Alias Reasoning Posted September 8, 2014 Share Posted September 8, 2014 I think rabbit trapping would be a neat thing to add. Like the ability to build a trap from scrap iron, leather, and vegetable like corn. Then when you check the trap there is a percentage chance for it to have a rabbit in it, to be broke, or to have spawned a horde due to the rabbit screaming when trapped. Just a thought guys. Link to comment Share on other sites More sharing options...
Jill Posted September 8, 2014 Share Posted September 8, 2014 +1 love it!!! Link to comment Share on other sites More sharing options...
Zin Posted September 8, 2014 Share Posted September 8, 2014 ^ I love that idea and the idea of trapping animals in general. How about expanding a bit tho. Not just rabbit traps, but what about a hole with spikes in it for pigs and deer. ( and people and zeds ) Maybe a new tile that has next to 0 integrity so we can put it over a pit and when ANYTHING ( person or animal ) steps on it, it falls to its doom? ooooh... how about being able to just dig a pit and covering it up and having an animal fall in it and not die... then you could cover it back up... and repeat until you've had your fill and have a whole stock of livestock to eat as you please. or use to bait zeds... wow .. there's alot to the idea of trapping live stock... ie are zeds attracted to pigs ect ect? if so, if we trap them... would it be possible to block them in say iron bars and have them as bait for zeds around our bases?... lots of ideas starting up Link to comment Share on other sites More sharing options...
RavenGMT Posted September 8, 2014 Share Posted September 8, 2014 I love the idea of covered pits. A cloth woven with grass or something similar could be used for this purpose. The current pathing for AI makes them walk around most pits if they can, so it kinda defeats the usefulness of trenches right now. So if this cover tile could be pathable by AI, meaning they wouldn't be programmed to avoid walking on them, this could be immensely fun! Imagine that with a landmine underneath? :drunk: Link to comment Share on other sites More sharing options...
Zin Posted September 8, 2014 Share Posted September 8, 2014 exactly... i'm going to try my hand at modding soon and if it's done the way i think it is, it should be rather easy since the ai avoids pits but not poorly supported overhangs at the edges ( needs to be fully tested )... it'd stand to reason that if it sees the covering as a walkable path, it'd go for it, top would collapse, then you'd have to "reset" it before it would be usable again. So it wouldn't be a game breaking catch all... just another item that would require farming of sorts. Link to comment Share on other sites More sharing options...
Lilysyn Posted September 8, 2014 Share Posted September 8, 2014 I love the idea of traps and it is the reason I was a kick starter contributer for the game "survive the nights". It takes the trap one step further and add's generators into the game. I'm hoping the dev's have seen it and it's something we can see in the future :) Link to comment Share on other sites More sharing options...
Lilysyn Posted September 8, 2014 Share Posted September 8, 2014 There actually is a work around when it comes to traps. If you build a hole in the ground 4 wide 6 long and make it at least 3 blocks deep you will catch animals in there every couple of days. We even caught zombies in our hole. It began as a hole to get some dirt and when we realized what was happening we added more it was fast hunting lol. One morning I found 3 pigs and a deer! Link to comment Share on other sites More sharing options...
Zin Posted September 8, 2014 Share Posted September 8, 2014 I'm all for work arounds when it comes to alpha games, however, if i can come up with something that fills this role as an intended use ( ie leaf pattern tile with maybe 1 integrity so it falls apart when stepped on but still looks to be a valid path to the ai ) then i'm all up for comming up with an actual game asset that gives the desired result rather than using said work around. I think the idea of traps has merit and i'm willing to spend some time in getting it to function right. I have some practice coding/modding so i'mma give it a go over the next few days. Link to comment Share on other sites More sharing options...
cleio81 Posted September 9, 2014 Share Posted September 9, 2014 +1 for an epic idea. I think traps need to be implemented in general. It just seems like something that you would do in the event of a real zombie apocalypse. Link to comment Share on other sites More sharing options...
georgestanley032 Posted September 9, 2014 Share Posted September 9, 2014 That's an excellent idea. I wish this could be incorporated in the game and not just rabbit trapping but other kind of trappings as well. Obviously, this kind of setup would add an additional thrill and challenge. ______________________ Find out more about [B][URL=http://mybuildingconsultants.com.au/our-services/construction-management] Construction Management Adelaide [/URL][/B] Link to comment Share on other sites More sharing options...
Euzio Posted September 9, 2014 Share Posted September 9, 2014 +1 to rabbit traps! They are very challenging to hunt once they start scooting all over the place... Its quite hard to find them amongst the grasses too and you won't know they are there until they bolt, in which case its gonna be quite a few bullets wasted to shoot them. They also bolt the minute zombies go near them so it makes hunting them even harder. Link to comment Share on other sites More sharing options...
CapPimpolho Posted September 9, 2014 Share Posted September 9, 2014 Traps are a great addition to the game. I tried some "home-made" versions, like some pits, spikes, etc... none of them really work because there is nothing to attract the animals to it. we could use grass to attract them, or other pieces of meat if we have more and different animals. Link to comment Share on other sites More sharing options...
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