Ouch Quit It
Chronic Cougher
Plants!????I will recycle and mutate a previous question?
What plant types does anyone want to see in the future ?
...who cares..I want more zombie types like breachers and diggers.....plants cmon...You're Fired!!
MTFGA
Plants!????I will recycle and mutate a previous question?
What plant types does anyone want to see in the future ?
??MTFGA
THIS!!I'm excited too. When night time is scary again because zombies can smell and hear and when they start targeting walls and structures when they can't reach you but know you're there and my top wish...if at least one special infected that can dig is added I will be excited to finally return to making underground bases. Then if bandits with decent AI get added it will be a whole new game.
Right!! I remember being huddled in a corner, hearing the zeds outside and trying to stay quiet. Even turning off, or removing your torches, and campfires. This is when spam crafting was a thing so I would zip the backpack to start a spam craft and hear the zeds turning their attention to the noise of the zip.Me, too! I started in A12-something and I was scared to open my backpack because they would hear it and come looking for me.
...until they drop from the trees and rip out your throat.wtf is an ocelot. Oh, those look cute.
Digging zombies is an idea that needs to diiiiiiie. A structural integrity, Voxel game is simply never going to do well with this. Not unless the system is implemented in a way that no tunnels are left by the digging zombie. It's just bad.I'm excited too. When night time is scary again because zombies can smell and hear and when they start targeting walls and structures when they can't reach you but know you're there and my top wish...if at least one special infected that can dig is added I will be excited to finally return to making underground bases. Then if bandits with decent AI get added it will be a whole new game.
When Madmole first revealed that the Hawaiian Shirt Fat zombie was making a return he said that it would be like what you describe. It would run and hit your walls and explode for massive structural damage. That hasn't happened yet but maybe it will in the future.Madmole or Roland, have you guys thought about a suicider zombie, kinda like the actual suicider from dead island or creeper from minecraft, that would cobble together the whole breacher and digger zombie, I know the cop explodes and does damage to the ground in an amazing aspect, but what about a zombie that literally only explodes? If not then how about adding a digging option for the dogs and wolves? I mean dogs usually dig anyways so it would make sense for them to dig to get to you, adding more challenge. For more ideas down the road what about an option to upgrade the workbench and chem station, as in release them at a lower level, but the bench itself needs upgrading before it can be used for higher end stuff? Kinda like say take the campfire, make it so you need 25 forged iron, 10 springs, 12 electrical parts and components and say 8 short iron pipes, smack that campfire with a hammer about 50 times and you "upgrade" it to a stove that now requires power to run but can create better recipes or even just have faster crafting times. Just some food for thought, I always enjoy staging things like that as it adds to the game some more, everyone let me know what you think.
It did. But this being a zombie game the idea is ready now to turn and come back to an unlife with a vengeance.Digging zombies is an idea that needs to diiiiiiie.
Noooo. Let it die Roland! Still. I do wish we could somehow figure out how to get zombies running through the Halls of our enormous underground tunnel networks. I've often thought it'd be pretty awesome to be sitting in my forge room and have a trip wire alarm sound off. A pressure plate slap some doors closed, and turrets light up as a wandering horde came barrelling down my tunnels.It did. But this being a zombie game the idea is ready now to turn and come back to an unlife with a vengeance.
This scenario is clearly a +1 for digging zombiesNoooo. Let it die Roland! Still. I do wish we could somehow figure out how to get zombies running through the Halls of our enormous underground tunnel networks. I've often thought it'd be pretty awesome to be sitting in my forge room and have a trip wire alarm sound off. A pressure plate slap some doors closed, and turrets light up as a wandering horde came barrelling down my tunnels.
One second... Making fertilizer and playing with poo.
Next... Death and chaos.
Then... Figuring out how to get the poo out of my trigger assembly.... ■■■■ it.
At least some type of threat: oxygen, rats, magma.It did. But this being a zombie game the idea is ready now to turn and come back to an unlife with a vengeance.
Zombies don't have to dig to get into tunnels. Simply a rise from the dead mechanic can suffice.This scenario is clearly a +1 for digging zombiesDeath and chaos FTW
![]()
No offense, but you realize as a geologist, you specifically are the less than 1% right? ;-pGuppy! Guppy! Guppy!
Good to see you back here. How you doing mate?
As a geologist I have to ask. Will we see different rock-types in-game in the future? The general 'rock' makes me cringe a little every time I see it..![]()
A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.@Phoenixshade35: the Suiciders could be super quick zombie babies similar to the ones from gore-fest Dead Alive (1992):
Hmm, I never thought about that before...A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.
I allways start on bedrock, and my SI is very relieableA swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.
Not sure on the whole world collapsing and i am pretty sure players will work some fancy foundations to make the zombies less effectiveHmm, I never thought about that before...
Could SI present an issue for a digging type zombie?
Interesting thought...
I see your point. I feel the problem isn't the zombies digging, but rather the logic they used the past. They dug everywhere, willy-nilly, causing the swiss-cheese effect on the landscape. If TFP can fix this, then I see them as a viable threat...A swarm of digging zombies. Five bucks says you get one building up in this world and structural integrity collapses the whole map down to bedrock right after.