Jump to content


  • Posts

  • Joined

  • Last visited

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

Geizkragen's Achievements


Refugee (1/15)



  1. one more question: I tried yesterday the traps. All traps activated via trip wires. - blade trap works well - el. fence worked, i got shoked but didnt got any damage. Why? - dart traps makes "some noise / sound" like got activated, But they didnt shot anything. what is going on here? do I wire them wrong or do the traps (only blades works well) do the damage only on enemies? Why does them not hurt me?
  2. TY @Diragor. One more clarification: I mean, shapes like half block or wedge (hm, difficult to explain direction) could stop the darts or pass them through. I dont know. How does it work? Does the damage come from debuff, not from the wires? Wires only cause the debuff? How is it to understand with the"chance of shockingis is higher with multiple electric fences"? I thought there is not a chance, but it is sure they will be shocked. Please explain the mechanic. One more question to dart traps: I have two dart traps, opposite direction. Zeds goes through between the both. If one projectile / dart dont hit the Z, flies further in the opposite dart trap: does it hurt the trap or will be "caught" by the trap? TY
  3. Hi, I have some questions about traps (all stuff a19 vanilla). Blade traps: - multiple damage: if i stack two (or more) blade traps to shredder Z's, all the damage is applied? Dart Traps: - multiple damage: I saw vids with stacked traps, so I think all the damage is applied - darts projectile collision: darts seem to shoot through "air gaps" in blocks like arrows and guns. Do the shoot through blade traps? Do the traps shoot the darts exactly in the middle of block? Have the projectile any radius? Does the traps shoot strait / in line like guns or have is some ballistics like arrows? electric fence: - multiple damage: does multiple wires damage the same Z multiple or once? - damage to multiple objects: does ONE wire damage multiple Z's same as one Z?
  4. TY, can AI path upwards the ugly stairs construction?
  5. Yes, diagonal support pole would be fine. I experimentet a bit with other blocks, it all looks weird. Here is an example of "stairs" and "stairs corner", see attachment. Its ugly and it is way to wide. To wide to use it as controlled horde path. I want use it for my base. So, which other blocks can I use to make a diagonal path less ugly and less wide?
  6. Hi, Im looking for buid ways (walking) on the corner. Corner / edge of a square. Look at the image: i have here ramp to the sides of a square (block). But I want some ramp up to the corner. I mean I saw this in A15, but didnt find it now. TY
  7. Ty, @doughphunghus. I want a base desing with controlled spot of loot bags and corpses (the dogs can be harvestet). So I search for all the ways how they (bags and corpses) can be moved around. I know they falll down. I know if they are NOT lying, they roll those 45° corner down. I know they dont swim up. But not many facts more. I can spawn zombies to kill and "create" corpses for my test, but I cant spawn the bags. So I also ask for a "cheat" or an other way to spawn the bags for my tests.
  8. Hi. I'm trying to build my next base. One of the main focuses is to understand the physics behind the moving (rolling or water "swimming") of corpses and the backpacks the zombies drops on death. The backpacs drops are rare so I look for a cheat to make my tests better. Is there a way to move corpses or the backpacks up? I try different things with the bridges but have no good results. I have to to try some explosives to shoot them up... TY, Geizkragen
  9. Hello. As the title says, the inventory system we have is usual in gaming. We are bound to "objects" no matter what the objects are. Apples, sandcorns or planes - all would took one place in our inventory. So The question is, is it possible to "deactivate" some inventory slots? So if i took a 4x4, half of my inventory is blocked. Or other solution, if I take a 4x4, i get 15 "empty items" too in my backpack blocking 15 itemslots in my inventory. Is this possible with existing game mechanics? is there a mod making something like this? Is this idea just crap and I should forget it? - I know I break the rules of vanilla with it. But it is just so unrealistic. TY in advice, Geizkragen
  10. TY all for replying. I waited before answering in the hope someone will post something besides usual mods like "create 5 more foods, vanilla mechanic". So one way I could imagine more "creative" way to make something, will use 3 in game mechanics. - First, the use for mods-slots like weapons or tools - but for the ingridients. - Second, the use of "groups" of items. So we dont use an item as ingridient, but ANY item of the group. - Third, creating the item with adjustable properties. Like looted tools / wepons have different durability. An example: we want to create a pizza. Pizza is made out of dough, tomato paste and cheese. Options: some other ingridiends like salami, tuna, arugula etc. Some backed with the pizza, some got on top after the backing. So first we want to make the dough. Create an Item "dough preparation". Cost: 1 empty can. The "dough preparation" has 2 mod slots. - Put in 1 edible meal /flour. ANY awailable meal / flour ! From corn, potatos, wheat or bean? doesnt really matters. This comes it the first mod slot. - Put in 1 edible liquid. Water, murky water, beer, smoothie. Anything we had declared in the group "edible liquid". This comes in the second mod slot. Now we use second recipe, "dough finishing". Needs one "dough preparation" with full mod slots. Creates 1 item "dough", but with modified attributes - depends from ingridients. Attributes like fullness, + stamina maybe buffs ( like from yucca juice). make the tomato paste the same way or find it in loot. Make the cheese the same way or find it in loot. Make item "raw pizza" out of dough, tomato paste and cheese. "Raw pizza" has 3 mod slots for things like salami or mushrooms. Make an item "baked pizza" out of it. This one has 2 modslots for things like arugula. Create now "pizza" without modslots. Pizza has various attributes and buffs. Why is this way to create stuff better then vanilla? We can choose from a POOL of ingridiends, better use from loot / farm. We can drasticaly increase the variety of items without that it hurts the game - look at meal examples above. Created things like food need much more user interaction. It is more realistic than throw a ton of eggs and meat in campfire an get 1 hour later 2 tons of edibles from it. And this way we could make specialized food for different needs. Possible problems: Ability for stacking with different attributes? I think is not supported. So special food with max 1 ipem per slot could get annoing. Maybe is it possible to stac identical food in one stack? So the question on experienced modders: is this way of creating items possible?
  11. Hello everyone. Not sure im in the right forum, so sorry if not. Im love some unque aspects of the game, like fully destructible map or structure integrity. The world is amazing, very realistic and force me to try new things out. its most custom and realistic world i know in my gaming. Killing Enemies is not absolute cusom but there are plenty of possibilities. But the items in the world are the opposite ot that philosofy. The items are static and dont let me "play" with it. They are here, I can use it as it is or avoid them to use. Nothing more. No customizing, no "creating new stuff", nothing. So I look for mods to get as deep as my mind it allows in those cathegories of the game: - cooking: let me cook my own recipes, let me be creative cook! I want backe a pizza, I want choose ingridients for the douth, i want choose salami or mushrooms or tuna etc. Let me make a salad of tabac or sugarize ecstasy pils. - buff system: it is already good, but... We have "brocken leg", which let us moving very slow. Why not brocken hands so we can nothing do? let me sniff glue because of addiction from suggarized ecstasy! Maybe some protheses like a pirat with hooked hand and peg leg? - farming: implemented way is not bad, but there are no variety. Only few plants. How about an olive tree to make an alternative to "animal fat" or lemon tree to get access to own acid? etc. - ranching: is not in the game. It is a survival game, let me ranch rats, feed them all the junk i dont need (leather?) or feed rabbids with grass or ranch chickens for feather, eggs and meat. - taming: Let me have own dog that follows me everywhere like dogmeat in fallout. - weapons: let me craft my own silly apocalyptic weapons. Not from recipe, own creations. Ever played "Dead Rising"? A nailed bat, a lawn mower on a wheel chair, a leaf blower shooting dildos etc. These are recipes, but good examples for "crazy apocalyptic weapons". Let me create my own weapons! - cloth: the same as weapons above. Material, design, color - as result a buff. Maybe a steelplate on top as armor? - vehicles: same here. Let me create new stuff! - traps: look at weapons. - survivors: let me find other (NPC) survivers which can live (after some quests?) in my base and work for my base, like digging holes or farming my potatoes. - workbenches: I HATE ALL WORKBENCHES! Why? they work alone, without the player on them. MAGIC! they need a complete overhaul. Maybe let the survivers work on them? - perk system: back in the days we got better at digging by "doing" digging. Today we kill zombies to get better at digging. It was not perfect leveling and progression system but it did more sence as the actual state. I dont look for easy cheesy game, I dont look for balance. I look for a maximal sandbox, maximal creativity. Modlets I know create / alter existing recipes / items. I know that I want a bit more. But maybe you know mods which come close to what I search for. Please, gimme suggestions which mods are worth to install and why. Which of them let me be more creative. Which of them removes or push away limits the game set. TY, Geizkragen
  12. ty for the answer. can you modify your blade before attaching to the weapon? plz gimme link to try out
  13. this game lives from mods / modlets. Is it possible to implement a way for modificating [weapon] mods? Example: I have a spear. I have a mod for a spearhead like stone spearhed, iron spearhead etc. I want modify the "stone spearhead" like "toothed stone spearhead", "sharp stone spearhead", harpoon stone spearhead" etc. Sooo..... Is it possible to implement the feature "modifying mods" at least for use in modlets? TY
  • Create New...