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plekpot's Achievements
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There seems to have been an update that shows the weight value with 2 decimals in your inventory/bag/container, is there any way to revert it to the rounded number because it seems cluttered?
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I appreciate the time you put into this but No. Zombies can't and shouldn't 'evolve' period. Zombies that eat humans would just get bloated and tear open.
- 6 replies
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- boss zombies
- cannibalism
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(and 2 more)
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In reality greenhouses do work during winter, but you need to heat them (and maybe add some lights in certain climates) to grow vegetables. I don't see how this would work without gas?
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Seconded, I hope you can make vinegar in the future seeing as humans have been preserving food for milennia. I haven't played build 30, but I hope that drying meats shacks will be introduced for meats and vegetables for example. There are mods for this, but i prefer an official solution in the game.
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That is an absolutely rad design :') Thx , It is about the optimal size. I like accesibility so sheet ropes, stairs and walkways. I like building so trees are a must have for me @ psykikk: I actually prefer WP, when you loot the business area you are set to build your fortress, less running around needed and yeah books . Safe houses always have walls for me, so windows are not really a problem. Fortress in Muldraugh: http://pzmap.crash-override.net/#0.43721855124945175,0.20412110462197625,212.88960000000006 Is a good location for me because the Big Warehouse and McCoy are nearby for almost everything vital (and sledgehammer for destroying crates). Houses not too far for scavenging. I also built a giant skybridge to the southern tip of Muldraugh for easy looting (actuallya vanity project).
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Seems like a good choice! No trees nearby though, but would prove useful when build 30 rolls by. My safehouse at Twiggy's, a bit boring though and quite far from the residential area. I chopped down 3/4 of the trees nearby for it
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Thanks for the recipe! Yeah well, for dowels you need lvl 4 carpentry and it's labour intensive so still somewhat of a challenge. I just up the zombie count to compensate for mods (I only use food cannery and dowels).
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Cool safehouse, very nail efficient . I got about 2500 nails (or more, not sure) from raiding only the big warehouse and McCoy Logging. Remember: after you empty it out, destroy all the crates with a sledgehammer, it will take a while buy you'll get the same amount of nails from unreachable crates. You could actually make your safehouse invincible by removing the stairs and putting up a sheet rope. This would make for a boring game though. BTW: use the wooden dowel mod (it's somewhat outdated though and you can't build everything with it). logs --> 3 planks --> screwdriver + saw --> 9 wooden dowels.
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Twiggys Pros: close to the most important buildings in West Pointclose to the mall (relatively speaking, still quite far)little to no action (can be a downside)relatively close to fishing spotlots of storing spacelots of trees close byCons: no innate defensesno real bed (no problem atm)far from residential areashortage of nails (I use wooden dowel mod)What do you think?
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Looking good! This is mine from WP: (Under Constrution) The skybridge goes to my fishing spot north. Muldraugh: The sky bridge goes from my safehouse to the southern point of Muldraugh (took me a LONG time to make). The other bridge I was planning to make to WP, but gave up and started a new save.
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Looking forward to it! I really miss the carpentry tooltip, I have no way of knowing how much health my walls have.
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Damn, I hope it just doesn't take effect and not ruin my save game.
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Question: I assume that build 28 is compatible with build 27 saves, how would erosion factor into this? Will the erosion start the moment I play on (I'm at 2,5 months) of will erosion of 2,5 months be instantly introduced? I hope all the new stuff like the hunting rifle will still spawn because I'm already 20+ hours into my save game and have built a massive fort and a sky bridge spanning the entirety of Muldraugh.
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Not traditionally, perhaps there's a mod or save editor out there that'll allow you to do that. There isn't. There is one for world settings, but not character settings.
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Hmm, learned a lot in this thread. I usually go with brooding, light drinker and short tempered <--> stout and lucky. Would it be possible to change the traits of your character mid game? I already spent 20 hours making a massive fort and building skybridges and don't want to start all over.