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Found 10 results

  1. I noticed very oddly that a lot of the border fences and walls in Project Zomboid are missing a gate like here in the Riverside Junkyard: I think there should already be one built in because it doesn't make sense to make a border of some sort and then just leave in this gap to get in and out without closing it with a gate. I mean there are some prebuilt gates on the one at the Louisville Military Checkpoint like so: It'd be more appropriate for gates to be built where they realistically should also the player wouldn't have to fill them in on their own.
  2. I noticed you can't tell how damaged a door, window, wall, etc. in the game is when it's being attacked by a zombie for example. Like a fresh door looks exactly the same as an "about to be busted down by a zombie" door. Basically you can't tell when a structure is about to give until it gives. So what I was thinking is structures such as windows could get more and more cracks as the zombies bang on it creating some nerve racking suspense for the player! Doors and walls could get cracked and crooked as the undead bang on it too. Barricades can get mangled up similarly. This way the player could tell if they must spring into action immediately to survive or if they've still got time! Also useful for determining how urgent it is to address trapped zombies trying to bang their way out of the rooms they're stuck in. As for hostile npcs and players this would be useful for knowing when the survivors you turned down giving supplies for are about to bash in! So when the undead or hostile survivors come a knocking you know how urgent it is to get into gear and fight back!
  3. I suggest that fences, brand new walls and structures have a " SupportStructureValue" This value means the fence, logwall etc is attached to something sturdy like a post and a well buried concrete structure, so: -Log walls should be built supported by holes on the ground, first you make a hole with a new tool "two hilt digger". Walls supported by holes have "SupportStructureValue" = 80 -You could make Sturdy Columns with tiny trenches on the ground and concrete, Sturdy Columns have the "Support StructureValue" 100. -You could simply raise a wall by itself and hope it doesnt fall, so its "SupportStructure Value" is Zero. --BUT you could lean supported planks and logs behind it and tie/nail them to increase its support values -- You could also tie the unsuppprted wall to a nearby wall/collumn, so they SHARE the SupportValues in a radius pattern etc. -Bushcraft buildings with columns made from hole trench + cinderblock + concrete (or dirt mix with its penalties) + log. So I suggest new items: Power drill -- pierce walls to tie them with wire or rope. Also used for piercing planks for carpentry. Bohrwinden (drilling winches)-- Just like the drill, but has a rotating muscle powered handle. Two hilt hole digger tool (its like two shovels on a scissors pattern slender tool) -- dig a fast hole for a column, dig more holes for a trench New use for known items - stilletos, screwdrivers could pierce walls and planks like a drill, with a powered muscle and a blistered hand (I build fences in my garden so I know that a blister naturally comes to your hand when you makeshift a drill with a stilleto/screwdriver. -Shovels could dig tiny trenches formcollumns and logwalls but hoes and pickaxes are better. New injury -Blistered hands, so gloves are really useful when you overuse tools like shovels, pickaxes, axes, screwdrivers (trust me, my both hands are blistered right now) -Blistered foot, for unfit shoes etc (I suggest unfit shoes, glasses, tshirts, pants with different tolerat values and penalties for oversizes etc) -Blister makes BandAids more useful. And makes your hand vulnerable if you handle contaminated stuff like dirty rags or corpses. -Blister recovery naturaly, doesnt bleed etc, but your unprotected hand is vulnerable if you handle contaminated stuff. And you could get a infection if you dont remove your glove to treat them etc. -Scar and thick skin comes naturally sistem: as blisters comes and go, they form a natural leather like skin, that lasts for a month or so. So some blisters form this resistent skin as long as you dont pierce or injury the blister even more so they become cuts or scratches.
  4. 41.65. Singleplayer. N/A. No. The base I built is considered indoors as I can put curtains on windows. and as far as know, to place a curtain on a window, you need to be indoors. But the panic moodle due to the agoraphobic trait won't go away when inside. It goes away inside the pre-built structures of the map. The base has roof, and is fully closed. Even the stairs are walled off with a door.
  5. Hello everyone. I'll make an official thread for posting my custom buildings so that I won't fill the forums every time I do something that I consider worthy or in the mood of sharing. Hope you'll like this Questions, comments and criticism is welcomed ! <3
  6. I started looking into modding last night, and I am not looking back again. I have two clear ideas for two mods that are simple enough for me to do by myself. They involve new recipes and new items and how to repair the items that can be used as weapons. What I wonder now, is: Should, items, recipes and fixing all go into the same .txt file? Or should I split them up? I see other mods have several files for this. Are there more advanced reasons for this or simple reasons? And are there anything I should think about when it comes to making sure to keep the mods as compatible as possible?I will post my mods in the WIP-section as soon as they have become a bit more substatial.
  7. Hi, I've recently started working on a mod and decided i wanted to add a couple structures that the player could build, Where should I start? Is there a tutorial or something i haven't heard of? I'd also like to have a basis for the textures of my structure, like a frame/generic texture to use as a reference.
  8. Hello, I'm new to modding Project Zomboid and, if someone has a moment, I'm having a few difficulties. My questions revolve around an issue I'm having where I'm not able to use 'require' to get my other modules like I normally would. Here is what I would like to do in a bare bones example: --File: media/lua/server/MyMod/MyMod.lua MyMod = {} print('Setting up...'); MyMod.module1 = require 'MyMod/Module1.lua'; print('Loaded module: '..MyMod.module1.foo()); --File: media/lua/server/MyMod/Module1.lua local M = {} function M.foo() return 'I\'m Module1!'; end return M; When I load the mod I get an exception telling me MyMod.module1 is null, when I expect to get my returned Module1 table, or an exception that it could not find the file. --Output: Loading: ../media/lua/server/MyMod/MyMod.lua Setting up... ----------------------------------------- attempted index: foo of non-table: null ----------------------------------------- So, if you bare with me I have three related questions: 1. Does PZ stop me from using require to load other lua files? why? (or am I doing it wrong?) 2. Why does PZ load every .lua file in my mod. I normally expect a single point of entry, such as loading the file "MyMod/MyMod.lua" which would then allow me to decide what modules the mod loads. Is there a reason it doesn't have a single point of entry and how should I be using this to my advantage? 3. Other mods declare their modules using their mod name as a prefix to avoid possible conflicts; I was hoping I could avoid pollution of the global scope and just have everything under one roof, i.e inside MyMod, instead of MyMod;MyModModule1;MyModModule2;etc. Is there any way to do this? Thanks for reading, Any questions/clarifications please ask! Logan. Update: I'm guessing my issue with require() has something to do with the differences between Kahlua2 and Lua 5.1? (only because my example works fine using Lua 5.1)
  9. I was going to build a wall around my place and then realized that it would be more beneficial to just create a bunch of doorways, place doors in them, and barricade the doors (except one, of course). Now you might ask why! Here's the kicker! Zombies will only try to break through doors and not walls (at least what I have experienced so far). So if I build all walls around my one door, when a horde comes they will only attack this one door and easily break it down. If I build many doors, the zombies will be more evenly spread out, making it harder for them to break through. Also, this would cause me to have to maintain my walls (an idea, if not one already) or else the next time a horde comes, I will have weak spots in my walls. TL;DR - Zombies should attack walls so you don't have to create a wall of doors.
  10. I think it would be pretty interesting to see the implementation of some sort of weathering to houses and structures both pre-placed and player built. For example, over time, old homes began to have weed invasions through cracks and crevices, wood starts to rot from rainfall, and walls and roofs become discolored from that as well. And maybe grasses begin to grow taller and wild plants begin to sprout from the earth, or maybe warehouses become covered in vines. As the older the player's adventure lengthens in time, they can watch their environment change too. This would add to the immersion i n the game.
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