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Found 55 results

  1. I could understand if it was a virus everywhere. But it is not. This is some other poison. Why should there be poison in ordinary rainwater or in a river? What causes toxic rain?
  2. Good afternoon. After having discussed an issue on the General Thread, several people revealed to me that I am experiencing a bug instead of ignorance. You can also see the issue by clicking this link. Thank you for any assistance you may have. -TURTLESHROOM
  3. Romzie

    Holes

    Having put over 100 hours into Project Zomboid, i have had my fair share of what-ifs and if-onlys. I have noticed that carpentry is somewhat of a staple skill for all players to have if they want to make it past the water/electricity shutoff. I have also noticed the lack of usefulness for shovels in the game as of current. Now I know that both the shovel and trowel can do the same thing with the shovel being the heavy, more damaging alternative. However, if I were to choose between a shovel and trowel I would most definitely go with the trowel due to it's weight being rather light in comparison to the shovel. My proposal brings more use to the shovel, and even expands onto creating more play-style diversity among the community. Dig Drop-down Menu This suggestion would require (or at least prefer) that the "Dig" option would become a drop-down menu similar to the "Build" option when right-clicking. Dig Furrow This wouldn't really be much of an addition, just a change to the option "Dig" to "Dig Furrow" as this is the name of the trenches we dig when we use said option for farming, and would just serve to help people differentiate the kinds of holes they will be digging. Dig Watering Hole This would be the first, and probably most practical, option of the expanding dig menu. My original idea was to have it just say "Dig Hole" and you could dig holes next to each other and they would link to create a bigger hole, ultimately creating trenches you would have to vault over similar to fences, but I found this too ambitious and impractical. So I scrapped that and went with a more similar approach, the watering hole. this would allow a player to dig a 1x1 hole in the ground, that would collect rainwater for the player to use. This form of rain collection would be much less efficient than a constructed rain collector, but moderately better than using pots and cups all over the ground. If the player has a bucket of cement they can fill the watering hole with a coating of it, which when dried, will cause the hole to collect rainwater more effectively (in theory, less water soaks into the dirt)[see edit 1]. This alleviates the severe need to have a decent carpentry level in order to use rainwater, without completely removing the option of using a rain collector if you want a vastly improved water collecting system. Dig Stash This one could prove troublesome on the developers side, but would give players on both multiplayer and single-player games an enhanced experience. Digging a stash digs a rather shallow hole in the ground for players to store precious loot they don't want taken from them. The stash will act like a container, that can hold only about 10-20 weight (10 preferably as to deter players from hiding all their loot in holes) and can be refilled with dirt (either from a sack or just as an option) in order to perfectly hide the loot from potential raiders. Players would either have to remember where they dug that stash, or mark it in order to reclaim their loot, as there should be no way of telling the difference (otherwise it defeats the purpose). Digging a stash can also help with unwanted loot and trash. Instead of leaving it on the ground to cause clutter all over the floors, players can dig stashes to be used essentially as landfills, which is where the single-player benefit comes into play. Dig Grave (already implemented!) This last option is debatable, as it solely aims to provide players a better role-playing experience, or emotional experience. Digging a grave will present players with a 1x2 construction option for two tile holes where corpses (or even coffins if you wish to go that far) can be placed and "honoured" by their comrades or just to build a cool cemetery full of dead zeds. Corpses can be placed with their loot on them to signify being buried with treasure, and that would create grave robbers in multiplayer communities. once the dirt is replaced players can even place signs to act as gravestones. I feel this would be a perfect option for those who fall in player versus player battles and just for all those who die an untimely death. In Conclusion I hope you guys enjoyed reading my suggestions post, and I hope the developers take an interest in the ideas and consider some or all of them. What do you guys think of more holes? Should there be even more holes? Should we change the way some of these holes work? If you liked my ideas please +rep me to show your support, I'd greatly appreciate it! Honourable edits: Edit 1: Instead of using a layer of concrete on a watering hole to increase efficiency, a tarp lining would be much more logical and practical. Credit to Geras for the idea. Goodbye for now.
  4. The way it is now its a hassle to know which same items have tainted water and purified water. It only shows the status for the first of that type of container and the sub-directory when it lists all of the same container doesn't give any information about the water. It would be best if tainted and pure water were listed as separate entries.
  5. I don't know if its an oversight or a bug, but for some reason Kettles don't collect rain water. If its a bug, fine, but if its a design choice it makes no sense for the simple fact that it would be logical for a person when placing a Kettle outside to get water would remove the top. Just because the icon used has one doesn't mean its always there.
  6. It would be cool if we could be able to choose how many days water and electricity will stay in solo player. We can choose it when we create our own server and if we could also choose it in SP it would be great (we could choose between a random amount of time like it is now, or a specific amount of time like on the server). And vice versa with the MP server, where we could choose to put a randomized amount of time
  7. As of now, rain impairs the movement and senses of zombies, makes players sick, moistens crops, fills barrels, and puts out fires. However, there is a lot more that can be done to make it feel more like true rain. Flood Tiles by Riverbank (And future added Creeks/Streams) When it is raining/has just rained, the banks of the water sources really should be raised. My suggestion is that the Devs add a "transition tile" of sorts, basically a tile that will switch states from land to water based on the amount of time it has rained, the time since it stopped raining, and what month it is. Puddle Formation Similarly to the flood tiles I just suggested, the game should randomly select different spots of the map to have "Depression points", basically the land/water switchtiles that accumulate water at the center and expand outward based on how rainy it is. That way, if you're not to the point where you have rain barrels yet you can still collect a little bit of water, albeit water that's probably really grainy even if you boil it. Bugs Forming Around The Puddles And Rivers/The Day After a Storm The few days after a rainstorm, or just being around a body of water should make bug bites a possible affliction. This can be reduced by wearing longer clothing, or by trying not to stand by those bodies of water too long. You can also douse yourself in smoke, or perhaps create your own bug repellent out of household materials/some natural item. Bug bites should have a really low chance to give you a disease. Rain Smearing Blood Basically, if it rains, splotches of blood should get lighter and maybe spread a little more, eventually fading away. Rain Creating Mud and Impairing the Player Have you ever tried sprinting on a rainy day through dirt? It doesn't work too well if it's been raining for a while. Players (and zombies) should be slowed way down when traversing grass/dirt as it is much more slippery and muddy than it usually is. Outdoorsman/Skill Alerting Player to Weather The character you play as should be able to observe the sky and predict what kind of weather they may experience. Just add another tab to the health/skills/info panels for "observations". Observations could include more than just weather but for this example I will stick solely to weather. This can be a passive skill that increases the more time you spend in the outdoors. I'll make a new suggestion specifically for this one actually. Multiple-Day Storms Sometimes when it rains, it should rain for multiple days. This is where the heavy flooding and puddle formation really kick in, damaging your house, equipment, crops, and leaving you stuck indoors or traveling around in flood weather. Imagine how hard sloshing around in foot-deep water is while trying to evade zombies! Intense Storming Destroys Baby Crops If the flooding or overall weather is bad enough it should tear out, wash away, or damage young crops. This means that you have to keep them in pots until they're big enough to stay rooted down or just hope that it doesn't rain too badly. You can find pots or make them from clay you forage in creeks or puddles after it rains. Foraging After Rainstorms Should Give Different Items The items you get from foraging after it has rained heavily should be slightly altered. For example, most berries would probably have been knocked down, but so would many branches. If you forage near the future creeks, the river, or in hypothetical puddles you should be able to gather clay and make pottery from it. You should also be able to gather frogs and water, and the wood you collect be slightly soggy. Rainstorms should wash up fish/make them more plentiful The fish inside the river could get stirred up or washed away if enough water comes pouring down. After the water recedes, this could leave dead fish on the shore, which may not be the cleanest option, but if you're really desperate, food is food... This could also stir up more fish from the bottom, making them easier to catch Future water vehicles such as boats should wash away if too near the river If the aforementioned flood tiles overlap where you're storing a boat on land, it should wash it away, meaning you'll have to build a new one/lose it forever, or maybe have to go downstream to look for it. This will be especially important when river travel leads to communities built along the river. I will add to my list as I think of more things, feel free to comment what you think rain should do as well.
  8. nickodemos

    Context: Fill all

    Just wondering about having in the game a fill all in the context menu to fill all water carrying items on your person. As it is if you have 15 items and doing it for each one it gets to be pretty tiresome.
  9. So, first, a scenario to illustrate my point: I started a new Sandbox game, and it spawned me in the middle of the woods. No big deal, right? So I walked in large concentric circles, expanding out as I went. After an hour (real-time) of finding nothing, not even a berry bush or a single zombie, it begins to rain. Fifteen minutes later, at this point I'm wet, hungry, and tired - I realize my strategy isn't working. I decide to pick a direction and just walk. I head Southeast. Another 1/2 hr later (with my actual fingers beginning to fatigue) I'm now starving, soaked, and exhausted. I'm about to just give up. Suddenly, I come to a clearing, thank goodness. It goes in two directions; West & East. I head East. Another few minutes of this, and it curves northeast. another 10 min and it comes to a road; Northwest & Southeast. Hallelujah! There must be a town or structure around here somewhere. I go back to my strategy of heading Southeast. Half a freaking hour later, barely moving and unable to run, I am nearing total exhaustion (and my fingers are aching), and I'm desperate for food and water. Where is everything? I decide to try and find some berries, and head into the woods again. Some more time passes, fruitlessly. It's not looking good, I'm just wandering aimlessly in the forest. I'm completly out of options. I die - alone, starved, and perplexed. Is this a Zombie apocalypse? I wouldn't know... I never saw one in nearly 2.5hr of playing. As far as I know, I just woke up in the woods, like an amnesiac dropped from the sky. That just felt like a total waste of time, unexciting, and not engaging - but it doesn't have to be. I love that you can get lost in the woods, and think being miles from civilization (as far as you know) really adds to the immersion. However, it's not very realistic that you can literally die of thirst while it's absolutely pouring rain outside, and reach exhaustion when you have plenty of trees to sit under (or simply stand still to catch a breath). Suggestions from Observations: 1) Water Sources; There needs to be more access to water. While out in the woods, or even in rural areas, some streams or small ponds, or at least SOME kind of water source every now and then would be helpful. Realistic, even. If you've spent any time in the wilderness, or live in a small country town, you'll know water sources are much more plentiful than this game portends. Especially after a rainstorm. They may not always be GOOD sources of water, but at least they're an option. Heck, even being able to wring-out the water from the soaked clothing would be a nice option; it's a totally viable solution when you're desperate and dehydrated. 2) Resting; There definitely need to be more options for resting, especially when lost in the woods. I'm really looking forward to the new animations hopefully introducing some more methods for resting without beds or furniture. It's ridiculous that we can't lay down, or even sit down , and sleep for a while in the woods, to rest and regain stamina. It provides just enough cover to at least be moderately safe, to a degree, for a period of time, and rest up. Instead we just stand there, breathing heavy, with no relief, gradually dying of exhaustion. In the middle of nowhere. 3) Long Roads; The roads are just TOO barren. Walking for, what seems like miles, with no idea if you're heading in the right direction is not very fun - especially after an hour or more without seeing ANYTHING. That's not a game, and I'm not even sure it qualified as a walking simulator; at least those give you something to do. I'm not totally certain of how to solve this, though breaking up the monotony and adding some minor interaction aspects would be a start. Maybe placing some street signs that, at the least, let you know there's civilization somewhere; a speed limit sign, a mile marker, a billboard ad, a rest area sign, an 'X-Miles to Next City' sign, something. Also, maybe the occasional random item, pile of junk, wrecked/abandoned car, etc. Some way to possibly get some supplies, even if they may not be too helpful. Something is better than miles and miles of ABSOLUTELY NOTHING. Even seeing a few Zomboids would be a start. Anyhow, that's my long-winded two cents.
  10. The water in PZ is aesthetically flat and a little confusing. There are pixel animations within the game and I was hoping maybe the water tiles could be re-done to look more like moving water, with waves lapping at the shore. This can be done in 3D and turned into pixel sprites, to more seemlessly integrate into the atmosphere of the game. I am very impressed with the 2x Tiles and I'm not trying to devalue anyone's work. But I think creating the world's tiles in 3D would fix a lot of the perspective problems, confusing details, aesthetic inconsistencies and make animations easier. Just a thought. You guys have done amazing work on the game art so far, and I know you're focused more on making the game work well and diversifying gameplay aspects. The water of the PZ world could use a little pixel-love is all. There are some shading issues that make certain aspects of the map look flat, rather than raised. I'm just thinking making some things, like structure, in 3D would help pop out the bridges, along with better shading beneath structures. Perhaps in the distant future boats, docks, floating homes, swimming, and travel via water might be a playable aspect of the game, and with that would need a water overhaul. So really, this is isn't an immediate issue. Just ideas floating around in my brain for future possibilities.
  11. wintermuteai1

    Moisture Tank (water from air) Mod

    Hello everyone. I have created a mod that is aimed at higher level electrical skill. You will be able to create a device that is based on "atmospheric water generator" Read here for basic concept: https://en.wikipedia.org/wiki/Atmospheric_water_generator This device allows you to get water from moisture in the air. To craft the device you will need electrical skill of 7, as well as the following items: screwdriver,electronics scrap X 4,battery, and either an empty bottle or empty pop bottle. Once the device is created you can use the device to get water from the air. You will also need another empty bottle or empty pop bottle. What is nice is that once you make one Moisture Tank Water and drink the bottle, the empty bottle can be used over and over again to make more water. This will be a great item for higher tier characters who have 7+ electrical skill. You also have more uses from these empty bottles and pop bottles Mod Permissions: Screenshots: Click to download: MoistureTank.zip
  12. On Bedford Falls, I'm building a base in the large clearing east of the lake in the middle. With the latest build you can move lights, sinks and TV's etc, but because it isn't an existing house, the game doesn't supply power/ water to them.(yes the water and electricity are still on in game). So is there an easy way to mod the files either with the map editor or manually to make the game see those cells as having water/electricity? - I also want to do this to stop erosion from spawning grass and shrubs inside my base. I don't really expect a mod, just a quick fix until the devs implement this properly, but does anyone know how to edit these parameters in my existing game?
  13. "Fire bad" -Frankenstein's Monster; Frankenstein So, I wanted to address this issue... it is logical for filling pots or buckets with water/soil (and soil sacks) and pour them on fires to stop/extinguish them... but what about this: An Unconventional Way to put out fires... I don't think that it's a bad way to extinguish fires... O__O You usually carry them around fully loaded anyway and could be equipped to put out fires in a pinch (of course it wouldn't use conventional ones but shouldn't we try it out? XD So, there could be a lot of ways to snuff out fires, and I would love to see them in game... ... *whispers "Fire Hydrants"* O__O
  14. reasonpolice

    Water collection without carpentry

    So from browsing around the forums it seems like there are a few main issues with collecting water. Some people (myself included) are of the opinion that being able to get a large amount of fresh water from houses after the water goes out is unrealistic (yes I know zombies are unrealistic, shh), and makes the late game too easy given the sheer amount of water fixtures in the world. Barring that, you have to either rely on carpentry or start in West Point. I would change water collecting in two ways: First, nerf the gathering of fresh water from houses - make it so that instead of getting, say, 4 bottles worth of water from each water source in the house, you get 4 bottles worth of water from the entire house regardless of which source(s) you gather from. Second, allow mugs, bowls, pots, jars, buckets, pans, etc. to be placed in the world as rain collectors with different maximum capacities respectively. This scene from 28 Days Later comes to mind: The rain collectors made with the carpentry skill would have course gather much more water and use much less space. Now, I don't know the way the game is coded, but it seems like you'd just have to replicate the functionality of the current rain collector object, but add a parameter for which item was used, and set the max capacity accordingly. The art is already in the game, just use the same sprites as when dropping a pot/mug/bowl/etc. on the ground. (Ideally one tile would fit more than one mug/bowl/pot/etc. but I feel like that would add a huge amount of complexity to the code.) Please let me know what you think of my idea!
  15. After looking at setting up a long term residence with renewable food supply, It came to my attention that rain barrels for collection is implemented but there is not an "efficient" way to direct water to moderate / large size food plots. A solution for this would be to place a rain barrel(s) elevated so that gravity can act as the pumping mechanisim and attaching a gated trough or valved piping system to do the initial dispersment to the crop rows. With trencing dug between rows to allow for watering of the adjacent crop tiles. Gated trough recipe could / should be a lvl 4 Carpentry given that collection is made available at that level, and consist of 4 planks + 5 Sturdy sticks + 10 nails + 1 rope. Water trough extensions would require only 3 planks + 6 nails Pipe with valve assembly could potentially be salvaged from drained sinks or commodes, or alternatively implemented as a drop at appropriate locations on the map. Same argument could be made for the raw pipe itself. Difference between the two would be the piped structure could also direct water into a housing structure for renewable indoor plumbing via barracaded opening in wall. Could also be interesting in multiplayer as well since water collection would have to be secured else risk tampering / poisioning ( rotten food , zombie corpse in the well, etc.)
  16. Originally I started this in the mod suggestion forum as a temporary "hey wouldn't it be nice if..." http://theindiestone.com/forums/index.php/topic/16106-farming-water-management-irrigation/ However the more I've thought about it I see it as a necessity for any long term ( more than 2 week game time ) setttlement / safe haven, while not breaking the z-realisim factor.
  17. A guy and his cat

    Irrigation Canals

    (I didn't test this myself, in fact I don't know if it is already a feature; so in case that this feature is already in the game please tell me so I can erase the post) Something that could be a cool implementation would be irrigation circuits that would be build near water bodies. This could be kinda useful; the irrigation canals could be build 5 or 6 tiles away from an X water body, "automating" the watering of your crops, but this means that you need to settle down near the X water body or travelling all the way to your crops to examine that they weren't destroyed or infected.
  18. very basic mod, just adds never to electric and water in sandbox mode so you can have unlimited water and electric. Information `````````````` Project Zomboid's Services Modifier Mod - Sandbox Mode This will change the electricity and water options so you can always have water and power. That's right, survivor robots manage to maintain the power grid and support the water utility, thus giving us unlimited utility's for ever =) Installation `````````````` Unzip into mods folder. Then enable in game. Notes `````` This has been tested and working on Build 23, please let me know if this also works on previouse builds or future builds. Thanks and as always, have fun. PZ Download Link ServicesModifier_v1.zip
  19. The problem: When the water shuts off, you still have near endless water from all the fixtures, which many people seem to be complaining about, and for good reason. The solution: Sinks need to be filled manually by the player before they store water for the shutoff. Toilets still come pre-filled but with dirty water. You only have extra clean water from the sinks you've gotten to already and you need to boil the toilet water. For showers, realistically the amount of water left in the pipes of disabled fixtures wouldn't fill a small glass in real life. Different fixtures would interact uniquely too, for instance the water coolers in office buildings only have a finite amount of clean water from the start but can be refilled for later storage (even after shutoff). Thoughts?
  20. I was quite pleased that the lake actually has limited fish, because after a month of fishgrinding, there's none anymore (might be a seasonal thing, it's about the end of October ingame, I'm not entirely familiar with the system). Anyways, a way to put some fish in lake for it to reproduce would be nice.
  21. SuperJack

    Water Overdose

    Drinking to much water kills you. Why add it? Stop's people being a Richard to water.
  22. As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel. It also lets you take water from water tiles that you must distill before you can drink it. Features of dirty Water: Get sick drinking from a toilet or rainbarrelGet sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrelCollect water from natural water sources (river, ocean, ponds, etc.)"Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution.Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore.Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water. That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful.Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach.This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones. It also implements stills, coolers and taking water from rivers and beaches. Features of salt Water: Pot stills. And Coolers.You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active.You can pour saltwater into stills and light the fire below them to distill the water.If a cooler is positioned correctly next to the still, it will catch the distilled water.You can fill any water container from the cooler.Cooler changes sprite when it contains water.The rules of water states are: Adding clean water to clean water gives clean water. Adding dirty water to clean water gives dirty water. Adding clean water to dirty water gives dirty water. Adding saltwater to clean water gives saltwater. Adding clean water to saltwater gives saltwater. Adding dirty water to saltwater gives saltwater. Adding saltwater to dirty water gives saltwater. ISSUES In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850 TODO: Balancing. Make still do something. Make coolers do something. Check for possible bug duplicating stills and coolers. Make saltwater collectible. But from where? River? WONTDO I will not start calculating the dilution of saltwater to check if it's becoming drinkable. COMPATIBILITY Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry. Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater LICENSE: You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour). Sprites are © Thuztor, ask him before you do anything with it. dirtyWater_0.8.zip dirtyWater_0.9.zip dirtyWater_0.9.5.zip saltWater_0.9.5.zip
  23. blindcoder

    Tainted Water

    Hi. How is it determined from the map if the water on a tile is tainted or not? Can mappers decide this on a per-tile basis, or is it watertile == tainted?
  24. So, as the topic says I don't think it makes sense... I am jogging around fighting zombies, yet somehow while doing other things I am able to drink from a water bottle as if it is a camel back... Yet, the same does not apply to soda... this does not make sense... For realism we should drink from the bottle like a soda (you can keep the water units system I.E. don't drain the whole bottle at once). Whereas if you have a camelback it will automatically hydrate you. Anyway, bit of a rant there... I am sure this could be modded, it just seems a bit hokey to me when I am running around. EDIT: Plus, it doesn't allow me to plan water usage like I'd want to.
  25. Heavensmith

    Filling bathtubs

    Hey everyone, I was a bit surprised to not find this anywhere on the forum, since it has already been suggested on Steam. Maybe the developers and everyone else has already heard of it then, but I thought it was worth mentionning How about being able to block bathtubs with a rag or something, and filling them with water? If a player is trying to hold out in an urban area, it would be a pretty good water container, since an average tub can hold at least 150 litres of water. This mechanic could also be used to fill sinks throughout to house. It wouldn't change much at first, but it could sure come in handy when the water finally cuts out and you've got 40 extra gallons waiting in the bathroom