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  3. Yesterday AMD released Adrenalin 22.8.1 which fixes the problem (at least for me).
  4. This is still in my head, in the walking dead game season 1, 3 months into the apocalypse Lee's group is unable to go to another city with a train because of a "heavy vehicle wreck" type of situation, an even like this would be cool too. Sadly the picture wont show up https://walkingdead.fandom.com/wiki/Highway_Overpass but this link will show you what I mean if you're interested.
  5. In my left hand is a red pill, if you eat it you'll be able to make wells in a specific amount of time, months - years In my righ hand is a blue pill, if you eat it you'll be able to craft rain collector barrels in a day which will provide water as long as the rain keeps falling Which pill do you choose?
  6. It was just copy paste from game suggestion because developers don't have time always and I hope modders make that things. Pond: Add the ability to dig a pond on the ground ( sprite ). To dig a pond, you need a shovel and a bag. I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky). To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well). The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end. Fishing and launching fish: By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself. You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species. After that, the fish will breed and it will be possible to fish. Fish need some time to breed. Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river. If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again. P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making. so I hope modders will do that.
  7. Still invisible on the screenshot for sure:
  8. 41.73, I'm a host (i.e. ping 11-22). A place with many vehicles and items around. Was there for a long time. Many vehicles were invisible. The car appears to become visible when something on the client collides with it. At high speed, this can lead to sad consequences. Steps to reproduce: play until it happens. It's a kind of random, so there is no actual steps to repriduce. I think it's reltaed with packet loss or packet order. As I said, I'm a host, so pack loss should be zero, so it may be like "rejection of the net packet" which essentially means packet loss.
  9. Pond: Add the ability to dig a pond on the ground ( sprite ). To dig a pond, you need a shovel and a bag. I propose to make this process long so that people do not turn the map into an ocean, that is, for example, to dig a hole on one sprite, you need to dig for example 50 times (actually, this will take a lot of bags and time, which will not make it possible to dig ponds the size of Kentucky). To fill the pond with water - you will need a tarp (or add new material) to the bottom, water and a sewing skill to connect the tarp (this still needs to be thought out well). The pond has a certain amount of water. When it's hot, the pond starts to dry up (new sprites which show deep of pond) a little, when it rains, it fills with water up to a certain maximum value. If you have pond by 32x32 pixels (one small cell) you have for example 1000 litres of water. When you finish dig new cell you will have 2000 litres maximum size and all sprites changes what pond is not full to the end. Fishing and launching fish: By default, the pond is empty. To fill a pond with fish, you need to catch a fish somewhere (river, lake) and launch it into the pond itself. You will need some level of fishing to launch. In order for the fish not to die out, you need to launch at least 10 (conditional figure) pieces of the same species. After that, the fish will breed and it will be possible to fish. Fish need some time to breed. Fish can be caught both with a fishing rod and nets from the pond as from an ordinary river. If you will catch all the fish and they didn't have time to breed, pond will be empty and you need to launching fish again. P.S. I think this is a great fishing extension and will give more immersion in this profession, as well as add an additional goal to the game. This system is not difficult to make, so it would be great if the developers added such a system somewhere between updates. I know developers is too busy but it's not difficult thing for making.
  10. Once you put in some time, lets say 20 hours you generally have a good idea of what to expect. You die when you push your luck. The example of 50 zombies behind a door could be easily bypassed by a crouched yell. You can walk around a building and check the windows or go in the first one that is unlocked. I wonder which option was the safer choice Atm we have a sandbox that will likely change with NPC's as there will be more directed content. The current map is huge with lots of spots to explore but even once you have gone everywhere there are always tons of new map mods to add new areas to the map so basically you can spend forever doing content. That is just single player ... MP changes everything as you soon realize the other players are far more unpredictable than the zombies. If there is something about the game you dont care for like needing a backpack of weapons because they are always breaking or getting sick from corpses just check out the steam workshop and find a mod that changes the conditions of the game to something you are happy with. Given the size of the dev team i think we are getting a ton of new content and although i am closing in on 2k hours played i am still excited to see where Indie Stones plans to take us in the future.
  11. I did it! By brute force, it was possible to find it. The problem was the Ridiculously Rare mod. But fortunately, the author of the mod promptly updated it to version 41.73.
  12. Spears are insanely OP atm so i would absolutely expect to see them nerfed. You don't even need to put stuff on them because they are so easy to make you can have a nearly endless supply and just derp around until it breaks and grab the next one. Once you advance your maintenance skill they last quite a while. Also they get the 1 shot kill like a knife but with the advantage of extra range.
  13. Lesson 1: Dont start in West Point. Lesson 2: If you ever feel like things are getting out of control dont doubt your instincts just run. Lesson 3: Zombies are an obstacle to survival. They are easy to manipulate but dont try to push your luck because things get out of control very quickly. Lesson 4: Avoid residential areas unless you need food or books. Houses with garages are good spots for loot (weapons/tools/etc) the rest of the houses are just death traps. Lesson 5: Bed quality just effects how quickly you drop the tired moodle so cars and chairs arent the worst places to recover if you decide to take up residence in an industrial building. Have fun exploring the map it is huge and will take literally months to see it all. You are indeed correct the community is extremely helpful so never worry about asking a question you will almost always get a ton of responses.
  14. I'm attempting to make a map. Whenever I go to start a new game, my map doesn't appear in the spawn locations. I'm using a copy of the example mod provided by the game.
  15. you can roughly get 250 hits with new pipe wrench, almost double that if you have high maintenance skill, pretty good, if it was pipe wrench made from chinesium… Kitchen knife in the game is like cheap one made from thin sheet of metal with plastic handle, you can kill 1-3 zeds before it breaks, as would I expect from cheap one, but good, forged one should last a life time. Quality system could help solve that, like how its made - cheap, normal, profesional, and how well its made - poor, normal and well crafted double grading system for more randomness, and loot tables settings even more names: poor, crude, curved, awful, ragged inferior, rough, harsh decent, normal or just without any prefix fine perfect, masterwork, superior, beautiful It should be another suggestion topic for that anyway
  16. After connecting to a modded server my friend made, the "connecting" tab closes and I'm just left with the main menu image of baldspot and his wife. Note that this happens right after just connecting. I don't make it to the character creation tab or the "This is how you died" screen. Singleplayer works just fine. I have tried deleting Lua folder from /Zomboid/ folder and verifying files integrity. This is the modlist: https://steamcommunity.com/sharedfiles/filedetails/?id=2846718144 console.txt
  17. Good. Thank you! I'll try to find the culprit. Well done developers, they created a wonderful tool for detecting failed mods in a running save. It is a pity that it is impossible to do this before starting the save.
  18. It was Authentic Z, very disappointing as it was a big mod for our server and i never had any issues till now but at least it runs again. Thank you for deciphering the code for me lol.
  19. I'm playing pz on splitscreen mode because my gf doesn't have a pc. so, i'm always trying create new ways to improve the experience, one of these was use two monitors to show each player screen. But, a trouble i found was that the sound of each player plays together,. i'm searching a way to set each player ambient sound play from different speakers. I'v asked into pz discord bt there isnt anyway right now to make this work. So, i'm suggesting to add this in the game
  20. Why was this changed? Have you guys never open and closed an improperly closed door whilst moving IRL?
  21. Had this happen 3 times now, and seen a few other people reporting the same issue on reddit. So far it has happened to me only whilst changing seats (in order to jump out the other side), however the other reports I have seen people are just driving. So far I have been unable to reproduce it on demand, but every time it has happened I have double checked afterwards that the windows were closed and remain unbroken. So far i haven't been able to reproduce it with no mods, but since I also can't reproduce it on demand even on the save it keeps happening on this isn't definitive. Other people reporting the bug are not using any vehicle or other likely culprit mods. Current left field 'theory'; only 'fake dead' zombies are able to attack through the windows. I have no evidence for this, but it would explain why it is relatively rare and I can't reproduce it on demand.
  22. Melee weapon durability also grinds my gears. A pipe wrench is unbreakable if you are using it as a club. You might lose the upper jaw, but that entire wrench is a solid forging; you will never break that. Same goes for axes; you will never ever break an axe head unless its defective. What also annoys me is the lack of injuries in the game. There should be a vast quantity of incidents where you accidentally harm yourself in game. Whether doing mechanics, tailoring, gardening, carpentry, drawing weapons (people shoot themselves more often than you think drawing a pistol) and especially swinging a melee weapon at walking biohazards; you are going to injure yourself. Especially if you have negative moodles or are simply unskilled. Then there is the lack of threat from zombies when it comes to anything but getting injured by them. What if you mess up a melee attack with a bloodied weapon and end up cutting yourself?!?!?! What if your bloody axe handle or spear breaks and punctures your skin? Melee shouldn't be overpowered or an easy no brainer, but an injury system like this would keep melee from being overpowered even if melee weapons were indestructible. It would also make you a bigger threat to yourself than any zombie, which is how it always should be.
  23. I guess the host has it listed as "50", so I assume I should set it to "0"? That's so strange I don't remember setting that myself! You've solved my issues a second time, much love <3
  24. This looks amazing! As a local I yearn for a more true to life version of Louisville, though I do think the vanilla map is pretty great all things considered. Are you still working on this?
  25. This page needs like a sticky or a copy paste onto a wiki page. People need to be able to find this information in a year.
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