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Crafting Suggestions (no discussion)

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Input (1xTank trap,5xScrap metal,1xSandbag)

Output (Riot Shield)

Tools (Toolbox,Welder,Angel grinder)

FailChance 0

Enchantments =

ActionType = Blueprint

Build a heavy riot shield which will give you front cover from small calibers and Zed attacks. While wielding the shield you CANT use your secondary weapon since the shield is improvised and everything else than comfortable. Good for storming a building or to cover allies. Encourages teamplay.

Edited by Grandchamp
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Input : 5 x Rounds of ammo, 2 x Ink pens, 1 x Toilet Paper

Output : 5 x Small fireworks

Tools : Pliers - Knife - Box of Matches

FailChance = 2% causing a small explosion which will give you light injuries.

Enchantments =

ActionType = blueprint

Able to build small fireworks which can be thrown to distract zeds and players.

Yeah makes sense now, thanks Hogs

Edited by Grandchamp
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Input : 5 x Rounds of ammo, 2 x Ink pens, 1 x Toilet Paper

Output : 5 x Small fireworks

Tools : Pliers - Knife - Box of Matches

FailChance = 2% causing a small explosion which will give you light injuries.

Enchantments =

ActionType = blueprint

Able to build small fireworks which can be thrown to distract zeds and players.

Awesome idea! It needs some tweaking, though. I don't want to hijack your idea, just add to it for realism. Changes added in bold italics above.

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Input (old car body, scrap metal (lots), glass, engine parts, wheels, gas tank)

Output (rebuilt vehicle)

Tools (tool kit)

FailChance (0 - 0.1)

Enchantments = n/a

ActionType = (blueprint)

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This post used to contain a bad idea... I deleted it... :)

Edited by entspeak

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Input: 1 x Crossbow Bolt or Arrow, 5 x Firearm Rounds, 1 x Adhesive(glue), 1 x Ball Bearing or Small Rock

Output: 1 x Explosive Bolt/Arrow

Tools: Pliers

FailChance: 5%

Enchantments: N/A

ActionType: blueprint

Normal bolt/arrow damage if it strikes a zed or player. Explosive sound equivalent to a high caliber rifle if it impacts against a hard surface. Could be used to distract zeds or confuse players.

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Input : 2 X Wood Piles, 3 X Box of Nails, 1 X Piece of rope

Output : 1 X Improvised Stop Sticks

Tools : Hatchet, Hammer, Knife

FailChance : 0% on craft, possible failchance on contact with tire?

Enchantments : N/A

ActionType : blueprint

Improvised Stop Sticks:Will cause minor injury to player if stepped on, (1/8 bear trap damage), but will destroy any tire of a vehicle that drives over one. Stick is destroyed when ran over by vehicle whether damage occurs to tire or not.

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undoable Bear Trap

Input (1x Bear Trap, 1x Scrap Metal)

Output (1x undoable Bear Trap)

Tools (Toolbox, Welder)

FailChance 0.1 - 0.3 (won't work properly or even trigger while constructing it causing minor injuries)

Enchantments = medical treatment is POINTLESS as long as trap is attached to limb (need welder/toolbox to get rid of it) leading to constant blood loss ignoring bandages; infection chance increases over time with trap "worn"

ActionType = pattern i guess

chained undoable Bear Trap

Input (1x Bear Trap, 1-2x Scrap Metal, 1x metal chain)

Output (1x chained undoable Bear Trap)

Tools (Toolbox, Welder)

FailChance 0.1 - 0.3 (won't work properly or even trigger while constructing it causing minor injuries)

Enchantments = medical treatment is POINTLESS as long as trap is attached to limb (need welder/toolbox to get rid of it) leading to constant blood loss ignoring bandages; infection chance increases over time with trap "worn" AND IMMOBILITY (maybe with a radius attached)

ActionType = pattern i guess

trip-wire alarm

Input (2-3 x tin cans , 1 x Scrap Metal OR 3 x Stones, 1x cord/string)

Output (1 x trip-wire alarm)

Tools ()

FailChance 0

Enchantments N/A

ActionType = blueprint

Edited by joe_mcentire
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Input (working flashlight, rifle or hand gun, duck tape)

Output (rifle or hand gun with manually attached flashlight)

Tools (knife)

FailChance 0

Enchantments =

Edited by root`
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I would split flashlight as well:

Input (flashlight with no battery and light bulb, battery, small light bulb)

Output (working flashlight)

Tools (none, dont need any tool to put battery and light bulb in to simple flashlight)

FailChance 0

Enchantments = Battery power would be limited, replacement would be needed if battery runs out.

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Input : 1-3x Jerry Can, 1x Flare, 1x Bear Trap

Output : Jerry Can IED

Tools : N/A

FailChance : 30%

Enchantments : N/A

ActionType : trap/explosion

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Input : 1 Article of clothing/backpack, 2x Satchel charges or 4x Grenade

Output : suicide vest trap

Tools : Toolbox

FailChance : 50%

Enchantments : Remove item/item heavy damage = 50% chance of boom.

Requires another player + toolbox + 30 seconds to disarm. Disarm FailChance 5%.

ActionType : trap / clothing


Edited by gatorontheloose

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Input : 1x Jerry Can/Morphine, 1x Beans/Pasta/Soda

Output : Poison food/drink

Tools : N/A

FailChance : 20%,

Enchantments : Causes Random ailment : one-time blood loss/immediate low body temperature/1 minute passed out/shock.

ActionType : trap consumable

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Input : 1x Wood Pile, 1x Scrap Metal, 1x Box of Nails

Output : crossbow pin sight

Tools : Toolbox, Hunting Knife, DIY Pin Sight Blueprint.

FailChance : 0.20

Enhancements : Adds a pin sight to the crossbow for better accuracy.

ActionType : attachment.

Edited by entspeak

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Input: 1x Empty Tin Can, 1x Cooked Meat

Output: Can of Meat

Tools: Hunting Knife, Toolbox

Failchance: 10 %

Enchantsments: 3 uses of food, 250 heal per use.

ActionType: Consumable

Explanation?

Less useful for healing yourself (750x0,9 [average heal] = 675 heal) but increases value of cooked meat when on full health (carry 6 food for 2 slots).

Additional note.: When "failing" to produce a can of meat it doesn't disappear, but upon reconnection or 10 minutes gameplay the can turns into "Can of Spoiled Meat". Spoiled meat makes you infected, instantly loses you 2000 blood but fills up your foodmeter (EXTREME circumstances where you have bloodbag + antiobiotics + no food)

Edited by CookieKing
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Going back to Nam

Input (3xwoodpiles, 1xcamo netting)

Output (Pungi Stick Trap)

Tools (Hunting Knife/Hatchet, Entrenching tool)

FailChance=5%

Enchantments =0

ActionType = Trap construction

Is an almost undetectable trap that is made where a player is standing when he crafts the item similar effects as a bear trap.

Input (1xwoodpiles, 1xgernade, 1x wire/string)

Output (Gernade IED)

Tools (Toolbox, Entrenching tool)

FailChance=1% If fail blow yourself up.

Enchantments =0

ActionType = Trap construction

Player chooses the line of which he wants to wire to go across that will trip the grenade, the wire is hard to see but the grenade is visible sticking up from the ground where it is planted.

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soap

Input (1 x "piece" of ashes from fire pit etc, 1x bottle/canteen of fresh water OR fresh water source, A x piece of fatpack OR dead mammal)

Output (1 x piece of soap)

Tools (Filter)

FailChance 0

Enchantments = Ashes can be replaced with dead fireplace/pit; bottle/canteen can be replaced with any fresh water source; hygiene

ActionType =

duct tape shoes

Input (1 x duct tape etc, 2x cloths/rags,)

Output (1 x piece of soap)

Tools (Knife)

FailChance 0

Enchantments = swift way to create basic protection for feet

ActionType = blueprint

(http://arch406.files.wordpress.com/2010/04/survival-shoes-contest.jpg)

Edited by joe_mcentire

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Input (Metal Piping, Wood, Bandage)

Output (Crutch)

Tools (Toolbox)

FailChance 1

Enchantments = Temporary fix for injured limbs (At the expense of speed) - Does NOT cure broken limbs but allows you to travel upright quicker than with a splint, although still slowly (Can fire secondary weapon from standing position). - Low chance for further injury

ActionType = Medical Supplies

Edited by Rossums

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input - shotgun shell, wax or something like it

output - shotgun slug with increased damage

tools - knife

fail chance - 1 (my father in law did it as a bail bondsman/bounty hunter and its easy)

enchantment - putting wax on pellets keeps them compact but breaks on impact. stronger slug.

action type - make enhanced shotgun slug

Edited by maxxe22

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input - dirty rags or used bandages, water in pan on fire

output - bandages or clean cloths

tools - fire, metal container, water. fire from campfire

fail chance - 1

enhancement - cleans and purifies cloth for bandages. some argue use of alcohol required

action type - emergency medical

Edited by maxxe22

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input - wooden torch or flashlight without tin can, hat, tin can

output - head lamp

tools - duct tape and maybe knife

fail chance - ?

enhancement - hands free torch

action type - hat

tin can with lid can be closed so light turns off

Edited by maxxe22
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input - trip wire, small metal piece, tin can

output - bell sounding trap

tools - knife or sharp object for can hole

fail chance - 1

enhancement - makes sound for players to hear. bull horn or something louder attracts zombies and range

type - trap

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input - pan

output - makeshift helmet

tools - hammer

fail chance - 0.5

enhancement - reduce small arms head shot damage slightly

type - helmet fitting over or under hat

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this is sad but you can do anything with a good tin can.

input - emptied can, ignition wire, gunpowder

output - makeshift dynamite

tools - knife, tape, dynamite plunger

fail chance - ?

enhancement - smaller boom than dynamite but good anti-personnel unless in multiple can bombs being used

type - explosive device

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input - toy car, surgical tubing, paint gun

output - dart gun

tools - tape, tool box

fail chance - ?

enhancement - a silence low damage weapon with critical damage to head shot.

type - weapon

not sure about ammo but the gun is from a fallout game which was super powerful with scorpion venom but poison hasn't been revealed to be in the game yet. could make a non-lethal crossbow though. something like it would be cool

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