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Merge some mods from workshop into base game and some other suggestions I had


valkyrienyanko

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PZ Suggestions

Generic

- Lower the spear fishing sound volume (and or add the option to adjust the volume of each individual sound in the game -- see this mod https://steamcommunity.com/sharedfiles/filedetails/?id=2609849923&searchtext=advanced)

- Merge Manage Containers mod into base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2650547917&searchtext=manage+containers) (maybe go even a step further and add optional UI bubbles above each tagged container to indicate what category this container was set to) (also take a look at what the dev of the mod said, they said they plan to add "walking to nearby containers")

- Merge Players on Map mod into base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2732804047&searchtext=players)

- Add option "Auto loot this item", to the dropdown menu when you right click an item (someone created a mod for this https://steamcommunity.com/sharedfiles/filedetails/?id=2577903374&searchtext=auto)

- Merge AutoMechanics and AutoSewing into the base game (https://steamcommunity.com/sharedfiles/filedetails/?id=2588598892&searchtext=auto and https://steamcommunity.com/sharedfiles/filedetails/?id=2584991527&searchtext=auto)

 

Sandbox

- Add option where zombies "fear the sun" (zombies will always go indoors during day and come out during night) (someone made a mod that does this https://steamcommunity.com/sharedfiles/filedetails/?id=2182855819&searchtext=zombies+fear) (This would make more people aware of this awesome mod and would add a lot to different playstyle runs)

- Add value slider to change how fast zombies move (from speeds starting from something like 2x slower than shamblers and up to speeds 1.5x faster than default sprinter speed)

- Add specific XP multipliers to each skill you can obtain (e.g. XP multiplier setting for how fast you get the nimble or cooking or strength or althletics skill)

 

PZ Mod Ideas

 

Sandbox

Add setting where a random chance of events will occur where x zombies will spawn in XY ways near you

(e.g. large horde spawns in somewhat far away, walks somewhat near your base, continues constantly walking (they never stop) until they are out of the players view range and then they all despawn)

(e.g. 50 zombies spawn all around you in a circle outside of your view range, then they all close in, if you get away, and the zombies are outside of your view range, they will despawn after x time)

Edited by valkyrienyanko
typo
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I don't think we will ever see mods directly implemented into the game, especially since without the modder's consent that's not the best idea.

The "Auto-" stuff will likely never be in the game as (in my personal opinion) do not fit the core balance of the game.

 

These mods exist as separate mods from the base game for a reason, they don't fit the core game for a reason and as big mod enthusiast I don't think it's a good idea to "just add" a mod into the game. Especially those that have features which would be better suited to implementation via java code rather than lua scripts etc.

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4 hours ago, traindoc said:

I don't think we will ever see mods directly implemented into the game, especially since without the modder's consent that's not the best idea.

some mods have been implemented into the game, the first one being farming mod from RJ, then we got erosion mod, and the most recent one is trailers/towing

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10 hours ago, Axezombie said:

some mods have been implemented into the game, the first one being farming mod from RJ, then we got erosion mod, and the most recent one is trailers/towing

As Burger Time points out with towing,  farming and erosion were entirely redone by RJ and Turbo when they were hired to be devs.  Trailers/towingcame about because additional features were requested to enable the mod to work better, which was equivalent to just having our own version of towing. 

 

Don't think there's ever been a case of just merging or taking a mod. It usually was a total redo while hiring that modder as a dev.  I know that's probably not what you meant, as you said "implemented," but I just wanted to clarify this for others reading the thread. 

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