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Found 16 results

  1. Hello to anyone who's reading this. I'm working with Neutz on the Union City map. We'll release a part of it once the Suburban Area is done. What I need from each one of you is an idea for buildings, it can be a shop, a gas station, (no more house ideas, please, unless you made some and want to share them, my brain is mush as this moment from making 200+ houses already) warehouses, small clinics, pet shops, you name it. I just need building ideas. If you want to give some buildings for the upcoming map you're more than welcome to do so. If you want to give ideas, give a small description or a list of the buildings, if you can, provide a picture if you want something custom which I could try and make. Thanks to anyone who'll be writing below, be sure to check the Union City thread, we'll keep you posted weekly (if we don't forget from time to time ._.) on the upcoming map progress.
  2. The Ultimate Car Thread

    So in this thread I don't want to discuss the inevitability that cars are coming to PZ. We know cars are coming and you can test them right now. This thread isn't for that. This thread is for people to discuss the future use, mechanics and ideas surrounding cars. As the discussion evolves I'll be adding things to this list. Cars and the like have an incredibly high value in this game, especially with customization and fleshing out the fun parts of using vehicles. They should be balanced, but also they shouldn't end up like guns. Remember that cars are meant for transportation, and that if they don't fulfill that purpose because they are too risky to use, then people won't use them. Categories include (subject to change) Types of Vehicles Car Modifications Maintenance of Cars When the Gas Runs Out / Usage of Wrecked Cars Please note that "Mods" in this topic revolve around modifications to the cars, not installed or Workshop mods that change PZ. TYPES OF VEHICLES More than cars and vans, there should be other vehicles that we can choose from as well. Motorcycles Dirtbikes Bicycles ATVs (4x4) Snowmobiles (Winter) Massive trucks (10+ Wheeler) Pickup Trucks Moving Vans RVs / Campers Buses Car type allows for easier sleep depending on the car. Cars provide less sleep quality than RVs Can't sleep in ATVs Sleep in Buses Different performance based on the ground type Cars and motorcycles perform better than other vehicles on pavement "Capacity" vehicles like Moving Vans and Trucks only perform okay on pavement, and terrible offroad. Their strength is massive storage space. Offroad vehicles such as Dirtbikes and ATVs perform well... off road. They are great for country-based bases. They perform well on road too but not as well as cars. Snowmobiles for the winter. They perform extremely well on snow, terrible on everything else. Buses extremely slow CAR MODIFICATIONS Depending on how high your skills are, there should be ways to modify your car. Reinforcing the dash, bumpers etc with steel/iron in order to take more damage Mods influence weight of the vehicle Lowering weight such as removing the back seats of cars and vans increase storage capacity and increase fuel efficiency, but are countered by only allowing one or two people in the vehicle. Increasing the weight by adding grills, reinforcements, loading the vehicle up with supplies, and having multiple people inside should decrease fuel efficiency, making it more costly to bring that tricked out Mad Max vehicle across the map. Cosmetic ways to modify your car with paint would be a nice touch, and could make people recreate their favorite pop-culture cars without Indie Stone getting hit with copyright. MAINTENANCE OF CARS I suggest that the "Metalworking" skill should be changed /renamed to "Mechanic", "Engineer" or something similar. Metalworking is underused at the moment apart from making metal walls and such, or reinforcing windows. Cars in 1993 don't have the vast array of electronics that modern cars do. If someone can do mechanical work on a car, they can figure out how to weld sheet metal. This will make the "Engineering" skill as robust as the carpentry skill, which is well-developed into the "house building" skill that it is. This enhances normal gameplay since we aren't getting a new category, the skill tress will become more complex and will encourage players to decide what they should spend their time on with better rewards. Like the "Farming" skill, those who are well trained can start identifying parts of the car that are damaged or need replacing. Having more information allows for better repairs, and more effective repairs that last longer or replace more condition. Car parts should have condition, and much like Fallout weapons being jammed at a certain condition, car parts should backfire, fail or make more noise depending on the condition of the parts. Modifications are locked behind skills Easier mods such as taking out a seat could be skills for level 1-2 Harder mods such as attaching spiked bumpers (that reduce zombie collision damage) should be regulated to 6-10 Higher skills also allow for better extraction of parts from ruined or spare vehicles. Much like Metalworking and Carpentry allows for more parts to be harvested from objects the higher you skill is. La Cucaracha horn, the most powerful of horns WHEN THE GAS RUNS OUT / USE OF WRECKED CARS Cars should be able to be pushed if they have functioning tires. Pop into neutral and move from driver side. Cars should be able to be stripped for parts Car parts such as tires, engines, brakepads etc can be taken out and installed on other cars of the same category. Cars can be "broken down" and stripped for metal sheets, pipes, and basic electronics (radio). Based on skill. Car batteries can be used for small lights much like the flashlight on a pole, but last much longer. Unlockable levelled skill. Car tires should be able to be taken off. Unless reattached, they cannot be driven of course They become much harder to not only push, but to tip over as well This can provide "walls" in which wrecked cars block zombies Possibly have it so zombies are stopped and have to crawl over the car, or able to stand on top of them Larger cars such as 12 Wheeler Trucks or Ambulances with wheels removed cannot be climbed over or moved due to the weight unless there is a massive horde behind it. This makes Bicycles more useful for after the gas runs out. Junkyards have to be added to the map. Allows for spawning of "car circles" where you can find survivor camps in the fields with broken cars surrounding them. This encourages exploration outside of cities. Possible biofuel with high farming.
  3. Obey gravity, it's the law!

    This mod lets structures come crashing down when their support structures are removed. All structures must have a wall in a 5x5 area below or get destroyed. Also prevents players from building floors more than 3 tiles away from any wall. Be aware that any player (and zombie) that is below a crashing structure will get hurt, maybe even killed... Mod preview image by Onkeen. Thanks! I'm still working on the details and effects of this, so if you have any suggestions, feel free to reply! This is what happens when you remove enough supporting structures: This is the new maximum distance to build floors: And this is what happens when you stand below a single floortile crashing down on you: And finally, download the mod here: From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836161359 From github: https://github.com/blind-coder/pz-bcGravity/releases Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases Changelog: Enjoy!
  4. Rain barrel draining

    Genesis Some of you may have seen my Perma Base design "artwork" on steam, video is pending on me moving my rain barrels because I've chosen to downsize my crop size (way too much before). Problem is I can't pick them up before I empty them of water. There were 16 "large collector". How it work now Right now you can only fill containers and pour them on the ground. Turns out I need 13 bucket to empty a single barrel (the 13th one is not full). Added time of filling them up add up quickly even if I speed time on each "fill bucket". As stated before, it can't be picked up while there are water in it because it's treated as inventory. You also need to wait for a moment where it's not raining (and on very rainy setting... that may take some time). Suggestion The simplest and best way to deal with this issue would be to have a "pour on the ground" option for rain barrels, like any other water container. It's not that far fetched that you can tip the barrel over (but then it's not logical to need hammer + carpentry to move them in the first place...). Another alternative is that when you try to move the barrel it automatically drop it's water content. This would not be my best way to go about it, because some may complain they lost valuable water by not knowing the risk beforehand. Thus forcing to drain it first remain a good idea in my book, but it should be quick so that you can easily redo a base layout without spending tens of minutes filling buckets and pouring them on the ground. Pretty please I know this may not be a priority compared to other features (yes, including THAT feature). But I think it's an easy enough function to add that won't clutter the UI too much and allow a much better use of the "movable furniture" feature for rain barrels. Compared to them, any other container have not this issue as you could just transfer the inventory to the ground below you (or bags, wichever) rather quickly.
  5. I've been attempting to get a basic server running for about 5 hours now. I've tried using the in game hosting option and inviting another player to join me (I've also had the player in question try to click on my username and join me that way). However, they are unable to do so even after I send an invitation. The server, among other things, kicked her out due to "files not matching the server's [settings/files/something]" So there's that faint glimmer of hope right before being kicked in the balls. So here's my question guys. Can you guys end my nightmare? Can you show me how to use the Project Zomboid game through the Host option to actually start a server where other players can join. The Host option in game, I would imagine, was put there to make things easier and not horribly frustrating. To add insult to injury, the player trying to join my server is connected to my Wi-Fi which should in theory make the process easier as we're on the exact same network. If I had hair to pull out, I would have been pulling it out the past 4 hours. No tutorials or guides have worked and most content I find is from 2014 or 2015 which does not help me in 2016 running version 34.28 I've tried making it public, removing passwords, everything. My firewall indicates that the 16261 port is in fact open. While my Xfinity account is actually preventing me from opening that port because... screw my life I guess. So can anyone, please, please, please, tell me how to simply Host a server using the Project Zomboid game's Host option. I imagine it was put there to make things easy but it's been nothing but four hour headache and a waste of money for the other player who purchased the game exclusively to play with me Co-Op/Server. Thank you so much in advance. I love this game and it kills me that I can't enjoy it with my friends. Warmest Regards Sean / Flaros
  6. Regicide (Competitive Zomboid)

    Regicide (Competitive Zomboid) aka “Kill the King” I am part of a small gaming clan (HYPE Gaming) that really enjoys Zomboid, but feel it lacks a Competitive feel. We are working on a mod to make Zomboid PvP more structured for competitive play. The goal of this mod is to make Zomboid a “slightly” faster pace along with emphasis on team vs team gameplay. We have already began development but would like help from the community on ideas and some coding. Features We would like any kind of positive input along with more help with coding. Anyone willing to help or test please let me know. We fully understand that there are some loops holes that have to be tackled to make this experience work and be enjoyable.
  7. Firstly, I realise there has been work done on zombies grouping together and moving about. It is really good, but there is still a problem, and this is it... The first part of the game is intense and challenging and fun. It is also great fun collecting supplies, hardware, etc. and building yourself an well defended base and trying to settle down into a livable, self sufficient lifestyle. That is fun for a while just surviving. But then what? Times goes by and the game becomes boring and monotonous. Plant crops, go fishing, set traps, eat, sleep, repeat. There really is no challenge anymore. You have built a carefully planned, well defended fort but for what? The defenses you spent all that time and energy planning and building are never actually tested. The odd zombie or three turns up once in a blue moon banging his head on the wall and that is easily taken care of. So, my suggestion is that later in the game, zombie hoardes start migrating out of the urban areas. Slowly in small groups at first, and as time goes on, more and more frequently and in larger groups. It can easily be explained. They have simply run out of food (as in people or rodents or whatever) in the urban areas. Everyone is dead. So they instinctively and mindlessly start migrating outwards looking for food. Especially once the power goes out. There are no lights or sounds left in the cities to keep them attracted to those places. But on a pitch black night, even a campfire casting a feint glow on the horizon a long way away may bring unwanted attention. So it works as far as the "story" goes, but I think it would also dramatically improve the gameplay and fun factor later in the game as the fort you built will actually get tested. I am not suggesting that you are under constant attack ever. The farming and trapping and surviving in the wild part of the game is great already and I am not saying turn it into a constant hack fest. I just mean that every once in a while a large hoard of zombies might stumble across your fort meaning you have to take time out a deal with the situation. For example, maybe they start migrating out in small groups once the power goes off. So maybe once a week you get a group of five to ten zombies stumbling across your camp. And as more and more time goes on, the groups get larger and more frequent. I am also not suggesting your fort gets over run (maybe really late in the game, as a year or more later, forcing you to flee and complete restart). I am just suggesting that it actually gets tested. You get to appreciate all the hard work you did when it successfully keeps out a large hoard of zombies.
  8. New weapon - Hunting crossbow

    So playing around and surviving for a little bit (2 months to be exact) got me to think a little bit about the area I was surviving in, that being West Point and after looting pretty much the whole city dry and seeing everything there is, I just thought of something that could be added, would fit in with the lore and make a survivor's life a bit easier, though it was a bit too obvious so I thought it must have been suggested before, but after skim-reading around a little bit I havent really tripped over it, but if its around I apologize for repeating it Hunting crossbows Yep, not very original I imagine, but hey I dont know why such weapon isnt really available already, the idea would be pretty simple, mid-range, silent firearm that would allow you to take care of those pesky deaders that are so inconviently in your way to loot and oddly close to a horde that you could just sneak past, if it werent for that one annoying strangler. As far as lore goes, West Point has a gun store specialized in hunting gear and in my personal experience these tend to have not just guns, but also hunting bows and crossbows if you are into that, so the loot spot would probably be only it or the shooting range a bit to the east or one of the few hunting cabins in the woods around if you wanted to make them really hard to get. Ammo-wise it would be pretty simple to craft together a stick and a sharpened rock (it would give use to those things aside some very basic tasks that you can use actual tools for anyway). And for the sake of balance it would be either a single shot weapon or you would have to rack each bolt after shooting with a relatively small capacity, lets say 4-6 bolts max. So efficient enough to take one or two guys out and be on your way, but nothing to be killing thousands with and it being silent it might just be your best friend once you find it. You could even be able to make a hunting bow after all, that would take just a few flexible branches and a bit of twine that could work the same way, but be just the poor man's choice instead.
  9. I've been playing for roughly 12 hours, and set up a terribly skimpy base for defense out in the woods, and I haven't been attacked by any hordes of zombies as of yet. Do zombies just not roam around in hordes? I see them do it on roads, but not in the forest. I would like to have 200 zombies come in from all sides and destroy my stuff, it would add to the atmosphere.
  10. Disclaimer for the devs -- Indie Stone devs, your game is excellent. Please feel free to take these ideas on board as if they were your own for inspiration sake, These ideas are donated as fan service and compensation isn't necessary or expected. If you think this works for your game, take and keep any and/or all ideas to implement into the game. Thanks in advance for reading! Please leave your thoughts/feedback in comments section!!! Table of Contents------ 1A. Introduction 1B. Your involvement in this thread 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors 2B. NPC Trust - An Important Mechanic 2C. Faction Ranks - Roles/Jobs [And what they do] 2D. Faction Inventions - New items you can make! 3. NPC Event(s)/Behaviours - Kidnappings, Raids, Zombie Herding, Faction interaction. 3A. Events NOT Involving YOU 3B. Events Involving YOU - 1A. Introduction: This is a community post brainstorm which means you can contribute ideas toward it (and you will be credited in this original post). This post is open to subject to change course and modification. In this post, it explains varying ideas that could help create interesting gameplay and basic objectives with NPC survivors which don't divert you from how you play, and may possibly offer new ways to play the game as well. You could (if you wanted to) interact with NPCs through trade or neutrality (3), or systematically wipe them out one by one, the choice would be up to you. If developers find this thread feasible, I'd like to hope that our ideas could be implemented so that interaction could lead to rewards (2D) in some way which could help benefit confirmed future content updates. 1B. Your involvement in this thread: First things first - Please don't expect or feel entitled to compensation in any form if the developers take inspiration from this thread and use these ideas even if they're identical upon implementation, I'd like to make that very clear. How you view this threads idea comes down to personal interpretation, so that means if your interpretation of this sort of idea and/or opinion on it is different to anyone elses e.g it being good enough to implement in the game or not is appreciated and respected if you choose to have your say (Even if you hate the idea so much it makes you miserable) it's still fair enough to have your say, however it'd be nice to see some constructive criticism toward this sort of thing instead of abuse! Please feel free to join in the discussion and add your own thoughts and ideas! Thank you very much. - 2. NPC Content - [+Add your own, and you'll be credited in this post] 2A. Faction list - Different Factions/types of NPC survivors Note: Faction/types of NPC survivors may/may not exist at all during a game or certain map, and may spawn at different times during a game depending on player movements. Certain factions may or may not work together. Factions should be enabled/disabled by player choice in custom options prior to a game. For the most part, each faction won't trust you at all unless you prove to them you can be trusted, and some may carry default moods/agendas set by their Faction Leader toward anyone that isn't part of their faction - Could result in kidnappings, killing on sight, or warning shots/calls. Type 1 - Civilian: Exist in urban areas. These are the last remaining shred of civilisation, and are mostly helpless and not used to being thrown out of their standard way of life. Civilians are usually armed with light firearms and various melee weapons, depending on rank. How well armed they are depends on rank, as their rank dictates what they usually do. May work alongside Military. Type 2 - Survivalists/Hillbillies: Can exist in both outer-urban and wilderness. How well armed they are depends on rank, raider rank is heaviest armed, utilizing long ranged weapons and heavy melee weapons. Usually works on own, without need of Civilians or Military. Type 3 - Military: Can exist anywhere, but mostly in large contained facilities such as prisons, and fenced guarded areas. Some may patrol in organized groups in the map on their own accord. Moderately to heavily armed depending on rank. May work alongside Civilians. Type 4 - ?? Type 5 - ?? - 2B. NPC Trust - An Important Mechanic Depending on what you do, you can impact factions depending on what action you make toward them. Trust is gained over time, and word can spread around to different ranks within factions about you. If you help defend individuals against zombie hordes, make trades with them, don't kill them on sight - Then you can gain trust with them. On the other hand, if you do all you can to let them die, raid them, steal their stuff, the opposite occurs and can carry consequences toward how they interact with you. That will result in increased hostility and nasty tactics toward you and your base (3). ---Factions may even choose to not trust you at all regardless of what you do, this comes into equation based on the Faction Leaders agenda--- - 2C. Faction Ranks - Roles/Jobs [And what they do] Civilian and Survivalists/Hillbillies NPC survivors can share some same 'ranks' and behaviours depending on trust toward you, or their purposeful demeanour. Traits listed are as a guide to explain their purposes. Traits listed in each rank are varying possibilities and may/may not all occur. The following ranks shared between Civilians, Survivalists/Hillbillies/Military which should usually stay within their base are: Faction Leader - Have a purposeful goal/agenda set for their faction. This can vary depending on how you interact with each faction. Some leaders may choose to enforce friendly or hostile actions toward you and other active faction(s) at the start of the session, and they can also enforce what types of ranks spawn depending on where they are located. Their demeanour in their agenda also applies to what faction they are in. Killing a leader can topple the entire faction which can be a useful game mechanic/purpose. <Don't expect that to be easy though!> | Traits- Lucky, Strong, Brave, Hearty Eater, Resilient, Athletic Workers - Produce food, build, create/combine items, repair items (vehicles in future), treat heavy/major injuries etc. | Traits- Handy, Feeble, Cowardly, Light Eater, Clumsy, Agoraphobic The following ranks shared between Civilians and Survivalists/Hillbillies are: Scouts - Usually spots and locates and reports back to their factions. You can kill them if you don't want to be seen&known at all providing you witness them near you/your base-. Scouts can offer remote bag trades (bag containing notes of Trade for Trade items), orienteering, locating, can mark environment with messages/diagrams, treats their own basic/light injuries. | Traits- Athletic, Eagle Eyed, Graceful, Feeble, Night Owl, Outdoorsman, Patient Raiders - Dispatched usually if scouts/workers don't sustain to loot surrounding areas to replenish faction supplies, can kidnap you, can also raid houses you don't own, can mark environment with messages/diagrams, treats their own minor/light injuries. | Traits- Stout, Axe Man, Short Tempered, Brave, Hearty Appetite, Thick Skinned Loners - For the most part they're just like you. They can be anti-social. May not be part of a faction, may be aggressive, may be highly threatening if surviving mid-late game. If part of a faction, they're usually a Sniper/Self sustaining Hunter type, and some may resort to Cannibalism. They like to hoard so if you locate their base/stashes you're in for a good time. | Traits- Eagle Eyed, Athletic, Cowardly, Marksman, Outdoorsman, Patient, Light Eater, Resilient Ranks which only occur in the military are: Soldier - Protects their base at all costs, only grant access to players that have gained trust, conduct rescue missions for their faction and in some rare cases based on trust -you-. Can treat light/minor injuries. | Traits- Athletic, Marksman, Light Drinker, Stout, Brave, Keen Hearing, Night Owl, Eagle Eyed. Field Medic - When Soldiers leave their base on a rescue mission, a Field Medic can accompany them to treat major wounds. | Traits- Athletic, Graceful, Hard of Hearing, Handy, Short Tempered, Stout, Light Drinker Elite Soldier - Protects Military Leader, heavily armed, calls in Helicopter reinforcements if possible (This includes emergency supplies, or Soldiers). | Traits- Strong, Thick Skinned, Athletic, Marksman, Night Owl, Eagle Eyed, Keen Hearing. - 2D. Faction Inventions - Each faction has a small number of inventions that they use to their advantage in some way, which you could learn to craft if you gain enough trust. Here are some examples (along with items needed if not pre-made), if you can think extras or better then please add: Civilians: -Two Way Radio: Battery + Baby Monitor/Walkie Talkie -RC Racecar Noise Distractor: RC Racecar + Battery + Walkie Talkie + Use of 'Taunt' Button -Breakable Lockpick: Paperclips, Nail/Tent Peg, Tape [Makes 3] Survivalist/Hillbillies: -Bear Trap -Crossbow: Planks, PVC pipe, String/Wire, Nails -Basic Compass: Needle, Paper Clip, Fridge Magnet, Bowl of Water, Razor Blade Military: -Scope -Makeshift Protective Armour -Claymore 3. NPC Event(s)/Behaviours -writing in progress- Depending on what NPC factions are present, how they interact with one another and also your trust gained/lost with NPC factions, certain events/behaviours may trigger. 3A. Events NOT Involving YOU Factions would be able to have interactions between each other: -These include territorial disputes, trade altercations, and caravans. -Contributed by forum user 'Ryfar' -If a Faction member comes back to their base wounded by a Zombie which could make them turn, they may be ordered to be killed by their Faction so they don't turn on them. 3B. Events Involving YOU Any of the following may occur if YOU have no trust, or are hostile to a faction and i) Your base discovered by that faction: -You may have Scouts shepherd zombies/hordes to your base (Small chance it could backfire on Scout). -Raiders may ransack your base of valuables, and your base wrecked/disassembled. -You may have a chance of being kidnapped as a hostage when you sleep in an unfortified/unsecure base. This will mean your base looted and disassembled. Items removed from you and possibly distributed between faction members, or stored somewhere. -Military may surround your building, and order to imprison you if you commit crimes (Theft/Murder) against them. Or they may choose to just try and kill you. ii) You are located in a temporary location: -You may have a small chance of being kidnapped as a hostage when you sleep in an unsecure/unfortified location. Items removed from you and possibly distributed between faction members, or stored somewhere. Any of the following may occur depending on the level of good trust YOU have with a faction and the Faction Leaders agenda: -You may be offered the opportunity to capture or kill an opposing Faction Leader if they're causing issues for the faction you're supporting. -You are allowed sanctuary within a factions territory but you must perform duties/jobs to assist the faction in order to keep that benefit. -You are offered a job of your choosing within the faction, much like a worker. You get food in your belly and a roof over your head so long as you meet daily/weekly quotas for the job. I'm planning on updating this when I've got more time to over the next few days. Thanks for reading! Please leave your thoughts/feedback in comments section!!!
  11. Dynamic View

    The dynamic viewpoint I'm suggesting is a simple change to how your view is in the game. No this is not about changing the isometric viewpoint in anyway just how the camera/view acts depending on what may be happening. For example if your character is panicked drastically or anxious/on edge the camera can shake or react slightly. If you're overwhelmed with fear while running through a horde it can react in such a way to give you a better idea of panic during that situation. This also points toward the bonus of having the brave trait so you won't have this experience in some drastic events.The view can be involved with combat as well if you take damage or something. Not to mention this is just a suggestion and I know for a fact camera view is quite a sensitive topic. This is for long term if they ever decide to something like this. I'm only suggesting this since I thought it could play a nice role in PZ so please be easy on me for this. Let me know what you think and don't be too harsh just give some valid criticism on this idea and mainly share your thoughts upon this.
  12. ( I Copy+pasted this from my post on the steam forums because i'm lazy) ( EDIT: I guess much of this is already suggested, there are some things on here that go into more detail about a suggestion and how it could work. I kinda just wanted to throw this out there. ) Hi, I've been following PZ's development for awhile and i just want to list some things that would be cool to have in the game, whether or not they'll work is what you can discuss. 1: Welding -Welders, Welding sticks, Sheet metal, steel Poles - basically to be able to weld metal objects together and form items/defenses like these: -makeshift Machetes -Makeshift spears or arrowheads -Metal Doors - three types of welding, 1) acetylene torch welding, doesn't require electricity, but cannot weld strong metals 2)Arc welding, requires electricity 3) Battery welding, requires three batteries, welding stick, and jumper cables. works like a arc welder but drains the batteries fairly fast. 2: Power generation - Generators to run welders and power refrigerators and houses. - Batteries to store charge - Inverters to create AC current from the batteries - car alternators - Constructable Power sources: 1) Windmills using car alternators to create electricity. 2) Solar panels on some buildings which can be recovered and placed.\ 3) Woodgas furnace to create a fuel engines can use if you don't have Gasoline -Wiring and Lights, the ability to run wire from your Batteries or generator to outside lights or tools 3: Engines -engines which can be found in scrap yards, repair shops, or from vehicles. can be used with Alternators to create a makeshift gas generator. ( Not movable once built ) 4: Vehicles, wrecked and Crafting/customization of them - Wrecked vehicles on roads, - Rubber tubes to siphon gas - Gas cans - Tires - three sizes 1) Large truck or tractor tires 2) Normal car tires 3) Motorcycle tires -Simple Vehicle crafting, Like dune buggies, Tri-bikes, ect. -Crafting plans; you need a crafting plan before you can create a certain vehicle. - Customization; welding spikes, armor plating, extra storage space, seats, spray painting. ect. on your vehicles, 5: Tools -Chainsaws - tire iron, required to take off car tires. can be a melee weapon as well - Drills - Wire cutters - hatchets - Chisels, required to make things more intricate, like a semi-fancy table or chair. - Spray paint 6: Weapons, most of these are non-lethal which would be best against humans - Net guns, can be used to capture a person when in close range, craftable - Pepper spray - Flares - Water cannon, craftable, can be used to knock down humans - combat knifes - Riot shield, craftable - Man catcher, can be used to grab a zombie around the neck and lead them, craftable - Cattle prod/ taser - Smoke bombs, craftable -Crossbows, Craftable 7: Misc. gameplay ideas and items: -Rope, zip ties, handcuffs - Blindfolds -Kidnapping, speaks for itself. - Careers before the Apocalypse: only certain skill sets can craft certain items, construction worker can craft advanced structures, a mechanic can create generators and vehicles with a Electrician. Doctors and nurses can heal people more effectively, Hunters can create traps for game. A very cool idea, which would encourage more teamwork between players if they want to live in a settlement together. - Rationing, can eat only a portion of a meal if necessary. Can be used to share a single item with someone. - misc electronics, record players, Movies ( Which will boost happiness for awhile, can be watched on a TV, provided you have power) - Shopping carts, can store many more items than a backpack but has to be pushed on pavement . And that's all i can type right now, it's alot but it would make this game a gem.
  13. Old Method of Movement(aka Diagonal)?

    First- I am unsure if this has been discussed or not, as I can not locate the 'search' feature for the forums . Second- Whether it will be re-added or not, I am unsure, but I figured I would post it here anyway. I remember playing PZ when it first came out a while back and that you could select how you moved (IE: button on the bottom of the screen switches between keys moving you diagonally or vert/hor with single-key presses). I would personally like to see this feature brought back as I thought it made navigation a bit better. ~WolfenRayneGames
  14. Insomnia

    This is a pure gameplay mod, no new items or weapons or the like. The gameplay goes like this: You don't sleep. You don't even get tired.You start with a hiking bag, a flashlight, some batteries, a hammer and some nails.During the day, zombies are blinded. You can walk right past them. They will react to sound.When night falls, not only do zombies go from being blind to eagle eyed - most of them will probably know where you are. Hopefully you spent the day wisely. The intention is for fairly high difficulty at night. Fortify yourself well, or be prepared to stay on the run for the entire night. Stable build up on pz-mods: http://pz-mods.net/gameplay/Insomnia/ Most recent test build will be here: http://insomniamod.herokuapp.com/Insomnia.zip These are currently the same. Watch this thread/OP for updates. UPDATES: March 23rd, 2015: I have put Insomnia in the proper directory structure and tested it successfully against build 31.9. Installation: For the Desura version of Zomboid, you'll need to unzip, go into the Insomnia folder and copy the media/lua/Insomnia.lua file into your source directory. For the Steam beta build supporting modloader, you can add the Insomnia folder to your mods directory and then enable the mod from the mod menu.
  15. So I used to mod a lot with the Unreal engine, back in the Unreal Tournament (through about UT2004 days) - but since got a job, made a living programming "serious" things, etc. Zomboid, however, seems a great chance to crack back into it. I'm working on SICmod ... or Stuff I'd Change AKA Beer and Duct Tape. Basically just minor gameplay tweaks. Since I just cracked open the Lua scripts, not entirely sure what's realistic yet. But I'll use this post as a status/TBD update. Kinda working: Beer - just what you would think. It's beer. Comes in a can, refreshes thirst.Duct Tape - Repairs melee weapons in a way similar to bandages.Custom Magazines - Like normal magazines, but specific titles which you can actually learn things from.Diluted Bleach (Disinfectant)Grain Alcohol (Booze or Disinfectant)MouseTraps (Rat Traps, actually)Simpler kindling (I think having an axe or a saw is really req enough for a Park Ranger)Reloading KeyProper config / version Planned/TBD: Tons of balancing and tweaking Releases Tested against 9.15Download here: http://sicmod.herokuapp.com/SICmod.zip
  16. Don't even make it to gameplay

    Downloaded and installed Zomboid and Java this morning and I only get to see "this is how you died" (death by bashing face onto keyboard). The screen will either stay entirely black and sometimes it will show me the clock and time control even the clothing inventory but the rest of the screen is completely black. I am also including a screenshot of what happens when it cuts to black just in case it helps. How "good" a computer do you need to have to run the actual game? I have a run of the mill Toshiba from three years ago if that helps. I'm also running windows 7 if that is relevant. I didn't have any problems getting the demo to load yesterday (or playing it until 3am) but now I can't get the full game to work. Any help would be GREATLY appreciated. I am also very tech UN-savy so please be patient and use small words with me as I will come off as an idiot but I swear it isn't to waste your time. I looked around the forums a lot on my own and I am still suffering the same problem. Maybe I just needed more guidance on the instructions from like a mod or admin.