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Found 10 results

  1. I've noticed in my playing that as soon as a moodle appears, I want to "relieve it". I was trying to figure out why having them there bothered me so much, and I realized: it's the color! Currently, the moodles are using shades of red, which are largely indistinguishable, especially at the periphery of my vision. I wind up feeling like I have to take care of the moodle. Proposal: Just recalibrating the color. So, instead of starting with any shade of red, start with a pale yellow-green, then yellow, the the deepening reds as it becomes important to pay attent
  2. This going to be a slew of ideas, I'll group them with similar ideas This is going to be very long so if any of this seems too far fetched/ game breaking, just skip it. I don't mind I'm also sorry if this any of these ideas were addressed somewhere else Loneliness and Bonding —Add a loneliness moodle (e.g. lonely<isolated<feeling desolate<desperate for attention) causes unhappiness similar to boredom —Can name items for different effects (e.g. naming a weapon can slightly increase resistance to panic [you are more confident with the weapon], tools can be name
  3. I'm trying out the Smoking trait on my new playthrough and as a smoker I have to say it's not very realistic. First of all, I've read that you can't quit - not sure if this is still true, but that seems a bit harsh. At a minimum, a player who hasn't smoked for a month should gain the "Ex-Smoker" trait, giving them random, occasional but mild symptoms for at least another 3 months, maybe 6. At least put a limit on it! Now let's talk about the current "symptoms", which consist only of Stress, which climbs up to "Terrified" if you don't smoke. This does cause mild unhappin
  4. No More Panic Mod Request In short, the more zombies the player has killed, the less panicked they are when encountering them. This mod means panic reduces faster over time for more experienced survivors. It also means panic is *multiplied* for less experienced survivors. Heres the gist: 0 kills: panic * 4.00 1 kill: panic * 2.00 2 kill: panic * 1.00 5 kills: panic * 0.95 10 kills: panic * 0.90 25 kills: panic * 0.85 50 kills: panic * 0.80 100 kills: panic * 0.70 250 kills: panic * 0.60 500 kills: panic * 0.50 1000 kills: panic *
  5. Yes, Project Zomboid is not some uber-life-simulator, of course, however, making some things more realistic means that they also make more sense for the player and player feels more comfortable with their presence and how they operate, and most of what I have to suggest is not extreme either, so here comes this: getting wet & getting the cold. Facts: Getting damp, wet, soaking or drenched does not significantly increase chances of catching a cold (the increase in chance is minimal and due to other factors primarily). Human rhinoviruses require other humans to spre
  6. Literally recently, were added, "sleeping events",nightmares of the character that he can dream, if he has a negative moodles. Browsing the official russian group of PZ,i have found this . My suggestion is : 1. Why not add good dreams for the character, if he has a positive moodles? ( well fed for example ) 2. Adding a soundtrack for "sleeping event" dreams. 3.Also, in my opinion, i think,it would be nice to have positive versions of bad moodles,that will be give a lil'bit boost for healing and speed of dragging items Bored - gladness Unhappi
  7. So, ever since Build 31's release, I've been extremely pleased with how many more traits and occupations there now are. Compared to earlier builds, this is a much more balanced and fleshed out means of creating a character who's pros and cons align themselves pretty accurately with their profession. I, myself, was guilty of choosing the Construction Worker or Ranger profession during the earlier builds due to Thick Skin/Builder and Outdoorsman being pretty overpowered, at least when compared to things like Night Owl - when Sleep was not even properly implemented, yet. So anyway, this is just
  8. Just some ideas for moodles regarding your sanity that may fit in to the environment. Stir Crazy: You haven't left your house in awhile and boredom is setting in. What it does - Character begins to hear banging on windows and doors that may not be real. Deeper stages could cause the character to get jump scare noises randomly, despite no zombies being present. The agitated and panicked moodles could begin showing up randomly as well. Severe conditions of being stir crazy could result in the character beginning to engage in self harm, with random scratches and such appearing on arms.
  9. I just watched Last Level Press's "Passing Pineview Forest" video, and one of the things Mr. Black commented on was that the character seemed to be walking faster towards the end of the run, when he might reasonably be expected to be more scared. I realized, when I was commenting on the video, that that seems like a really Zomboidish thing: fear makes you breathe harder and makes your pulse race, but it also makes you step just a little (or, as the panic rises, maybe quite a bit) more lively when you're trying to walk or sneak about. Walking faster based on your Panic moodles would also have
  10. Heya everyone, I'm looking for a full list of moodle script commands that lets me change moodle through items. I have found the following atm. HungerChangeUnhappyChangeBoredomChangeStressChangeFatigueChangeThirstChangeBut I can't find anyone to add happy. I thought that putting a "-" on the UnhappyChange would give happyness, but it doesn't appear to be that way. So if anyone know of anymore commands that is not on this list, please tell me Thanks in advance, Sejemus.
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