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Pat_Bren

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  1. Like
    Pat_Bren got a reaction from Milove in Lone Survivor   
    Translations will almost certainly be a nightmare. Willkommen in der Hölle.
  2. Like
    Pat_Bren reacted to maartenx007 in Farmhouse Challenge   
    hey Pat_Bren i love the mod, i've survived for 2 weeks now. it's really great, you did a good job making this feel like a real scenario. the parents note is a good, clever touch. i have been able to scavenge the houses north and my trait "lucky" has probably helped a great deal. unfortunatly one of the last houses i wanted to check had an alarm so thats off the table for now i have a small farm started just outside the farm, enough food for a month or so and i have some home made tools. i only have one complaint: water. it's really hard to find since the water system is down. i want to make a rain barrel but that needs level 4 carpentry, i will never get to that level without dying from dehydration. i could run back to the houses and stock up on the water left in there but my legg is broken. i fell through the roof, but that is a project zomboid fault, not the mod's. so maybe hide a well somewhere? or an other solution?
     
    love the mod, keep it up. i hope to survive the 2 months
  3. Like
    Pat_Bren got a reaction from Geras in RELEASED: WEATHER TEST BUILD   
    My suggestion: hyperthermia only increases your thirst (a lot), which will kill you, rather than the heat killing you directly. I had a similar though opposite death from hypothermia (though my setting was on "Very Cold") when indoors beside a lit stove.
  4. Like
    Pat_Bren got a reaction from Batsphinx in RELEASED: WEATHER TEST BUILD   
    My suggestion: hyperthermia only increases your thirst (a lot), which will kill you, rather than the heat killing you directly. I had a similar though opposite death from hypothermia (though my setting was on "Very Cold") when indoors beside a lit stove.
  5. Like
    Pat_Bren got a reaction from Faalagorn in RELEASED: WEATHER TEST BUILD   
    My suggestion: hyperthermia only increases your thirst (a lot), which will kill you, rather than the heat killing you directly. I had a similar though opposite death from hypothermia (though my setting was on "Very Cold") when indoors beside a lit stove.
  6. Spiffo
    Pat_Bren got a reaction from grammarsalad in Tree chopping OP   
    I think chopping trees down with an axe is way too easy. It should take far longer, as should sawing, with a progress bar so you can continue on from where you left off if you need to interrupt it. This would make dismantling objects like doors/wardrobes for planks/wood be far more necessary (and how many times do people in a zombie movie chop down trees? They're always breaking up furniture tho.)
    And when chainsaws are in, it'll be a nice balancing act between noise/fuel and the extra time it would take to just use an axe.
    Also, making chopping/sawing harder would essentially make them be two separate jobs (as in, one player helping another out by sawing what they chop) for players in multiplayer/eventual NPCs, helping with roleplaying etc.
  7. Like
    Pat_Bren got a reaction from Tails in Tree chopping OP   
    I think chopping trees down with an axe is way too easy. It should take far longer, as should sawing, with a progress bar so you can continue on from where you left off if you need to interrupt it. This would make dismantling objects like doors/wardrobes for planks/wood be far more necessary (and how many times do people in a zombie movie chop down trees? They're always breaking up furniture tho.)
    And when chainsaws are in, it'll be a nice balancing act between noise/fuel and the extra time it would take to just use an axe.
    Also, making chopping/sawing harder would essentially make them be two separate jobs (as in, one player helping another out by sawing what they chop) for players in multiplayer/eventual NPCs, helping with roleplaying etc.
  8. Spiffo
    Pat_Bren got a reaction from Exsorter in Tree chopping OP   
    I think chopping trees down with an axe is way too easy. It should take far longer, as should sawing, with a progress bar so you can continue on from where you left off if you need to interrupt it. This would make dismantling objects like doors/wardrobes for planks/wood be far more necessary (and how many times do people in a zombie movie chop down trees? They're always breaking up furniture tho.)
    And when chainsaws are in, it'll be a nice balancing act between noise/fuel and the extra time it would take to just use an axe.
    Also, making chopping/sawing harder would essentially make them be two separate jobs (as in, one player helping another out by sawing what they chop) for players in multiplayer/eventual NPCs, helping with roleplaying etc.
  9. Pie
    Pat_Bren reacted to RobertJohnson in The One Stop TileZed Mapping Shop   
    Yeah, burnt zone has been removed, I'll add the zoning code exposed to lua soon so people will be able to easily fiddle with them
  10. Pie
    Pat_Bren got a reaction from Pandorea in The One Stop TileZed Mapping Shop   
    Just a heads up, adding "burnt" vehicle zones makes my game crash, I think they've been removed/replaced with "junkyard", maybe the devs can clarify.
  11. Spiffo
    Pat_Bren reacted to critical jim in A list of tiny, tiny, humble OCD suggestions   
    A lot of these might be moot when creative shows up, but it might be a ways off, or some might still prefer to have creative deactivated or whatnot. I've seen a couple of these before, but this is more of a definitive list for a very specific type of player. Me, mostly.
     
    1. Doors/frames should be moveable. The vanilla door is bleh, and I feel guilty reloading my server and modding some nice doors into my safehouse. They are only one tile, and in my experience doors are easier to move than windows...
    2. GRIME!!! L-shaped floor and wall renos are my fix, with a nice new coat of paint. But should there be a way to clean up a bit? My medical bay should not look like someone shat on the walls.
    3. This is kind of a continuation of #2, but I can set erosion to very slow... but how bout the option to turn erosion off? This is by far the easiest one to implement, I'd wager. We aren't all roughing it out there. Some of us are living quite comfortably in the mayor's digs with every generator in town.
    4. Can we rotate stairs in all 4 directions? Again, can they look nicer than the vanilla at 10 carpentry? I wouldn't pay for that mess.
    5. Plaster/paint from either side. Nothing worse than building a scaffolding for a simple touch-up job.
    6. I know it's been said, but dragging of large furniture. BONUS: fold up those army cots and stuff em in your bag! If you can fit a fridge, you can fit a 10lb army cot. And they are way cool.
    7. Really, the bars are moveable but the taps aren't? I should set the mayor's office ablaze and call it a day.
    8. Now I mentioned tiny, right? Wall corners... they aren't nice and crisp when they are hand-made, and I noticed that the corner is a single piece when destroying. Should we get that option? That brings fence and wall posts into the mix. I dont see a workaround, other than adding a fence post like the wall post, and making the wall post plasterable and paintable.
    9. Finally, at 10 carpentry you'd think you'd pick up a few flairs. Maybe some options for crown moulding, or wood panelling on the lower half, like you'd find in the town hall.
    10. Who am I kidding? Of course there have to be exactly 10. Think "the Sims" where you could toggle the view mode. Make the walls solid, or cut them to ankle height, or see the roof. The current where it cuts in and out depending where you stand could be the default mode, with an option on either side.
     
    EDIT: Better throw in the "receiver"/"radio receiver" crafting dilemma in here too. I want to make things go boom, but from a nicely furnished perch with some chardonnay.
    EDIT: And why not? You can destroy a wall behind things such as a light switch. Rebuilding the wall puts it in the foremost layer. It hides most wall objects, and clips a portion of any furniture against the wall. This is a stretch, I know, but maybe it's as simple as some sort of priority system. It's late..
  12. Like
    Pat_Bren reacted to RingoD123 in The One Stop TileZed Mapping Shop   
    Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop.
     
    Step 1) Installation and setup
     
     
    Step 2) Creating a new map

    - Creating A Master Image
     
    - Creating The Base Map Image
     
    - Creating The vegetation Map Image
     
    - Creating The Zombie Spawn Map Image
     
    - Importing into WorldEd
     
     
    Step 3) Creating/Adding custom buildings
    Navigate to your TileZed folder and create a new folder inside named Buildings, this is where you are going to save any buildings you make or download.
     
    - How to create custom buildings
     
    - How to add buildings to your map
     
     
    Step 4) Exporting and testing the map
    - Exporting
     
    - Getting it in game
     
     
    Step 5) Adding world detail
     
     
    Step 6) Zoning Your Map
     

    Step 7) Uploading to steam workshop
     
     
    Tips
     
     
    FAQ's
     
     
    Other Helpful Guides
     
     
    Big thanks to Capt_Paradox, Blackbeard06, Suomiboi, Thuztor and the whole modding community ❤️
  13. Like
    Pat_Bren got a reaction from DramaSetter in Released: Vehicle Tech Test build   
    Maybe there could be a speed limiter option for cars to reduce fuel consumption as well as noise (and the chance of crashing obvs)?
  14. Like
    Pat_Bren got a reaction from Geras in RELEASED: Build 35.26   
    I think you should be able to disassemble furniture you've picked up and that's in your inventory (if you have the proper tools).
     
    Not related to this build specifically, but the separate menus/options for interacting can be confusing. For example you have to click in the world to place a mousetrap, there's no action to place if you click the trap itself, and you can't "place" it using the furniture moving place, which might confuse people not used to PZ's UI quirks.
  15. Like
    Pat_Bren got a reaction from makkenhoff in RELEASED: Build 35.26   
    I think you should be able to disassemble furniture you've picked up and that's in your inventory (if you have the proper tools).
     
    Not related to this build specifically, but the separate menus/options for interacting can be confusing. For example you have to click in the world to place a mousetrap, there's no action to place if you click the trap itself, and you can't "place" it using the furniture moving place, which might confuse people not used to PZ's UI quirks.
  16. Like
    Pat_Bren got a reaction from Kuren in RELEASED: Build 35.26   
    I think you should be able to disassemble furniture you've picked up and that's in your inventory (if you have the proper tools).
     
    Not related to this build specifically, but the separate menus/options for interacting can be confusing. For example you have to click in the world to place a mousetrap, there's no action to place if you click the trap itself, and you can't "place" it using the furniture moving place, which might confuse people not used to PZ's UI quirks.
  17. Like
    Pat_Bren got a reaction from Pann in RELEASED: Build 35.26   
    I think you should be able to disassemble furniture you've picked up and that's in your inventory (if you have the proper tools).
     
    Not related to this build specifically, but the separate menus/options for interacting can be confusing. For example you have to click in the world to place a mousetrap, there's no action to place if you click the trap itself, and you can't "place" it using the furniture moving place, which might confuse people not used to PZ's UI quirks.
  18. Like
    Pat_Bren reacted to Eagl in RELEASED: Build 35.26   
    (RU) Разработчики, вы создали самую лучшую и самую реалистичную игру про выживание в зомби-апокалипсисе в мире. Спасибо большое за отлично продуманную и интересную игру. Спасибо, что работаете не покладая рук и делаете игру лучше с каждым днём. Не смотря на то, что сейчас я редко играю в PZ, но это не значит, что игра мне надоела и я в неё играть уже не буду. Я периодически захожу на ваш сайт и читаю новости и вижу, что вы усердно работаете и добавляете всякие интересные вещи в PZ. Желаю вам удачи в дальнейшей работе, меньше багов в коде:P и конечно же здоровья.=)
    (EN) Developers, you have created the best and most realistic game about survival in the zombie Apocalypse in the world. Thank you for the well thought-out and interesting game. Thank you for working tirelessly and make the game better every day. Despite the fact that now I rarely play PZ, but this does not mean that the game it got boring and I play it will not. I periodically I go to your website and read the news and see that you work hard and add all sorts of interesting things in PZ. I wish you good luck in further work, less bugs in the code:P and of course health.=)
    P.S. Sorry if I made somewhere a mistake in the text.
  19. Like
    Pat_Bren reacted to vanorfeadiel in RELEASED: Build 33   
    You can currently listen to the radio while being deaf.
  20. Like
    Pat_Bren reacted to KorruptkSwades in Farmhouse Challenge   
    I love the description definitely gonna' try this out today ! Will give you some feedback later ! Thanks   
  21. Like
    Pat_Bren got a reaction from Z3759xy in Farmhouse Challenge   
    "You lived with your family in the farmhouse outside of Muldraugh when it started. Every night, you heard te screams from the neighbour's houses. 
    Now your parents are dead, and your supplies are low...
     
    You are restricted to the farmhouse and the area directly to the north. If you survive for two months, the world is open as normal.
    Let's hope you can find what supplies you need in the small available area, and be sure to choose a forager, trapper, or farmer, or your death will be slow and painful. Expect a couple of unexpected twists before your time is up..."
     
    The farmhouse is a great but remote location that a lot of players move out to, but what if you started there, and can't leave except to scavenge from the houses to the north?
     
    All feedback is welcome, especially about the number of zombies/amount of loot. Too much/little of either, please let me know!
     
    Farmhouse Challenge on Steam Workshop
  22. Like
    Pat_Bren reacted to Svarog in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Just... Wow! This is completely, absolutely awesome! I tried to make maps before but the editor was just too complicated for me, this will change everything when it comes to mapping! Just as I was slowly burning out with PZ, here comes a new mode that will suck me back right in, even without that PZ is the only game ever to hold my attention for over 6 months straight (I have a very short attention span). I need to buy PZ again sometime, I feel like I'm getting too much content for measly 15€ (Did you hear that AAA industry!?)
  23. Like
    Pat_Bren reacted to lemmy101 in Mondoid discussion 20.7.2015 - The Creative Revolution   
    loot tables are in lua - maybe in future though who knows.
  24. Like
    Pat_Bren got a reaction from Sliderpro in Water Balancing   
    Water seems to be a sticky issue around here. There have been lots of suggestions about water, including purification (theindiestone.com/forums/index.php/topic/14466-water-purify-idea) and lots about collection (usually, and correctly in my view) that any open container outside should collect water (eg. garbage cans, or mugs, or anything capable of normally holding water). These, I believe, are obvious things that should be implemented, but pretty much break the entire "thirst" system.
     
    To balance this, I suggest introducing evaporation. Water should evaporate from the sinks, toilets etc. that a lot of people rely on when the water works are turned off. Water would evaporate from every container that doesn't have a top (ie. not bottles).
     
    I would also suggest adding a tooltip (not a really specific one, I know the devs hate that) something like, "Drink (2 bottles remaining)" or "Drink (<1 bottle remaining" or finally, "Drink (a single drop remaining)" the last one perhaps randomly added to previously dry taps to give the player a teeny tiny random chance.
     
    If this is still unbalanced, the devs could implement water freezing during cold weather, bursting the bottles and making most of it be lost when the water ice in the bottles thaws out. AND, you obviously can't drink ice, so any frozen water would have to be thawed in a bowl over a fire to get it.
     
    I think this would re-balance water's end game and keep it as a viable game mechanic for longer. As it stands, a house beside the river or a rain collector barrel, as well as a bowl and a campfire, basically frees the player from having to worry anymore about water. These changes would fix that, I think.
     
    EDIT: Obviously, if a bottle is not full, it won't burst on freezing (freshwater expands 9% on freezing according to Wikipedia, so if there's that much space remaining in a bottle it won't burst. But that means a player will have to spill 9% of their water onto the ground or into another container).
     
    AND, also, I think open containers filled with water that are not on the player's person should get re-tainted after a while. The reason given for this could be things like lots of dead insects floating in it, or rat droppings etc.
     
    This means bottles will be hugely important in gameplay value, but also can become useless which will keep it interesting.
  25. Like
    Pat_Bren got a reaction from jonniemarbles in Water Balancing   
    Water seems to be a sticky issue around here. There have been lots of suggestions about water, including purification (theindiestone.com/forums/index.php/topic/14466-water-purify-idea) and lots about collection (usually, and correctly in my view) that any open container outside should collect water (eg. garbage cans, or mugs, or anything capable of normally holding water). These, I believe, are obvious things that should be implemented, but pretty much break the entire "thirst" system.
     
    To balance this, I suggest introducing evaporation. Water should evaporate from the sinks, toilets etc. that a lot of people rely on when the water works are turned off. Water would evaporate from every container that doesn't have a top (ie. not bottles).
     
    I would also suggest adding a tooltip (not a really specific one, I know the devs hate that) something like, "Drink (2 bottles remaining)" or "Drink (<1 bottle remaining" or finally, "Drink (a single drop remaining)" the last one perhaps randomly added to previously dry taps to give the player a teeny tiny random chance.
     
    If this is still unbalanced, the devs could implement water freezing during cold weather, bursting the bottles and making most of it be lost when the water ice in the bottles thaws out. AND, you obviously can't drink ice, so any frozen water would have to be thawed in a bowl over a fire to get it.
     
    I think this would re-balance water's end game and keep it as a viable game mechanic for longer. As it stands, a house beside the river or a rain collector barrel, as well as a bowl and a campfire, basically frees the player from having to worry anymore about water. These changes would fix that, I think.
     
    EDIT: Obviously, if a bottle is not full, it won't burst on freezing (freshwater expands 9% on freezing according to Wikipedia, so if there's that much space remaining in a bottle it won't burst. But that means a player will have to spill 9% of their water onto the ground or into another container).
     
    AND, also, I think open containers filled with water that are not on the player's person should get re-tainted after a while. The reason given for this could be things like lots of dead insects floating in it, or rat droppings etc.
     
    This means bottles will be hugely important in gameplay value, but also can become useless which will keep it interesting.
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