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Found 6 results

  1. An option to put your jacket or any top clothing on your waist so you dont have to put it at your inventory or throw it away when youre sweating.
  2. You could say I'm on a little pilgrimage to reach lvl 10 in every profession and find issues that need to be addressed with each one. I've recently reached lvl 6 in mechanics and I have to say, storage is a very big issue. Car parts are heavy, as they should be, but when the largest containers in the game can only hold maybe 5 parts and you find yourself having to put everything on the ground, you have an issue. As a mechanic I find myself trying to assemble a cache of good parts I can use in the future and there simply isn't a good way to store them. After a very quick glance at autobody shops online I see that some of them have metal shelving units much like the ones in the game, but a bit larger with more shelves that stretch across the shop. My suggestion regarding storage as a mechanic is to add a couple of these larger storage units to mechanic shops, and have them be fixed to the building so you can't take them with you. This would prevent people from stealing some OP storage container. The container itself should hold roughly 200 each so 2-3 of them can hold everything you need. My second suggestion is regarding engine quality. I just noticed this yesterday so I could be wrong, but each car seems to have a set engine quality. As a mechanic you have the ability to take an engine apart and use parts to put it back together, but the engine quality doesn't change?? If a skilled mechanic reassembles an engine shouldn't it operate better? Now, I have a car with an engine at 100%, but with a quality of 57-ish. When I attempted to start the car the engine turned over 8 times before starting, I could have died. It seems strange doesn't it? So here's my suggestion; if a mechanic above a certain lvl takes an engine apart and reassembles it, it should: 1) improve the engine quality 2) make the engine quieter 3) the closer the engine quality is to 100 the engine should turn over less. I'd like to know what you think, thx
  3. ((( I had submitted this topic on the general discussion forum because it wouldn't allow me to create it here for some reason. It seems more fitting in suggestions. A PZ Dev actually confirmed that smell might probably be added which is pretty awesome haha. Original post on general discussion: What would a zombie apocalypse smell like? It probably wont be a very pleasant sensation to be honest, but I think a game like Project Zomboid could use a bit of realism like this! I feel as though the incorporating of a smelling mechanic would be pretty interesting to experience within the game. When I was thinking it through, it would be included as a moodlet that the player has. When in close proximity to rotten food in containers or on the floor, this example of a moodlet would appear: Stench: "smells terrible here" It could have varying amounts of severity depending on the level of rot: "smells a bit bad" "smells terrible here" "smells absolutely disgusting" These are just ideas of of what they could display. Being around something that stinks could also prompt the already existing "queasy moodlet" when staying in that area for a while. Of course, a very useful way to find out if food could be going bad. Another small and maybe a far out suggestion for food items to have an option to be smelled. This could also help in a way with the new nutrition system. Though this could be a bit primitive, zomboid is all about realism and when surviving in apocalypse, we will use all of our thinking ability, power and sensing to stay alive. Which leads me to another very important aspect that can add to the zomboid experince. Smelling zombies. You know that feeling when your raiding a house with your fire axe in hand, opening each door of this seemingly quiet empty house very carefully, and suddenly a zombie comes at you from a sharp corner without any sort or warning? Well what if you were alerted to its presence before hand with that beautiful thing between your nose? This could possibly take away from that absolute shock when raiding, but it will add much much more to the experience. In addition, as another suggestion, each zombie will probably emit a varied "stench zone". Perhaps the decomposition of a zombie will stink more as a fresh zombie will not. I was just thinking about how the recent addition to 3d sound to the game could also work as 3d smell. (which in retrospect sounds silly) Hordes, as you can imagine, will also smell terrible and probably emit a larger "stench zone", alerting you to their presence even if you can see them straight away. Imagine your on the first floor of a quaint home and you've cleared it pretty well, but you "smell something absolutely disgusting". this will give you an indication of something waiting upstairs, which in my opinion would make this game just a tad bit more immersive. In addition, this will give more insensitive to clean out home bases or general spaces that you need clean. In conclusion, smell will help overall with the zomboid experience in my opinion. Not sure though.
  4. Hello, kind of new here c: ( I'm not whining, just a big fan ) I think the game should have a mechanic skill added, so you could scavenge parts from broken down cars in order to repair a car that you want to use. As you level up on your mechanic skill, you can repair better cars ( level 0 - bicycle; level 1- small motorbike; level 2 - subcompact car; etc ) as they will all have stats, like fuel capacity, consumption, noise etc. Some examples of cars from the smalles to the biggest: http://www.carsonelove.com/uploads/2014/01/Car-Body-Types-1.jpg Of course not all cars should be functional, most of them should be broken beyond repair and you could only scavenge them for supplies, weapons, gas and parts. I think some of them should be unlocked, like in a real life crysis, while others should be locked and you'd have to break a window to get in, the only danger being the alarm system (if they have one). Once your finnish your car, you can have the option to reinforce it with metal sheets and a blowtorch (found in warehouses, vehicles, gas stations, garages etc), and you could even add defensive items like spikes or a snow plow maybe Anyway, I hope at least some of these ideas can be added ^^ Keep up the good work, it's paying off.
  5. I think there's a definite place for a non-carpentry crafting skill, representing one's ability to make or repair mechanical items - firearms, generators, cars, etc. (I would probably have "Car Mechanic" or "Automotive Technician" or whatever you call it as a profession which gets a boost to that skill.) There's overlap with the Trapping skill as well - I don't know if it would be better to have this replace that, parallel to that, or to start work on some new skill-tree system which might have Trapping as a separate node. That said, thinking about various survival books, games, television shows, etc., there are a lot of possible applications besides traps that could be brought in, here: Lockmaking and lockpicking - the latter much earlier (level 1?) than the former;Simple mechanical power generation - foot pedals, stationary bicycles, water wheels, windmills;Basic engines or engine modifications - wood/coal gas adaption for Otto-cycle motors (e.g. standard generators, cars), low-pressure steam engines, modification of standard engines for improvised fuel sources like cooking oil to replace diesel;Transmission and application of power from the above to various applications, from tabletop appliances like sewing machines to industrial appliances like lathes and grain mills to electricity;Simple crafting tools - spinning wheels, looms, grinders, forges, mills, &c;Furnaces for making charcoal, firing clay, smelting ores, forging metals, melting metals, etc.;Basic boilers, stills, fractional stills, etc.;Hard personal armor - easy would be things like greaves and skull caps, intermediate would be chainmail from chicken wire, hard would be something like Gothic plate armor;Primitive or improvised ranged weaponry - crossbows, air-pressure guns, bombards, etc. - and basic gunsmithing for existing firearms;Simple transportation tools - rollers, wheelbarrows, carts, hand trucks, etc.;...the list goes on and on. A number of these suggest other skills, like blacksmithing - I remember being told that one of the best first-time-smith projects is making a knife blade out of an old metal file - and fiber arts - there are sheep raised in Kentucky if you can manage to keep them alive and healthy - but I think from a game-design perspective a skill specifically about making, remaking, and repairing devices would be grand, and specific things to build can be chosen based on what you have or want in the game.
  6. Since throwing as a mechanic is yet to be implemented or even noticed, is anyone willing to make a simple mod that can simulate it using preexisting stats from the character and the world? A character's strength level exists, whenever they run, hit, and such, for throwing distance and velocity. Their emotional state exists, for affecting throwing accuracy and stability. Animating throwing can be simple... Make the thrown item float midair towards the target tile (the item on the floor sprite exists for each item). At least until someone wants to improve on it.
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