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  1. So as of right now water serves as a barrier, keeping the player inside of the “play area” and is just kind of there. However adding more systems to the water would make it much more immersive and add many features to the game. For instance, as of right now a player can build a base on a lake, cut it off, and then zombies have no way of reaching the player. How about we balance this out by adding strong waves that can occur during storms, causing the base to break down and flood over time. As for swimming and boats, having rafts would be an amazing form of transportation, you could also balance this out by adding waterfalls or currents that can rock the player, making him wet and cold or even knock him out of the raft. Bigger boats such as sail boats could flood and degrade over time. Swimming should make your player unbearably cold, depending on the time and circumstances. As well as make your character extremely tired in a short time. Which will eventually lead to drowning, So for instance it could be used as a way to cross a short river but the trade off is it would get all of your gear wet, and cause certain things such as electronics and some guns to stop working or be damaged. This is more of a stretch in terms of design and feel of the game, but for bases built on islands or pieces of land separated by water. Zombies could slowly walk across the bottom of rivers until they reach the land. Where they could be bloated and water damaged, this could be a balancing design. Or just having barely any resources on these islands would force the player to go back after a time. Or, during storms bases could get water damaged. I hope if anyone from The Indie Stone team read this put this into consideration. It’s a feature I’ve had in the back of my head for a while as I think it would add quite a bit to the game. Especially the end game.
  2. 90's nostalgia feeling: BOTTLECAP I suggest beer and soda bottles that need bottle openners, so you can have a KEYCHAIN, SWISS KNIFE, or either open it with a survivalist skill with a SCOUT POCKET KNIFE or HUNTING KNIFE (I know lever techniques to safely open bottles and canned food with a tiny but sturdy scout pen knife or a Hunting Knife. WATER TILES OVERHAUL-- different Water tiles have different data like DEPTH, FIRMAMENT TYPE, CURRENT, etc. The car wont crash on water tiles, but it will get slower, stuck and sink the morr water and mud it gets. So you could walk and drive on shallow waters, on knee water you could get dragged by current and the car could get slower or maybe sink in mud. Make it so the car could get a % slower/stuck on mud or sand if the water is up to one foot tall. FIRE TILES THRESHOLD- hier tier the stronger the fire and near center distribution. Some materials wont ignite in lower fires, and fire tier is distributed gradientily. More and different trees of PICKLING, CANNING, CHEESE, YOGURT, and JERKY: I sugest diferent approaches for canning, pickling, cheesing, brewing, drying beef, so: Recipe sugestion trees: ---CANNING: Main Ingredient, Acid mean adjust*, Temperature, Airtight cover and Pressure**. *Tomatoes and low acid foods require different adjusts with either lemon juice, vineagar or glacial acetic acid, other sour acidic foods requires no adjust. **Airtight prevents contamination. Airtight canning covers are disposable just like they are in the current game, I suggest makeshifting a jar cover with an old cover, an esterile cloth and a rubber band for airtight sealing with a % penalty of contamination. ***Pressure Canners devices are required for canning meats and other low acid foods. Canning preserves food through boiling in esterile mean and keeping it air sealed. Ingredients taste almost the same as plain BOILED ones. Examples: Canned corn, canned tomatoes, canned peas, canned carrots, canned potatoes. ---PICKLING: Main Ingredient, Acid mean adjust*, Jar Esterilization, Spices, Fermentation Time. Pickling Chenges ingredients through fermentation and spicery. Ingredients taste completely different from raw ones like a SPICY BREW. Examples: Picked Cucumbers pickles, Pickled Lettuce Sauerkraut, Shoyu sauce from fermented soy and corn. ---Cheese: Cream, Salt and Spices, Yeast, Cure Time. Different cheese can be made from different yeast and different cream (different process of separating serum from proteins can achieve different creams. High protein cream comes from a good separation process though creaming machines and low protein could be hand maded) Yogurt: Milk, fruits and sugar, yeast. Beef Jerky: Meat, Cutting, Salting, Dryer type. I suggest that large sacks of SALT are added for survivalist reasons. SALT BANKS could be renewable and located near beaches. ---BEER, WINE, CIDER, SPIRIT--- Brewing: Beer- Different beer through different: Grains (Different proportions of Wheat, Barley, Oats, Corn etc), yeast, lupulo/spice, fermentation process and temperature control, filtration. Wine Grapes, yeast, fermentation, Cider Berries/ Citric fruit /Lemongrass /Apple, yeast, enzymes, fermentation. Spirit, Cachaca, Vodka, Sugar canes/Potato/Beetroot/, fermentation, destilation. ---- Fermentation processes left ignored can have undesired results like making bad vineagar byproduct. Wine takes months to make, requires specific yeasts for breaking specific carbos, Beer is made in weeks maybe a month, can use a large array of yeast (I once heard about a IPA with no yeast just natural ferm) Cider are more yeast compatible, sometimes just natural fermentation. Fermentation take weeks, just like spirit or cachaca. (Just approaching, I can bring accurate time if necessary) Chemistry stuff could be added to purify alcohol for medicine.
  3. GENERAL SUGGESTIONS: -Show the actual trait, skill and xp percentages. -Bring back the old music options. The new options don't work for some reason. The new music is good, but I miss the old ones. -More creepy and depressing music such as: Long Ambient. (Haven't heard this in the current version.) Where Is Everyone. (The older one was creepier.) Low (Haven't heard this in the current version.) All the creepy ambients. (Never heard them in game. Can be found in the music folder.) -Player crawling. -Zombies with missing or crippled limbs. -Zombies eat animals they can catch. -Wandering hordes. A wandering horde picks a random direction to wander towards to look for food presumably. (1000-10000 tiles.) Perhaps a wandering horde could spawn the zombies once the player is close enough. The wandering hordes would be much rarer and larger than regular hordes. -Allow zombies to wander and redistribute into the "Player's square". I don't know what it is really called, but you can see it in debug mode as a white box around your survivor. (Smaller than a cell.) Currently zombies seem to stop by the edges of the player's square when meta events or redistribution happen. With a cleared area the player can safely camp in their base for months with canned food and farming. It's a bit unfair for the poor zombies. -Only chefs and burger flippers may add large amounts of extra happiness to their foods. Currently pretty much any occupation can become a master cook by just watching TV, which makes the cook occupations questionable. All non-cook occupations should have very small happiness boost for their foods. With this cooks would have a more useful role lowering unhappiness in groups. -Remove rotten food recipes. Using a month old rotten food doesn't seem realistic. -Nasty foods can make you vomit. Nasty foods could be: worms, maggots, insects, rotten food. Vomiting increases hunger and adds nauseus moodle which will fade in time. Vomiting could be prevented with a strong stomach. With a weak stomach the player will very likely vomit from any nasty food. Strong stomach could be a great pick for forest dwellers. -Rotten foods disappear or become completely ruined as time passes. -Rebalance all the negative weight traits. Currently you can get rid of very underweight in a week. If you also pick fit trait (+2 fitness), very underweight becomes free points. -Dangerous wound infections. Would make first aid and antibiotics more useful. Currently it seems infections only slow down healing. -Ability to open canned foods with knives. -Non-poisonous rain water. Perhaps add a sandbox option for this (acid rain). -Gas expires. (6-12 months.) This might work well with the rebuilding phase. -Throwable distractions: Mugs, glasses, glass bottles, jars, empty cans, bells. Cans and bells would be reusable as they don't shatter. Bells have a higher distraction effect. Bells don't have any uses currently. -Differently shaped survivors and zombies depending on traits. Average, thin, fat, fit, strong. -More candles. Perhaps add boxes of candles too. Can't remember the last time I found a candle. Currently flashlights and batteries are much more easy to find which makes scavenging for candles a questionable choise for light. -Water in pipes becomes tainted in few days after water shutoff. Currently you can potentially survive months with pipe water, making water storage useless (pots and bottles). SANDBOX OPTIONS: -Show the actual option percentages. For an example: Normal 50%, high 60%, very high 70%... Would make things much easier instead of judging and figuring options out by testing. -More hardcore options. Ever lasting winter and ever lasting summer. Extremely high and extremely low temperature options. Insanely hard farming, trapping, foraging or fishing. Impossible farming, trapping, foraging or fishing. Impossibly low food rarity. Polluted water or nature. (Most wild life will die.) -Water in pipes after water shutoff option. -Zombie evolution and degeneration option. Shamblers turn to sprinters or vice versa. -Zombie stamina option. Zombies get slow after chasing player for a long time, but can recover. Could balance sprinters. -Zombie activity option. More active zombies wander more and try to find the player. -Zombie smell option. Zombies approach nearby places where the player has spent time or is currently. -Sprinter speed option. Joggers, runners, sprinters... I know these next 3 suggestions could perhaps be counted as special infected, thought they don't have any super human powers. -Lone zombies option. Zombies that will never join a rally group while there are existing rally groups. Currently it seems all zombies will join a group eventually which leaves wide gaps between them. -Screamer zombie option. Some zombies scream while attacking which may alert other zombies. -Varying zombie % option. Adds several different zombies with varying traits. Some examples: Screaming sprinters which never join rally groups. 1 %. Joggers which sometimes join rally groups. 12 %. Shamblers which always join rally groups. 87 %. Viimeisin muokkaaja on Lodkar; 1 tunti sitten
  4. Is anybody familiar with how water works in this game? I tried to build a swimming pool on a 3rd floor in a building by using map editor. Then I checked it in game. Turns out the water just vanished, left everything else on the same tiles. But when I right clicked the water tiles where it's supposed to be, it still got options like drink or clean exactly as normal water tiles would do. So my question is, are water tiles cannot be built indoors or upper floors? or both?
  5. I've been playing a lot of the studio challenge map lately, and I've had a lot of time to look at that fountain in front of the office on the west side of the map. At the current moment I think it's just a sprite, doesn't have a 3D model? I've also noticed bird baths in some of the yards on the main Knox map as well, pictures below for reference: https://imgur.com/a/aOIE2h3 There was a multi-week long drought on my Studio run, in which there was no rain for quite a while. I was desperate for water, and I kept passing by that fountain on my scavenging runs and I kept thinking about how convenient it would be if that water fountain actually had water in it! Admittedly this is a bit of a fluff feature but at the current moment, the only rain collectors are pots/bowls placed out by the player, and the collectors that the player builds normally. I would love to see these fountains double as naturally-occurring rain collectors, to make it more viable for players who don't want to invest in skilling carpentry to have access to water sources without having to rely on wells/natural water bodies. Bird baths would be the easiest to implement; they're already 3d models and furniture you can pick up and place at a base. Obviously bird baths don't hold much water, so they'd only contain something like 10-20 units of rainwater? However from an implementation standpoint you'd only need to add whatever component makes a object a rain collector and change the value for the amount of water it can store. I don't imagine that this would unbalance the game in any way, as the baths are too uncommon to be spammed, and the amount of water they'd collect would be too low to be exciting anyways. It would require doing a variation of the birdbath that was empty, though, from an art asset point of view. The larger, decorative fountain would be the more impactful change. Like with the birdbath it would need an 'empty' art asset, and my suggested version would require a small amount of recoding but nothing so low level that you'd need to rework the game's engine. Here's what I suggest: -At the start of the game, the fountains serve as an 'unlimited' source of tainted water, similar to a sink/toilet -When the knox water grid goes off, the fountains transition from a water source to being a rain collector -When it becomes a rain collector, it starts with a full container of tainted water From a code point of view, it would start as a 'sink' for tainted water and need to have a one-way transition to a 'rain collector' after the water grid goes off. Given the size of these fountains, I would suggest something like a ~200 unit water capacity for them. This is more than the lvl4 rain collector barrel, but I don't think this would be OP as the fountains can not only not be crafted but also can't be moved, as they're cemented-in fixtures that are part of the location they start at. They're also fairly rare and only appear in certain locations, kind of like wells. From an aesthetics point of view, I could totally see people relying on these old stone fountains as a source of rain water collection in an apocalyptic even if it's not one's sole source of water collection. Plus they visibly contain water, so it makes sense that we should be able to use them for their water. From a balance point of view, I could see fountain rain collectors changing the viability of certain locations as survivable bases, and give certain city areas passive supplies of water generation without needing rivers/lakes/wells/etc.
  6. Greetings! I have a quite odd problem and I cant find any information on it. Is it possible in a room with working water to replace or add new working sink? For example in a public toilet (a lot of working sinks and toilets) to replace a sink with a different type or add bathtub near the working water source? When i pick up the sink and replace it with another (or even returning the same recently picked sink) the sink never work any more. I cant access any plumbing menu. Is it possible, or i missing something? Best Regards!
  7. While i was talking with friends about plant deseases & translations about them, to not give wrong infos about translations and all, i went on google to read some docs about these crop deseases. So i learnt that you can apparently make seeds immune to some of those common IRL deseases (including the two we got in PZ atm). I'd like to suggest the following mecanism to the game. Recipe : - grab some seeds (any type of) - fill a cooking pot with 9/10 water & 1/10 bleach - boil water in another cooking pot - put the seeds in the water/bleach pot for a few moment, seeds becoming "poisonous" due to the bleach but also gaining resistance to deseases - put the poisonous seeds into the boiling water for a longer time to remove all the poisonous effect - here are your seeds which cannot get infected by any deseases (or, for balance purpose, a really strong resistance to deseases like 80/90% chance of not getting sick) It could be any other water container but cooking pot is my fav & large, so i've choosen it ahah If you know some french (or wanna use translation anyways) here is a link providing informations i've said : https://www.canna.ca/fr-ca/fungi_le_royaume_des_champignons (you can find the "bleach" part down below in "Quelques conseils pour lutter contre la fonte des semis", first part below this subtitle). Thought it'd be pretty realistic since it apparently exists IRL and we got all the ressources needed to make it come into PZ, so here is my suggestion ! Thanks for reading ! Have a great day, take care and Happy Gaming *Edit : for balance purpose, this could be achieved at a medium/high Farming skill level only, obviously, i didn't knew it was possible 1hr ago, so it's fair to say not many people know it, then medium/high lvl skill required !
  8. Hello everyone! In the Project Zomboid It is possible to carry fuel ONLY in gasoline cans, which looks a little strange as it is possible to do it in bottles and similar containers (Beer bottles, bleach bottles, and so on) And also Transfer water in gasoline cans, which would also be very useful.
  9. In general, I would like to add something like a water pollution factor. You also need to add tablets for water purification and the ability to boil water. According to the coefficient, water can add unhappiness, mild nausea, nausea, or illness. If you pick up a hot pot, the character may get burned. Also add the cooling time of the water, otherwise you will not be able to take the water into your inventory. For example, the water pollution coefficient for: shower - 0.1 toilet - 0.5 - 1 ( flush cistern - 0.2 - 0.5 ) bath - 0.2 - 0.4 kitchen sink - 0.1 - 0.9 ( sink can include dish detergent ) bath sink - 0.1 - 0.2 washer - 0.1 - 0.5 ( washer can include powder for washing ) river water - 0.7 - 1 These are approximate figures and of course the developers can do it their own way. This stuff make game harder and more interesting.
  10. Is it possible to have bodies of water freeze in the winter? Is it possible to have watering cans/buckets of water outside freeze unless brought indoors? Can we get water from snow? Will evaporation of buckets be a thing or is there any point? Thanks.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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
  16. 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.
  17. 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.
  18. 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.
  19. 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.
  20. 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
  21. 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?
  22. "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
  23. 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!
  24. 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.)
  25. 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.
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