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Found 12 results

  1. Cutflood

    Well Built Walls

    A tiny mod I made. Uploaded to steam, but I figured I'd add it here for anyone who would want it. DOES NOT ALTER ANY EXISTING CONSTRUCTION ON AN OLD SAVED GAME. Any new construction, after the mod is activated, will be "Buffed". Steam description: A tiny mod with a huge impact. Makes the carpentry skills' wall health bonus that is applied to player construction a little beefier. Log walls and other constructed items are now harder to destroy. -Doubled the Initial health of multistage player construction. -Includes a buff to Metal construction too. (But Log Walls are still the strongest) -Quadrupled the health of Log Walls from 400 to 1600. -The health bonus from each level of carpentry is now 250, not 100. -The health bonus from the Handy trait is now 1000, not 100. (Makes taking that trait/profession WORTH it) The reason I made this mod is simple. It's realistic. There is an old Revolutionary war fort near my hometown. It is constructed from felled trees, much like the log walls in PZ. I have seen it and played in the fort as a kid my whole life. NEVER had I thought to myself, "These walls could easily be brought down by headbutting them." Possible mod ideas for the future... -Make it so that the zombies RECIEVE bash/thump damage from headbutting the walls as well. (Only a fraction) As cranial/brain damage to zombies has historically been the #1 way of killing them. And if they spend all day bashing their head against a wall, they are gonna die. --------------------------------------------------------------------------------------------------------------------- You can edit the files yourself to change the wall health to what ever you like... --------------------------------------------------------------------------------------------------------------------- In ISBuildUtil.lua buildUtil.getWoodHealth = function(ISItem) local playerObj = getSpecificPlayer(ISItem.player) local health = (playerObj:getPerkLevel(Perks.Woodwork) * 250); Change the 250 to a number you feel is more to your liking.... if playerObj:HasTrait("Handy") then health = health + 1000; Same for the 1,000... end In ISWoodenWall.lua function ISWoodenWall:getHealth() if self.sprite == "carpentry_02_80" then -- log walls are stronger return 1600 + buildUtil.getWoodHealth(self); Change the 1,600 to a number you feel is more to your liking.... else return 400 + buildUtil.getWoodHealth(self); Same for the 400... end In MultiStageBuild.txt In the file, find the entry: BonusHealth:###, ### being a number designating the walls base health. Change to anything you like. Each construction has it's own health value, WoodenWindowLvl2, WoodenWindowLvl1, MetalWallLvl2 etc. You will have to change each constructed item's bonus health value to alter them. It's good practice to try and keep the number to a "reasonable level". As making the walls have 919,289,479,198,581,291,546,198,576 health can give the game values that are too high to handle. I played for a good amount of time though (150 hours) with walls that had a base health of 99,999, with perks adding 999 each level, and the Handy trait tacking on another 9999 without problems. Final wall health was about 120,000. +++++++++++++++ WellBuiltWalls.rar +++++++++++++++
  2. Hello, I constructed a house and realized, I can't claim it. Now I am sad. Will it be possible in future to claim constructions? Or are the server settings the problem? Greetings
  3. It's the end of the world. You just watched your neighbor's home get smashed through. They simply pounded on the door until there wasn't one. Heaved themselves at the windows until all that was left was broken glass, blood, and gore. You wake up in a cold sweat. Was that wildlife scurrying through the underbrush? Or was that one of them? Have they found you? Your walls. Your walls keep you safe, you remind yourself. You worked hard to get the materials together. Spent day, after backbreaking, awful day building the framework, setting the rebar, pouring the cement, and waiting. Waiting with desperate, fervent hope that it would set before it was too late. The chain hoist, wrapped to the tree. It was a desperate gambit, but piece by piece, you raised those walls, slid them to fit together, reinforced them internally. Inside those walls of stone and metal, you are safe from the gnawing, hungry masses. They would break themselves upon the rock. Now if only you were as safe from the rest of the world. From starvation, sickness. From those who would take what you have. Your walls, your safety. Your life. --- Pardon the dramatic entry. My suggestion is simple; to give us more uses for concrete, and to add rebar as a construction material, and maybe a weapon. Concrete and rebar walls should be something to strive for. Something difficult to achieve. Having the skill and knowledge is only part of the equation. Finding the materials, having the mechanical advantage, waiting for the cement to cure and harden... Give us the ability to create concrete constructions... and make us pay in blood and tears to try and make it happen.
  4. Passive Safe House Defences! Over the years of planning my perfect zombie safe house I have come up with some ideas that I think would be nice to be implemented. Not all of them may be practical mind you but a few would be and the rest would at least spark some other ideas within the community. I do understand that some of these ideas while being true to real life could make the game easier or even too easy for players to survive but that would then at least prompt the developers to devise new ways to make the game interesting such as implementing deterioration through wear and tear on buildings instead of just weapons. 1 The ability to dig a moat! Now having a moat or a deep pit around your home would prevent most zombies from gaining access much like a wall would. Having a big hole outside your home creates other issues however creating the need for such things as draw bridges and the ability to raise and lower it from both sides. This could also allow you to have a safe haven from other survivors in a PvP multiplayer map but then you would have to be able to create a type of control for the drawbridge that you could carry with you preventing others from gaining access to your house. Issues in constructing the pit like constructing stairs to get in and out while you dig it and then destroying them once you are finished, bracing for the sides of the pit so it doesn't collapse in on you, having to maintain it over time due to wear and tear or damage caused by zombies, having hordes of zombies in it over time could cause your player to become scared as they walk over it making them un-easy as they cross affecting controls, The zombie corpse once killed could be made into a stackable item so that other roaming zombies could climb onto their backs so they could climb out of the pit, etc... 2 A Community above ground level! One of my ideas is to have a building which is completely sealed off at ground level where the only access is via a stair case that descends from the next story up accessed by a grabbing hook carried on your character or via a pull cord. This would raise you above the zombie hordes allowing you to sit out on the deck sipping tea while they are unable to reach you. As part of this idea, you could build bridges between buildings, (in more densely built locations), so that you can travel from location to location easily gaining supplies as and when you need them. This gives an added bonus that if one of your building does become overrun you can destroy the bridges,(this would mean that you would be able to destroy constructed floors which currently is not possible I believe, or the bridges could be a different item to be constructed aside from floors so they could then be destroyed), enabling you to segregate the rest of your safe house network from the infected building. This building technique would allow players to stay within the centre of town while having a safe location to stay within. 3 Basements and Bunkers! If the ability to dig pits is implemented that the next logical step would be to allow the players to dig and build basements in existing buildings. Along with the issues of bracing the walls of the pit until you build retaining walls, columns to support the building above, possibly having to think about a pumping system either electrical or manual to pump out the basement if flooded by rain during and after construction etc ... How about the ability to build a bunker in the middle of nowhere. Having UV lights so you could grow plants within the bunker. Having the bunker underground could allow you to have a cool room deep down for storing foods that would normally need to be refrigerated. Multiple levels? You could build your entrance within the forest making it harder for zombies and other players to locate your safe house while in PvP games. 4 Mobile walls and barricades. In a real zombie apocalypse most people would eventually create a safe zone of a few buildings, farm land and so on which are surrounded by high walls. An idea I had a few years ago was to take a derelict car, (due to its wheels, solid metal construction and ability to be dismantled and built in a different configuration with a bit of tinkering), and make it into a wall section on wheels that can be locked into place using the hand break but them moved out slowly into a new position, (along with others alongside it), allowing for the reclamation of land outside of the wall line while not exposing the players to the zombies beyond it. The players would then be able to clear new buildings or build new defensive walls behind this ever moving threshold allowing for the expansion of the safe zone. This idea would seem to work better in a multiplayer game where people could set up tribes, or guilds, or groups of survivors or whatever they wish to call themselves as they would need to work together to keep the wall in a single line so gaps do not appear which would allow the horde to break through. Again the need for maintenance, possibly having to swap out sections at a time so that they can be repaired, etc.. With the addition of NPCs down the line and the possible increased numbers of zombies on the map to balance the scales if a few of these ideas in one form or another are implemented I believe the need for a safe location for the players and the NPCs to be located would be ideal. If the game started to lean towards the number of zombies that you see in Dawn or the Dead for example where they stretch as far as the characters can see in all directions then they won't feel safe running out into the mass of them and would find other ways to get around and survive. I hope these ideas spark people's imaginations and help to develop the game into a true work of art! Additional note. Would you be able to store your fridge/freezer food out in the snow during the winter months? Would it be possible to be snowed in for several weeks causing you to plan ahead and stock up on supplies, food, water, blankets, camp fire materials, etc... Risk of being attacked by wild animals, wolves, bears, etc... Could there be a risk of flooding? Part of the town is on a flood plain causing issue during extreme raining seasons or when the snow melts? Some things to think about. Comments welcome. Edit: Doors. We can already build doors for our safe house but with the screwdriver enabled why cant we unscrew existing doors and relocate them to new locations, for example your starting door that you have the keys for. In the real world people are more likely to reuse existing doors before they would attempt to build a new one hense the current crafting level of 3 to build a new door! Relocating a door could present its own problems, you would have to carry it in much the same way as you currently would carry a corpse or a generator. There could be different ways to carry the door with different animations to support them for example, you could carry the door on your back. This would require both hands, greatly reduce your movement speed, turning speed and field of vision as you would be bent over looking at your feet. This option would have the lowest risk of dammage to the door which could have the same maintanance properties as weapons even after installation. You could have two different was of putting the door down, slowly and carefully which would require time or just dump it instantly for a quick responce to zombies which would result in dammage to the door. The second way to carry the door would be to walk backwards dragging the door along the ground behind you. Again this would require both hands, have a slightly faster movement and turning speed than the last option but the risk of dammage to the door would be increased. Your field of vision would be where you are coming from as you are walking backwards making zombie detection more difficult. Those are the tradeoffs! The third option would be to throw a rope around it in the same way that you can with logs and just carry it behind you. This would provide faster moving and turning speeds along with normal vision but with the high risk of dammaging the door greatly. All of these ideas would require the player to rely on listning out for signs of zombies. These penalties could also apply to log moving to make it a little more realistic. RVPatrick.
  5. Got the idea reading comments on a post that was slightly deviating from the subject so I won't link the original post. The detour the thread made was about vehicules and their ''fuel''. A valid complaint was how scarce fuel was (although it might be possible to siphon out vehicules for fuel once it is implemented, maybe even use the gas pump at service station). It got me thinking that some people use used vegetable oil as fuel. I won't go over the specifics of «if it should be converted to bio diesel first» or «if it would damage the motor more then regular use». Cooking oil could also be used as lubricant for door and windows to lessen the noise made by them if any (failling having some WD-40). Hot oil could be made into either a manual or self-pivoting cooking pot of oil to spill on zombies and NPC alikes from atop your walls. Edit : Could even be ''burning oil'', but it might require concrete or stone walls first. Anyway, this would probably be low priority, but could be considered at the same time as vehicule are implemented. This would give another great reason to go to Spiffo's.
  6. With the firearms overhaul a while back and the medical overhaul a few patches ago, I would very much love to see a carpentry overhaul worked into an update. Keep in mind, I am suggesting an entire overhaul, not a small change or addition; i'm not asking them to add everything I have suggested in the next update, I understand that some/all of these suggestions will take lots of time and may not even be possible to add to the game. That being said, please read on. What I would like to see included in this overhaul: Completely redo the carpentry system (and the skill books as well). In order to be able to craft certain things you must read a skill book, these books will "teach" you how to create certain objects/structures (meaning they will no longer be grayed out in the crafting window ) allowing you to create more and better structures Perhaps metalworking (unless your character was employed as a metalworker in his past life, he will have to read a few carpentry books to learn how), welding, electricity work (add an "electrician" character, some books on electric work, etc.), and other things like this could be added to the game. Some more recipes like: different sizes of boxes/crates (have a different inventory count and take up different amounts of space), the ability to add wooden/metal security bars to doors, craft-able ladders and hatches, reinforcing doors/walls/windows/ with metal bars (you will have to know how to weld, skill books! ), and concrete/brick walls (again, skill books... or just choose to be a construction worker when you're creating a character). The construction worker should spawn with a few levels of carpentry already unlocked (do this with the other jobs as well, like a police officer, doctor, etc.). New tools like drills, jackhammers (not sure what we'll do with this, would be cool tho ), wrenches, chainsaws, box cutters, tire irons, mallets, hatchets, sheers... those are all that are coming to mind currently :/. Tool boxes: contains several tools, nails/screws, and other items like wire, twine etc.That is really all that I can think of/want to include in my suggestion. If you want to add to this suggestion, ask me to remove an item from this suggestion, or whatevs please post a comment. PS: I know that they wouldn't have made a suggestions thread without wanting people to suggest things, but writing this suggestion made me feel selfish D: ... Thank you devs for creating such a great game and for taking suggestions, love what you all have created for us! PPS: The " :P" face may have been overused... . This was the first thing I posted on here btw, please be nice peeps! ALSO: I'm sure some of these may have already been suggested so sorry for re-suggesting them. These were just my suggestions, not trying to steal somebody else's idea or spam the forums.
  7. Hey guys, some of you may have read this suggestion earlier, however after reading a post about suggestions, I thought I would make it easier to understand. One thing I would like to see implemented into Project Zomboid is the modification/upgrade of constructed features, I.e. (wooden walls, crates, wooden doors, frames ect.) The idea behind this is that as your character levels their construction abilities, they can then upgrade features previously constructed without having to tear them down (whilst losing marerials) and rebuilding them.
  8. I love building, it's my fav thing to do in zomboid, now that multi player is here it's great to build forts and homes for myself and other players. My idea is two fold: 1) have the ability to open a construction menu that you would need a notebook/paper and pen/pencil to use. With it open you can build just like you build in game but all you would be doing is making a plan, you could then gather mats and while holding the plan or by reading the plan you can just tell your guy to start building and he follows the building plan. This would allow you to do a few things, see the materials your going to need to build it, also more than one copy of the plan could be made with a copy plan option or the ability to study and learn the plan. That way two or more people could be on the same page as far as building with less micro managing. 2) a way besides stairs to go up a level because it can be down right silly to build something like a 6x6 wide watch tower 4 levels up, the construction process ends up looking like some thing out of a MC Essier painting. A ladder or something that's not 4 tiles long would be helpful.
  9. So today I was building a second floor and I couldn't really tell where I built floor and where I hadn't built floor. There is a little shading difference between the tiles on the active floor, and the floor below. This is a suggestion to make the tiles on the floor below a little darker so you know where there are/aren't floor tiles. http://i.imgur.com/DJU4GIy.png This picture is a bad example because I have build over all the hard to tell tiles. I feel as though it is good enough to get my point across.
  10. So I took a little time out from my safehouse construction to read the Mondoid and I'm super happy to see the guys are working on fixing the 2nd floor building and stairs bugs, good luck to Chris on dealing with that "really big mess" direct quote from RJ! In the meantime, i'm working on ideas, interiors and getting my carpentry up to lvl4 for those all important rain barrels. This all in aid of my plan for a new fort nicknamed "Skybridge"! The plan is to have the warehouses linked by a bridge, with 2 entrances to each building and effectively making each one an independant safe house with it's own garden/water/food. The emergency exit at the back of the south (left) building has been converted into a staircase, and the shack on the roof will eventually become my main residence, provided I can get up the stairs once the bugs are fixed! What plans do you guys have for forts, engineering works and crazy builds when we can once again reach for the skies?
  11. Basically if you have a hammer you can deconstruct items and walls and get your materials back. It would be dependent on carpentry skill and the higher the skill the more resources you would get back. For example if you had a skill of one and wanted to tear down a wall. You could select the wall choose deconstruct. It would take about as much time as building the wall and after words you would receive all of your nails but only one of the planks.
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