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tosayu

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Posts posted by tosayu

  1. I like to play project zomboid a lot with my family.  I kinda want us to join someone else's server, but when we look them up, they all seem to have 200+ ping and are modded like crazy.

    Just like we can filter servers by passwords and whitelisting, is there a way we can filter by ping and whether it is modded or vanilla?

  2. On 2/27/2016 at 4:55 AM, Faalagorn said:

    I kinda like your idea of the inviteory too, though - seeing as weight is the only limiting factor in Zomboid, seeing it distributed evenly on two hands seems like a nice idea.

     

    I bought and played Neo Scavenger a long time ago based off the Indie Stone Dev's recommendation.  That is a great game. I think I might reinstall it and give it a whirl again. I forgot how inventory worked in it.

    I like the idea of distribution between two hands. I really do think it would add to the immersion factor.  It also would make the option of other containers like utility belts more meaningful, which I think would provide a good hook for modders and further help with player immersion.

    Right now clothing is kinda bland and barely meaningful, unless you count always getting too hot immersive (:P). I know they are working on getting more clothing variety  into the game. I think this suggestion would work well with that goal.

  3. I got under the impression that the whole basic inventory is basically somewhere on you - be it pockets, belt etc. (don't make much sense when you run naked, but well).

     

     

    I was just thinking about this the other day. Something was bothering me about inventory, but I couldn't place my hand on it.  There was a mechanical dissonance nagging me.

     

    This might be an unpopular suggestion, but I think the inventory might need a tweak.  I think I would be more immersed if each hand also had an icon like the backpack icon; in other words they acted as containers.  They could hold 1/2 your carrying weight.  So if you can carry 12, you could put 6 in each hand.  If you equipped a weapon or item in a hand, then you automatically dropped everything in that hand.

     

    You could then open up more containers on different clothing types, belts, bags, bags that attach to belts, backpacks, bags you can hold in hand, or maybe craft stuff to hook sacks onto belts or contraptions.

    Everything would then be placed in containers.  They only thing in your main inventory will be what you wear and special items to help carry stuff. Potentially you could place what you are holding in your hands there as well.  Inventory ui might need to be reworked to show more contents in containers for quick transfers.

     

    You could even get detailed enough that you can loop a plastic bag through your offhand and still keep it free radios, flashlights, etc.

     

    This suggestion would open up immersion for stuff like utility belts that hold tools and give very fast transfer rates to your hands.

    I think that would add to the immersion. What do you think? Good idea or too tedious for fun game play?

  4. Since we now have flashlights, keys, radios, etc, I think it would be great to add a hip bubble where you could equip at least one item.

     

    Anything that is equipped there will continue to work (like radio) or can be quickly transferred to your hands or slightly less quickly swapped with whatever is in your hand.

     

    Or maybe we could have a utility belt...or..I am not sure how to implement this idea.

     

    I just like the idea of having something on your hip, be it radio or flashlight that is quickly turned off and on, or being able to use your belt or craft a special belt that can hold a back up baseball bat or hammer to quickly exchange if your main tool/weapon breaks.  <---Dang that is my best run on sentence ever with an inordinate amount of "or"s.  (clyde)

     

    Maybe a quick way to cylce through tools.  

     

    Maybe a hotkey can be set up to drop an item and equip what is in your "hip" bubble and/or another hot key that lets you swap item, albeit slower then dropping but quicker then searching in your bag.

     

    It is just an idea in progress. There is nothing concrete in my mind.

  5. I have just spent the better part of a week looking for resources on how to host The Walking Dead Map and Hyrdocraft mod on my private server.  I was struck at how spread out the information was and how it made assumptions that you knew the context for the instructions.  Add on top of that old threads that no longer apply, and I was left with a nightmare.

     

    I could see others shared my frustrations in forum posts.  This is my contribution for anyone else wanting to set up a server.  If you have more stuff to add/suggest, please comment and I will update this post.

     

    Note: I am using Windows 10. My assumption is that this guide will give Mac and Linux users general context to understand other instructions or give them enough of a base to figure it out.

     

    1:  File Path ( a much needed primer)

     

    Program Path:

     

    It is important to understand file paths.  When you install through Steam, Project Zomboid is installed at:  C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid, BUT if you install through SteamCMD, then the file path for the program is likely: C:\pzserver  (at least it was for me).

     

    This is where you will find the bat file that starts the server "StartSever64.bat."  One folder deeper, in the PZServerSettings folder, you can find the bat file to set all sorts of settings for your server, "PZServerSettings.bat." Just double click the bat file to edit server settings.

     

    Personal/Server Data Path

     

    The first time you log into PZ and/or start a PZ server, it creates a personal folder for your local data/maps/characters and files for your server settings, local player,  and basically everything unique to your Project Zomboid experience.

     

    This folder is located at C:\Users\YOURUSERNAME\Zomboid .

     

    Understanding those two locations is critical to understanding the instructions.

     

    2:  Getting Mods and Maps

     

    There should be several folders created in your Persona/Server Data Path (C:\Users\YOURUSERNAME\Zomboid) when you first log on. However, not all folders are immediately created.  A critical needed folder is mods.

     

    What you want to do is start PZ and click on MODS in the lower left-hand corner, and then click on the "get mods here!" button in the lower right corner. .  This will open up the community page for mods.  I subscribed to both Hydrocraft and The Walking Dead Prison, so those will be my examples of installing mods and maps.

     

    *A mod changes how the game plays, like by adding new recipes, elements, etc. A map just places a new map in the existing world but does not change the game in any other meaningful way.  Both mods and maps are called mods in the community forum and placed in the same folder (we will get to that).

     

    From the community page you can find a link to download the mod/map.  It will download a zipped file.  Once you download the mods you want unzip it into  C:\Users\YOURUSERNAME\Zomboid\mods . The mod folder should now be there!

     

    Once the unzipped mod/map folder is in the mods folder you can reopen PZ, click on MODS in the lower left hand corner, and then you will see your mods. You can then click to enable to them on that same PZ spash screen.

     

    VERY IMPORTANT!!!  Every person who logs onto your server needs the exact same mod/map unzipped into the mods folder.

     

    3:  Setting Up Server File 

     

    First you want to go to C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\PZServerSettings and double-click "PZServerSettings.bat."  

     

    That will open a dialog box that lets you set stuff like max players, passwords, pvp options, starting loot, erosion speed, zombie distribution--a bunch of stuff.

    What that actually does is edit some files in C:\Users\YOURUSERNAME\Zomboid\Server, notably servertest.ini and servertest_zombies.ini.  The servertest.ini is the most important file you will edit at this point!

     

    3a: Mods 

     

    Mods are easy. In the servertest.ini file there is a line called "Mods="  All you have to do is first navigate to your recently downloaded mod and look for a file which gives you its' Mod name. Hydrocraft has a file called "mod.info," and opening it in notepad reveals the name as Hydrocraft.  

     

    So in the Mods= line I would put in Hydrocraft.   It would look like this: Mods=Hydrocraft.  If you have multiple mods, then you separate their names with a semicolon. So it would look like Mods=mod1;mod2 .

     

    That's it! If everyone has the same mod in C:\Users\YOURUSERNAME\Zomboid\mods, then the mod should work!

     

    3b:Maps

     

    Maps work very similar to mods.  You unzip it in the same mods folder and look for the name.  For the Walking Dead Prison mod, I found a file called "workshop.txt" that acted like the "mod.info" file in that is had the information I needed to get it working.

     

    The title, another name for name, is: The Walking Dead Prison v1.3   So, like I did with Hydrocraft, I needed to add the mod name to the Mods= line.  I ended up with Mods=Hydrocraft;The Walking Dead V1.3 .

     

    With maps you also need to modify the WorkshopItems= line and the Maps=  line.

     

    The WorkshopItems line was easy. The workshop.txt file in the Walking Dead Prison Mod folder said: id=524066677.  The map name baffled me. I knew I needed it, but I didn't know what it was.  Looking through the comments on the mod page, I saw iGitzBumpKinz post: @GN88 id=524066677

    Map=TheWalkingDeadPrison

     

    Edit: EnigmaGrey (developer?) in another post said, "Now, go to the media/maps directory of each of the map mod. See the folder name for the map name? That's the actual name of the map --eg. Muldraugh KY" That is how to get the map name!

     

    So I added the id and the map to their respective lines in the servertest.ini file and ended up with Map=TheWalkingDeadPrison;Muldraugh, KY  and WorkshopItems=524066677 .

     

    Conclusion

     

    So there you have it...

     

    1: You download your mods and maps and unzip them in the mods folder in the Zomboid folder under your username on your computer 

     

    2: You set up your server settings with the PZServerSettings.bat file found in the PZServerSettings folder in your program file path.

     

    3: Mods only need the servertest.ini Mods= to have the correct mod name.

     

    4: Maps need the servertest.ini folder to reflect the Mods= , Map= and WorkshopItem= correct information.  If there are more then one item/mod/map in  a line, then it gets divided by a semicolon with no spaces.

     

    If everyone has the same mods in the same folders, then it should work!

     

    Misc

     

    If you want to learn how to port forward, this is a good YouTube video. Understand all routers look different, so you have to poke around a bit to find where to port forward.

     

    If you want to set up a server using SteamCMD then this is a good guide.

     

    If you want to make custom Spawn points, which I HIGHLY recommend, then read this post carefully.

     

    If you need the coordinates for your custom spawn points, then you probably know of the Project Zomboid Map project.  Did you know on the overlay you can toggle on different community made maps and see where they are on the world map and get coordinates that way?!  It is awesome.

     

    ***** Please let me know if I was wrong in something or if anything should be added. Sorry it is wordy, but this guide is for the noob who is frustrated and wants some context.

    Thank you!

     

    Personal Questions I hope a Developer or Commentor can clarify

     

    1: What is the purpose of subscribing to the mod? It seems you have to manually download the mod anyway. Does subscribing keep it up to date, let you know what you are interested in like a bookmark, or will it automatically download mod in correct folder? Do we re-download it after each update?
     
    2: Exactly what is the purpose of the "WorkshopItems= "line in the servertest.ini file? It seems I only need it for maps. If I put in a regular mod item# in there, will it break it or keep it updated or is that not necessary?
     
    3: A lot of older guides, even as of three months ago, have us going into "/Steam/steamapps/workshop/" folder, but I don't think that is necessary anymore. Is it true as of build 33.20 that with mods and maps we just drop them in the Zomboid\mods folder and edit the servertest.ini? Or am I just lucky with the mod and map I tested?
     
    4: Since I make custom spawn points so users can spawn in the same location, I am not familiar with how adding a generic spawn point is handled if you add a map to your server. Is there any editing on the lua files that needs to be edited so that users can choose the new map as a potential spawn location?
     
    Personally I just make a couple specific spawn locations with set coordinates so a group of players don't need to find each other after logging in for the first time.
  6. Here is the link for creating custom spawn points. I hope it still works. I still need the info on what files to modify and folders to add to in order to get mods and maps working in multiplayer.

     

    http://theindiestone.com/forums/index.php/topic/12270-how-do-i-add-a-custom-spawn-location-to-my-server-exact-coordinates/
     

    It would be especially helpful if the reason behind the instruction is also included, but it's not necessary.

  7. I have started a new server. I want to add The Walking Dead Prison mod. I have it working in single player. I know that if I have it on my server my friends also need the mod.

     

    I am, however, finding so much incomplete or inaccurate information on how to install mods on multiplayer servers.

     

    I know I need to edit the server.ini file. I think I might need to do something in a maps folder, but I kinda think that is for an older version of the game.  Maybe a lua edit to boot?

     

    Altho my specific problem is TheWalkingDead Prison mod, I think an understanding of how how to set it up would really help in other mods as well.

     

    So this is what I have:

     

    In the mode there is workshop.txt file that says that says:

    version=1id=524066677title=The Walking Dead Prison v1.3description=The prison from the tv show TWDtags=visibility=public

    I think in the server.ini file I need to change the "mod=" and "map=", but I am not sure what value to put in. I tried the title: The Walking Dead Prison v1.3 in both, but that didn't work. I am not sure if I just  need to add all this text into the server.ini file.  I don't know what this information means or what context to apply it to my server.

     

    You go back far enough in forums and you read about lua files and maps folders, but with the new mod system I am wondering if they are out of date.

     

    I just know I want to get this mod set up on my server and then give it as an option for spawn points.

    The last time I used custom spawn points, I edited  servertest_name.lua, servtest_spawnpoints.lua, and servtest_SandboxVars.lue.

     

    I am not sure if I can still do that, and I lost the link with the instructions.  

     

    I am trying to get all the information to make a comprehensive guide on setting up custom maps/mods on build 33.20 with custom spawn points that I can share on the forums both here and on Steam.

     

    ANy links, help, or insight would be much appreciated!

     

  8. I'm getting a similar error after trying to modify the zombie respawn, spawn location, using the server editor to make zombies tough.  I have validated the files. I delete the Zomboid folder and retried everything.  Suggestions?

     

    28-09-2014 13:08:08
    -- listing properties --
    java.runtime.name=Java SE Runtime Environment
    exe4j.moduleName=C:\Program Files (x86)\Steam\steamapp...
    sun.boot.library.path=c:\program files (x86)\steam\steamapp...
    exe4j.semaphoreName=Local\c:_program_files_(x86)_steam_st...
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    install4j.exeDir=C:\Program Files (x86)\Steam\SteamApp...
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    java.runtime.version=1.7.0_25-b17
    java.awt.graphicsenv=sun.awt.Win32GraphicsEnvironment
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    java.vm.specification.vendor=Oracle Corporation
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    exe4j.tempDir=C:\Users\Dad\AppData\Local\Temp\e4jD7...
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    sun.jnu.encoding=Cp1252
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    java.class.version=51.0
    sun.management.compiler=HotSpot 64-Bit Tiered Compilers
    os.version=6.2
    user.home=C:\Users\Dad
    user.timezone=America/Denver
    java.awt.printerjob=sun.awt.windows.WPrinterJob
    java.specification.version=1.7
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    user.name=Dad
    java.class.path=C:\Users\Dad\AppData\Local\Temp\e4jD7...
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    sun.arch.data.model=64
    java.home=c:\program files (x86)\steam\steamapp...
    sun.java.command=C:\Program Files (x86)\Steam\steamapp...
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    java.specification.vendor=Oracle Corporation
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    java.vm.info=mixed mode
    exe4j.unextractedPosition=385552
    java.version=1.7.0_25
    java.ext.dirs=c:\program files (x86)\steam\steamapp...
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    sun.cpu.endian=little
    sun.io.unicode.encoding=UnicodeLittle
    sun.desktop=windows
    sun.cpu.isalist=amd64
    -----
    SVN REVISION 964
    versionNumber=Early Access v. 29 demo=false
    LightingFPS set to 15
    OpenGL version: 4.4.0
    Desktop resolution 1600x900
    Initial resolution 1024x768 fullScreen=false
    GL_ARB_vertex_buffer_object is supported
    GLBufferObject using core OpenGL 1.5
    Sep 28, 2014 1:08:10 PM java.util.prefs.WindowsPreferences <init>
    WARNING: Could not open/create prefs root node Software\JavaSoft\Prefs at root 0x80000002. Windows RegCreateKeyEx(...) returned error code 5.
    Loading RakNet from: ./
    translator: language is EN
    translator: failed to parse Recipes for language=EN
    translator: failed to parse Items for language=EN
    texturepack: loading UI
    texturepack: finished loading UI
    texturepack: loading UI2
    texturepack: finished loading UI2
    AngelCodeFont failed to load page 0 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_0.tga
    AngelCodeFont failed to load page 1 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_1.tga
    AngelCodeFont failed to load page 2 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_2.tga
    AngelCodeFont failed to load page 0 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_0.tga
    AngelCodeFont failed to load page 1 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_1.tga
    AngelCodeFont failed to load page 2 texture C:/Program Files (x86)/Steam/steamapps/common/ProjectZomboid/media/font/test_2.tga
    WARNING: Found unknown Windows version: Windows 8
    Attempting to use default windows plug-in.
    Loading: net.java.games.input.DirectAndRawInputEnvironmentPlugin
    ----------------------------------------------
    --    Controller setup - use this info to     
    --    edit joypad.ini in save directory       
    ----------------------------------------------
    ----------------------------------------------
    --  Joypad: USB NETVISTA FULL WIDTH KEYBOARD
    ----------------------------------------------
    ----------------------------------------------
    --    Button definitions for controller 0
    ----------------------------------------------
    Testing for button: Button 0
    Testing for button: Button 1
    Testing for button: Button 2
    Testing for button: Button 3
    Testing for button: Button 4
    Testing for button: Button 5
    Testing for button: Button 6
    Testing for button: Button 7
    Testing for button: Mute
    Testing for button: Volume Decrement
    Testing for button: Volume Increment
    Testing for button: Scan Next Track
    Testing for button: Scan Previous Track
    Testing for button: Stop
    Testing for button: Play/Pause
    Testing for button: Button 15
    Testing for button: Eject
    Testing for button: Button 17
    Testing for button: Rewind
    Testing for button: Record
    Testing for button: Button 20
    Testing for button: Button 21
    Testing for button: Button 22
    Testing for button: Button 23
    ----------------------------------------------
    --  Joypad: Razer Naga Hex
    ----------------------------------------------
    ----------------------------------------------
    --    Button definitions for controller 1
    ----------------------------------------------
    Testing for button: Button 0
    Testing for button: Consumer Control
    Testing for button: Numeric Key Pad
    Testing for button: Button 3
    Testing for button: Button 4
    Testing for button: Button 5
    Testing for button: Button 6
    Testing for button: Button 7
    Testing for button: Button 8
    Testing for button: Button 9
    Testing for button: Button 10
    Testing for button: Button 11
    Testing for button: Button 12
    Testing for button: Button 13
    Testing for button: Button 14
    Testing for button: Button 15
    Testing for button: Button 16
    Testing for button: Button 17
    Testing for button: Button 18
    Testing for button: Button 19
    Testing for button: Button 20
    Testing for button: Button 21
    Testing for button: Button 22
    Testing for button: Button 23
    Testing for button: Button 24
    Testing for button: Button 25
    Testing for button: Button 26
    Testing for button: Button 27
    Testing for button: Button 28
    Testing for button: Button 29
    Testing for button: Button 30
    ----------------------------------------------
    --  Joypad: Razer Naga Hex
    ----------------------------------------------
    ----------------------------------------------
    --    Button definitions for controller 2
    ----------------------------------------------
    Testing for button: System Power
    Testing for button: System Sleep
    Testing for button: System Wake Up
    ----------------------------------------------
    --  Joypad: USB NETVISTA FULL WIDTH KEYBOARD
    ----------------------------------------------
    ----------------------------------------------
    --    Button definitions for controller 3
    ----------------------------------------------
    Testing for button: System Wake Up
    Testing for button: System Sleep
    Testing for button: System Power
    ----------------------------------------------
    --  Joypad: Controller (XBOX 360 For Windows)
    ----------------------------------------------
    ----------------------------------------------
    --    Axis definitions for controller 4
    ----------------------------------------------
    Testing for axis: Y Axis
    Testing for axis: X Axis
    Testing for axis: Y Rotation
    Testing for axis: X Rotation
    Testing for axis: Z Axis
    ----------------------------------------------
    --    Button definitions for controller 4
    ----------------------------------------------
    Testing for button: Button 0
    Testing for button: Button 1
    Testing for button: Button 2
    Testing for button: Button 3
    Testing for button: Button 4
    Testing for button: Button 5
    Testing for button: Button 6
    Testing for button: Button 7
    Testing for button: Button 8
    Testing for button: Button 9
    Loading: media/lua/shared/ISBaseObject.lua
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    Loading: media/lua/shared/Reloading/ISReloadableMagazine.lua
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    texturepack: loading Tiles
    texturepack: finished loading Tiles
    texturepack: loading Characters
    texturepack: finished loading Characters
    LOADED UP A TOTAL OF 72 TEXTURES
    STATE: enter zombie.gameStates.AlphaWarningState
    STATE: exit zombie.gameStates.AlphaWarningState
    STATE: enter zombie.gameStates.MainScreenState
    return code: 0
    Connection Request Accepted
    LOGGED INTO : 167 millisecond
    testing TCP download port 16262
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    GL_ARB_framebuffer_object supported
    FBO: creating 16x16
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    SafeMode is off
    Loading 3D models
    using spawn region West Point, KY
    11 possible spawn points
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    java.lang.NullPointerException
    at zombie.iso.IsoWorld.init(IsoWorld.java:1330)
    at zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:249)
    at zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:187)
    at java.lang.Thread.run(Thread.java:724)
    Expected a table-----------------------------------------
    STACK TRACE
    -----------------------------------------
    Callframe at: table.pairs
    function: OnPostSave -- file: ISLayoutManager.lua line # 198

  9. I have really enjoyed Project Zomboid and feel I am ready to start giving back to the community.  A buddy and I are going to follow this most excellent tutorial / mapping guide by Thuztor to build a single cell map to learn the basics.

     

    Once we are comfortable we will start making out hometown and play with custom maps.

     

    Neither of us are good with image editing software.  There are lots of good posts and tutorials on the PZ related programs, but I found nothing for GIMP or Paint.net that would relate specifically to Project Zomboid.

     

    For example, on Paint.net (the program I am leaning to using) is there a way to make/save custom colors/palettes?  

     

    I am thinking a custom palette that has the label and the color configuration (like Dark Grass 90, 100, 35) so I would only need to click on my brush and then Dark Grass or Light Pothole.  Can I also make custom brushes like a brush that is 6 pixels wide for making roads?

     

    Altho I am interested in those specific questions, I really want this thread to be a place where you can post your tools and tips for using image editors to make your world maps.

     

    Mapzoid is awesome and I am using it to learn PZWorldEd.exe and TileZes.exe, but I like the more granular control of making your own bmp and png files.

     

    Thank you.   

     

    If anyone can point me to a good location that has this information, I will be happy to learn and synthesize it, but my experience is so low right now that I don't even know what questions to ask yet or the capabilities of those two programs.

  10.  

    Money could also be used with NPCs maybe? Even after the break down of the economy there still would be people trying to get money. You could possibly buy stuff off of certain NPCs.

    I agree, there could be some people who are planning to leave the place, (but never be able to), so they accept money so they can use it in the civilized world, in exchange for items

     

     

    I am glad that money is generating so much discussion. I actually don't like the idea of trading at all with money. I think it would morph the game in a direction that would spoil the mood.

     

    I think money's purpose in the game should be to highlight the desperation and breakdown of society. Use it for fuel. Make it otherwise worthless.  Maybe...just MAYBE let an npc use it for trading, not because it is worth anything but because the NPC is crazy and not accepting reality.

     

    I think money should be used for achievements, kindling, mood, and possibly a motivator for a crazy npc.  Trading...not so much. Just my 2 cents.

  11. I love the idea. If the system got set up then it would open up a whole new branch for modding.  A front end investment by the developers for something like checkers could give the community all the tools they need to expand board/card games in PZ.

     

    Maybe each game would have so many uses to decrease boredom.

     

    So it would kinda work like a super simple Tabletop Simulator? 2D and anyone who joins the game just kinda goes at it?

  12. I like the idea. I hope it makes its' way into Project Zomboid.  Now that we have NPC interaction on the horizon, have different ways to respectfully dispose the bodies makes a good deal is sense.  It might also open up potential objectives with NPC relationships.

     

    Maybe they could implement signs at the same time. I know lots of people would want signs, and it complements grave sites.

  13.  

    You're saying this as if this game won't have that lol. The NPC's aren't even in yet. The game is only half finished, and even then it's still this good...

     

    The fact is, you're essentially playing a half done game at this present time, so complaining about no randomness is in essence pointless. There is a reason the game is still in "alpha," it's not because the game is bad or anything, which for some reason alpha games still have that stigma, it's simply that the CORE of the game isn't even in yet.

     

     

    [Truncated by Tosayu to show part I am responding to]

     

     

    I am saying this "as if it is alpha" because I know that devs usually appreciate feedback during the development stage of the game.

     

    I have said over and over again that I love the game.  Without any further updates it is worth the ridiculously low price for a  game that is better then most AAA titles. It is my favorite game. It is a good game. 

     

    Part of releasing in alpha is hearing feedback because it might impact development for the better.  Otherwise why put it in alpha at all? 

     

    You are right tho. We have no idea what the new AI system will be or if it will even be applied to zombies.  We don't have a clear idea of where they want to take random events (like hordes or spawning). Since we don't know their plans, it is appropriate to point out areas we think could use work.  It may be a moot point.  If so it will look like a really good response time from the devs!

     

    I do know this: I trust the devs. I am impressed with them and the game and recommend it now as-is.  I am certainly excited to see what they have been working on under the hood.

  14.  

    It's simple.
    No hordes, no fun.
     
    No challenge with zombies, and you can survive a long time without any problem.
    Project Zomboid is very bored right now...  :(

     

     

    I adore project zomboid and whoteheartedly reccomend it. Infact I can think of around 7 people who bought it on my suggestion, and we are having a blast.  That said...here is my review of Project Zomboid on Steam.

     

    Salient point:

     

    Once you clear out an area, establish you house, create a few rain barrels, and start farming, the game looses lots of tension. Zombies don't spawn after you kill so many. The engine redistributes zombies by in game events that are limited to gun fire and helicopter noises, but in practice they don't bring that many after you truly cleared your area and the surrounding area. In one game I no longer feel I am in threat of dying.

     

     

    Before I get hate, I did say and stand by that even if they don't do another update it is worth the full price of the game.  I love it, even tho the end game has a problem of no tension.

     

    I do hope they fix the zombie spawning boredom.  It would be super cool if they added zombie spawning events or scripts you could set up, hordes, and a much larger supply of zombies.

  15. Eh.... You also have magazines and paper. Adding money doesn't really add that much to the game I feel. And do you really want a currency (even a fiat one) working in multiplayer?

     

    I get what your are saying; I am not a fan of clutter. It is interesting to me to see how people would view this. I kinda think that since we have so much variety in our basics activities (ie soups and stews), I think it would contribute to the mood. There is a risk of clutter that could ruin the experience.

     

    I definitely don't want to see trading with money implemented.  That is too different and would be antithetical to why I like my idea.

     

    Money could also be used with NPCs maybe? Even after the break down of the economy there still would be people trying to get money. You could possibly buy stuff off of certain NPCs.

     

    I really don't like the idea of trading with NPCs.  Maybe in multiplayer if they implement factions (a system where you could belong to a group that doesn't hurt each other when the pvp flag is on) currency for bartering might organically happen...but...meh.

     

    Depending on the NPC AI, it would be cool to see NPCs who can't accept that "this" has happened and have gone a little crazy.  If there is some type of "fetch quest" for rewards or positive relationship influence, then it would be cool to have that NPC want money for his help/item---not because you are in a game that has trading but because you are working with a half mad NPC who still thinks currency matters.

     

    ---

     

    Speaking of clutter and possibly stacks of money, I really hope that the devs put in a "move stack option" in working with smaller items in containers.  Right now when working with small items like seeds and ammo, you can only take one at a time, half, or the whole lot.  It takes forever to count out the items (the animation).

     

    I would like a new option that is "move stack."  You could then type in how many you want to take or deposit and it moves them all at the same time.  You could extend how long that single animation takes versus moving just one item, but it should take significantly less time then seeing them move one at a time.

     

    If I am grabbing all 124 of my cabbage seeds, it shouldn't take longer then grabbing an axe.  I never really want to grab all 124, or even 62, seeds. I would like to just grab maybe 18 and not have to count them all one at a time.

  16.  

    I agree that burning money would highlight breakdown of society, but to start a fire with some paper one could have course use books, magazines or newspaper...

    I'm not against this idea, since it's a nice touch to the setting IMO, but it's more or less cosmetical i guess

     

    Totally. It is not a new mechanic. I would just be cosmetic. It would flesh out the world and show the breakdown of society like the pen and paper rpg you played. 

     

    We can already use paper and wood to make a campfire, why not money and wood?  I got the idea after raiding the Knox Bank and realizing there was only paper and magazines in all the vaults. I realized I missed seeing money in the game.

  17. I mean the title quite literally. It would be really cool to be able to find money in increments of, $1, $5, $10, $50, $100, and maybe the super rare $2.

     

    They stack according to amount and weigh almost nothing, BUT you can use 10 bills of any combination to make kindling to start fires.

     

    A cool end of the world scenario would be to show how useless money has become.  There would be nothing more sad to drive home this apocalypse then to be sitting around a firepit you started by burning 10 twenty dollar bills ($200) and eating dog food. 

     

    It would be a nice flare to highlight the breakdown of society and add to the general mood.

     

    It would also give you something to put in the Bank vault with all the file cabinets, registers in restaurants, and in smaller amounts on zombies and in houses.  If you ever do steam achievements you could totally do a chain of achievements for how much money you either collected or destroyed.

  18.  

    I think a little clarity on how zombie spawning works and an option on where to spawn them, or even a schedule-plus-location on automtica spawning, would be welcome.

    Clarity, for the newcomers, on how the spawning (or lack of) currently works. Or at least last I heard...

    ...

     

    That's the simple explanation, anyway. It's actually a bit more complex than that, and the Devs are working on tweaking things so that Zombies won't be 'spawning' into an area around the player that they should have had no way of getting to (fenced off enclosures and such), before re-implementing general Zombie migrations in the meta-game, I believe.

     

     

    Thank you so much. It is nice to have that clarified in my mind. Without any explanation that seemed comprehensive, all the smaller posts just added more questions.  I appreciate it.

  19. I am not down for "loot respawn," but I am down with with modular control on zombie respawn or zombie spawn events.  And of course I am still curious how/if zombies spawn and how many there are in a given game.

     

    On a related note, I just had an idea.  We all know that when society collapses it can happen in days.  Most towns don't even have enough food to feed the population past 3 days if infrastructure breaks down.  Widespread looting and destruction is almost an immediate consequence.

     

    How cool would it be if you had some control over how ravished the city is?  There could be a slider that the more you drag it to the right the higher percentage of windows (and to a lesser extent doors) are broken.  It is cool to see over time the zombie bodies and looted houses go up, but I think it would add some nice flavor if you could accelerate the physical decay.

     

    Maybe there could even be a seperate slider that the higher it goes up the more loot is lost and the greater amount of loot is moved from the map into random groups in various houses/locations from horders.  Scavenging for survival is SUPER FUN, and/but as the map gets filled out the urgency goes down. I want trapping, fishing, et cetera and am glad we are getting more items, but it does weaken the scarcity paranoia.  Having a decay/horder slider would be a way to make hunting for resources more suspensful.

     

    Once NPCS are reintroduced it could really add some options for interesting interaction.

     

    I wouldnt' call this an official suggestion I am making, but it is a thought that popped into my head that might give the game more variety.  BTW, this is by far my favorite game right now.  

     

    I love it and I love the direction it is going. Even if development stopped, I have gotten more then my monies worth.

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