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Found 12 results

  1. If there would be bigger wild animals when killed they would gave fur Fur could be used to make clothes when you will have a high skill in tailoring Then Lone forest cabins will be more usefull because of wild animals and you will have clothes for winter thanks to animal fur which is better than other clothes PLEASE ADD THAT
  2. Can't add padding unless you have everything in your inventory. Its not working when materials are in containers or ground near / next to you. I used different Fabrics for this. Images are numbered : 1. No thread in inventory 2. No needle in inventory 3. No Fabric in inventory. 4. Everything from above in inventory
  3. A skilled tailor could and should be able to cut off a part of clothing that hasn't been damaged and use that part to repair the same part of another existing clothing of the same type. Basically salvage parts of other clothes (same type) to replace the damage on the ones you want to repair (again has to be the same type of clothes), but for this you have to have tailoring lvl 7+. I was playing six months later and every zombie has clothes damaged arond 50% or below, thankfuly stomping and blunt weapons saved some of the clothes condition, but still if it's not 100% it can still leave you prone on some places. Also I think this wound make it more grind worthy to reach those high levels of tailoring.
  4. As promised in my previous suggestion, I would also like to suggest the existence of a "Sewing Machine", that would have MANY uses for the "Tailoring" skill and maintenance of clothes, besides the addition of one new possible action with the tailoring skill that requires it. The Sewing Machine would be a "Furniture Tool" in a sense, which means it is a tool that can't be carried in your inventory, instead, you must be standing near it to craft using it. It would weight 40, like the Generator. (old Sewing Machines were HEAVY and I almost broke my back once carrying one that belonged to my grandma, so 40 weight is fitting, believe me) It would allow you to craft clothes from 0 using ripped material as long as you learn their recipes through a few new magazines, some of which should be possible to find in clothing stores. Added the new action "remake" instead of "repair" that can only be used by right clicking the sewing machine with a mechanic similar to washing clothes in water sources. It would allow you to fully repair a clothing item as long as you possess the required materials for cheaper than making a new one from 0 but higher that it is needed to just stitch a hole, removing all holes and filling its condition to 100%. The clothing item also needs to be clean and dry in order to be remade. It would be extremely useful to fully repair items such as leather gloves and denim shirts even if it used quite a few leather and denim strips and a lot of thread and needed something big and heavy like the Sewing Machine and it would still perfectly fit the scenario. Also, the Sewing Machine should be loud, almost as loud as I suggested the open-frame fuel-powered mechanical generator should be. As loud as the normal shout as long as it is being operated, so that you can't use it unless you are in a safe place with a somewhat considerable safe area around. It should require a considerably high(4+) tailoring level to operate and high mechanics level to build it. Extra 1: Knitting, wool and fabric dyes would also be really interesting mechanics for "Tailoring" if added to the game. Wool would also open the need and possibility of "sheep" in the animals update which is reasonable and useful. Extra 2: As I mentioned in an older suggestion, having "Cotton" as a plantable crop would be extremely valuable here. Extra 3: Being able to produce clothes for the NPCs update would be needed and open the possibility being one of the possible trade products of foreign bases and your own base market.
  5. I wanted to make this suggestion as a way to tie down a few previous suggestion I sent recently a bit more in depth. The Sewing Machine and Pillows with a small detail for the Smoking Overhaul. 1- Plantable Cotton Simply put, a new seed in the game that when harvested would give a few units of "Raw Cotton" per plant when harvest. 2- Cotton gin You'd need to find or make a device called "Cotton gin" that is needed for the "ginning" process to separate the fibers from the seed. To craft, this device would be made of wood planks with a few screws, a saw, a screwdriver and one pipe. You would need a some levels in carpentry and a few in mechanics as well to make the moving parts. It should also be found in the world and picked up like any furniture, learn the building recipe through disassembling or learn how to build through a new magazine "The history of clothing". (After going through the ginning process you'd receive 1 unit of "cotton seeds" and 1 unit of "cotton balls" per "raw cotton". ) 3- Spinning or Rolling. By right clicking "cotton balls" in your inventory, you'd have the option to "spin into yarn", which is the act of converting the cotton balls into "Yarn" (an item already present in the game as a miscellaneous, possibly renamed to "cotton yarn") or into thinner "thread". You'd need a pencil, pen, screwdriver or any such small and thin tool in order to do that. There could also be a "yarn spinning wheel" as a possible buildable that would make it take a 1/10 of the time needed to spin it by hand. It would need only a considerably small level of carpentry and mechanics, planks + "woodglue, nails or [screws + screwdriver]" + saw + file If you have a pair of scissors in your inventory or in the vicinity, by right clicking the cotton balls you'd also get the choice to "roll and cut into filters" to produce cigarette filters. 4- Weaving or knitting If using "Knitting Needles", another item already present in the game, with either the "Yarn" or the "Thread" and you could directly craft "Knitted" clothing pieces from the crafting menu or craft "Cotton Fabric" slowly. It would require 4 or 5 levels in Tailoring. It would have a low probability of producing "High-quality Cotton Fabric" that grows with your tailoring level to 50% with level 10. Another option would be to build a "Weaver" machine, that would require either to find it in the world (somewhat rare) or build with a high carpentry level and needing the building recipe for it to be available to build. (Also learnable through a new magazine "The history of clothing.") Similar to the previous, to craft it it would be mostly out of "wood planks" with a few "screws", some pieces of cut "metal pipe" needing a "saw", a "hammer" and a "screwdriver" as tools. Also needing carpentry and mechanics levels, just in higher values than the others. By weaving you'd produce fabric EXTREMELY faster and also a higher probability of making "high-quality cotton fabric" reaching 100% with level 10. The act of weaving with the machine would require a lot less knowledge level in tailoring than "Knitting" with only 2 or 3 levels of tailoring. 5- Sewing ("Cotton fabric" or "High-quality cotton fabric") + (sewing machine or needle) + (thread or yarn) = Clothes, Sheets, Bandages, Towels, etc Learn recipes through new magazines that unlock making clothes from the fabric. Some clothes could use exclusively high-quality fabric. ("Cotton fabric" or "High-quality cotton fabric") + Cotton balls + (sewing machine or needle) + (thread or yarn) = (High-quality) Pillow Increased effect if used the High-Quality version to sleep, as mentioned in the "Pillows" suggestion. "High-quality cotton fabric" + Cotton balls + (sewing machine or needle) + (thread or yarn) + wire + metal pipe + pliers = "High-quality mattress" (keeps the pipe. Needed only to make the wire spring for the mattress) [Suggested item needed to make any "good" quality bed and high in value for trade.] All of these could be tradeable goods with NPCs of bases you visit or merchants who visit your base (if there are any, which should). High quality goods would be 1.5x more valuable than common quality goods. This together with what I suggested in the Sewing Machine post would make the Tailoring skill be a lot more valuable and be another option for producing goods for sale if there is trade with the NPCs through farming and processing the cotton alone, which would be a self sufficient process. Extra: Similarly to my "Pillows" suggestion mentioned previously, sleeping with sheets in your inventory should make your character sleep better when the weather is cold. Extra 2: More options with these same tools and process would be opened with the animals update if sheep and goats are some of the animals added to the game, both giving "wool". The only difference being it would produce "wool yarn" and "wool fabric" to make wool clothes with high insulation and more valuable for trade near or during the winter. Extra 3: It would also produce the "cotton balls" needed for making medicine and the bandages. Add in a process to make alcohol and a few medicinal plants you can farm + a process to make suture needles from the common needle, to make common needle out of wire, tweezer, suture needle holders and other pharmaceutical medicines and this all adds together to be not only part of a grid of mechanics that supplies the clothes, but a considerable dynamic with the process to produce medicine late game as well, which would also be a very valuable good to trade and very needed for the NPCs (specially if they get hurt randomly within the base and need a doctor).
  6. 41.73 Single player Host Tested both with mods and without mods Mode: Sandbox (based on apocalypse settings) and apocalypse Still occurs on new save Reproduction steps: 1.Go kill a zombie with a sharp melee until you get a clothing with back part ripped 2.Try repairing via patching menu As the title says, when I try to patch the back part of my clothing, it doesn't appear at the tailoring menu. In inventory it says 1 hole but still can't repair it anyway. The black dress was in a modded , sandbox save and was found on a zombie. This green t-shirt was found on a zombie but this time in a new save without any mods, apocalypse settings (so it's got nothing to do with mods). I have the needle and other materials. They're made of cotton so it's not about fabric type Hope you fix it (I can't add the logs file to the post since the file is 4.4 mb, I uploaded it to a zip sharing site Zippyshare.com - logs.zip) EDIT: I have level 8 tailoring
  7. I published my fist release of 'ST Survival Tailor' to the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2755409154 I know there are already a few other tailoring mods that do some similar things, but I did not feel they were balanced especially how much thread you get from them. I've add some custom bags you can craft as well as most of the general material recipes you might need to improve tailoring. My hope for this mod is to make tailoring a worthwhile skill and add in more functionality as I progress. I would also like some feedback on how the items and recipes are balanced. I'm trying to keep the balance close to vanilla and not create items that are too good for an Apocalypse run. The Large Utility Pack and Utility Satchel are nice items, but you can only craft them once you get to skill 3 and 5. MOD Details: Craftable items: + Crude Backpack - Requires Tailoring 0 - Weight=1.5, Cap=16, Reduction = 50 - Equipable on back and hands - Uses custom icon and texture + Utility Pack Small - Requires Tailoring 1 - Weight=0.2, Cap=2, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Denim Backpack - Requires Tailoring 2 - Weight=0.8, Cap=18, Reduction = 75 - Equipable on back and hands - Uses vanilla blue school bag icon/texture + Utility Pack Large - Requires Tailoring 3 - Weight=0.5, Cap=5, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Utility Satchel - can be equipped with backpack - Requires Tailoring 5 - Weight=0.5, Cap=15, Reduction = 75 - Equipable only on fanny pack back slot - Uses vanilla satchel icon/texture Material recipes: + Salvage Ripped Sheets (for Thread) -Takes 5 Ripped Sheets, requires one tool: Paperclip/Tweezers/Needle/Suture Needle -Creates Thread (Results based on Tailoring skill) -Each ripped sheet can generate 2 thread units, with a possible 10 units = single full Thread spool + Salvage Denin Strips (for Thread) -Similar to Salvage Ripped Sheets, but takes Denim Strips + Twist Thread into Twine + Unravel Twine + Twist Twine into Rope + Unravel Rope + Craft Sheet Rope + Salvage Sheet Rope + Craft Sheet + Craft Tarp Planned recipes (but not implemented) + Merge Thread - Working, but somewhat basic. Craft for all and move char to stop + Craft Pillow + Salvage Pillow Workshop ID: 2755409154 Mod ID: stSurvTlr
  8. The Police trooper T-shirt is missing the inspect option, so it is not able to be fixed if it gets damaged
  9. When inspecting long socks, the picture of the socks is way below the inspect popup. I've only noticed this for long socks in my game, and multiple pairs too.
  10. Good day survivors! A nifty feature I felt was missing from Knox county was the classic sewing machine. Hand stitching is one thing, but tailors should be able to operate in style! I figure there would be two version: An antique sewing machine that operates slowly. Uses thread more efficiently than by hand. A powered, more modern sewing machine that operates with electricity. This model would be faster than an antique sewing machine, and use thread slightly more efficiently than an antique sewing machine. A boost to helping those long tailoring levels out would be a blessing. While thread would still be hard to come by, or take a lot of work from killing and ripping up clothes, a sewing machine would let you more efficiently use what you find in the slow grind that is tailoring. Good luck out there in the apocalypse!
  11. The amount of pieces of thread is far too uncommon to find. I'm currently 6 months in and have found about 15-20 spools of thread from looting every building in the areas circled in red and the major buildings, stores and warehouses, in the area circled in green. In comparison I've found 8 generators and 12 magazinez for the M9. I'm running with the lucky trait and have found 5 sewing kits containing nothing at all. The current amount of thread makes it far too hard to level up your tailoring which I've currently leveled to just short of level 2 with having to use 12 spools of thread with varying amount of thread(uses) remaining and have also been removing patches. I get that it is not supposed to be a breeze leveling up but currently it is faaar too grindy and unreliable to the point where it feels like it is not even worth investing time in. I feel like every 1/5 houses should have some pieces of thread laying around or a sewing kit with around 3-4 pieces of thread.
  12. I've been playing a fair bit of Build 41 and dying. This leads to me spending a bit of time in character creation and it had me noticing that we lack a lot of basic colour options. My suggestion is that there's an overhaul to the clothing colour system be it adding in more colours to the existing swatches or switching over to a colour wheel type of system that still has presets set by the devs. This would allow for more variety in zombie clothing alongside player clothing. This could also be implemented into the new Tailoring system in that a dyeing system could be added. You could use either man made dyes you'd find as rare loot in certain locations (We lack arts and crafts stores. Ever noticed that? Would be really nice for Tailoring and maybe even a good glue source for weapon repair) or flex your foraging level and have natural dyes. If you wanted to go a step further: Knitting. Being able to make your own woolen sweaters, beanies, gloves, and scarves for when winter rolls around. Would work nicely with tailoring as a side thing. Ultimately I'd love to see the possibility of being able to keep a sheep you can sheer for wool and the tools needed to process it into woolen yarn. You could just skip out on that though and go with a finite amount of wool that spawns into certain locations. Either way it would be nice. All this because I wish I could have a grey tshirt for my character
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