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r4z0r49

Crafting Suggestions (no discussion)

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Input(dead body, wood)

Output(human silhouette)

Tools (knife)

FailChance 0.01

Enchantments= none

ActionType = fake person, dissimulation

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Input (Magazine, Magazine)

Output (Double Magazine)

Tools (Tape)

FailChance 0

Enchantments = Save Inventory Space

ActionType = Inventory

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Input (Shotgun Ammo/40mm Grenade + Tire)

Output (Rubber Bullet)

Tools (Knife, Tape)

FailChance 0

Enchantments = Shoot > Long time knockout and small Damage

ActionType = Ammunition

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input: dead mate + holy water + bible + crucifix

output: alive mate

Tools : priest

fail chance: what fail?

Edited by Killzone_Kid
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Input: shotgun shell + wire/string

Output: shotgun shell alarm

Tools: Tape

Fail 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!


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Input: Timer, Explosive, Road Flare, Battery

Output: a bomb that zombies are attracted too

Tools: Tape, String, multitool

Fail 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!

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Input: Bicycle tyre/hunting knife/wood pile

Output: Catapult

Tools: hunting knife

Fail 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 players

Action type = Stun weapon/diversion weapon

Edited by Crazy one

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Input (crowbar x1 or knife x1 or hatchet x1, fire)

Output (brand)

Tools (tool used)

FailChance 0

Enchantments = Usable only at a fire. Cauterize wounds to stop bleeding. Causes 200 fire damage and temp shock.

ActionType = recipe

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Input (satchel charge x1, duct tape x1)

Output (car bomb)

Tools (toolbox)

FailChance 0

Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts.

ActionType = recipe

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Input (grenade x2, duct tape x1, paracord x1)

Output (car bomb)

Tools (toolbox)

FailChance 0

Enchantments = When attached to a vehicle, bomb explodes as soon as the engine starts.

ActionType = recipe

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Input (backpack x1, sand bags x1, duct tape x1, paracord x1)

Output (enhanced backpack)

Tools (knife)

FailChance 0

Enchantments = Enhanced backpack of the same type with 2 additional slots.

ActionType = recipe

Edited by RedDogMT

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Input (crossbow x1, tin can x1, duct tape x1)

Output (crossbow with simple sight)

Tools (toolbox)

FailChance 0

Enchantments = more accurate sight in iron sight view.

ActionType = recipe

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Input (baseball bat x1, wire fencing x1)

Output (improved baseball bat)

Tools (toolbox)

FailChance 0

Enchantments = More powerful baseball bat. Increased bleed chance against survivors.

ActionType = recipe

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Input (razer x1, wood pile x1, paracord x1)

Output (crude knife)

Tools (tool box or hatchet)

FailChance .1

Enchantments = Usable as a knife

ActionType = recipe

Curde Knife is usable up to 5 times or 20% chance of breakage with each use.

Make the standard knife rare.

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Input (whisky bottle x1, wood pile x1)

Output (water bottle)

Tools (knife)

FailChance .1

Enchantments = Usable as a water bottle

ActionType = recipe

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Input (wood pile x1)

Output (Fire Plough)

Tools (knife and hatchet)

FailChance 0

Enchantments = Can be used to start a fire in a fire pit.

ActionType = recipe

Usable 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.

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Input (shotgun shells-any x8, tin can x1, nails x1, duct tape x1, cloth x1)

Output (improvised pellet grenade)

Tools (knife)

FailChance .1

Enchantments = 1/4 power grenade. No concussion.

ActionType = recipe

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Input (entrenching tool x4, woodpile x1, duct tape x1)

Output (crude hatchet)

Tools (none)

FailChance .1

Enchantments = Usable as an hatchet up to 200 times.

ActionType = recipe

Hatchets should be a lot less common BTW. :)

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Input (gps x1, charged batteries x2)

Output (charged gps)

Tools (none)

FailChance 0

Enchantments = GPS usable until charge runs out.

ActionType = recipe

This assumes that the devs might consider adding battery mechanics to the mod.

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Input (flashlight x1, charged batteries x2)

Output (charged flashlight)

Tools (none)

FailChance 0

Enchantments = flashlight usable until charge runs out.

ActionType = recipe

This assumes that the devs might consider adding battery mechanics to the mod.

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Input (nvg x1, charged batteries x2)

Output (charged nvg)

Tools (none)

FailChance 0

Enchantments = NVG usable until charge runs out.

ActionType = recipe

This assumes that the devs might consider adding battery mechanics to the mod.

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Input (range finder x1, charged batteries x2)

Output (charged range finder)

Tools (none)

FailChance 0

Enchantments = range finder usable until charge runs out.

ActionType = recipe

This assumes that the devs might consider adding battery mechanics to the mod.

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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 by Bubbajones

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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 light

ActionType = Recipe

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