Dual uzis aside to go out with a pistol and sword combo would be cool
Airguns (for hunting small-game), essentially a crossbow with low volume ammo
WEAPONS
Spring-Piston Air-Pistol
Spring-Piston Air-Rifle
PCP Air-Pistol
PCP Air-Rifle
PCP has an air charge it uses when fired, reloaded from an airpump
AMMO
BBs
Pellets
Exploding Pellets
Dart - Plain/Bee/Spider/Etc Venom.
Crude Dart
MODS
Standard Scopes & Slings
Modified Pressure-Regulator (PCP Only, improves damage)
Modified Hammer and Valve (PCP Only, uses more air-charge for extra damage)
High Pressure Tank (PCP Only, stores more charge)
Airgun Magazine (PCP Only, 10 shots)
OTHER
Pneumatic Cannon: Used to fire root vegetables, folded apparel, and improvised-explosives
Advanced Slingshot: Uses springs, additional bands and a wrist-rest (mod: arrow rest: can shoot arrows)
Compound Crossbow: A modern take on the medieval design
Momocelular blades and bionic claws mix,or double momocelular blades
Hanging a rope or a string between two trees and using clips in order to clip our clothes etc to that rope or string. It would be very helpful for players that prefer a nomadic playstyle
What do you want to make a clothesline for?
Just for comfort. Since I prefer a nomadic playstyle I do not use crates, dressers etc. I would like to clip my clothes to a clothesline instead of droping them on the ground in the middle of the forest where animals pss and sht. Moreover, our character is able to deal with being wet just by using a towel but our clothes should stay wet. Wearing wet clothes would be dangerous during winter / autumn. That is why a clothesline may be helpful. Clothes dry faster when they are exposed to wind
If wetness for clothes ever gets added and clothes get âsoakedâ status after getting exposed to rain for quite awhile, this could be used for drying clothes on sunny days.
Or after one good washing. Nicely washed clothing could give some pretty good morale boosts.
Something thatâs been long requested was being able to put items in individual bags like in project zomboid.
Drop the bag and not have everything spill out on the floor, more inventory organization, etc.
Though I do realize it has to do with the limiting factor of how inventory and storage space works in the code. Still, food for thought.
Industrial exoskeleton.
It could be spawned in factory or power station terrain, provide load weight buff when powered by ups with high encumbrance. It would be really useful in building vehicle.
How about a blob mutation line where you develop traits similar to special zombies. From spitting acid to rapid healing, infinite cbm power causing electricity to crackle off your body. Becoming massive in size to being nearly invisible in the dark. The threshold causes zombies to identify you as one of them and thus wonât attack you unless you stand in their way or something. To balance this out, there could be a chance to develop horrible negative mutations like rotting body parts or potentially cause the blob to flat out take over your mind resulting in your head taking damage until you die or take purifier. The narcolepsy effect could be applied to the player when the blob trys to take over the mind, in addition, having the player involuntarily move to sounds and other things that zombies are attracted to while under this narcolepsy effect for extra flavor.
Map(âmâ button one) be given azoom in/out option. I would totally enjoy this option to fast check areas I have been or maybe can see from a in game map that opened up a new area.
Also, Hof had an interesting idea as an optional; CBM maintenence. Tools could keep crap in line such as a multi-tool, toolbox, etc⌠But sometimes parts may reuire maintence. Having only a handful. Such as Joint Ratchet energy. Because it moves a lot. It would reuire either a scalpel/x-acto knife(with less accuracy for the xacto). Perhaps a specific kit to do internal maintenance and use normal tools for external based CBMs.
As a new idea entirely, here is another idea that would help the game for all.
Molle Backpack / Molle Duffelbag
4 encumbrance(backpack base is small)
7 encumbrance for the duffel base(think of a hydration pack. Kinda small without pouches.)
Both or either having a chance to find modular addons to anything Molle tagged. So that single small, low encumbrance pack can then allow the player to crate, find Molle addons with different dimensions.
Such as but not limited to:
-
Faraday pouch ;protects against electricity when you are wearing it and get zapped. Technically not. They actually disallow radio waves from getting in/out. But hey, whatever. Also only a small percentage that stacks with more faraday compartments added.
-
Ammo ring velcro patch ; these do not require any extra encumbrance to be added as they are a line of bullet loops on the outside of the bag. For purpose of quick access. Similar to the wrist bullet holders.
-
Clip holders ; self explanatory. More you add the more clips you can stick to your bag.
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Pouches ; small(.25Liter / .25 volume), medium(.75Liter .75 volume), Large(1Liter / 1 volume), extra large(1.75L / 1.75 volume).
-
Pistol Holster / Rifle Holster ; self explanatory.
-
Hip Weight distribution; a bit of a misnomer kind of pouch. These hip huggers are actually above the hips. So the backpack would have the torso slot and not slip down to the legs or whatever. There are most bags that use this space for purpose of 2 pouches. One on each side. Check out REI or EMS camping back packs. While not Molle. You will see the hips that I am referring to.
Each primary bag will have a base encumbrance and you add onto them and that base encumbrance increases. Serves a purpose of something similar to a Tool belt without sucking so hard as a +10 to a tool belt. The Molle idea is designed specifically to be less encumbering on purpose in real life. So if anyone does attempt this. Keep that in mind. A Fit and non-Fit variation.
NPC âscarecrows,â erect mutilated corpses on poles or heads on a pike within an overmap tile to dissuade wanderers from popping up on your doorstep and telling you youâre in their territory.
Dart gun/rifle- fires a tranquilizer dart thatâll stun or down non-zeds/normal creatures
Hashbrowns, omelets, stir fries, and newspaper hats!
Oooh, and steaks. Steakhouses as pregen buildings. And Radiation labs that spawn near nameplates for a ballsy early-mid/late game source of plutonium/anti rad meds and/or a zed scientist above ground spawn location
Aerosol: Base part of many recipes, can be filled with some liquids
Aerosol Deodorant: suppresses strong-scent, grants Pleasant-Scent; Grants user a social buff, wild-animals find it threatening, insects alluring.
Aerosol-Mace: Inflicts Living Creatures with Fear and Nausea, Can Blind Temporarily
Aerosol-Capsicum: âPepper-Sprayâ Inflicts Living Creatures with Fear, Can Blind Temporarily
Aerosol-Paint: Replaces Spray-Can
Atomiser: Base part of many recipes, can be filled with some liquids
Atomiser-Suncream: Lowers sun damage, slightly lowers radiation damage
Atomiser-Perfume/After-shave: Suppresses strong-scent, feels fancy, grants Pleasant-Scent; Grants user a social buff, wild-animals find it threatening, insects alluring.
Atomiser-Ant-Pheromones: Makes you less visible to ants
Atomiser-Bee-Pheromones: Makes you less visible to bees
Atomiser-Zombie-Stank: Makes you less visible to zombies and goo while walking, lowers social skill
Bottle of Suncream: Lowers sun damage, slightly lowers radiation damage
(Trait): Dark Skin: Lowers sun damage, slightly lowers radiation damage, demands more vitamin-D
Insectile Swarms: Are almost immune to every attack, but will take heavy damage from explosives, fire, smoke, and electricity. They will disperse after a time.
Mosquito Swarm: A large number of blood sucking insects, they occur naturally and prolifically in swamps during spring and summer. They inflict itchy bites, and have a chance of inflicting an infection.
Hornet Swarm: A large swarm of angry insects, they occur naturally in the summer from paper nests, their stings can penetrate most cloth, they are attracted to refuse.
Biting Ant Swarm: A large swarm of angry insects, they occur naturally in the summer from ant-hills. Ants are far less immune to blunt damage than air-based swarms, they are attracted to refuse.
Fear of Fire: Many creatures, and some people, fear fire. They will avoid it regardless of how tempting a target resides near it. This applies to all living wild creatures, and all insects.
Coated in Mud: You can slaver mud on your skin to repel insects.
Insect Repellent: Your scent is deeply unpleasant to insects.
I still kinda wish Triffids were a possible faction instead of being just another mob. You know, like how Mycus is.
Honestly, kinda wished more games made âmonster factionâ not actually be complete monsters.
Please contribute some Triffid Evangelists NPCs.
Well then two things:
Is Triffid available as a faction in JSON?
And would this need C++ code? Asking this because I havenât used C++ for awhile.
Triffids are currently a monster faction, and you have to special case monster factions in the C++ code so that NPCs are allied to them. I could fix that if you were writing a Triffid Evangelist NPC faction.
Otherwise, you can pretty much write a new faction in JSON, including missions and faction specific locations. See the Guide for 1st time contributors which talks a bit about adding new NPCs and new NPC factions.