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ChatNoir

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Everything posted by ChatNoir

  1. This is a great idea. Just wondering can we add predefined room definition to our new constructions? And does this mean the old way with TileZed is not in use anymore or is it still a recommended way to create your maps and structures?
  2. Actually, I don't think it is delayed that much. 5 days seem to be very long. But I have no experience with resilient, yet. I just know that resilient has a slower rate of zombification. I usually use the opposite trait "prone to illness", in this case the zombification process starts after about 12 hours with nausea and agony moodle showing up, health loss starts about 24 hours later. Before the zombification symptoms start I can recover to full health by eating or sleeping. I assume without prone to illness these time periods are about 1 day till symptoms start and 2 days before health loss. So the longest time you have to wait between getting scatched and be sure not to be infected if you have resilient trait should be 4 days. But what I can say for sure, desinfection doesn't work for zombification infection. Just regular infections can be treated or prevented by desinfecting the wound.
  3. Some possibilities cross my mind: 1. You have the resilient trait, which can delay the occurance of zombification symptoms. Has your char any history of scratches by zombies before you had the window accidents? 2. Are you sure that all the food you have eaten was fresh? I once accidently ate some rotten food cause it turned into rotten just a second before I started eating it. Resilient could have an effect here too, so maybe you ate something rotten (or poison berries) before the window accidents. 3. Was your char wet before the window accidents? So you might have caught you a cold that causes the feaver and it was not caused by the scratches from broken glass later on? I can't tell how resilient affects the development of symptoms after you have got zombie infected or after you caught yourself a regular diseases cause I never played with that trait.
  4. I guess it is the 25 anniversary of "Night of the Living Dead".
  5. You have to put the trap far enough away from your daily activities. If you right click on a crop on your farm and then walk away the info screen disappears. This distance is far enough away from your safe house for traps. Use mouse traps in urban regions (grass next to street, between houses), the others work better in areas where you can forage.
  6. After 1 and a half months in survival mode I had the following zombie population in the areas I was able to explore so far: green area: very low zombie density, most likely single zombies and rarely groups up to 5 zombies orange area: medium zombie density, frequently groups of 10-20 zombies, rarely also some larger groups of zombies red area: very high zombie density with hordes up to about 100 zombies as you can see in the pictures below
  7. Yeah, that's done on purpose, generators only work for indoor stuff, not stuff like fuel pumps. You'll find Gas Cans around the map that are not empty though. Would be nice if some generators still had fuel in them too. I think it would be nice as well if we can get just fuel pumps working with generators maybe only as electrician (or with higher levels of electrical skill). Carrying a generator to a gas station and grap the fuel is a tough job and regarding the disadvantages of generators (noise) it would make them more valuable in the long run. I'm still not sure if its worth running a generator just to keep the fridge working for a week after the electricity shut down. But overall I have a lots of fun with that Build
  8. I really love the new zombie counts and spawn system. I have been playing PZ for 950 hours and it got a bit boring lately even on hardcore sandbox settings. When I first started a new game in Build 32 it feels really new and challenging. I couldn't play as usual and I have to think twice about what to do and where to build a safe house. I reduced my sandbox difficulty settings to normal ones and started in Muldraugh cause of the lower zombie density and after surviving 14 days in Build 32 I am not bored enough to even think about going to the mall Great work!
  9. Love that base, but doesn't living so far from any hordes make the game a bit boring? I am usually torn between wanting to experiment with hardcore outdoorsman builds and at the same time loving urban playstyle with insane zombie setting. (There's nothing like living in a house in downtown WP that has hundreds of zombies roaming the streets all around it.) Yes you are right, it is more boring. However, it is my 3rd safe house in this game. I startet in Muldraugh right in the middle of the town, looted every single place and then moved on to WP. The second safe house was above the post office/hard ware store. After I had looted all of the south of WP I built this safe house not far away from the mall. It took me 12 months to loot the mall and every single place on the map. I killed about 9.000 zombies. Unfortunately, there are not many hordes left. My goal was to figure out how far I can get in one year with the new trait system and the 8 months after apocalypse setting. So it's time to retire for me and I will most likely never find out "how I died" .
  10. After one year of survival (8 months after apocalypse settings) I had looted the whole map and decided to settle down and to spend the rest of the apocalypse with fishing, trapping, foraging and farming. So I built this (3rd) safe house for my park ranger:
  11. High Thirst & Hearty Appetite - free points, it's still not a big problem to survive with 8 months after apocalypse settings in Muldraugh. The need of more food gives you a slighty tougher start though. Thirst is never a problem, there is enough water in the pipes left to supply you for at least for a year. Prone to Illness - free points, avoiding a cold is quite easy and it heals quite fast. You are able to do other stuff (carpentry, foraging) while having a cold and just have to stay away from the hordes. Sleepy Head - free points, it's even a benefit, cause you are more often able to sleep for 1 hour instead of resting. A usefull thing for traveling far distances with a tent. Hemophobic - free points, especially in late game (SP) panic is not a real problem and you usally are in a safe place if you need to bandage yourself. Weak Stomach - free points, never had the need to eat rotten food (even not with extremly rare loot) Fast Learner - very OP should be more expensive In general, positive traits should require more points and negative traits should provide less to get to a better balancing.
  12. Well I think its a realistic feature. Cause in any kind of catastrophe and especially in a zombie apocalypse I would first stock up on water. I have survived 3 months and 3 days now (with water shut down from the beginning) and never run out of water. I just refill my waterbottle constantly while looting. Bathtabs still provide a lot of water (each square!) after water shut down. I think this might be more a problem if you settle far away from town in the woods. But In this case, you should be able to get a lot of campfire supplies by foraging. Tainted water adds a nice challenge to the survival aspect of the game and I like it. The problem of such filters is that the water needs a lot of time to pass through the filter. You can only filter a small amount of water at once. I doubt that self-made charcoal filters work for a whole rain barrel properly. Boiling the water is much more more efficient and takes less time.
  13. Ah that explains a lot. I thought the limit on the skills was only based on the slower learning speed. But it make totally sense that you have to plan carefully how your character should develope. The "fast learner" trait is less op, cause you might be a fast learner in all of the skills but still have to focus on some of them. Unfortunately, it seems that I have made some bad decisions in character development. :/
  14. How long do I need to boil the water in a pot to remove the tainted. I boiled my pot of water on a campfire for almost 4 hours now, but it is still tainted. Edit: Found out what was wrong with the water. If you first place the pot of water on a campfire and light the fire afterwards it won't boil. Does kettles work as well or just pots and bowls? boiling.
  15. Does aqnybody else have the problem to run out of skill points? As you can see in the picture below I have a lot of skills that could be upgraded but I have no skill points left to do so. My occupation is park ranger, lucky, fast learner, hemophobic, prone to illness and weak stomach. Playing on 8 months after apocalypse. I never had this lack of skill points in previous builds. Since there are a lot of more skills and levels to spend points in build 31 and the skills just need less points (like 50 for the 1st level) the general xp might need to be tweaked.
  16. Zombies should not spawn inside fortified houses or even close to it. However, I had once an issue with Zombies entering my enclosed yard in an unknown way. When I got up in the morning I found 3 zombies in my enclosed yard and the walls and doors weren't broken. I made a bug report for this issue. But this was only once in hundreds of playthroughs and they never spawn next to the player or inside houses.
  17. Never tested this myself. However, the PZWiki has some hints about the pros and cons:
  18. If you want to save time while leveling carpentry don't carry the logs. Just chop the tree and saw the logs. Free logs are also available at McCoys. This way you can spare your axe. I managed to get to level 7 within 5 days in the 8months after apocalypse sandbox setting. So EnigmaGrey is totally right, it isn't that bad.
  19. My base in Muldraugh (insane zombie count, extremly rare loot, 2.5 months played):
  20. According to the mondoid some weeks ago - yes: "The current changelist can be found in RJ’s new Build 31 thread on the forums. This isn’t the complete list – other features we’re working on may well drop in on completion. We’ll be in a better position to judge when we’ll put a lock on Build 31 content and push out to IWBUMS when we’re further through the testing process. We want to get the more obvious balancing stuff right, and given the large amount of character builds now available there’s a fair chunk to go through."
  21. This mod already addresses more building options. Maybe it help to bridge the time till something similar is implemented in the game: http://theindiestone.com/forums/index.php/topic/12886-extended-building-options/
  22. I've suggested a similar idea when the new medical system was implemented. Even without a zombie apocalypse houshold accidents are very common. However, the likelihood of accidents should be associated with negative moodles (e.g., panic, exhausted, drunk) to give the player a chance to prevent them. I also think they shouldn't be limited to the use of tools, but also include other actions like climbing over fences when you panic could lead to a sprained ankle.
  23. Wet towels as fire extinguishing agents is a wonderful idea. We finally found something that makes it worth to stock towels, that never dry!
  24. What about worms in winter? So far I know, the optimum temperature for most of earthworm species is 10 to 14 ° C. In addition, they need moist soil. Thereby, in summer and winter earthworms are less or not active. Earthworms spend the winter months (December to February) 40 to 80cm below ground level in a kind of hibernation. Entire colonies of bundled worms can be found frequently under ground heat storage structures such as tree stumps or stones. The ground under a tightly closed snow cover is usually protected against cold and not frozen. Thus, in some places you can find earthworms that are even in winter active in the area of the surface soil. Therefore, you are able to find worms in winter! If you keep them in a little box with a bit of moist soil in it, they should be able to survive for months. However, I support the idea given above, that mushrooms and berries should not be found in winter, and other stuff such as worms or crickets should be very rare during winter. An easier food perservation should also be implemented.
  25. RedRadishes had the same problem and need to be fixed accordingly (replace "RedRadish=5" with "farming.RedRadish=5" in recipes.txt, recipe Open Canned Red Radishes). Thx for the whole Build 30.10, its great and solved a lot of my problems (including microstutters).
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