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Found 4 results

  1. tommysticks

    Named Weapons

    Download Link http://pz-mods.net/weapons-items/NamedWeapons/ I would like to thank RoboMat for helping me out with learning LUA. He once said something along the lines of "It doesn't matter if the code is pretty, as long as it works." Thanks. Also I used your rounding function. This mod adds incentive to hold onto weapons and repair them. After a certain number of kills a weapon will get a prefix that adds stats. After a second certain number of kills the weapon will get a suffix. These numbers are based off of the weapon's durability and are all different (thanks to ZombRand). For example: A spoon will require approximately 5 kills to get a prefix whereas an axe will be somewhere around 50. These two numbers are printed in the console and your player will announce it when he realizes the weapon he's using has been good to him. WEAPON MODS Durability is increased and condition restored when you hit the kill limits. This was inspired by Diablo 1.
  2. mrwaddell

    Fixing, Mr. Fixit

    Getting My Fix I'm back with more hyper-real ideas. But, I don't feel like fucking around with an intro today. So let's just get into it. Complicated Healing There should be more to it than just, slapping on some bandages, and choking on some chicken. Bandages. I feel, different body parts, should have different healing requirements. Like Bandages. . . for example, maybe you'll only need around 2-3 bandages for your arms, but for your body, you could need anywhere around 5-10 bandages (depending on the specific locations and your size of course). But, if you don't have any tape, or safety pins, etc., then you should have to tie the bandages together. But, no matter how you apply the bandages, you should always be able to add more tape. For more durability (that, we'll get in to later). Health & Infections. Food's healing ability should also differ on different parts. And as a matter of fact, we should have health indicators on each and every body part (that you are willing to do). Full health meaning: Healthy, and No health meaning: Infected. However, if it's a Zombie infection, or just simply, a Bad Wound infection, both will kill us the same way. By spreading to our heart, lungs, and/or brain, but the Zombie infection always does it faster, plus, it can't even be treated, it only gets worse (that's how we'll know). So, even if it's just ONE, of your hand's (or even finger's (depending on how far you go)) health indicators that has completely depleted, that, will start depleting the next connecting indicators, and so on and so forth. So, if the infection is in your arms or legs, you're savable with proper amputation. But, if the infection is in your body, neck, or head, you're fucked. More Complicated Healing Now, unlike the Zombie infection, Bad Wound infections are obviously treatable. So let's dig into that. Step 1. Wound Cleaning. Rivers, streams, pools, baths, showers, sinks, and even toilets, should all be able to be used to clean your wounds at least, assuming they are all clean of course. But if not, you can boil it. That is, if you can't find any alcohol, good enough for sterilizing. Application would involve, pouring the water or booze all over the wound, and/or pouring it on to a rag, bandage, or whatever, then wiping down your wound. Step 2. Stop Bleeding. If you're Bleeding BAD, and you have a belt or something, you can just strap on the pressure, easy peasy. But, if you have nothing that can handle wound applying pressure, then there should be two options. One, put a bandage in one, or each of your hands, as in, put a bandage in either the the Primary and/or Secondary slots. Then allow us to apply one, or both hands with pressure on to one or two wounds, max. Only what's doable obviously, I wouldn't ask to be able to apply that kind of pressure with my left hand onto your left arm or whatever, wouldn't make sense. But when it comes to option two, it's the same as one, exept it's just your bare hands instead. But, with your bare hands, it can be more unsanitary. Step 1 & 2. Cauterize. Got a fire? Got a sturdy piece of metal? Good, then you can go ahead skip Steps 1 & 2. No need to clean it and squeeze it, just sear it shut. Which means you'll save time, but you better have something to bite down on, because it's gonna suck. Plus, if your character screams a lot, you are definitly gonna wanna smoosh you face into a pillow or something. Step 3. Rebandage Periodically. Through time, the bandage will get dirty. So you'll need to change it from time to time until it's healed. And allowing us to change our bandages, can force us into a situation like, you simply bandage it when you're on the go. Then clean it when we can get to water or booze and safety, and then rebandage, stuff like that. Other Stuff Wear & Tear. I think more than just your weapons should have a durability. Like, your clothes, your bags, and your bandages. Whether we get badly hurt, or not at all, each injury can be taxing on our clothes, bags, and bandages. So we'll probably need to get good at Sewing and stuff. Solid Wood. If you break a solid piece of wood, like a 2x4, a branch, or a baseball bat. You should be able to use the broken end you're holding as a quick stabbing weapon, but then still have to find, or make a whole new one. Except for the bat, bats always break in that way that allows you to screw, nail, and bolt the other piece back on. But first, you have to make sure you don't use the handle end as a stabbing weapon too much, even though it would make a much stronger stabbing weapon than the 2x4 or the branch. And second, you'll need to grab the other end of the bat, and then get a hammer and some nails, or a screw driver and some screws, or for the sturdiest repair, a drill (or a hand drill) and a wrench and some bolts. But, once the baseball bat has been repaired, the next break, is permanent. B & R. We should be able to take the good parts out of other guns, and put them in the place of the shitty parts in our guns. And with the proper tools, materials, and skills, maybe we could even make our own guns and ammo. And same idea for all the different types of melee weapons. I feel, every Role Playing Game, should thrive off detail. Especially when Graphics, are not what they're maxing out. But, that's all I got so far, I love you all, peace. P.S. Are you planning on adding surgery to the game?
  3. Gerodial

    Durability Realism+Repair

    I do understand the need for a reduction in durability. The story of how you died, I get it. However, there are several items which degrade far far too quickly if we want to talk about realism. The Axe is the first and really the most important. My father has had the same Axe since I have been alive (I am 42). The polish that was on the wood handle is gone. The wood has been worn so smooth that it is actually a little slippery. It has chopped enough wood for the polish of the wood to be gone, and the wood underneath to be worm smooth from the action of his hands. It has no cracks or chips. I would feel comfortable say that it could split the heads of thousands of zombies and be fine. It would need only to be sharpened for better effect. With that in mind, I also think that if the handle became damaged it would be a very very short term fix (A swing or two) and it would not be repairable unless a new handle could be made. The Baseball Bat: This item I think is a little too fragile. It should last a little longer than it does, but I do not know exactly how much longer. Basically I would change the durability loss to match what it is being used for. Breaking down a door, big loss. Breaking a window, almost no loss. Bashing a Zed, little to no loss. The Spiked Bat: I would think the durability of this should be lowered even more. For the same reason that both the bat and ax should be increased. It is the integrity of the wood that is the question. Drive a nail through a bat and it is going to split. The process of making ax handles and Bats is similar and the polish and shaping is what makes them strong. I am also not entirely sure that a nail or two would do that much more damage. The Crowbar: This should be indestructible. Having used them many times, I have never encountered anything more severe than chipped paint. It would make for the most part a terrible weapon for accuracy, but it would never ever break on the head of a Zombie. Not EVER. Firearms: Durability is another issue here. As well as maintenance. Clean it, care for it, largely indestructible. However, if you do not clean it or maintain it, is does not simply stop working most times. It explodes and kills you. Again to refer to my father, he has had the same double barrel shot gun since he was a teenager. It is one of the finest firearms ever made, and that is something I think that may be a bit too much to manage for Dev's to start throwing in this kind of weapon brand and so on. However, it is well maintained, cleaned after every use. Maintenance should be easy. Breakage should be terrible. After more than 50-60 shots, without cleaning I think several modern firearms become dangerous things. I know it is late in the game for suggestions but realism seems to be very important to developers and players alike. That is why I have made this suggestion.
  4. Jose420

    Clothe realism

    This idea is so that when we hit a zombie bite or our clothes wearing this will go up to this point is damaged and will have to find another or create other materials (If implemented) then the zombies also have torn clothes and worn since being infected could have multiple bumps and damage in her clothes. You can damage the clothe of the zeds more quicly whit a knive also that much hitting zombies clothing also was damaged slightly and also able to repair clothes and if is in a a bad state the clothe it will no protect you from the could depend of it state. But another Zeds go to have the clothe full because they dont take so much damge Does the clothes always right? when you give it a shot