Author Topic: New crafting recipes  (Read 140370 times)

KZN02

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Re: New crafting recipes
« Reply #15 on: January 17, 2014, 01:58:05 PM »
Anything about lanterns?

Kerosene Lantern + Lantern Mantles + Kerosene + Flame?

Bobulance

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Re: New crafting recipes
« Reply #16 on: January 17, 2014, 02:05:15 PM »
Torch: (weapon, lights fires, light source) wood post, {fire}, blanket, {flame fuel}

Negan bat: (weapon) spiked bat, barbed wire, razor wire, nails

Suppressed gun: (weapon, doesn't attract zombies) {gun}, {pipe}, blanket, tool kit

Makeshift alarm: (tool) tin can, tin can, {trip wire}, walkie talkie

Crossbow: {plain rifle}, steel wire, metal sheeting, tool kit

Hunting bow: wooden post, {cutting tool}, steel wire, {rubber}

Cricket bat: plywood, plywood, {cutting tool}, {rubber}

Makeshift scoped gun: (weapon, can see far away) {any gun}, binoculars, {saw tool}, duct tape

Caltrop: (fortification) pole arm, pole arm, cement, nails

Fishing pole: (tool, collects food when searching water areas) fishing line, zip tie, {shaft object}, canned dog food

Rifle with bayonet: (weapon, adds 5 MELEE to weapon, cutting ability) {rifle}, {cutting tool}, duct tape, zip tie

Moat: (fortification, collects .5 water per day) shovel, wooden post, tarp, lumber

Turtle shell: (fortification. Basically a makeshift bunker wall) sheet metal, riot shield, riot shield, screws

Ram trap: (trap. See Star Wars ep6 ewok battle) {trip wire}, rope, heavy steel, zip tie

Welding mask: (armor. Used to resist fire) metal sheeting, {fire}, sledge hammer, screws

Treehouse: (tool) plywood, plywood, wooden post, nails

Watch tower: (fortification) treehouse, metal sheeting, {electric light}, wooden post

« Last Edit: January 18, 2014, 02:22:35 PM by Bobulance »

MackCothran12

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Re: New crafting recipes
« Reply #17 on: January 17, 2014, 02:14:18 PM »
Bayonet Rifle

Knife + (Selected Rifles) + Duct Tape = Bayonet Rifle

It would have a combo attack

1 or 2 shots + melee attack

Only certain rifles can use this mod.

Thesaint

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Re: New crafting recipes
« Reply #18 on: January 17, 2014, 02:34:28 PM »
Machete + kerosene + flame + kerosene= Flaming machete, for some increased melee damage

KZN02

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Re: New crafting recipes
« Reply #19 on: January 17, 2014, 02:36:45 PM »
From the flashlight on helmet thing, why not nightvision on helmet as well?

Nightvision Goggles + Batteries + Duct Tape + Any Helmet

Bobulance

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Re: New crafting recipes
« Reply #20 on: January 17, 2014, 02:50:51 PM »
From the flashlight on helmet thing, why not nightvision on helmet as well?

Nightvision Goggles + Batteries + Duct Tape + Any Helmet

I don't think night vision goggles work the way you're thinking they do

Jim

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Re: New crafting recipes
« Reply #21 on: January 17, 2014, 02:57:26 PM »
Tarp/Blanket/Aluminum Foil (x2) + nails + hammer = covered windows

The windows may be barred, but that won't keep zombies and/or survivors from taking a look inside.  Keeps the light out for sleeping survivors and, at night, helps keep any lights inside the building unseen.


Shovel + Concrete + Fire source (matches, lighter) + Wood (posts, lumber, furniture) = Fire pit

Keeping warm, cooking food and staying out of sight.  Every stronghold/safehouse could use one of these; eventually the camp stove fuel will run out, and survivors will have to cook the old fashioned way without letting everyone know, "Here I am!"


Zip ties + zip ties + duffle bag + bike = Bike w/bag

Considering most people are likely running around with both a duffle bag and bike in their inventory, why not combine the two?  Ask any delivery boy that uses a bike, it makes a difference. 


Armor (shoulder pads, kevlar vest, etc.) + Helmet (motorcycle helmet, riot helmet, etc) + wooden posts + nails/screws = dummy

This stronghold item could have a chance (like the traps) to add an extra survivor (with no weapons) to a stronghold fight.  It would be a small chance, since someone could notice it doesn't move, but if I were running a base, I would move these around every day.  Like an elf on the shelf.

This *might* give the stronghold that extra round it needs to get the real survivors to move up in initiative to attack.  It's not the most impressive item, but it lets us do something with the stacks of armor we don't have any use for. 


Fishing line/dental floss (x2) + Wooden posts + furniture = Alarm wire

Not really a trap per se, but a fortification that helps alert when zombies (or clumsy survivors) blunder into an area.  Kick the wire and the cans, bottles, bells or whatever make noise, and everyone immediately knows something is coming.


Lumber/Steel Plates + nails/screws + binoculars + walkie talkie = Lookout

Give those survivors somewhere to sit and take a lookout on top of your strongholds.  "Yeah, but won't a sniper just shoot him out of the lookout?"  If that sniper is good enough, he'll snap one in your survivor's head when he goes to take a number 2, or when he's wondering around by your uncovered windows.  This is just to give a slight advantage by giving some height and cover to get a good view of the area, not an impenetrable box.


Flashlight + Walkie Talkie + Ham Radio + Furniture = Communication station

Sure, it's nice to talk to new survivors and get them to join you, but how about coordinating the efforts of your current survivors?  Jump on that radio and let Jake across the street at the Tastee Freeze know that some jerk just set off your punji trap and you're going to need backup.  Night time comes, and a couple muted flashes of a flashlight will let survivors know there is someone home without alerting the horde.

I like your ideas as well. Tstorm already suggested the communications room so your idea could be another possible way to craft the room. The windows idea I thought only made sense! Keeping light out is smart & that could also coincide with the torch idea I had to light the way for strongholds. I have something else to suggest, & this one is a must! First aid+antibiotics+suture kit+Npc your healing=surgery. Heals up your Npc to full health!

Centenkiko

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Re: New crafting recipes
« Reply #22 on: January 17, 2014, 03:46:59 PM »
Tarp/Blanket/Aluminum Foil (x2) + nails + hammer = covered windows

The windows may be barred, but that won't keep zombies and/or survivors from taking a look inside.  Keeps the light out for sleeping survivors and, at night, helps keep any lights inside the building unseen.


Shovel + Concrete + Fire source (matches, lighter) + Wood (posts, lumber, furniture) = Fire pit

Keeping warm, cooking food and staying out of sight.  Every stronghold/safehouse could use one of these; eventually the camp stove fuel will run out, and survivors will have to cook the old fashioned way without letting everyone know, "Here I am!"


Zip ties + zip ties + duffle bag + bike = Bike w/bag

Considering most people are likely running around with both a duffle bag and bike in their inventory, why not combine the two?  Ask any delivery boy that uses a bike, it makes a difference. 


Armor (shoulder pads, kevlar vest, etc.) + Helmet (motorcycle helmet, riot helmet, etc) + wooden posts + nails/screws = dummy

This stronghold item could have a chance (like the traps) to add an extra survivor (with no weapons) to a stronghold fight.  It would be a small chance, since someone could notice it doesn't move, but if I were running a base, I would move these around every day.  Like an elf on the shelf.

This *might* give the stronghold that extra round it needs to get the real survivors to move up in initiative to attack.  It's not the most impressive item, but it lets us do something with the stacks of armor we don't have any use for. 


Fishing line/dental floss (x2) + Wooden posts + furniture = Alarm wire

Not really a trap per se, but a fortification that helps alert when zombies (or clumsy survivors) blunder into an area.  Kick the wire and the cans, bottles, bells or whatever make noise, and everyone immediately knows something is coming.


Lumber/Steel Plates + nails/screws + binoculars + walkie talkie = Lookout

Give those survivors somewhere to sit and take a lookout on top of your strongholds.  "Yeah, but won't a sniper just shoot him out of the lookout?"  If that sniper is good enough, he'll snap one in your survivor's head when he goes to take a number 2, or when he's wondering around by your uncovered windows.  This is just to give a slight advantage by giving some height and cover to get a good view of the area, not an impenetrable box.


Flashlight + Walkie Talkie + Ham Radio + Furniture = Communication station

Sure, it's nice to talk to new survivors and get them to join you, but how about coordinating the efforts of your current survivors?  Jump on that radio and let Jake across the street at the Tastee Freeze know that some jerk just set off your punji trap and you're going to need backup.  Night time comes, and a couple muted flashes of a flashlight will let survivors know there is someone home without alerting the horde.

I like your ideas as well. Tstorm already suggested the communications room so your idea could be another possible way to craft the room. The windows idea I thought only made sense! Keeping light out is smart & that could also coincide with the torch idea I had to light the way for strongholds. I have something else to suggest, & this one is a must! First aid+antibiotics+suture kit+Npc your healing=surgery. Heals up your Npc to full health!
Surgery? for that, you should maybe have a special doctor NPC + surgery kit + suture kit + wounded NPC.
Cause I'm pretty sure you wouldn't be able to apply surgery without training

Jim

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Re: New crafting recipes
« Reply #23 on: January 17, 2014, 03:53:22 PM »
No it's not actual surgery, that's what it would be called when you mix the combination of first aid,with antibiotics. Besides, you can already applie these to your character when your injured & you don't have to be a doctor for that. It doesn't have to be called surgery though. It's just a suggestion for the name. I'de let Ed come up with the name for it & I don't really think it matters if your character is a doctor or not because there's no current status for each person.
« Last Edit: January 17, 2014, 03:55:40 PM by Cinn4monTwist »

god

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Re: New crafting recipes
« Reply #24 on: January 17, 2014, 03:55:32 PM »

Grenade + Grenade + Grenade + dental floss = grenade bouquet

Grenade bouquet + multitool + fishing line + hook nails (would need to be added) = grenade bouquet trap
(The weight from the bouquet would bumped into would cause it to fall activating a grenade. All are held by their pins so that they can fall from a slight touch. The group would make a much higher explosion making it more deadly)


Make sure you put at least 30 points in explosives or you won't be able to disarm them.  :-D

http://fallout.wikia.com/wiki/Fallout_3_traps

I love where your head is at ;-). I did conceive the idea from fallout it was a brutal trap. Glad to see other people played that game. I have played every single fallout game and loved all of them!

@Cinn: instead of NPC, why not do: Anitbiotics, first aid kit, suture kit, duffle bag = doctor bag. Which heals far more hp than any of the previous items.

Jim

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Re: New crafting recipes
« Reply #25 on: January 17, 2014, 03:56:40 PM »
Yeah sure. Sounds even better actually.

Tiaximus

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Re: New crafting recipes
« Reply #26 on: January 17, 2014, 04:29:15 PM »
Doctor bag... ah, as someone working in healthcare, it grates my nerves to even see antibiotics in the game.  You might as well gain 20 health points from a turkey dinner.  :-P  The suture kit in untrained hands would be barbaric at best.  Gah, makes my ass twitch thinking about how antibiotics can do more harm for you than good.  Using the general term "antibiotic" is like giving all the game's bullets and shotgun shells the generic name "bullet."

But I digress.  I like the idea of communicating with other survivors, but I just think it has to be simple--having to construct something complicated, like a vehicular mount for a gun, or an antannae for a communication system just seems beyond common sense.  It would be interesting to gain specialist survivors that would allow you to craft more complicated items (and thus use their own crafting button) or use current items in a more efficient way (such as a physician using a suture kit). 

I would like to see some situational crafting--for example, having a hatchet or fire axe in a 'woods' area allows you to collect some lumber.  If you have claw hammer (or on a lesser note, a crowbar) you have a higher chance to get nails when scavenging.
« Last Edit: January 17, 2014, 04:33:06 PM by Tiaximus »
Have a question?  It might have already been answered.  Check:  http://forums.mongadillo.com/index.php?topic=268.0

Jim

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Re: New crafting recipes
« Reply #27 on: January 17, 2014, 04:49:59 PM »
Doctor bag... ah, as someone working in healthcare, it grates my nerves to even see antibiotics in the game.  You might as well gain 20 health points from a turkey dinner.  :-P  The suture kit in untrained hands would be barbaric at best.  Gah, makes my ass twitch thinking about how antibiotics can do more harm for you than good.  Using the general term "antibiotic" is like giving all the game's bullets and shotgun shells the generic name "bullet."

But I digress.  I like the idea of communicating with other survivors, but I just think it has to be simple--having to construct something complicated, like a vehicular mount for a gun, or an antannae for a communication system just seems beyond common sense.  It would be interesting to gain specialist survivors that would allow you to craft more complicated items (and thus use their own crafting button) or use current items in a more efficient way (such as a physician using a suture kit). 

I would like to see some situational crafting--for example, having a hatchet or fire axe in a 'woods' area allows you to collect some lumber.  If you have claw hammer (or on a lesser note, a crowbar) you have a higher chance to get nails when scavenging.
I completely understand what you are saying(and respect your opinion!)but SurvivorZ isn't going to be realistic as possible. Be glad you can heal yourself in the game at all. Growing up with my mother (being a nurse) is better at suturing & first aid then I am but I would suggest you consider a character that best represents you & play as that person (unless you want to be in the game itself, which I would recommend to you). I would suck at suturing, probably injure myself in the process, but it's a game.

lego_halo

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Re: New crafting recipes
« Reply #28 on: January 17, 2014, 05:16:00 PM »
I was just thinking that cherry bombs might be a good idea considering how in real life they can get you into a heap of trouble but if you were to use them for a distraction so you can take a potshot or cause panic when assaulting a stronghold or even to call a horde to a location then you can sit back and let the zeds take care of it or take a couple potshots in order to kill an npc or rival survivor then it might be useful or you could turn it into a trap by using it in a recipe like say cherry bomb + trip wire + flame +  (an item that can light the flame) I could use an idea for the fourth item but it could make an alarm (pretty damn loud one at that) that also could damage you if tripped?
« Last Edit: January 17, 2014, 05:25:53 PM by lego_halo »
RougeCazador2 <--- my game name in case your wondering

JeepR

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Re: New crafting recipes
« Reply #29 on: January 17, 2014, 05:16:10 PM »
@ Tiaximus, I can clearly understand what you're saying as well but in the real world as the game promotes, I believe more people will shoot their eye out with the vast array of weapons at our disposal than the injuries inflicted by antibiotics or sutures...
Cinn4monTwist made a great point in the fact that we are lucky that we do have the means to heal... I fully support our medical supplies and the hope to be able to craft them as well...
We don't know the backgrounds of the NPC's, but as the story continues, we might learn that 1 is a nurse, or a dentist or a veterinarian... Something to think about as we move forward in this challenge...
I wouldn't eat that if I were you...