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wsensor

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  1. Like
    wsensor got a reaction from Narnobie111 in Why isn't the game played from a first person perspective?   
    Why does everyone obsess about first person?
     
    Its not required to be used in every game. Most first person games seem to always be the exact same game. There are already first person games with zombies. This game is great the way it is why think otherwise?
  2. Like
    wsensor got a reaction from Croak90 in The Trapping System   
    Currently for trapping animals will more bait options be added later on?
     
    Currently:
     
    Maybe add berries as bait for all animals? I think options for rationing out food should also be usable for bait as I don't think I would want to put an entire box of cereal in a trap. (Well I can currently put in food at 1/4th left for traps but if that specific item does not attract animals whats the point...)
  3. Like
    wsensor got a reaction from Walther in Money to burn   
    I would like to be able to find coins. (And gumball machines!!!)
     
    You could use the coins on the gumball machines for crappy toys or gum or stickers.
    Or you could break the machines and get barely anything.
  4. Like
    wsensor reacted to tosayu in Money to burn   
    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.
  5. Like
    wsensor reacted to Onkeen in Handmade Wooden Dowels - Realistic Nails Alternative   
    4000+ Downloads ! Thanks for supporting the Dowels !
     
     
    This mod is an answer to my own suggestion here :

    http://theindiestone.com/forums/index.php/topic/1043-les-chevilles-de-bois-carpentry-suggestion/

    Handmade Wooden Dowels are pieces of wood that experimented roofmakers and cabinetmakers are using to build some "full wooden furnitures / structures" for cottage furnishing and strong roof structures.

    If you want to know how does it works or why is it so hard to use and why it's really something reallistic :

    I invite you to read my suggestion, I have added a lot of pictures and drawings to answer all that questions.
     
     
     
     
     
    MOD UPDATED for BUILD 36
     
     
     
     

     
     
    Mod Informations :
     
     

     
     
     
    Download :
     
     
     
    Download on PZ-MOD :
     
     
    http://pz-mods.net/weapons-items/WoodenDowels/
     
    Download on Git-Hub :
     
    https://github.com/JulienLaclaverie/PZ_WoodenDowels
     
     
     
    Download on Steam workshop :
     
    http://steamcommunity.com/sharedfiles/filedetails/?id=498634342
     
    Installation (if not from Steamworkshop) :
     
     
     
    Extract in the folder : "C:\Users\USERNAME\Zomboid\mods"
     
     
     
    Changelog :

    Version 1.5 (release)
    - Carpentry level scaled angain to fit all crafts (new values & new crafts)
    - Compatible with Build 36 
    - Compatible with the new wall system
    - Compatible with the new dismantle system 
    - Sawing dowels now makes the saw noise
    - New recipe ! You can now manage to craft one dowel from a treebrach
    - In order to make the mod more realistic, you can now use alternatives to the screwdriver to carve your dowels (Kitchen or Hunting knife)

    Version 1.4
    - Carpentry level scaled to fit all crafts
    - Build 31 compatible

    Version 1.3
    - New crafts added (Shelves, Bed, etc...)
    - Carpentry level +1 for all crafts (anticipating the Build 31 update)
    - Build 30 compatible

    Version 1.2
    - Craft with nails bug is now solved you can now build with nails or dowels without bug
    - Destroying a furniture or wall crafted with dowels now drop dowels (and nails furniture drop nails)

    Version 1.1
    - Now with a mod description
    - You can now craft drawers with dowels

    Version 1.0
    - Updated for Build 26
    - Updated for the last recipes

    Version 0.7
    - fully balanced "Build with Dowels" recipes
    - level 5 is now required for strategical furnitures
    - more planks are needed

    Version 0.6
    - balancing the "Build with Dowels" recipes
    - you need more dowels than nais to build something

    Version 0.5
    - removed inapropriated crafts from the "Build with Dowels"

    Version 0.4
    - Bugfix for the vanilla "build" menu
    - New build menu renamed "Build with Dowels"

    Version 0.3
    - New "build" menu
    - Removed ability to find wodden dowels in crates
    - Added crafting recipe for wooden dowels

    Version 0.0.2
    - Icon fully fonctional (thanks to Eggplanticus tutorial)
    - One icon selected and resized

    Version 0.1
    - Added the dowel item
    - Designed 5 icons
     
     
     
  6. Like
    wsensor reacted to JonSyn in chop and bury corpses   
    Corpse removal mod, right click a corpse while axe or shovel is equiped to delete the corpse and get a chance at a loot item.....
     
     
    http://www.mediafire.com/download/wg3gs3jrayj3iag/CorpseFun.7z
     
    unzip it and place the file inside CorpseFun, also named CorpseFun , into the c:users/your name/zomboid/mods folder
    start the game, goto mods and select it and then start your game.
     
    while you have a axe or shovel equiped it will allow you to bury corpses or chop them up ( body peices coming soon).
    you can bury in grass and dirt and chop anywhere. works in multiplayer and single player.
     
    every corpse you chop/bury has a chance at dropping a loot item, there is 5 lvls of loot items it chooses from ...
    so it randomly picks if it drops loot, randomly picks a loot list lvl, then randomly picks a loot item from that list. and i think there is like a total of 385 items between the 5 loot lvl lists so far.
     
    will add burning corpses as soon as i can.
  7. Like
    wsensor reacted to turbotutone in ApCom - HAM Radio's & Walkie Talkies [SP/MP]   
    ApCom [sP/MP]
    Apocalypse Communications
     

     
    code: TurboTuTone, artwork: Nasko
     

    Features:
    HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.  
    Look at the information section at the bottom of this post for more detailed info and usage,
    it also showcases some of the awesome artwork Nasko made!
    Make sure to send him some love when he posts in this thread
     
     
     
    Thanks to:
    Twiggy for testing, suggestions, support, streaming, awesomeness
    Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
    LogiHack, a fellow country man who helped out testing!
    EnigmaGrey, testing and correcting my grammar error's
    dko112, gameplay convenience suggestions
     
    A special thanks to:
    Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
     
    [incase i forgot to mention someone, gimme a poke!]
     
    Thanks twiggy and subscribers for testing the mod with a bunch of people!
    A save of the stream can be found here:
    Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
    Twiggy @ twitch.tv
    Twiggy's twitter
     
    Download
     
    Requires build 27 and a fresh world for the items to spawn in containers.
    On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
    Also works in single player but chat is limited to the lines produced by pressing 'q'.
     
    Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
     
    Apcom version 1.0
     
    Up to date version can be downloaded here. (last update 13 june 2015)
    Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!

    Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
     
     
    previous versions:

     
     
    Public servers running ApCom mod:
     
    Information

     
    HAM Radios



    This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
     

     
    A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
    Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
     
    When receiving transmissions this device shows a animation.
     
    This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
     
     
     
    Walker Talkers



    Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
    When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
     

     
    Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.

    Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.

    Note that when a device is unequipped or picked up it is turned off.
     
     
     
    Walker Talker GUI

     
    When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.

     
    Insert a battery and it will display battery status:

     
    When equiped as secondary, you can rightclick the inventory icon and turn the device on.
    When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:

     
    When the device recieves text it will also indicate it in the hud:

     
    The hud will display different stages of battery life as such:


    Finally when the battery is about to die, the item icon will start blinking a red led:

     
     
     
    About chat behaviour

     
    The mod follows a pair of rules to prevent spam and local duplication of text, they are:
     
    Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
     
     
     
    Interference

     
    Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
    Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
     

     
     
     
    Power consumption


    Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
     
     
     
    Cassette's

     

     
    These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.

     
     

    Tape Recorder

     


    Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
     

     
    When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
     

     
    The next line your character says will be recorded on the cassette.
    Cassettes can record a maximum of 5 lines.
    Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
     


    After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
     

     
    When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
    Currently every 2 in game hours one line of the cassette is played.
     

     
     
     
    Device tiers and properties:

     
    The item properties below can be read as follows:
    - broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.  
    HAM Radio:

    broadcastrange: GLOBAL
    voice detect range: 5
    can hear range: 16
    weight: 15
    loot chance: very rare
    zombie attraction: extremely high
    battery consumption: extremely low

    Tier1: Walker Talker Budget

     
    standard
    broadcastrange: 500m
    voice detect range: 6
    can hear range: 12
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    colored
    broadcastrange: 1000m
    voice detect range: 8
    can hear range: 10
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    army
    broadcastrange: 1500m
    voice detect range: 10
    can hear range: 9
    weight: 1.0
    loot chance: normal
    zombie attraction: high
    battery consumption: very high
     
    Tier 2: Walker Talker Standard

     
    standard
    broadcastrange: 2000m
    voice detect range: 12
    can hear range: 8
    weight: 1.5
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium

    silver
    broadcastrange: 2500m
    voice detect range: 14
    can hear range: 5
    weight: 2.0
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium
     
    Tier 3: Walker Talker Black Edition

     
    standard
    broadcastrange: 3000m
    voice detect range: 16
    can hear range: 3
    weight: 2.25
    loot chance: low
    zombie attraction: low
    battery consumption: low

    army
    broadcastrange: 3500m
    voice detect range: 18
    can hear range: 2
    weight: 2.5
    loot chance: low
    zombie attraction: low
    battery consumption: low
     
    Tier 4: Walker Talker Tactical

     
    standard
    broadcastrange: 4500m
    voice detect range: 20
    can hear range: 1
    weight: 2.75
    loot chance: rare
    zombie attraction: very low
    battery consumption: very low

    army
    broadcastrange: GLOBAL
    voice detect range: 25
    can hear range: 0
    weight: 3.0
    loot chance: very rare
    zombie attraction: ZERO
    battery consumption: very low
  8. Like
    wsensor reacted to Invader Jim in Blood stains   
    Bleach is already in the game.  Bleach and water in a bucket with a towel should be the necessary items to clean blood stains in game.
  9. Like
    wsensor reacted to Jela331 in Blood stains   
    And also let's not forget about the rain, it should clean the blood too.
  10. Like
    wsensor reacted to Aenye Deithven in Misc ideas for things in game.   
    Nice idea - the products of civilisation could be a near infinite source of resources for a resourceful survivor. Some weeks ago, a link to CataDDA was going around (you might want to take a closer look) - their crafting / resource system works on the assumption that with the proper tools anything can be either disassembled or disintegrated to yield small amounts of resources. That said, Cata requires a slightly higher suspension of disbelief threshold than PZ, so some advanced stuff would be considered a "definite NO".
     
    The basics, however, such as disassembling furniture and household appliances for wood / metal elements, such as boards, frames, pipes etc. could actually by achieved by a person in possession of a little common sense (of the sort of 'unplug the microwave before disassembling it') without any specialist training whatsoever...
  11. Like
    wsensor got a reaction from Aenye Deithven in Misc ideas for things in game.   
    It would be cool if we could dismantle move and use different things in game.
    I would love to be able to take apart different items and/or move them to different places.
     
    Some Examples:
    Trashcans- Could we pick it up or drag it with us? (Used for storage. Could be turned into a water storage instead of using carpentry?) This could also be used for a "burn barrel" providing a safer fireplace.
    MailBoxes- We could take them apart for a stick/hinge/pieces of scrap metal. We could use them as small storage. We could make a simple trap from them.
    Wardrobes: We could take the doors off and take the hinges/doorknobs... We could then use the wardrobe door(s) to barricade windows/doors.
    Basically anything with doors we could potentially take the door off for hinges/screws at least.
     
    Furniture- We could drag them with us to a safe area. We could harvest them for material.
    IE: Computer Chair: We could take the wheels off of it and craft a small wagon type object using the wheels to help us move things.
    Yoyo's = We could take the string out of them if we need string to tie something...
     
     
    What are some other things that we see everywhere that we could potentially put some use to?
  12. Like
    wsensor reacted to RobertJohnson in RELEASED: Build 27   
    Every lua files the client have will be checksum and sent to the server to compare to his files, so if you have more file thant he server or modfied one : connection failed.
     
    For now it's yes/no to avoid any kind of hacking
  13. Like
    wsensor reacted to RobertJohnson in Lua requests   
    That's something I really need to add for a long time.. Will work on it for the 27 Cheers !
  14. Like
    wsensor reacted to RobertJohnson in RELEASED: Build 27   
    Because I'm a trully mean person, and everyone know it (do you ?), added this :
     
    [Multiplayer] IMPORTANT : New MD5 Checksum for Multiplayer, everytime a client will connect to any server, all his lua files (including loaded mods) will be compared to the server ones, if ANYTHING is modified, the connection will be refused, I'll add a serverOption to configure this, but it should mean : no more hacking, yeah !  
    I trully hope this will get rid of 99% of the hacking method, if there's still hacking via Java, I'll also do it for the .class file.
     
    Reminder : Mods are NOT loaded in Multiplayer, only the mods that the server allow (in the ServerOptions Mods=Mod1;Mod2;...), anything modified in this mods will also make a connection failed.
  15. Like
    wsensor got a reaction from Evergreen City in [The Brutal Monster][US Server][MidWest][24/7][Vanilla][PVP/PVE][Role-Play][Build 27]   
    This is really great... Destroying corpses rules!
    When playing single player the chop/bury menu pops up twice.
  16. Like
    wsensor got a reaction from jass0 in Zombie corpses decay and disappear   
    I think that the items should just dissapear with the zombies.
     
    Each corpse could be given a random timer between 3 days and 1 week?
    As each corpse dissapears maybe make the zombie come back randomly somewhere within a radius of the body (not to close to players) or have it come back to the map later on when migration is added. Player corpses should have a much higher timer than a regular zombie corpse.
    When time for the player corpse to dissapear maybe make the items it has randomly go to containers near the body. If no containers nearby send the items randomly into the world.
  17. Like
    wsensor reacted to Crackerjack in Zombie corpses decay and disappear   
    I've gotten into multiplayer recently, and while I absolutely adore Muldraugh being picked clean and generally being filled with blood and corpses, having over 500,000 corpses on the server (with more added all the time) is making servers much more lagtastic and choppy than when they first started up. 
    The server I play on frequently is working on a mod that allows players to bury, burn, or chop up corpses. A mod that attempts to delete zombie corpses after a period of time was too difficult to create.

    I think that it would be a boon to multiplayer if corpses disappeared after a period of time, maybe an in-game week, to cut down on the hundreds of thousands of 'containers' that the game has to keep track of as well as the items inside them. This could be 'optional', with a varying amount of time it takes for a corpse to decay fully and disappear.

    I notice a similarity to the problem in dwarf fortress, with rotted items and corpses piling up and piling up until your FPS just gives up and starts to cry. Deleting all the rotten garbage en-masse shows remarkable boosts to the FPS once again; the same with resetting servers on PZ when the entire population of Kentucky is rotting in the streets.

    tl;dr makes corpses go away after awhile to save us all from another source of lag
  18. Like
    wsensor reacted to Cykodelik in Craft food storage and ovens   
    So I love the new cooking system and I really like how it can keep your spirits up. There's a bit of a problem though; When the power goes out most of the cooking becomes unavailable because meats go off too quickly and building a campfire is far too dangerous (one slip of the keyboard and you're on fire)
     
    To fix this you can always sandbox and make sure the power never goes off but that kind of ruins the immersion.
     
    I'm proposing simple craftable items. 
     
    1) Wood fueled BBQ/Oven. Use concrete or metal parts and the carpentry skill to create a BBQ that functions using wood as fuel but doesn't set the surroundings on fire. OR apply something to an existing oven that turns it into a wood burning oven that can make you sick when near it (smoke everywhere)
     
    2) Insulated pits or rooms that make items cold. Dig a hole and insulate with clothes and then make airtight with garbage bags/ duct tape and then craft a thick wooden lid to keep it deeper underground. This would work as a shoddy fridge. Basically keep food insulated and away from light and you increase it's life expectancy (air tight is always good too)  
     
    Has this been suggested before?
  19. Like
    wsensor reacted to Salvag3 in Fighting fires   
    Sorry if this has been posted on all ready but are their any plans on adding a way to combat fire ? Both if you find your self on fire or like a cooking fire starts to get out of hand, running around to put it out seems kinda silly. Stop drop and roll ? Grabbing a bucket to pour water on it , use a wet towel to smother it ? I bring this up because while playing multi player this morn some troll set my militia out post on fire I got lucky and it started to rain so I only lost like 7 sections of outer walls but it could have destroyed the entire out post
  20. Like
    wsensor reacted to Wilson SDS in Homemade Candles   
    Since there will be some hunting in the game, could be a way of making candles of the animals fat, or from a bee´s hive? (you can also eat the honey).
  21. Like
    wsensor reacted to Strider in Broken Weapons   
    The Inspiration
     
    I've just recently started with TWD season 4 and something just occurred. There are several recurring themes within the TV show but one of them is improvised weapons.
     
    I'm not suggesting that a broken lampshade could be used as a weapon (although technically it could) because putting that in game would be pretty difficult for reasons I don't want to go into as I'd be here all day.
     
    The Suggestion
     
    My suggestion is, why not make broken weapon parts become improvised weapons?
     
    Examples
     
    A broken baseball bat could splinter and the splintered shaft could be used as a primitive knife. It'd probably only have a few uses but in a tight spot it'd be really useful.
    The club could break off of a golf club leaving a spike.
     
    The Implementation
     
    When the weapon breaks a 'dice roll' (old skool here) could be made to determine if the weapon breaks into anything that could be useful. If we assume that the dice roll is positive then the weapon would be determined, placed into the characters inventory. If the character has enough skill in knife they might recognise the weapon and automatically equip it. The player would need to be advised of this in an subtle but clear way so they know what they've just done else it could really screw with a players game.
    This would give the dev's the license to break weapons more often. I'd like this because it should hopefully cause players to be less cavalier. "I haz killed 4000 zombles, i r 1337!!11!"  etc
     
    The Drawbacks 
     
    An improvised weapon might not be used as part of a repair.
    It'd only be good for 1 or 2 uses, perhaps. 
     
    Final Note
     
    As ever, these are my opinions. I'm just a fan like you so if you don't like my ideas then discuss reasonably why you think so, or don't bother at all.
  22. Like
    wsensor reacted to nasKo in Mondoid Reposts   
    Happy Bank Holiday Mondoid everyone! [Foreign types: on some days of the year in the UK the banks all shut down, so everyone else is forced to have a day off. Unless of course you work on a zombie game, or if you work on the London Underground. Although the latter does give it a good go.]
    Quite a ‘getting on with it’ update this week. Mash is continuing to prepare for the ‘Other Points’ map expansion which may or may not contain a Mall. (It does!) Chris continues with NPC work, and Andy’s animating all manner of new moves for zeds and survivors alike.
    But that doesn’t mean there’s nothing of note in Mondoidton.

    Build 26
    Build 26 is now part of the beta branch on Steam – so no IWBUMS password is required. We still have some compatibility issues on a teeny tiny subset of cards for EasyPickins to build a trap for and ensnare, but once their tiny necks have been wringed we’ll be in a state to push it to stable on Steam – and update on Desura.
     
    Humbly Desura-y Widget-y business
    If you’re already part of the PZ crowd then this information’s a bit redundant BUT this week there are two new ways to buy Project Zomboid. Huzzah!
    First off there’s our spangly new direct purchase Desura widget on our website:
    http://projectzomboid.com/blog/buy-download/.
    This is an awesome thing to see from Desura, and we’re really excited to see if this will bring a lot more people Desura’s way, ’cause we love those peoples! You can buy direct for our page with just a slight detour Paypal’s way, getting a steam key and direct download links right away.  So if you talk to any indies, please let them know this is a thing now, as it may tempt a few devs to jump on Desura — something that’s good for everyone and that we’d love to see.
     Second off, after community demand and a few chats with the fundamentally lovely chaps at the Humble Bundle, steam keys for PZ will be available for purchase on the Humble Store imminently. Please watch our twitter, or their website, and we’ll tell you when we hit!
     
    Exciting times and many more opportunities to tempt survivors to their certain deaths in Muldraugh, KY!

    Trapping and murdering Kentucky wildlife
    Finally, over to Romain with news on his trapping system!
    “I’m continuing with the survivalism features that we’re adding: trapping.
    “The way it works is that you have to build traps (snare, cage, bird trap etc) or find one ( like a mouse trap), and then set them in the area of your choice. Depending on the area you choose (town, forest, deep forest) you’ll then catch the relevant animals. So good luck trapping a rabbit in a town zone, for example!”
    “To attract an animal, you have to add bait to your trap – whether it’s carrots, peanuts or anything in-between. (Not Spiffo!) It’ll be up to you to find out which bait works the best for the different sorts of animals you can capture – rabbits, birds, squirrels, mice and more.”
    “You’ll have to check your trap every day to be sure your bait is still fresh, and still there! Or, of course, that you’ve caught something and it’s not already escaped, or been taken by another survivor!
    “Oh, and of course all this comes a brand new skill: Trapping! (Surprise!)”
     

     
     
     
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  23. Like
    wsensor reacted to nasKo in Mondoid Reposts   
    It’s, errr, out. EEEK! We mean proper build 26 actually out on Steam right now. It’s been a while since we’ve done that, so we’re preparing for fireworks one way or another. As such this will be a short and functional Mondoid, we’re afraid!
    If you want to find out what is in Build 26, please look at the changelist here.
     
    Desura
    We’ll be looking to get Desura updated tonight, providing nothing completely explodes in fireballs. Hurrah!!!
     
    Propane Tanks
    Fancy a barbecue but the power no worky? EasyP has you covered!

     
    Maptastic Testing!
    The new map area is now being tested! Isn’t that exciting? Well, it’s not quite there yet. We’ve still got to lay down the item distributions and fix a few more bugs before its ready for everyone so people aren’t falling through escalators at the mall and finding bags of gravel in all the stores. We’ll let you know when we fix this stuff up and people can no doubt get to play the new map cells pretty soonish!
     
    Office Plans
    We’ve finally decided to gone go and do it! After over 3 years of bedroom coding, arting and writing, the PZ Newcastle team are looking to set down roots in an office building some place! This is very exciting, as it means much more regular collaboration between the Newcastle team, and less lonely development, which can only be good for the game! Especially NPCs, since Lemmy and RingoD will be in the same room like every day talking NPC scripting and whatnot. Hurrah!
    We’ll post more on this when we know more, as at the moment we’re still in the hunting phase. One thing’s for sure, and that is as far as coffee machines go, no expense will be spared!
  24. Like
    wsensor got a reaction from Johnny in What was your lamest death?   
    My newest lame death was being in dreadwood and me and my friend were thinking hey I wonder if these ladders work... Now these ladders do not work but oh how hilarious it was for my friend as he watched me fall to my death... He soon died after me when he went to loot my dead body and was swarmed by zombies. (I pressed Q to shout for zombies to come cover my body right before i died as there were some nearby lol.)
     
    Moral: Don't test ladders from the top when you could have tested if they work from the bottom.
  25. Like
    wsensor got a reaction from Johnny in What was your lamest death?   
    I just went through 3 deaths in a row in a server. Started in 3 different locations and was surrounded by zombies in all 3 spawn locations haha. Got bit each time and eventually died. The zombies were actually in the spawn locations as in i started up and was attacked before getting to move lol.
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