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Crafting Suggestions (no discussion)

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Input (any cotton clothing x1,)

Output (bandage x2)

Tools (none required)

FailChance 0.00.

Enchantments = none

ActionType = Recipe

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put (grenade x1, bible x1, duct tape x1)

Output (holy hand grenade of antioch)

Tools (none)

FailChance 0

Enchantments = Along with the normal explosion, angels sing

ActionType = recipe

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Pit:

http://en.wikipedia....ki/Trapping_pit

Input(Free ground area)

Output(Trapping pit)

Tools(Entranching tool)

FailChance 0

Enchancements = null

ActionType = Build

Dugout:

Input(Trapping pit, 2xWood, Scrap metal)

Output(Dugout)

Tools(Axe/Hammer, Nails)

FailChance 0

Enchancements = Trapping pit gets roof

ActionType = Build

Electricity generator:

Input(Engine parts, Fuel parts, Scrap metal)

Output(Electricity generator)

Tools(Toolbox)

FailChance 0

Enchancements = 0

ActionType = Construct

Room lighting:

Input(Wires, Bulb(s)/Latarka, Electricity generator)

Output(Room lighting)

FailChance 0.1

Enchancements = Room have lighting

ActionType: Construct

Morse wireless telegraph set (J-38 can be lootable)

http://w1tp.com/perwirls.htm

Input(Wires, Wood, Bulb)

Output(Transmiter, receiver)

FailChance 0

Enchancements = 0

ActionType: Construct

Edited by Nst
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Input: Wood Pile + Razor Blade

Output: Wooden Arrow

Tool: Hunting knife

FailChance: 0.2

Enchanncements: Opportunity to make wooden arrow

ActionType: Weapon

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Input: Scrap metal + Razor Blade

Output: Steel Bolt

Tool: Toolbox

FailChance: 0

Enchanncements: Opportunity to make Steel Bolt

ActionType: Weapon

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Input ( 1x toxin (?) + 3x arrow + 1x scrap clothing + 1 string)

Output (3 x stun arrows)

Tools (hunting knife)

FailChance 0.01

Enchantments = ability to knock players unconcious with crossbow or long bow

ActionType = rob, stun or supress players without need to kill

This should take between 10-30 seconds (random amount of time between those limits) to simulate the toxin flowing through bloodstream to brain. Higher up the body/closer to heart the faster it takes effect. Think MGS2 tranquilizer gun. Lasts 2-3 minutes (for balance purposes). Hazing of vision/shakes/quickly dropping heartbeat for symptoms, allows the victim to quickly call out what is happening to him/her. 

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Input: (1x Cardboard Box, 4x Small Mirror, 1x Tin Foil)
Output: Makeshift Solar Oven
Tool: N/A
FailChance: 1.0
Enchanncements: Ability to (Slowly (5-7m realtime)) cook raw foods.
ActionType: Recipe

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Input (one piece of clothing/uniform, 2-3 wood piles, or even sandbags)
Output (scarecrow/mannequin/decoy body)
Tools (hatchet, sewing kit, toolbox maybe)
FailChance 0
Enchantments = Ability to construct a fake human figure and place it anywhere you like, for decoy, distraction, warning to other players.
ActionType = Construct

 

(not sure about the failchance variable so leaving it empty for now)

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Input (2x Beans, Raw Meat)

Output (Goulash)

Tools (Pot, burning Fireplace Or Cooker)

FailChance 0.00

Enchantments = Adds Humanity if you give it to another Player (>500?) - Adds 5000 Blood

ActionType = recipe

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Input (wood x 1,2,3,etc)


Output (pile of wood)


Tools (matches,hatchet)


FailChance 0.00


Enchantments = dont need hatchet to create fireplace


ActionType =  nicest camp (?)  just hate kill the tree again after server reset 


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Input (car wheel, jerry can of petrol)
Output (Cherno Necklace)
Tools (road flare or matches)
FailChance 0
Enchantments = 1000-2000 blood loss per minute (can't be reversed because you have a burning tire melted to your head), plus other unpleasant effects.
ActionType = sticks a burning tire on a player or bandits head

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Input: Sharpened sticks x5, leaves and shrubbery

Output: Concealed spike pit

Tools: Knife, spade

Fail chance: 0

Enchantment: Broken legs, heavy bleeding

Action type: Booby trap/defensive structure

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Input(3x nails, 1x scrap metal, 1x civilian or camo clothing, 2x tape)

output(improvised metal plated body armor)

tools(toolbox, hammer)

fail chance .4 ( armor is bulky and difficult to make)

Enchanments( provides wearer [set %] protection against handguns and assualt rifles. As well

reduced explosive damage. However, armor has no effect against snipers and other heavy munitions. Also, because of size, reduces the wearers travel speed as well as duration of running.

action type (wearable item/ clothing)

input (1x guille suit, 2x tape, knife)

output( universal guille camo)

tools (knife)

fail chance (0)

enchantment ( creates 1x piece of guille cloth to use on any weapon or item ( if applicable)

action type (usable item)

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Input(3x nails, 1x scrap metal, 1x civilian or camo clothing, 2x tape)

output(improvised metal plated body armor)

tools(toolbox, hammer)

fail chance .4 ( armor is bulky and difficult to make)

Enchanments( provides wearer [set %] protection against handguns and assualt rifles. As well

reduced explosive damage. However, armor has no effect against snipers and other heavy munitions. Also, because of size, reduces the wearers travel speed as well as duration of running.

action type (wearable item/ clothing)

input (1x guille suit, 2x tape, knife)

output( universal guille camo)

tools (knife)

fail chance (0)

enchantment ( creates 1x piece of guille cloth to use on any weapon or item ( if applicable)

action type (usable item)

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Input (blade [from a broken knife or lawn mower], rag)

Output (Shiv)

Tools (none)

FailChance 0.05 (the rag might rip during construction).

Enchantments = basic melee weapon, can also gut animals but yields less meat than hunting knife

ActionType = weapon, tool

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input (bamboo stick/wood pile)

output (trap hole/trap trench)

tools (etool, knife)

fail chance 0

enchantment (zombie meat)

action type (set trap)

quick way to make a barrier for survivor and zombie and animal alike. anybody who fell into them will sustain bleeding and broken legs. can be enhanced with zombie meat for a higher (60%) of infection. best used as an area-denial trap, since you can dig a whole stretch of trenches with it

input (none)

output (trench)

tools (shovel/etool/hatchet/knife)

fail chance 0

enchanment none

action type (construction)

construct trenches for additional protection from firearm and/or setting up defensive position

input (wood pile, camouflaging net/tree branches)

output (camouflaged area)

tools (etool, shovel, hatchet)

fail chance 0

enchantment none

action type (construction)

construct basic camouflaging for defensive position, bases, mortar pit, machine gun nest and/or vehicles.

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input (sandbag, camouflaging net/tree branches)

output (camouflaged sandbag wall/mortar pit/machine gun nest/sniper hide)

tools (etool and/or hatchet)

fail chance 0

enchantment none

action type (construction)

used to create user-made fortification and/or fighting position

input (jerry can/empty tin can/pots/pan/kettle, scrap metal, detonator, mobile phone/radio/string, explosive stick)

output (IED)

tools (toolbox)

fail chance 0

enchantment (fuel/flare/loot)

action type (construction)

construct a remote controlled/proximity/pressure activated explosive device, used to defend against attack from bandits or other clan. can be placed on top of trees to act as anti-helicopter mine or placed at building entrances against intruder

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input (none)

output (tree branches)

tools (etool/hatchet/knife)

fail chance 0

enchantment none

action type (crafting)

tree branches can be used to create camouflaging or to be used as light covers for infantry units

input (grenade, string, duct tape)

output (safety pin)

tools (none)

fail chance 0

enchantment (grenades can be bundled with duct tape)

action type (setting trap)

grenade trap can be set anywhere, from doors to building entrance (duct tape required) to treelines or bushes (no duct tape required)

will detonate upon disturbance (ie. tripping the wire)

can be enhanced by bundling grenades together, increasing blast and fragmentating radius

input(grenade)

output (safety pin, primed grenade)

tools (none)

fail chances 0

enchanment (duct tape)

action type (crafting)

primed grenade ready to explode upon impact. can be placed and will explode upon disturbance

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input (empty tin can, flares)
output (flare bomb)
tools (knife)
fail chance 0
enchanment (jerry cans/5l petrol can/ammunition)
action type (crafting)
essentially a larger and more lethal version of what's already plentiful in the game. Use as decoy or incendiary device. Can be placed anywhere. Will burn and illuminate.

input (satchel charge, tin can, scrap metal, tape)
output (shaped charge)
tools (knife, box of matches, toolbox)
fail chance 0
action type (crafting)
enchantment none

anti-vehicle and fortification explosive. Will cut through metals, safe, reinforced doors and concrete. Can be used for wall breaching, disabling stationary vehicles, trap and demolition. 

input (ammunition, empty tin can)
output (decoy)
tools (none)
fail chance 0
action type (crafting)
enchanment none

Decoys, can be placed on fire pit. Will ignite and simulate gunshot sounds. Chance of fragments are high. Used to bait snipers or scare off intruders.

input (wood pile, mirrors, tree branches)
output (sniper mannequin)
tools (knife)
fail chance 0
action type (crafting)
enchanment (can be trapped with grenades and other improvised contact explosive. guns can be placed onto the decoy to act as bait)

Decoys that gives off illusion of scope flares. Can be used to trick snipers as well as trapped, or to lure people into.

input (jerry cans, flares)
output (improvised incendiary device)
tools none
fail chance 0
action type (crafting)
enchanment (can be trapped with grenades and other improvised contact explosive. jerry cans can be bundled together to increase blasting radius.)

Will ignite once the flare burn to the fuel. Can be placed anywhere. Can be enhanced with primed grenade. Useful as a makeshift fire pit or death trap for looters. Will give off smoke fumes.

input (smoke grenades, duct tape, string)
output (smoke bomb)
tools none
fail chance 0
action type (crafting)
enchanment none

Bundled smoke grenades. Useful to mark out landings from a distance, or to generate a huge smoke for covers.

Edited by duong0111

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Input (4 medium branches, 10 small branches, maybe some twine or vines,)
Output (lean to)
Tools (hatchet)
FailChance 0
Enchantments = protection from wind for player and campfire
ActionType = blueprint

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Crafting suggestions for first aid.

 

Homemade Saline Solution

 

Input: Salt (new loot item), Water bottle full

Output: Saline Solution for wound (sepsis) cleaning

Tools: Fireplace + Salt Water Bottle

Enhancments: cures sepsis but cannot be drunk

FailChance= 0

Actiontype=recipe?

 

Salted Meat

Input: Salt, Uncooked Meat

Output: Preserved Meat

Tools: Salt

Enhancments: Meat that does not have chance of infection

Failchance: 0

Actiontype=recipe

Edited by Trizzo
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These are more weapon attachments then crafted items:

 

Input (SMG/Military Shotgun/Carbine/LMG + 3-point sling)
Output (Weapon will be slung on chest when emptying hands)
Tools (none)
FailChance 0
Enchantments =
ActionType = 

 

Input (Shotgun/Carbine/Hunting rifle/Highpower Rifle/LMG + Shoulder sling)
Output (Weapon will be slung over shoulder when emptying hands)
Tools (none)
FailChance 0
Enchantments =
ActionType = 

 

Input (Handgun + Holster)

Output (Weapon will be holstered to your thigh when emptying hands)
Tools (none)
FailChance 0
Enchantments =
ActionType = 

 

Without these you will have to keep your weapon in your hands, drop it or have enough bag space to store it.

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Input - leaves, grass, netting, hanging moss and seaweed

Output - camouflage netting

Tools - knife

FailChance - 0.00

Enchantment - camouflage, less visibility from zombies, players and animals

ActionType - weapon addition, clothing addition, vehicle addition

Edited by RedTailedLizerd

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Input - meat

Output - bait

Tools - none

FailChance - 0.00

Enchantment - attracts zombies or animals

ActionType - placeable (like tank traps)

Edited by RedTailedLizerd

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