-Survival in a can: an item inspired in real life, it contain items useful in early game like water tables, a refillable lighter, ect.
Should be water tablets, I believe.
I am tempted to use this mod… But its sooooo OP sounding, just looking through it… Maybe I will turn it on another play through and change difficulty settings to make up for it. Keep up the good work, Its hard to imagine you’ve done so much in the time short time since you joined the community ^.^
*mutters about dam paradoxi overclocking themselves.
-Survival in a can: an item inspired in real life, it contain items useful in early game like water tables, a refillable lighter, ect.
Should be water tablets, I believe.
I am tempted to use this mod… But its sooooo OP sounding, just looking through it… Maybe I will turn it on another play through and change difficulty settings to make up for it. Keep up the good work, Its hard to imagine you’ve done so much in the time short time since you joined the community ^.^
*mutters about dam paradoxi overclocking themselves.[/quote]
is not that much “op” you think, it just make it more resourceful options, but still balanced imo, check it.
Yep, basically just adds a bunch of little things that help out in the early game, and some nice quality of life things for the mid and late game.
A great example is the survivor station. Yes, it does everything all of the other crafting stations do in one tile, and is every bit as awesome as it sounds. The catch is that it can only hold 100 volume, and that you have to craft or scavenge all of those parts, and then craft them all together, and then guard it like it was made of glass because it has fewer hitpoints than a solar panel. But its still really nice for building scout vehicles that aren’t made entirely of crafting stations.
I guess you could say in the early game it adds a lot of helpful not-dying stuff, and in the later game it adds a lot of stuff that requires high investment and a little upkeep, but rewards that with some very useful payoff.
survivor encasement have a lot of loot inside, while sound of shotgun bangs will attract some zombies (its hard to fight with 100+ aim) tools looted from this place will allow me to make my own base from scratch
i think that there should be something strong or less loot, some survivor zombies are not enought because its stockpilled better than medium game survivor base (just less food and solar panels)
what about some netherworld creatures and tear in reality in base instead of zombies?
[quote=“Noctifer, post:111, topic:10523”]I see the following possibikities:
1.) Scraping the zombies and adding turrets/bot with the rational the bots tuned on them.[/quote]
This is good, fits right in to what a happened to the police at roadblocks. You’d have to have a lot of bots to justify the current amount of loot though, or maybe a tankbot. Cabin will probably get wrecked, which is a plus imo.
2.)Adding more varied zombies, way more zombies.
I like this one, they had a nice setup going and then a horde rolled in and smashed them. The cabin should be more beat up, ready to collapse when the horde starts knocking down walls. It would be a race to save the cabin!
3.)Adding Hostile Npcs (could be bandits or I could create custom ones.)
This I like most of all: arch survivor bob got sniped by a group of bandits and now they are squatting in his place, accosting travellers.
These are all good ideas, why not implement them all? At a low enough weight they would be rare enough to be a surprise every time you come across one.
Another possible idea. A decently-secured version of it, but with a small number of zombies inside, sheltered from the external defenses. At some particular part inside the perimeter, place a shallow pit or two in whatever they might have as a yard, garden, or latrine.
Implying that some minor mundane mishap led to the death of one survivor, and the others buried them in a shallow grave due to being hunkered down and unable to dispose of the body property, perhaps unaware of the possibility that they’d revive, regardless of whether a zombie bit them.
[quote=“Random_dragon, post:114, topic:10523”]Another possible idea. A decently-secured version of it, but with a small number of zombies inside, sheltered from the external defenses. At some particular part inside the perimeter, place a shallow pit or two in whatever they might have as a yard, garden, or latrine.
Implying that some minor mundane mishap led to the death of one survivor, and the others buried them in a shallow grave due to being hunkered down and unable to dispose of the body property, perhaps unaware of the possibility that they’d revive, regardless of whether a zombie bit them.
I like this one, or would be a neat piece of cata-drama to encounter in my travels. You could stash a few notes somewhere relating how survivor bob caught tetanus and died a slow, agonizing, but completely not zombie related, death. Then they bury him, maybe drink to his memory and go to bed…
Doesn’t necessarily have to be something outside or zombie-related that killed everybody, either: Bob’s flu turns out to be measles, tragic gardening accidents, deciding that three-month-old corndogs are probably still okay to eat, fights over who gets the last toast-um getting way out of hand, death by broken atomic lamp, anything following the words “Hey, watch this!” …all sorts of options you could do here.
I have implemented defenses for it already and it was a nightmare! Putting monsters where they needed to go… It is done, three types of obstacles;zombies, machines, npcs.