal massive damage. Reasons to stop fire: · Not dying or losing everything- the title says it all. Now as always this post has to end so I would like to thank you for taking the time to look at this and enjoy. Links: · Animal ideas: http://theindiestone.com/forums/index.php/topic/15926-animals-pets-and-hunting/ · Clothing ideas: http://theindiestone.com/forums/index.php/topic/14771-clothing/ · Medical ideas: http://theindiestone.com/forums/index.php/topic/15927-medical-revamp-and-more/ · Temperature system idea: http://theindiestone.com/forums/index.php/topic/15925-tempature-system/ last of my major posts before i leave for a while. decided to post these now for tons of ideas when i get back. enjoy!
  18. Basically what i wanted is pretty simple if large or specifed areas are burning. Rain would automatic start to kill the fire preventing whole server burning down. Not sure if it would be possible ....But im still curious what anyone thought?
  19. Just for fun, I thought I'd play a game with INSANE number of Zeds, to see how much I could last. And guess what, I'm already on my second month (finding an axe on the very first shed I searched is probably the reason of why), but sadly, the outside (and sometimes the inside; I need to loot more Bleach...) of my safehouse at Dixie Dinner is starting to look like the aftermath of the Battle of Gettysburg in ''Gone with the Wind'', and I dare say even more cluttered with dead. (Which I gathered in this overcluttered pile after searching each of them for ammo, medicine and weapons) So, after I found a can of Gas I began to wonder.... why I can't pour it over that pile o'bodies and burn them down to nothingness so I can pile even more bodies there later and repeat the process? Seriously, you see this kind of thing take place in many a zombie movie or game, and it could be a good way to dispose of all those cluttering bodies (maybe even serve as an impromptu firewall to keep other Zeds away, like they one they made circling the Pope during the Black Death to protect him from fleas and rats.) rather than have them around stinking (or worse, reviving). Of course, this would have to come with the same unfortunate implications of campfires and the soon-to-return molotov cocktails. Like say, the fire extending to your beloved safehouse, or that place you had yet to loot. Still, it could be an useful feature to get rid of those annoying piles of corpses.
  20. Here are three new items with their respective mechanics that would flawlessly fit this game: 1. Ladders Ever seen one of these? These foldable metal ladders (which are rather commonplace in garages, construction sites and tool shops) would make quite a great addition to the game. First, they could be used to access the second-floor window of a house you were trying to get into. The downside would be that the zeds could knock it down as you are climbing and send you to your death (or a lot of fractures if you happen to survive). Also, they could be useful for building roofs to our bases, instead of having to waste wood and nails on building a freaking stair. They should be pretty rare (sorta like Sledges, which are hard to find), but completely indestructible. Another downside would be that you wouldn't be able to put it on your pack; you'd have to carry it in both hands (just like with a corpse) and its great weight (I think 10lbs would be a good weight) would slow you down. 2. Machetes No zombie game or movie is complete without one of these, and the same goes for pretty much every garden shed. Currently, the most practical weapons in PZ are always Blunt weapons (with the sole exception of the Axe, which is pretty uncommon); all Bladed weapons either do too little damage, break too fast or have a range so short you end up getting bitten. The addition of a machete to that list would help to balance against the more advantageous Blunt weapons like the Crowbar and the Baseball Bat (Nailed or not). Because the Axe is on the same level of rarity of the Sledge (which would be its Blunt counterpart) and given its wood-chopping capabilities, most ppl prefer (or at least so I've seen) to use it exclusively for lumberjack'n. Machetes should be the Bladed counterpart of the Crowbars; uncommon but not that rare, weighty but durable, and with a real good damage. They would also be found on the same places as Crowbars (crates, tool sheds, hardware stores, etc) which wouldn't make it to hard for them to be implemented. 3. Fire Extinguishers Technically, these are ALREADY in game, but they serve as much purpose as combs and toothbrushes (according to the Wiki, at least). But, let's be honest, we've all gotten our safehouse consumed by flames at least once. So, at the moment we see the flames emerging, why shouldn't we be able to grab one of these and put them out before they do more damage? It would require the same mechanics of a shotgun; just wear them in both hands aim at the flames and unleash a cone of CO2 upon them. However, they would run out after a few uses, just like a paint can. Not to mention they would be quite noisy and probably attract some zeds. Given they wouldn't have any combat use, they'd probably be pretty common. They could be found at houses' kitchens, offices, shops, schools, storehouses; in fact, they'd be found in lots and lots of places. Thing is, many of them would probably have little charge left or be plain empty. And, you wouldn't be able to refill them in any way; it takes a lot of specific tools and materials to get such task done, and it wouldn't be possible in a post-apoc setting. 3. Nightsticks Commonplace in many zombie games, and some places in real life too. So I was pretty surprised that I didn't found any of these in the police station. They would be a decent Blunt Weapon; less range than the Bat, but with a faster swing and much more durable. (Police Officer and Security Guard Jobs could come with a swing speed bonus to it, kinda like Axe Man does for Firemen and Lumberjacks). As for places to find it, Police Stations or any place that may require a guard (Like Banks, some Offices, Stores and Supermarkets, etc ), and sometimes maybe in the corpse of a zombie. (Zombie Cops should be a thing too) 4. Mops/Brooms Who doesn't have one of these at home or has seen the one the janitor of your office uses? They're not exactly a deadly weapon, tho (Unless you're Rei Miyamoto from Highschool of the Dead...). They'd be the shovel's weaker but more commonplace cousin; long range and lightweight but prone to breaking and rather weak. However, they'd be utterly common, and clearly a much better weapon choice than a pencil or your bare hands. 5. Wrench/Spanner Now were's a commonplace favorite I can't believe I forgot about! And although they're not common in people's houses or garden sheds (unless you're the handyman type or the ''Screw mechanics, I'll fix my own car!'' type), they'd be omnipresent on Auto Repairs, Hardware Stores and maybe even the trunks of cars and trucks (when they get added, that is). Combat-wise, they'd be the crowbar's bigger cousin; heavier but deadlier too, yet not as strong as the Sledge. Plus, now that the new Engineer Job that comes on at Build 32, they'd make a fitting weapon for them, or maybe even have some purpose disassembling stuff (it takes more than a Screwdriver to dismantle freezer) . Not to mention that if you're female, you could call yourself a Wrench Wench, one with a mighty Wrench Whack
  21. Just a suggestion,maybe instead of planks and ripped sheets or sheets to make a campfire kit. How about a certain amount of stones and sticks/tree branches?
  22. I would like to suggest changes for the sake of realism, or perhaps options in the menu when starting a new game to bring more realism to the game. I love the game and one of the things I like most about it is that it has a feeling of realism to it that other games always lack. It is brutal and unforgiving just like a situation like this in real life would be. To that end, there are a few things already in the game, or expected to be added to the game in the future, that I think would break immersion. 1 - Tool/Weapon durability. I understand that this was implemented to add difficulty to the game but it is completely unrealistic and just seems a bit silly to me at times. I am a contractor and I have been building houses from the ground up for about 10 years now. I still own the first hammer I ever purchased 10 years ago. While I did eventually upgrade to a titanium hammer, the steel hammer I used previously saw about 40 - 60 hours per week of smashing steel and wood repeatedly. After all of that punishment I can still pick it up now and use it. I never had to repair it either. The axe is another tool I use frequently. Admittedly an axe does require occasional repair but that involves popping in a new handle, which is just a milled plank of hardwood. Using these tools as they are intended would not damage them in any significant way and using them to chop or bash what is essentially human bodies would actually be less likely to damage them. Guns do require maintenance but that involves breaking them down and cleaning them and applying oil where necessary. 2 - Power Generation - I know that generators are a planned feature but unless animal fat rendering is added to the game it wouldn't make any sense. Gasoline has a shelf life of about 30 days, so using that beyond a month or two is just out of the question. Same thing goes for vehicles. The only engines that would be viable after an event like this would be of the diesel variety, as they can run on biofuel. I would suggest that solar panels and windmills be added to the game as solar panels are fairly common and windmills are ridiculously easy to build. 3 - Farming - I think the farming in the game is excellent and I'd love to see how the devs expand on it further. I just have one simple suggestion here and that is hydroponics. I usually play with the grow times cranked to max for more realism. It is harder and requires a much large farm. I think that growing indoors/underground would be the way to go in a situation like the zombie apocalypse. It would also be interesting to see the mechanics involved as growing with hydroponics is more complex than one might believe. 4 - Fire - For the love of all that is zomboid, please fix the fire. I have the worst luck with campfires and watching fire spread across dirt, gravel and concrete just completely breaks immersion. 5 - Forge - We need forges badly. Forges are relatively straight forward to build and simple tools, weapons and armour can be crafted with most metal lying around absolutely everywhere in modern civilization. While blacksmithing can take an entire lifetime to master, rudimentary gear could be crafted even by an amateur that would serve the desired function well enough. Perhaps some or all of things are planned for the future and, if so, I can't wait to see it. If anybody has any additional ideas to add realism I would love to hear them as well. This game is the closest I have seen to a true survival simulator and I believe it has the potential to take that realism even further. I believe it is the greatest strength of the game and the game should be pushed even further in that direction. Make it hard, make it impossible even, but do it in a realistic way, so that it's that much more horrifying when our face gets chewed off by a zombie.
  23. I think we should add to disable the fire switch / option in the server configuration file. Used to prevent the spread of fire and arson Because in Pz, the fire is completely uncontrollable. It will destroy everything
  24. Hello. It will be nice to know who initiates fire in server console. Something like: We have some pyromancers on the servers that burns cities(West Point mostly). UPD: Or maybe we need ability to control burning of buildings.
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