Project Zomboid

Project Zomboid

Asura Chi [v1.2.1 - SP/MP COMPATIBLE]
 This topic has been pinned, so it's probably important
Vanaukas  [developer] 12 Oct, 2022 @ 3:19pm
FULL ITEM LIST WITH EXPLANATION AND MATERIAL REQUIREMENTS
All the recipes on this mod (except for "Touch chi") are in Chi Control tab, which appears after eating Edible chi for the first time and learning those recipes

    MATERIALS
  • Chi: Residual chi caused by zombification. Can be condensed to bond with some materials or crystallized to make objects.

  • Condensed chi: Capable of bonding with other materials to enhance its properties. Can be reverted back to Chi. Can be crystallized.

    Made combining 5 chi. Gives 5 chi back if the process is reverted.

  • Crystallized chi: Malleable energy crystal that solidifies after taking a shape. Very resistant and lightweight.

    Made combining 5 chi or with 1 Condensed chi. It cannot return to a regular chi.

  • Amalgam leather: Enhanced leather.

    Made combining 5 leather strips and 1 Condensed chi. It cannot return to a regular chi.

  • Amalgam glass: Low thermal expansion glass.

    Made combining 1 empty bottle (made of glass) and 1 Condensed chi. It cannot return to a regular chi.



    DRUGS
  • Edible chi: Strong energy boost. It can induce paranoia and dizziness. nduces extreme catabolism upon consumption. Consume with caution.

    Teachs you all the related chi recipes the first time it's eaten. It can be used to sterillize wounds (only wounds, no bandages). Gives +20 hunger, +20 thirst, -20 endurance, -20 fatigue, +30 stress and has an alchohol power of 3. It cannot return to a regular chi.

  • Concentrated edible chi: Doubled Edible chi effects without increasing stress and dizziness. Consume with extreme caution.

    Teachs you all the related chi recipes the first time it's eaten. It can be used to sterillize wounds (only wounds, no bandages). Gives +40 hunger, +40 thirst, -40 endurance, -40 fatigue, +30 stress and has an alchohol power of 3. It cannot return to a regular chi
    Made combining 2 Edible chi and 1 unit of water.


  • Diluted edible chi: Purified Edible chi. Restores hunger and thirst.

    Teachs you all the related chi recipes the first time it's eaten. Gives -10 hunger, -10 thirst. It cannot return to a regular chi.
    Made combining 1 Edible chi and 2 units of water




    MELEE WEAPONS/TOOLS
  • Crystal stake: A sturdy and sharp stake. Strong enough to stab. Can be used to remove some screws.

    Made with 1 Crystallized chi. Can be adapted and equiped on belt or holster slot. Short blade skill.
    TOOL TAGS: Screwdriver, Scissors, Sharp Knife (like Hunting Knife), Can Opener, Cut Plant (like Machete).


  • Crystal spear: A sturdy and sharp spear. Can be used for fishing.

    Made combining a Crystal stake and 3 crystallized chi. Can only be equiped on the back slot. Spear skill.
    TOOL TAGS = Fishing Spear, Cut Plant (like Machete).


  • Crystal bar: A sturdy bar. Can be used to hit nails and as a crowbar.

    Made with 1 Crystallized chi. Can be adapted and equiped on belt or holster slot. Short blunt skill.
    TOOL TAGS = Hammer, Crowbar, Remove Barricade.


  • Enhanced crystal bar: Strong enough to destroy objects (behaves like a Sledgehammer). Can be used to hit nails.

    Made combining 1 Crystal bar and 6 Crystallized chi. Can be adapted and equipped on back, belt and holster slot. Long blunt skill.
    TOOL TAGS = Hammer, Crowbar, Remove Barricade, Sledgehammer.


  • Crystal axeblade: A sturdy and sharp blade. Strong enough to cut down trees.

    Made with 1 Crystallized chi. Can be adapted and equiped on belt or holster slot. Axe skill.
    TOOL TAGS = Chop Tree (Cut down tree context menu), Cut Plant (like Machete), Saw, Sharp Knife (like Hunting Knife), Scissors, Can Opener.


  • Crystal nikana: Can cut down trees.

    Made with 1 Crystal axeblade and 3 Crystallized chi. Can be adapted and equipped on back, belt and holster slot. Axe skill.
    TOOL TAGS = Chop Tree (Cut down tree context menu), Cut Plant (like Machete), Saw, Sharp Knife (like Hunting Knife), Scissors.

    Axeblade and Nikana needed to use Axe skill to have access to "Cut down tree" context menu option, without that skill the game send errors and the option doesn't work at all. At first I wanted to have them as long blade but I valued more the Axe utility.


  • Crystal spadeblade: Powerful blade. Can be used as a shovel. Can't be upgraded.

    Made with 5 Crystallized chi. Can only be equiped on the back slot. Long blade skill.
    TOOL TAGS = Clear Ashes, Dig Grave, Dig Plow, TakeDirt.




    RANGED WEAPONS
  • Crystal conduit: Weak and quiet gun. Can hold 1 shot. If the user hits a vital point inflicts more damage. Uses Chi as ammo.

    Made with 6 Crystallized chi. Can be adapted and equiped on belt or holster slot. Aming + Reloading skill.

  • Enhanced crystal conduit: Weak and quiet gun. Can hold 2 shots. If the user hits a vital point inflicts more damage. Uses Chi as ammo.
    Made with 1 Crystal conduit and 6 Crystallized chi. Can be adapted and equiped on belt or holster slot. Aiming + Reloading skill.

    Both conduits have the same custom sounds (shot, reload, no ammo), custom ammo (chi, not edible chi). 15 tiles sound radius. Crit chance scales with Aiming skill.




    ITEMS
  • Crystal orb: Orb that can emit a faint light. Low and slow energy consumption. Can release a small energy spark to start some fires. Powered by Condensed chi.

    Made with 1 Crystallized chi and 1 Condensed chi. Can be equiped on belt slot. 3 tiles around the character, 0.4 ligth strength (like using a Lighter as lantern).

  • Amalgam bottle: Bottle capable of matter compression. Resistant to thermal shock. Can be used for boiling water.

    Made with 2 Amalgam glass and 1 Condensed chi. Can be used to gather gasoline. Can hold 25 units of water.

  • Amalgam morphball: Malleable crystal that can take multiple shapes and return to its original shape. Useless as weapon but useful as multitool. A portion of the morphball can be taken and returned after usage.

    Made with 1 Crystallized chi and 3 Condensed chi.
    Can be used as: Needle, Can Opener, Spoon, Fork, Dull knife (like Butter/Bread Knife), Scissors, Screwdriver, Tweezers/Suture needle holder, Corkscrew, Razor, Mortar Pestle.




    CLOTHING
  • Amalgam goggles: A pair of goggles. Low protection. Waterproof. Windbreaker. Never fall from your head. Can be used for welding.

    Made with 2 Amalgam glass and 1 Amalgam leather.

  • Amalgam gas mask: Low protection. Waterproof. Windbreaker. Never fall from your head. Can be used for welding.

    Made with 2 Amalgam glass and 2 Amalgam leather or 1 Amalgam goggles and 1 Amalgam leather. Can't be repaired with tailoring, only with 1 Condensed chi. Compatible with Susceptible and Working mask. Won't work against other moded air hazards that don't use tags system.

  • Amalgam warm suit: Full suit. Heat retention. Waterproof. Windbreaker.

    Made with 6 Amalgam leather. Can't be repaired with tailoring, only with 1 Condensed chi. Insulation can be changed with 1 Condensed chi. 60 protection on everything, can't be upgraded with tailoring.

  • Amalgam suit: Full suit. Heat discharge. Waterproof. Windbreaker.

    Made with 6 Amalgam leather. Can't be repaired with tailoring, only with 1 Condensed chi. Insulation can be changed with 1 Condensed chi. 60 protection on everything, can't be upgraded with tailoring.

    While the suit can cover literally every part of the body, you can still use helmets, masks (even with the hood up) but for some reason it won't protect your feet if you run barefoot, so you also can use boots/shoes/sneakers (and actually you need to). The suit has the same clothing limitations of vanilla coveralls/full suits.




    BAGS
  • Amalgam fanny pack: Capable of matter compression.

    Made with 2 Amalgam leather. Equiped on frontal fanny pack slot. Capacity 5. Weight Reduction 90.

  • Amalgam satchel: Capable of matter compression.

    Made with 4 Amalgam leather. Equiped on back fanny pack slot. Capacity 15. Weight Reduction 90.

  • Amalgam bag: Capable of matter compression.

    Made with 5 Amalgam leather. Equiped on back (bag) slot. Capacity 20. Weight Reduction 90.

  • Amalgam backpack: Capable of matter compression.

    Made with 1 Amalgam bag and 5 Amalgam leather. Equiped on back (bag) slot. Capacity 30. Weight Reduction 90.

  • Amalgam compression purse: Capable of spatial compression.

    Made with 10 Amalgam leather. Can be equiped only in hands. Capacity 60. Weight Reduction 99.

  • Amalgam compression bag: Capable of spatial compression.

    Made with 1 Amalgam compression purse and 20 Amalgam leather. Equiped on back (bag) slot. Capacity 60. Weight Reduction 99.
Last edited by Vanaukas; 17 Nov, 2022 @ 3:26am
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Showing 1-6 of 6 comments
Vanaukas  [developer] 5 Nov, 2022 @ 4:58pm 
I'll keep adding details on this thread as the time goes by, sorry for any inconvenience.

If you have ANY question, please let me know, I'm here to serve and assist!
MBM 13 Nov, 2022 @ 7:16pm 
Amazing mod and very detailed, congrats for the effort. My question would be about the tools and weapons status, if those have the same as the vanilla.
Vanaukas  [developer] 13 Nov, 2022 @ 8:50pm 
Originally posted by MBM:
Amazing mod and very detailed, congrats for the effort. My question would be about the tools and weapons status, if those have the same as the vanilla.
Nope, everything is changed regarding stats

Length it's custom for each weapon, but damage and weight is sandarized between tiers:

- Tier one (base weapons) damage 0.7/1 and 0.5kg weight
- Tier two (evolved/enhanced weapons) damage 1.2/1.5 and 1kg weight

Crit chance 30, 10x dmg
MBM 14 Nov, 2022 @ 7:28am 
Thanks
Doc Morbid 23 Feb, 2023 @ 9:03am 
Question I'm not sure is covered so far, and f it is, pardon me not noticing...

Do the weapons and tools have durability, are they repairable, and what material repairs?

If that's not a thing, perhaps a system is possible where the more zombies are killed by a chi weapon, it absorbs their chi over and above what they drop, and slowly becomes more powerful, and thus you have reason to use and repair one weapon for a long time. Perhaps even a third weapon tier only possible by killing a certain number of zombies with a tier 2 weapon?
Vanaukas  [developer] 23 Feb, 2023 @ 12:12pm 
Originally posted by Doc Morbid:
Question I'm not sure is covered so far, and f it is, pardon me not noticing...

Do the weapons and tools have durability, are they repairable, and what material repairs?

If that's not a thing, perhaps a system is possible where the more zombies are killed by a chi weapon, it absorbs their chi over and above what they drop, and slowly becomes more powerful, and thus you have reason to use and repair one weapon for a long time. Perhaps even a third weapon tier only possible by killing a certain number of zombies with a tier 2 weapon?

You can fix weapons with the default Fixing system but using Condensed chi to repair them. The ammount of repair will depend on your maintenance level AFAIK (since it's using the default values).

My knowledge on LUA is really basic and I'm not able to implement your idea, but sounds neat!
Last edited by Vanaukas; 23 Feb, 2023 @ 12:13pm
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