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Found 3 results

  1. I've been playing a lot of the studio challenge map lately, and I've had a lot of time to look at that fountain in front of the office on the west side of the map. At the current moment I think it's just a sprite, doesn't have a 3D model? I've also noticed bird baths in some of the yards on the main Knox map as well, pictures below for reference: https://imgur.com/a/aOIE2h3 There was a multi-week long drought on my Studio run, in which there was no rain for quite a while. I was desperate for water, and I kept passing by that fountain on my scavenging runs and I kept thinking about how convenient it would be if that water fountain actually had water in it! Admittedly this is a bit of a fluff feature but at the current moment, the only rain collectors are pots/bowls placed out by the player, and the collectors that the player builds normally. I would love to see these fountains double as naturally-occurring rain collectors, to make it more viable for players who don't want to invest in skilling carpentry to have access to water sources without having to rely on wells/natural water bodies. Bird baths would be the easiest to implement; they're already 3d models and furniture you can pick up and place at a base. Obviously bird baths don't hold much water, so they'd only contain something like 10-20 units of rainwater? However from an implementation standpoint you'd only need to add whatever component makes a object a rain collector and change the value for the amount of water it can store. I don't imagine that this would unbalance the game in any way, as the baths are too uncommon to be spammed, and the amount of water they'd collect would be too low to be exciting anyways. It would require doing a variation of the birdbath that was empty, though, from an art asset point of view. The larger, decorative fountain would be the more impactful change. Like with the birdbath it would need an 'empty' art asset, and my suggested version would require a small amount of recoding but nothing so low level that you'd need to rework the game's engine. Here's what I suggest: -At the start of the game, the fountains serve as an 'unlimited' source of tainted water, similar to a sink/toilet -When the knox water grid goes off, the fountains transition from a water source to being a rain collector -When it becomes a rain collector, it starts with a full container of tainted water From a code point of view, it would start as a 'sink' for tainted water and need to have a one-way transition to a 'rain collector' after the water grid goes off. Given the size of these fountains, I would suggest something like a ~200 unit water capacity for them. This is more than the lvl4 rain collector barrel, but I don't think this would be OP as the fountains can not only not be crafted but also can't be moved, as they're cemented-in fixtures that are part of the location they start at. They're also fairly rare and only appear in certain locations, kind of like wells. From an aesthetics point of view, I could totally see people relying on these old stone fountains as a source of rain water collection in an apocalyptic even if it's not one's sole source of water collection. Plus they visibly contain water, so it makes sense that we should be able to use them for their water. From a balance point of view, I could see fountain rain collectors changing the viability of certain locations as survivable bases, and give certain city areas passive supplies of water generation without needing rivers/lakes/wells/etc.
  2. Hello, I thought I'd share an idea I thought would be: easy to implement logical rewarding interestingSo, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense. The rate of success could follow an exponential function such as: Of course there must be a penalty for failure, right? Suggestions: crafting materials are destroyedcrafting materials produce some unwanted productyou hurt yourself (clyde) ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)
  3. Updated for Build 26 (SP & MP). How to install.Single player : as with any mod, put the waterPipe directory inside the mod folder of project zomboid and check "garden hoses" in the in game mod menu. When joining a server, desactivate the mod. Multiplayer (on both server and client computers) : The easiest way to install it is to place the media folder of the mod inside the project zomboid installation directory, saying yes to overwriting 2 files. - overwriting 2 files (rain barrels and takewater action). - I didn't find any other way to activate a mod, I may be missing something. - Obviously, don't activate the mod in game anymore. - To revert back, delete the mod files (or do a steam check integrity) What it does for farming.Plants with a pipe on the same square connected to a barrel will receive 1 water every 2 in game hours. You don't have to check them every day anymore, as long as you have water. Otherwise, refill your barrels. - It’s the same amount the plant lose every 2 in game hours, but not accounting for sunny days ( an additional - 0.1 water every 2 hours ). It may be necessary to check some plants after a lot of sunny days. Which means you HAVE TO water your plants the first time you plow, otherwise they’ll stay at level 0. If you don’t have enough water in your barrels for all plants within a cluster, only some will receive water ( always the same ones, so all may not die ). Plants will receive fertilizer if there are enough for all of them within the cluster ( both water and fertilizer ). - You can take your time pouring the fertilizer without fearing the trigger. - If you have 10 plants and want to fertilize all of them to level 3, add 30 fertilizer doses in total to the barrels of the cluster. They will be fertilized in 3*2 in game hours, unit by unit. During winter (october - january) plants will lose health if they are outdoor. What is does for rain barrel collectors.Barrel water level is averaged with all barrels within a cluster. - You will have the optimal refill when raining at all times. - Don’t connect a 40 unit barrel with a 100 unit one, you will lose all water above 40. Barrels are filled when connected to a piped source (sink and such). It’s a good idea to have one big cluster when water is still on. You can pour in / take water. - Water taken is proportional to item number of uses to fill. Water poured is proportional to item number of uses (with water). - Amounts of water taken/poured back/transferred are coherent among all items. - When taking water, you can interrupt the action, amounts will be coherent. - When pouring, as I didn’t implement it over time, if you interrupt it nothing happens; you have to see it through. You can pour in fertilizer. Please report any bug you encounter, but read the description before. Balance suggestions are welcomed too.Note : When picking pipes up, you need to pick up 10 to get a garden hose back. It's to avoid having plenty of garden hoses with 0.1 uses or less. It's kind of anoying when you need all of them and misplaced one, as you need to pick up 9 more ... will see if I can change that. The download link for build 26, SP & MP. or on PZ-mods. The old download link for build 23 (< build 25). Community update Change log. I hope you enjoy it, and my thanks to Robert Johnson for it's rain collector barrel and farming mod, Kyun.
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