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Crafting Suggestions (no discussion)

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Idea derived from previous "stun arrow" ideas, reimagined for shotguns.

Input: 1x ammo stack (870, DB, Winchester), 1x tire (or other imagined rubber implement... rock salt could even work here)

Output: Non-lethal rounds

Tools: Hunting Knife (prying open ends of shells)

Failchance: .05

Enchantment: Reduces damage dramatically (95%?), stuns target for 30 seconds

ActionType: Ammunition

Perhaps a more realistic way to provide people with the means to knock out other survivors without putting them in the ground. What they do afterwards is their business =)

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heated cloth / hot compress

Input: 1x cloth , 1x tin can, (Ax herbs:camomille, hay flowers, sage, thyme), 1x fire source

Output: heated cloth / hot compress

Tools: -

Failchance: -

Enchantment: small increase in chances to heal/ get rid of infections

ActionType: medical supplies

Use hot compresses against literally everything! Herbs increase chances as well as tin foil (wrapped around the cloth to maintain heat a little bit better)

The next is a double feature:

heated stones

Input: 3x stones (bigger) OR 6x stones (smaller), 1x fire source

Output: heated stones

Tools: -

Failchance: -

Enchantment: useless stones are now hot, can have different use.

ActionType: semi-useless junk

hot stone pillow

Input: 2x cloth, 3x heated stones (bigger) OR 6x heated stones (smaller), 1x tin foil

Output: hot stone pillow

Tools: -

Failchance: -

Enchantment: bigger increase in chances to heal/ get rid of infections

ActionType: medical supplies

Use hot stone pillows again like compresses. Higher chances because heat will be kept longer in the stones.

edit:

so could you give as a brief info of some suggestions which could make it ingame eventually, or which objects could find their way into the game because of crafting suggestios? ;)

Edited by joe_mcentire

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Input: 5x Zombie ears, 1x pipe, 1x fiber (or sth like that)

Output: A cool necklace

Tools: Pure hands

Fail Chance: -

Enchantment: Looking cooler (especially for bandits)

Action Type: Clothing

Edited by SoulHunter
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one thing ive been waiting to know is have they fixed the gamma/brightness issue so night time is still night timeee !!!

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Combined weapon mags

input (2x *assualt rifle*magazine + 1 tape)

Output (combined magazines)

Tools (hands)

FailChance 0.01

Enchantments = faster reload time

ActionType = combat efficient

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Input(Poncho+rope or twine)

Output(improvised tent/shelter)

Tools(Rope)

Failchance .05

Enchantment( Rest/ Heal/ Warmth)

Actiontype (blueprint)

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Input(rope/twine/parcord(which ever available)+wood)

output(Basic snare trap (for catching small game))

tools(hunting knife)

Failchance 0.25

Enchantment catch wild game chance

actiontype recipe

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Input (String, empty can, rocks)

Output (Alarm tripwire)

Tools (knife)

FailChance 0.10

Enchantments = None

ActionType = Recipie

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Input (String x10, Rock x2)

Output (Improvised fishing net)

Tools (Knife)

FailChance 0.3

Enchantments = None

ActionType = Pattern

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Zombie Disguise

Input: 1x Blood Bag (w/human blood) OR 1x Syringe (w/zombie blood)

Output: Zombie Disguise

Tools: Hunting Knife

Failchance: 0

Enchantments: if syringe used 50% chance of infection

ActionType: Clothing

A few notes: In the patch/SA in which this is implemented, there should also be a 'zed stance'. This makes you stand and walk exactly like a zed - without zombie noises of course. This will be used to try and fool other players. Of course, if only the stance is used, very few survivors and no zombies will be fooled. However, with a ripped shirt and pants thanks to hunting knife, and some human blood on your clothes, face and arms thanks to a blood bag, the look will be very effective and you will closely resemble a zombie. Real zeds won't be fooled however, because you have fresh blood on you, and smell like a delicious snack. So for the people wanting to fool zombies as well, you can extract zombie blood from a dead zombie with a syringe and apply it on yourself. To make this a fair risk-reward scenario, imagine that there is a 50% chance the blood enters your body, either through eyes, mouth, nose, or maybe a cut on your arms, and infects you.

Edited by WBK
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Input: ( 2x Ghillie / 2x wire / 2x wood )

Output: (Ghillie vehicle cover)

Tools: (Tool Box / Knife )

Fail Chance: 0.01 or 100.0 when vehicle moves

Enhancements: Hide parked vehicles in woods from choppers

Action Type: Camo?

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Input: ( 3x rain in an Hour )

Output: ( Flash Flood )

Tools: None

Fail Chance: 75.0

Enhancements: Destruction of camps, vehicles, players and zombies in low lying areas

Action Type: Natural Disaster!

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disinfectant paste

Input (1 x "piece" of ashes from fire pit etc, 1x bottle/canteen of sterile water, (A x herbs))

Output (1 x disinfectant paste)

Tools ()

FailChance 0

Enchantments = stops minor bleeding, heals and disinfects minor wounds

ActionType = medical consumable

Ashes can be used as natural disinfectants (after burning process --> chem. pure) and do also stop bleeding from minor wounds. (herbs in addition for better effects)

ashes can be replaced with dead fireplace/pit; bottle/canteen can be replaced with any fresh water source; hygiene Water should be sterile

bottle message

Input (1 x post-it/ letter, 1x empty bottle,)

Output (1 x bottle message)

Tools ()

FailChance 0

Enchantments = floats/can be thrown like grenade

ActionType = communication device

Can be used to throw your message into lakes and sea BUT

also to throw a message from a great distance to strangers (secure and noiseless way to negotiate/query etc)!

Edited by joe_mcentire

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How about the ability to crush tin cans into disks? Crushed tin cans could be stackable items in inventory, up to a limit.

Input (Crushed tin cans/various clothing items)

Output (Various types of body armor)

Tools (string/tape/knife)

FailChance 0.2

Enchantments = Makes a distinct noise when moving, but lowers chance of bleeding, broken bones, and infection due to zombie attacks. Also softens melee and some small caliber damage. Also it would be fucking hilarious to see people dressed up like armored hobos with shotguns.

ActionType = clothing

Edited by SalamanderAnder

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Input (shell casings,stones, or steel bearings/tin can)

Output (Rattler)

Tools (none)

FailChance 0

Enchantments = Can be thrown to distract zombies. Also can be used with rope or string to create simple alarms. However, when in your inventory, it will rattle as you walk.

ActionType = blueprints

Edited by SalamanderAnder

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Input (dead infected/transfer kit)

Output (zombie blood)

Tools ()

FailChance 0

Enchantments = if used, it will poison the player recieving it. VERY negative humanity to the player who uses the zombie blood on another player.

ActionType = gross

Edited by SalamanderAnder

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Input (zombie blood/water bottle)

Output (poisoned bottle)

Tools ()

FailChance 0

Enchantments = if consumed without purification, it will poison the player. Negative humanity for creating it?

ActionType = recipe

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Input (cloth/tire)

Output (Shoes)

Tools (tape/knife)

FailChance 0

Enchantments = does not last as long as normal shoes, and can cause foot pain after a while.

ActionType = blueprints

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Input (Shotgun shells/gloves/scrap metal)

Output (exploding fisticuffs)

Tools (string, tape)

FailChance .1

Enchantments = you can punch things and the shotgun shell will fire into your target on impact.

ActionType = Inglourious.

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Input (broom stick/tube)

Output (boomstick)

Tools (tape/knife)

FailChance .1

Enchantment = stabbing weapon that uses a single shotgun shell in the chamber (tube) at the end. Shell fires when stabbed into opponent. Can be reloaded quickly.

ActionType = blueprint

Edited by SalamanderAnder

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Input (3xblankets)

Output (bedroll)

Tools (string)

FailChance 0

Enchantment = wherever you place the bedroll will become your respawn point, (on the server you placed it in) unless the bedroll is collected or destroyed.

ActionType = blueprint

Edited by SalamanderAnder

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Input (Heavy Chain + Heavy Nylon Strap x2 + Lock/Fastener + Nut)

Output (Tow Chain)

Tools (Wrench/Toolbox)

FailChance .2

Enchantment = Tow vehicles to larger vehicles with proper scaling

ActionType = blueprint

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Input (Ball hitch + nut)

Output (Attachable Ball Hitch

Tools (Wrench/Toolbox)

FailChance 0

Enchantment = Attach to pickup truck variants to allow hitching trailers.

Action Type = Blueprint

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Input (7x Sheet metal + Axle + 2x Car Wheel)

Output (Attachable Trailer)

Tools (Welding Torch/Toolbox)

Failchance .25

Enchantment = Builds a trailer for carrying gear or a couple people that is attachable to a truck with a ball hitch attached.

ActionType = Blueprint

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