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Good afternoon. I am reporting a bug in "Project Zomboid" concerning sickness. My character got sick and, as everyone knows, that's a death sentence unless you have Antiboitics. I tried to feed her and he lp her sleep, but when I went to bed, she died in her sleep. In her Inventory , she had a Tote Bag as a secondary item and a Big Hiking Bag on her back, as well as a wealth of rarer items and skill magazines in her arms. Note that she died in the bed while the sleep clock was skipping forward. When she died, I started as a new character and went to where she died. I found the Tote Bag, but my previous character's body and everything in the Big Hiking Bag were completely gone. I tried to disassemble the bed, only to find nothing underneath or near it. What happened? Did I do something wrong? Thank you for any assistance you may render. -TURTLESHROOM
Welcome. This is another one of my many LONG posts as you may know. So as normal I would like to thank you for taking a look at this and warning you, it will be a long post. Now I would like to get to the post so here we go. Let’s jump right into the list of new illnesses and injuries: · Headaches- This minor effect causes pain and strain when hearing noise or moving a lot. This is a symptom of dehydration, a fever, or head injuries. · Bruises- This is caused from blunt damage, and collision with things. It just causes minor pain when moving, hit, or damaged. · Sunburns- This is caused from being out over a long period of time without being covered or having sunscreen on. It will leave a lasting burn over exposed surfaces, and cause pain when touched or exposed to hot water as well as the sun. · Sweaty- This effect as described in my clothing ideas will cause clothes to become wet as well as dirty making zombies able to smell you from a short distance. It over time will also speed up the process of a rash forming. · Rash- This is caused when uncomfortable and wet over periods of time or caused be reactions to things. It will just simply make your character unhappy, move and work slower, as well as pain if not taken care of. · Wilts- These are like bruises but come from other sources. · Splinters- This is something that causes minor pain from working with wood bare handed. Removed by tweezers. · Sore- This is a Moodle caused by running or working for long periods. It makes you weaker and slower as well as pain whenever moving. · Toothaches- this is caused by eating junky food repeatedly for long periods. · Discomfort- this is another cause of rashes from being wet, multiple layers of clothing, and other things. · Cramps- These are caused by having too much junk, alcohol, or symptoms of illnesses. · Streep throat- This illness is caused randomly and causes pain whenever eating or drinking. It heals over time and with antibiotics. · Pink eye- This is caused randomly and fixed by eye drops. It causes a lower visibility arc and spreads faster if exposed to others with it. · Athlete’s foot- This is caused by being barefoot often or having dirty shoes mentioned in my clothing ideas. It causes discomfort and slight pain. · Fever- This is caught from being in cold temperatures, exposed to illness, or randomly. It causes you to feel hot and cold randomly, not be hungry or thirsty but still need it, and be tired constantly. · Cold- Caused by the same things as fevers but has different symptoms. With colds you feel tired, not hungry or thirsty, you sneeze often, have blurred vision, and sometimes a sore throat. · Sprains/tears- this is caused by pushing yourself past sore or exhausted and still going. It causes pain when moving, if walked on can lead to permanent damage in legs, getting more severe. It takes only about a week to recover and you require rest. · Flu- this is caused randomly like the cold and flu but makes you feel nauseous, tired, not hungry or thirsty, and sneeze often. · Ammonia- this comes from being wet and cold. It is like a really bad cold and fever but you need medical attention urgently. · Hypothermia- this is from being in the cold. It causes slowness in speed and working; you lose feeling of arms and legs, as well as start to lose your vision. · Heat stroke- much like hypothermia this is from the heat. It makes you thirsty and tired as well as sweaty. As time passes your vision blurs and fades until you black out. · Concussion- caused by blunt trauma this causes nausea and headaches. · Scrapes- these are caused by damage and do very little but cause pain and doo bleed slowly. Caused from minor damage sources. · Minor cuts- Like scrapes but these are a little bit worse and bleed a bit faster while causing more pain. Now for a list of new medical items and some with updated uses: · Weak pain killer- This is a pain killer found in houses that can stop minor pain · Strong pain killer- This is a painkiller that will kill almost any pain but can only be found in medical centers. · Aloe Vera- This is used to heal sunburns faster. · Sunscreen- this makes sunburns takes longer to occur. · Rash ointment- used to heal rashes or soothe them for the time. · Ice pack- Used to cool down · Heat pack- Used to warm up. · Toothpaste- helps prevent toothaches. · Allergy pill- used to stop allergies or sneezing. · Cold medicine- helps heal colds and makes you tired. · Medical braces- This helps you heal from sprains and strains faster. · Super glue- helps heals small cuts and scrapes. · Cough syrup-This helps heal colds, flu’s, and fevers. · Tongue depressant- This is possibly used for crafting? · Q-tips- like cotton balls, for disinfecting but more precise and does better for deep wounds. · Stethoscope- helps diagnose medical problems. · Eye drops- soothes pink eye. · Fungal killer- kills athlete’s foot. · Deodorant- his helps stop you sweating for a certain time. · Scalpel- this is used to cut and remove objects in the body with precision. It also could be a weapon. · Rubber gloves- These gloves can be worn during medical procedures so you don’t spread any illnesses or cause an infection that could prove fatal. · Crutch- This could be used as a weapon but also as a way to move with injured legs. · Syringe- possibly for stronger medical things or used for other things. Now for the new occupations and ETC: · Diagnosis system- This system proposes that doctors can make a flawed diagnosis on both the living and dead. The higher the skill the more accurate the diagnosis. It will be able to tell whether he is stabbed when low leveled to what tool was used, at higher levels. This skill also has a variation where it is the diagnosis of the mental state of people. (Proposed by Jericoshost. Link down below.) · Psychiatrist- This job costs -6 but in return gives +2 to the skill of Observant and the trait analytic. · Doctors- Now can tell the different wounds at a higher chance then an average player. (1.2X boost) · Observant skill- This skill is the skill of observing you surroundings and understanding players/people better. The higher it is the better you can read NPC’s and observe little details around you. · Analytic trait- This trait boosts the speed the observant skill levels up and increases its effectiveness. Now as always this post has to end so I would like to thank you for taking the time to look at this and enjoy. Links: 1) Injuries revamp idea by Jericoshost. http://theindiestone.com/forums/index.php/topic/15628-diagnosis-and-injury-re-vamp/ 2) Clothing ideas. http://theindiestone.com/forums/index.php/topic/14771-clothing/ 3) Animal and pets idea. http://theindiestone.com/forums/index.php/topic/15926-animals-pets-and-hunting/
So, I've had the game for a long time now, and since Mathas started his playthrough again, after the latest patch, I found my love for the game again. So I've played for an in-game month or so on my main, and a week on every one of my alt characters. During this time I've been messing with the settings and seasons, to try and gauge the new content. First off, it's majestic. 10/10, I actually get riled up when zombies notice me. Instead of just mowing them down, I usually find it preferable to run. Thanks to all the great people working on this game, thank you. Your new content is appreciated. I can conserve my own food, get injured in the most macabre and weird ways, and I can stitch together a long-term survival camp in the weirdest places. But even as zombies have become an actual menace, I still feel like I miss something... a reason to leave my little fort, when it's finally semi-self-sustainable, when I have a garden, water and enough medicine and non-perishable food for a winter or two. I need a reason to go out and look for resources, and firewood just doesn't cut it for me any more. Thus comes my suggestions to improve life for us boring players who turtle down in our fortresses of solitude. 1. Clothing durability I start my games in early spring, a time I prefer to prepare myself for winter and the menacing months ahead. I started out with no clothing on my torso, but soon came upon a sweater, which I've kept until shortly, where I was perpetually "unpleasantly hot", now after wearing the same sweater for a couple of months, it's resting in my storage, until I'll be needing it again. It bugs me, it bugs me that my clothes do not tear, or damage over time. As I scavenge and fight zombies, it seems my clothes have become indestructible, and although the new thread and needle gives me hope for a brighter future, I still feel like reminding you of it. Of the seemingly pristine clothes worn by zombies and the uselessness of socks, shoes, pants, skirts and torso clothing, when it can't be torn or destroyed, the game world is littered with useless items that people would never need picking up, unless they want to make a big deal out of fueling their campfires exclusively with clothing they've spent important weight capacity to carry back to their camps and bases. Having to scavenge for new clothes would be a welcome change of pace, for when I just look for more non-perishable food. 2. Clothing and the weather I know, I know. It's erratic and unnecessary, it's been mentioned before. But I feel like the addition of a "jacket" type item, which protects moderately against the weather and water, would greatly improve on the OP "catch-all" sweater, with it's 15 degrees buff. Either that, or simply debuff the overpowered sweater, so making a campfire actually becomes important when the cold of winter rolls into town. Or buff winter, whatever is the easier way out, I just feel like the winter months don't pose any actual thread unless you're completely dumbfounded by the temperature stats on your clothing. 3. Cloth repurposing Ever tried looking for a sweater to protect you from the cold, and finding only blouses and vests? Ever considered the useless nature of scissors, needles and thread? Why wouldn't repurposing items be possibly, so we can craft matresses using the stuffed Spiffos, as a supplement to pillows? And using the many different clothing articles to create sheets, when you ultimately can't find any 8 months after the apocalypse? 4. Sadness and boredom - underpowered as **** Being a gamey ****stain, I always take brooding, hot tempered and light drinker when I pick character traits. It's cheap points for something that only ever becomes relevant if you get bit and become ill. Only in the most horrible of moments have I had to start popping pills in order to keep my mood in check, and I feel that it's a real damn shame, because experiencing the apocalypse first hand should ultimately be far more stressing and depressing than what it's being made out to be. The system of regaining happiness by indulging yourself in the pre-apocalyptic joys of hot meals, candy and alcohol are totally fine with me, although food needs a debuff and we need an addiction system for the medication and alcohol we ingest. Losing boredom by just moving should be removed and replaced with a system of actions that you can remove boredom with, books and games being the easiest, if you can't do some crafting. Fighting zombies since it's a quick and easy way of removing boredom seems a little cheaty, even if your character is Irish. I'd like to see sadness and depression becoming harder to fight, with the over-time reduction initially being a slight -0.1 penalty, as you experience the first days of the apocalypse, and then flatten out into 0 as you survive the first month, and only after that, there should be a small 0.1 bonus to the over-time reduction, as you learn to cope with the new world order. Being a broody character would have course make the over-time reduction nill, and you'd have to rely on cheering yourself up and medicating yourself, instead of just not giving a rats ***. The severity of boredom and depression should also be ramped up, with a bump in your percieved needs. Depressed characters would be less inclined to eat and would not even show signs of being peckish, their moodle should be slightly skewered, as the depression becomes more severe, so the chance of slipping into starvation becomes bigger and bigger, as the moodle gives imprecise information. Likewise, boredom should make you more inclined to eat, smoke and drink, boosting your depression and making your moodle skewer slightly in the other direction. A bored person would seem hungry even when there is no need to stuff one self with precious food supplies. A character afflicted with both would at first not notice the skewered eatin habits, but would instead become stressed, as inactivity and depression chip away at their health, making them far more susceptible to disease. I've so far only encountered stress and unease when I was infected and combating the infection with food, medicine and as many cigarettes as I could find. Having to combat boredom and depression in the winter months would be awesome, since I'm usually confined to my base, unless I play as a freshly spawned survivor '8 months after' or just fancy freezing my *** off at the beginning of the game. 5. Personal fertilizer production I know what you think, but it's not just a modified toilet. I remember back when I first started playing and someone mentioned the idea. And it stuck. I'd like to see a pit for all of my rotting produce, since jar lids and jars are so rare for me, I'd really appreciate it if I could at least dump the rotting piles of cabbages into a pit or a barrel in which it could mold and rot before I collect it and use it to support my garden. Please, please, please put this in soon, because the area outside my base where I dump items that have lost all value to me (IE it's rotten) is growing out of control, and it makes no sense that it just stays there on the ground for months on end. 6. Adding glass The addition of a mirror item, along with erosion gave me an idea, as a horde forced me to relocate my base of operations early. Why not add glass? It would be rare, yes. But the addition might make it possible to construct 2x2 grid greenhouses, terrariums for our cricket companions and most importantly, fix the damn windows, so I won't be forced to accidentally jump out of them and cut my fingers in the process. I could just fix the damn thing, without having to get into carpenting early. It could be hardware, and found on construction sites, in warehouses and the hardware store, with the same dropchance as sandbags and barbed wire, an uncommon necessity for those of us who like have spotlights and protected inner yards around the gate to our forts. Also helps if you build a house from scratch... 7. An apple tree? I know it's a long shot, but I once survived 4-5 months on a character before a zombie in the grass got me, and by the time, I had started considering what my long-long-term project should be. How about being able to extract apple seeds from the apples we see at the start of the game? You'd have to use a knife, and the tree would need a 2x2 grid to grow in, and it'd take 8 months to 1 year before it's fully matured, a time-frame few survivors would see anyways(So to hell the the realism for the apple trees!), and it'd bloom in spring and bear fruit in summer, with a harvest between 10 - 20 apples. It'd make sense for us to have some sort of cool, late game gimmick that we can proudly look at when we finally manage to break the 1 year barrier. I might end up making several more lists when I get deeper into the new food preparation system, fishing and scavenging, but as of now, these were my 14 cents worth of thoughts.
Hey, I have played a few run throws now and though there are some basic level illness tweaks, how interested would people be in a mod or some such that took this to a new level? Introducing certain conditions and requirements for medications. I have drunk out of toilets and eaten raw food stuffs that would normally require cooking without any truly detrimental effect. Could we have parasites, bacterial or viral infections? Maybe random vomiting if infected that can give you away by noise to localised zombines. Reduced carrying weight etc. Potentially have specific cures such as antibiotics for bacteria, antiviral compounds, stomzach calming drugs etc. I love survival simulators and think this would add a new strain to the experience. What do people think? Tinks