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Electrical redesign (List of suggestions)


Unamelable

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Soldering iron, solder and rosin/flux (Tools needed and initial logic of the electrician)

Any electronics requires small semiconductors, radio parts. But I think that this is not necessary in Project Zomboid and will be limited to tools that are really necessary when doing electronics. To disassemble simple things like: Computers, Dispensers for paper towels, Clocks, Lamps, Radios and other equipment. A regular screwdriver will suffice.

 

For taking apart small appliances: CD Players, handy radios, pocket watches, cameras, etc. You will have to use a soldering iron with rosin/flux. This is necessary for disassembly. Solder is needed for assembling the crafts. Which actually holds all the wiring and small structures.

 

A soldering iron of course requires power, and can also be used from the strength of a car battery. It is also possible to find a slightly rare solder+flux that will not waste inventory space, and will be the same function as the individual solder+flux/rosin. If a character runs out of rosin, he can create it himself. When cutting down a spruce tree, the bark falls from it, which can be burned in a fire and added to the empty jar with rosin (the bark must be 6x).

 

Characters who have trait (Short Sighted). Must wear glasses, otherwise they will display "Can't focus" when trying to craft/disassemble with the electrician's tools (Does not apply to disassembling machinery with a screwdriver only)

Characters who have trait (Eagle Eyed). Will disassemble electronics twice as fast because of their good focus on small parts.

Accuracy also has a 5% bonus to disassembly/construction speed

- Characters feeling panic/tired (not sleepy) will not disassemble/create electronics due to the game convention "Can't focus"

 

Interactive switches and ceiling lamps

There is currently no way to move switches/ceiling lights in the game, it becomes a weighty issue when remodeling an entire building for a future base (yes I like to tear down an entire apartment complex and do my own room layout). It would be logical to allow the player to highlight what the switch is attached to so that the player can then attach it to another light source, such as a wall lamp/desk lamp/ceiling lamp. Or give the ability to attach everything at once, making it much easier than before to turn on the lights in the whole room.

 

And the main thing is not to forget to give the player the opportunity to disassemble the switch and the ceiling lamp so that it does not have to be torn down with a sledgehammer (when torn down with a sledgehammer and the light is on, you softlock the light source, and it will shine endlessly because there will be no way to turn it off).

 

Motion sensor, and they can be used for Lights/Doors (and of course traps)

It really pisses me off that I constantly have to do everything manually, turn on lights, constantly open doors on the base when I could do it to automatically so it pisses me off less as the base updates. Although there is a mod that adds this sensor but it cannot be attached to the specified entity. That is, the original idea that could simplify life several times is not yet realized, and this greatly aggravates me

 

This is especially noticeable when you put several light sources in one medium/large room and to light the whole room I have to turn on each light source separately (since there is no way to bind light sources to one button yet). And that smacks of an electrician's redesign.

 

Generally do not understand why electrician at all because you can only attach trap interaction devices, on the basis of this profession can do so much.

EDIT: If the player is carrying a Tamagotchi/keychain, the traps will not activate

 

Usable car batteries as power source

It's strange enough that you can't use the same machine batteries as a power source. I'm sure that in 90 there were inverters from 12v to 220/110. It would be logical for them to work for several hours at a significant load (for example, the work of the refrigerator limited the work of the accumulator to 12 hours in 100% condition, the less - the shorter). 

 

If a player finds/craft a homemade inverter, at least it will be noisy. But only for a very short distance of tiles. Since they hum very quietly and imperceptibly because of the interpolated amplitude. TV would hold 48 hours of playback. Charging of accumulators could not be used because "I can't charge car battery using another car battery" because logically the transfer from one battery to another would have a significant loss of efficiency against the same gasoline generator.

 

It is worth remembering that if the battery of the car is dying (20% and less, then with each % it becomes louder because the battery simply does not have the necessary voltage to maintain a stable amplitude). And no, if the battery goes dead it should not short circuit or ignite.

 

If you charge the battery more than 3 times it will start to lose its state, the degradation of the electrodes should not be rapid. Like conventional batteries, they become unusable after a long period of use. I don't think it would be appropriate in the world of Project Zomboid to make batteries degrade after a while. Since the player can not yet in vanilla PZ to create batteries / batteries for cars.

 

EDIT: Boiler and air conditioner will not work with car battery.

 

Creation of homemade car battery

A homemade car battery can be created from 16 regular batteries. It will be 2 times less efficient. And it cannot be recharged for obvious reasons. Batteries must be full or crafting will be impossible. I don't think the game needs the crafting of a full-fledged car battery, if the developers aren't going to add industrial resources to create it. After all, it's the apocalypse

 

Ability to watch the source of energy use on the generator

It would be logical to show the player an arrow where the energy from the generator is used, since it still works within range and not in the building at all (i.e. the eoectronics is connected directly to it). If the player accidentally selects the wrong device he can click on the arrow to make it disappear.

- The same feature can be added to ceiling lamps since the player does not physically see them

 

Ability to disable/enable electronics on the generator

If the player does not currently need this or that equipment in action (for example, the same refrigerators, we use non-perishable food). Then in the generator menu you can also right-click the equipment and turn it off from the generator (like unplugging the power cord)

 

Upgradable generator

Knowing that a regular generator has a limit of 20 tiles (personally, I didn’t have 3 more to cover the entire base). Each upgrade increases the radius by 1 tile (up to level 10). Afterwards 2 tiles are given. The generator's fuel efficiency also increases. With each level, efficiency increases twofold. The maximum number of upgrades is unlimited.

Upgrading the generator requires 30 electronic parts (with 0 electronics). Each level reduces 2 electronic spare parts. By level 10 it will require 10 per upgrade.

 

- As an idea you can use the gas tanks of cars where you can tie for example 3 gas tanks (maximum) and go on long outings for a month (if you connect an ice cream freezer and a double refrigerator - fuel is enough for a maximum of 7 days). If you connect upgrades with gas tanks you can stretch this time up to 30 days.

 

Boiler and Air Conditioner

The game already has the concept of an air conditioner, but in the base game they are still completely useless. I propose to make them a GUI usable (like in a car). They will be installed exclusively outside; if you try to install them inside, the message “The air conditioner cannot operate indoors” will appear. To set it up, you need to have a switch with you; if the player does not have one, the message “There is no air conditioner control device” will appear. The air conditioner control can also be linked to the remote control.

 

The boiler will be the solution to the problem of water purification at the base (because now it is enough to install barrels outside, and through a magic filter the player will receive purified water). But you will have to add new tiles “Like with refrigerators.” But they will have their own designs.
Names: Regular (small - 100), Valu-tech (Medium - 350), Modern (Large - 500).

 

Retractable panels with spears (trap)

It would be logical to allow players to create an automated standard trap so that the zombie when falling into it died from spears over the trap (of course there is a mod for this, but it would be logical to interpolate it for Electric).

 

You will need 4 boards,+ 4 pipes/struts,  Some wires, electronic parts, a sledgehammer (if it is asphalt) to create a 2-tile trap. Or a shovel (if it is grass). 10 spears of "dice pattern 5". Any available sensor in the game.

 

So that the player can go to his base through this trap (if there is a motion sensor attached). He must carry a keychain with him. Which will need to be charged with a battery that will last 4 times longer than flashlights. Or make them infinite like lasers on guns.

 

You can also control this trap with a regular wall switch

 

Motion sensor mines (motion-signaling)

A similar tool that will be very useful for layouts or base defense. These mines can be attached to the wall or placed on the floor. When triggered, the sensor will signal with a small beep that someone has passed through it. (I do not think that such a beep can attract zombies as the same alarm clock or microwave).

 

Real mines (trap)

Since when we can convert from bullet powder (creating pipebombs). What's stopping us from making mines? Great defense against zombies! Also uses a motion sensor (I haven't played as an electrician seriously, but I think the pipe bombs can be activated by remote control as it is).

 

Playful light switch (distraction)

Zombies have two types of tangibility, that is, eyes and ears. This can be useful in heavily populated areas where you need to divert the attention of large groups to an unwanted building.

Makes a simple switch that turns on and off the lights in the room (or house/building if the electrical skill is pumped). Zombies will pay attention to this trap. And it will work until the car battery runs out.

 

Homemade home alarm system (distraction)

And it's also a stolen idea from a mod that I'm interpreting in my own way. Installed alarms ignore convention (Zombies can't set off house alarms). It is also activated from different sensors. The player will not be able to "unscrew" the house alarm if he magically detects it. Let such surprises be in Project Zomboid :)

 

I added everything I wanted, I hope this redesign will be taken into account :)

Edited by Unamelable
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