octopos 26 Posted June 26, 2013 Input(dead body, wood)Output(human silhouette)Tools (knife)FailChance 0.01Enchantments= noneActionType = fake person, dissimulation 1 Share this post Link to post Share on other sites
Turbobayer 5 Posted June 27, 2013 Input (Magazine, Magazine)Output (Double Magazine)Tools (Tape)FailChance 0Enchantments = Save Inventory SpaceActionType = Inventory Share this post Link to post Share on other sites
Turbobayer 5 Posted June 27, 2013 Input (Shotgun Ammo/40mm Grenade + Tire)Output (Rubber Bullet)Tools (Knife, Tape)FailChance 0Enchantments = Shoot > Long time knockout and small DamageActionType = Ammunition 1 Share this post Link to post Share on other sites
SalamanderAnder (DayZ) 1747 Posted June 28, 2013 Input (rubber tubing/gas can/vehicle (with gas))Output (Siphon)Tools ()FailChance 0Enchantments = siphon gas from vehicleActionType = recipe 1 Share this post Link to post Share on other sites
killzone_kid 51 Posted June 29, 2013 (edited) input: dead mate + holy water + bible + crucifixoutput: alive mateTools : priestfail chance: what fail? Edited June 29, 2013 by Killzone_Kid 1 Share this post Link to post Share on other sites
Owain1122 218 Posted July 3, 2013 Input: shotgun shell + wire/stringOutput: shotgun shell alarmTools: TapeFail Chance: 10%A shotgun shell that is linked to a tripwire. only deals a slight amount of damage, but more as a very loud alarm! Share this post Link to post Share on other sites
Owain1122 218 Posted July 3, 2013 Input: Timer, Explosive, Road Flare, Battery Output: a bomb that zombies are attracted tooTools: Tape, String, multitoolFail chance: 6% (due to uses and possible rarity of materials)Basically a time-bomb that has a flare that ignites on application. Zombies are attracted to it! Share this post Link to post Share on other sites
Crazy one 124 Posted July 8, 2013 (edited) Input: Bicycle tyre/hunting knife/wood pileOutput: CatapultTools: hunting knifeFail chance: 0% to 0.5%Enhancements= shooting/diversion The abilty to knock out zombie or player, or used as a diversion to distract Zombies or playersAction type = Stun weapon/diversion weapon Edited July 8, 2013 by Crazy one Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (crowbar x1 or knife x1 or hatchet x1, fire)Output (brand)Tools (tool used)FailChance 0Enchantments = Usable only at a fire. Cauterize wounds to stop bleeding. Causes 200 fire damage and temp shock.ActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (satchel charge x1, duct tape x1)Output (car bomb)Tools (toolbox)FailChance 0Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts.ActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (grenade x2, duct tape x1, paracord x1)Output (car bomb)Tools (toolbox)FailChance 0Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts.ActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 (edited) Input (backpack x1, sand bags x1, duct tape x1, paracord x1)Output (enhanced backpack)Tools (knife)FailChance 0Enchantments = Enhanced backpack of the same type with 2 additional slots.ActionType = recipe Edited July 8, 2013 by RedDogMT Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (crossbow x1, tin can x1, duct tape x1)Output (crossbow with simple sight)Tools (toolbox)FailChance 0Enchantments = more accurate sight in iron sight view.ActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (baseball bat x1, wire fencing x1)Output (improved baseball bat)Tools (toolbox)FailChance 0Enchantments = More powerful baseball bat. Increased bleed chance against survivors.ActionType = recipe 1 Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (razer x1, wood pile x1, paracord x1)Output (crude knife)Tools (tool box or hatchet)FailChance .1Enchantments = Usable as a knifeActionType = recipeCurde Knife is usable up to 5 times or 20% chance of breakage with each use.Make the standard knife rare. Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (whisky bottle x1, wood pile x1)Output (water bottle)Tools (knife)FailChance .1Enchantments = Usable as a water bottleActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (wood pile x1)Output (Fire Plough)Tools (knife and hatchet)FailChance 0Enchantments = Can be used to start a fire in a fire pit.ActionType = recipeUsable up to 5 times or 20% chance of breakage with each use. 10% chance of starting a fire.Change matches so they have a maximum of 10 uses.Add a magnesium fire starter as a rare item that can be used infinitly with a knife or hatchet. Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (shotgun shells-any x8, tin can x1, nails x1, duct tape x1, cloth x1)Output (improvised pellet grenade)Tools (knife)FailChance .1Enchantments = 1/4 power grenade. No concussion.ActionType = recipe Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (entrenching tool x4, woodpile x1, duct tape x1)Output (crude hatchet)Tools (none)FailChance .1Enchantments = Usable as an hatchet up to 200 times.ActionType = recipeHatchets should be a lot less common BTW. :) Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (gps x1, charged batteries x2)Output (charged gps)Tools (none)FailChance 0Enchantments = GPS usable until charge runs out.ActionType = recipeThis assumes that the devs might consider adding battery mechanics to the mod. Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (flashlight x1, charged batteries x2)Output (charged flashlight)Tools (none)FailChance 0Enchantments = flashlight usable until charge runs out.ActionType = recipeThis assumes that the devs might consider adding battery mechanics to the mod. 1 Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (nvg x1, charged batteries x2)Output (charged nvg)Tools (none)FailChance 0Enchantments = NVG usable until charge runs out.ActionType = recipeThis assumes that the devs might consider adding battery mechanics to the mod. Share this post Link to post Share on other sites
RedDogMT 41 Posted July 8, 2013 Input (range finder x1, charged batteries x2)Output (charged range finder)Tools (none)FailChance 0Enchantments = range finder usable until charge runs out.ActionType = recipeThis assumes that the devs might consider adding battery mechanics to the mod. Share this post Link to post Share on other sites
Bubbajones 238 Posted July 8, 2013 (edited) Input (wood scraps x4, Small Mirror x2, duct tape x1)Output (Periscope)Tools (none required)FailChance 0.00.Enchantments = functions like binoculars with POV 2 feet above your head.ActionType = Recipe Edited July 8, 2013 by Bubbajones Share this post Link to post Share on other sites
Bubbajones 238 Posted July 8, 2013 Input (aircraft propeller x1, car alternator x1, bicycle chains x2 metal craps x5, metal pole x2)Output (wind generator)Tools (toolbox)FailChance 0.00.Enchantments = recharges batteries, powers electric lightActionType = Recipe 2 Share this post Link to post Share on other sites