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Showing results for tags 'modifier'.
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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.
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Essentially adding more options allowing players (And MP Servers) to fine tune their settings without mods/scripts should be a consideration going forward as more content is added to the base game to avoid more Mod bloat which can cause servers to go down multiple times a day as Mods update. (Which we see already, so any steps to reduce this is good.) For example: -Days until Electricity/Water cut-off would change to Time until Electricity/Water cut-off and it could be set from hours to years via drop down for both start date and cut-off date. Allowing unique Scenarios that currently can't be made without mods. For example: (30 days - 3 Months) (7 Days - 15 Days) (24 Hours - 72 Hours) (7 Days -7 Days) (For a set deadline - Then for most stats that have Low/Moderate/Normal/High/Extreme it could be a % instead with normal being 100% and the Max being 300%. As An Example: -Wound Intensity would go from 1% (Typical Battlefield game near demi-god level of slow bleed-out) to 300% (A scratch on the hand is life threatening bleed out) Stat decrease and Zombie stats could follow the same Logic as well (Similar to the EXCELLENT CZombies Mod!, which would be amazing as base kit imo) going from 1% to 1000% for strength, durability and senses. An additional setting for zombies would be Nimbleness, effecting resistance to stumbling, tripping and how fast they turn, from 0% (Every chance to fall they will take, turn slower) to 100% (Never trips or stumbles, very resistant to knockdown, higher lunge chance, can turn during a dead sprint on a dime) - Zombie Population Density per area Instead of just options for Uniform or distributed allow us to adjust it per area, when set to distributed different areas have different populations (Riverside versus Louisville for example has a stark difference at base population) This way we can set specific Densities for Towns/Cities/Roads/Clearings/Forests and Deep Forest areas. (Note: Specific towns and cities) I can imagine a setting where Zomboids can hear a pin drop in town from the depths of the woods, the majority of them being in there as runners. Fear the forest or face it's wrath... - Once NPC's are added this should be a big consideration, especially if sliders for NPC behaviors are added (Such as Calmness, Aggression, Memory, Forgiveness, Stat Decrease, etc) Especially if Zanimals are added! First day they appear, speed, stats, etc! With this not only will it help avoid more Mod Bloat, it will also give further tools for modders to use going forward. Feel free to reply to this topic if you think there is something I missed or if you like/don't like it.
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Hello guys, For some reason I can't find an answer to my question (lot of research on Internet). I don't use any mods. Just the original game. For example, I got a shotgun. I'm trying to install the "Sling" modification on it. So I got both the weapon and the mod in my bag, plus a screwdriver in primary hand. The only thing I'm able to, is to remove an existing modification on the gun (ammo Strap). Even if I remove it, I can't put it back neither. What am I doing wrong lol ? Thank you !
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Hey, I'm making mod with injectors. There's quite much I need to make, at least for learning's sake. Is there any more efficient way of making crafting result multiple items than using OnCreate with Lua? Well, that's not so important, it works this way so that can be left there. But more importantly, I need to get my hands on player's needs at lua scale, meaning I need to get modify all these pain, depression, hunger, thirst, and to temporary modify increase and decrease multipliers. I can't find those myself (I tried digging) so I hope someone of you can tell me where to get all that. I can't remember right now what all other stuff I need help with, but these are first that came in mind. Reason where I need these are my so-called potions with longer effects, and to prevent continuous injecting without nasty side effects, like pain and getting heavily toxicated (yes, mixtures use alcohol), or eventually death. (That's grim) if someone wants to know more, I'm willing to tell. My data is a bit scattered and unorganized so I don't attach it here, at least not yet. Kinda messy text, but I hope you can dig out what I meant. Asking is always my last resort Thanks in advance.