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Found 5 results

  1. I would be pleased to see a new category for consumables which made it's members not be immediately eaten by the character, instead, they would be carried around in the character's mouth until they disolved, or became useless. Such food would be primarily be candies and chewing Gum, but even things like cigaretes could work this way. This would basically give a durability to the item, and the player would carry it in their mouth, (with a visual representation in the case of lollipops or cigarates, these two would also share the need to hold them with your hand for a proper consumption), making you unable to eat food unless you took the item out of your mouth and stored it, threw it away, or swallowed it (smokables would instead have a quick smoking function, with the downside of making your character cough and impact their exhaustiont). Every so often the item would lose a bit of it's durability, providing some benefits, a couple of points of happiness for most candy, and some relief of boredom for lollipops, and Gum, for example.
  2. I posted this suggestion on the Steam suggestions as well, but thought I maybe should share it here as well. There are three things I'd like to say about the Smoker negative trait. 1- It should be possible to plant Tobacco, dry it, treat it and craft your own cigarettes. There should also be "smoking paper" and "cigar filters" which should also be a craftable out of wood with specific tools for it and cotton(which should also be farmable), respectively. In a big base very late game or even in a server with friends, those are things that are needed for there to be a production of cigarettes instead of relying on finding cigarettes in the world. Imagine a game with 20 people all 20 having the smoker negative trait. The number of cigarettes per day will be pretty high and just finding them in the world by scavenging will not be enough for their characters needs, but they could have a tobacco farm and produce cigarettes in high amounts. 2- Smoking should have negative effects on your character as well and not just be about having to smoke and finding cigarettes in the world. There should be a hidden counter of how many cigarettes your character has smoked and for how many days they have been a smoker. After a while of smoking, a few weeks to a few months or after a certain number of cigarettes, there should be a % chance that you character develops a temporary version of the "asthmatic" trait after every cigarettes they smoke. After a year, there should be a small chance they develop it permanently. After 2 years there should be a chance to develop a temporary "out of shape" after every cigarettes. After 3 years a chance to develop it permanently. After 5 years a chance do develop a permanent version of "prone to illness" and after 10 years a % chance to develop a sickness that doesn't go away, may randomly cause "pain" status and can grow until it kills your character (cancer). This percentage chance should start low but grow a tiny little bit every in-game year after that. 3- It should be possible to lose the "smoker" trait by not smoking for over 1 year in-game and dealing with the stress and negative effects of trying to not smoke. There should be an invisible counter of how many days your character has not smoked. After a few days, you would develop a temporary "Hearty Eater" that comes and goes every few days. Then after a while a temporary "Restless Sleeper" that lasts until close to the end of that 1 year period. After a few more days, develop "Sleepyhead" as well. So your character is stress eating, resting little and feeling tired all the time. You should also randomly receive high amounts of stress. And sometimes receive a temporary "High Thirst". If you already had any of these negative traits, it should temporarily increase their effects. After that one year period has ended, you'd have lost these temporary versions of the negative traits and lose the "smoker" negative trait. If you smoke a cigarette, you'd also lose the temporary version, but reset the marker back to 0. If at any moment your character smoke a single cigarette after losing the smoker trait, they should immediately receive the smoker trait back again. Even without the smoker trait, there should be a random low % possibility of your character receiving the first stage of stress due to the smoker trait which the percentage shrinks lower every passing year until it reaches 0% after several years. The permanent negative traits you gained due to smoking in suggestion 2 should also be lost gradually every few years after your character stops smoking. (With the exception of the sickness) It only uses mechanics already present in the game, is much more realistic to the effects of cigarettes (coming from someone who smoked for years and has stopped for over 10 years) and doesn't rely solely on scavenging for cigarettes. Smoking in the game is currently not much more than a small scavenging hassle when it should have long-term issues to that short-term bonus 4 points. Both keeping smoking and stopping to smoke should be a hassle, if you keep smoking you get long-term issues, if you stop smoking you get one very bad in-game year. This not only make the smoker trait something you really have to think about but portrays cigarettes as they actually are. Also, cigarettes should reduce your boredom a tiny bit. They don't only reduce stress, but smokers also actually like to smoke and smoke when they are bored as well, I can assure you of that..
  3. I usually use smoking character. There for it's logical that a character could light a cigarette from camp fire right? Farming for medical, spice or tabacco plants in higher levels of farming could be an interesting option. Noise maker is totally useless even though it requires 3 Electrical skill to build. I suggest to add a battery or couple of batteries in to the recipe and make it more powerful (extended range, extended period of sound generation). Otherwise it just more practical to use simple alarm clock instead... Electrical skill could be improved by adding relays and building basic automation.
  4. 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 unhappiness as well, which should be part of the symptom set, but I don't think while trying to quit I've ever felt more than "Nervous and Jumpy". Sadness should be added as another symptom, but again only mildly. Fatigue and hunger should be increased, with maybe some nausea and pain from a random headache. These mild symptoms should occur at random times, with a chance of more than one at a time. In this way, the player might find their stats greatly reduced by an unfortunate combo of symptoms, such as Hungry and Nauseous at the same time while they are wounded, or Pain and Agitated when faced by a horde. Being hungry and nauseous at the same time is perfectly normal when quitting smoking, as are "stress headaches". If the symptoms stack up and the player is in danger, finding some cigarettes might be a tempting way to fix the problem! Having a cigarette should put back any progress in quitting by two weeks. As for relieving these symptoms, I think there should be an alternative to having a smoke, and the obvious one is eating. Ask any smoker and they'll tell you they put on weight when they quit. Eating does relieve the symptoms, but only mildly. If possible, the game could reflect this by removing some symptoms but leaving others - a snack will relieve any stress, sadness, fatigue and (natch) hunger, but a headache would still remain and nausea might get worse. In this way, you could quit smoking by eating more, running the risk of getting overweight (and depleting your stores quicker) but you'd still have some mild effects for a long time that you'd have to deal with.
  5. Okay, so this has been a gripe of mine for a long time. Why does smoking make you unhappy? It shouldn't, that makes absolutely *no* sense what so ever. lol Instead, here's what I'm suggesting. We making a 'smoker' trait and when you don't have a cigarette it makes you angry (however it negates the sadness portion of the cigarette) in other words removes it entirely. The longer you go without cigarettes the more agitated you become now to avoid this you can optionally not take the smoker trait (however) then cigarettes would make you unhappy and even nauseous. This has been bothering me for some time and essentially makes smoking totally pointless. But I love my cigarettes so when it's fixed I'll have something else to stock pile! Oh and the smoker trait should obviously be a negative not a positive. Since it's only partially severe on how it effects gameplay I suggest a negative 2 or 3 maybe 4 but no higher than that.
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