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Mikhail Reign

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Everything posted by Mikhail Reign

  1. As a reformed smoker, I can tell you the urge never goes away
  2. You already can. If you put all the corpses on the same tile, when you burn on they all burn.
  3. But it does? Like my example? Our town lasted a week (actually just over) with just the water in the tower. The pump to draw water from the res is operated via mains electricity, so no new water was added to the system. The local paper via told us to not use water for anything other then cooking and drinking. There was a notable decrease in the water pressure (obviously without the booster pump) but it was pretty consistent throughout the week. I don't know how much we had remaining when the power came back on, but they did say in the initial paper that a second stage of restrictions was possible and a newsletter would be distributed if it was necessary. We didn't get the second letter so I can only assume that there was still a reasonable amount still remaining after the 8 and a half days (IIRC) days the power was out. Just for comparison - the size and layout of my town is similar to Rosewood in game. A single mainstreet with about 15 assorted shops (including 2 pubs!) A fire-station with a single engine, a police station (more a house then a 'station') and a couple larger agricultural and steel industry building. Side to side the town is about 1km wide by 2km, with a very noticeable drop off in density on the edges of town, and bordered on all sides my wheat fields.
  4. I grew up in a town of 300. Our water came from a tower. We had a storm once were the power was knocked out for a week. We go put on water rations, and had reduced pressure (water pressure was only from gravity and not boosted by the pump), but there was still water the whole time. Our water came from a reservoir about a click out of town. It was kept 'clean' by having fish live in it (they keep it moving and eat the bugs that grow in it). Weren't allowed to fish there though.
  5. hahah! Funnily enough it was *almost* a stock name. It was something like Greg Campbell and I just couldn't resist changing it. Yeah I had the same thing happen with the metal grated floors that you find in warehouses - since they are only a 'half floor' that are completed surrounded with vault-able ledged. I imagine that there would be a few other places the issue could arise - off the top of my head: running out of a second floor motel room onto the landing - once you were out of the door you would autovault over the rail.
  6. Let me start off by saying I love the new ability to quickly vault over fences - works a charm. I do have some issues with it though. Its now particularly easy to inadvertently kill yourself. If you are running around on a second floor that has a railing (eg: the grated platforms in warehouses, catwalks, etc etc) it is now very easy to have your character suicide jump over the railing. I hadn't noticed this until I was building a catwalk around the top of a wall which was accessible via a offset set of stairs (see example picture) Now normally I would place the seen fences at the top of the stairs so if you run up the stairs you wouldn't run off the edge. Now though once you reach the top of the stairs the player will automatically vault over the fence (and if you are encumbered as I was) to possibly to your death. Now I'm not sure if its possible, but maybe something along the lines of a check would be in order? If you are on a layer higher then the ground floor, maybe to vault over a rail you would need to hold done the E button as you approach the rail/fence to vault it while at a sprint?
  7. Couple of things that I have noticed Desert Combat Boots only apply buff to one foot During character creation pressing back at the character screen will loop you between traits and appearance instead of taking you back to work options.
  8. Its threads like this that remind me how screwy yanks are with guns. I live in a town of about 150,000 - if every single person disappeared tonight, I think it would take me about a week of hunting to find a gun (excluding police stations and the 1 gun-shop that we have) and that gun would most likely be an old under/over shotgun from the 1950's. I'm sure that their would be a couple of collectors with a few price pieces, but they would be an outlier and not even close to being a minority. If you asked people in my country to name guns the answer you would get is 'pistol, rifle, machine gun' - hell you can't even buy a double sided knife here and you need a gun license to get a paintball market. Then I read stuff like this, see videos on the internet and I'm just like 'holy shit you guys have a rager for firearms'. It seems like at least one in ten would own a gun of some type. Scary as hell. Anyway, got nothing against the mod, use it myself to add some variance to the stuff you find in world. Its just that every time I see something like this it is just such a culture shock...
  9. I dont even know if this is possible, but would you be able to make it so that the 44g drums that you can build can hold water, instead of being an item container? Basically so they act like a refillable bathtub/toilet/otherwatersources. Now that you have to boil water, it would be nice to be able to store if in a way that didn't involve me constantly picking up and dropping buckets.
  10. If i could run the generator off wood gas it wouldn't be a problem.
  11. And what I'm saying is to balance it so that they don't.
  12. Weeeell.... if you actually look into it, most police officers rarely, if ever use their gun in the line of duty, and they only average about 15 hours a year of gun training. The every day gun enthusiast would have a higher proficiency with weapons. People seem to think that cops are everyday training with SWAT, when in reality, most of their work is paper work, and most of their training is on inter-people skills. More on topic tho, I agree that choosing a profession should be a more even spread so that you wouldn't have to pick an overweight cop just to balance out the points. I feel that all professions should be somewhat equal, so that the benefits that you get from picking a chef would be somewhat the same as the ones from picking a construction worker, just in a different area. This would require the occupations to be balanced so that the occupations weren't OP just on their own to encourage people to take additional pros and cons. I would be OK the general rule to simply be: occupation gives a single 'bonus' (can see in the dark, doesn't get scared etc etc) a point in the skill and a increased XP gain for just that skill. To make unemployed a still relevant occupation, just give them + how many points the occupation bonus and point is worth as a starting point. This would mean you could just be 'a cop' instead of always requiring to be 'a near sighted cop' or 'a clumsy unlucky cop'.
  13. Couldn't read the 2 pages of posts before yours?
  14. Also, yeah how come we cant use Bleach to purify water? If you just add a couple of drops of it to a few liters and then let it sit for a few hours its pretty much clean to drink (kills everything - might still want to filter it through a shirt or something to get rid of any litter)
  15. Wait, what? Hordes as they are a tiny, inconvenience at best. Just run around yelling then when they bunch up into a large mass just lead them away from what you want, and then break line of sight. Hell I actually find it difficult to get them all to follow me - its seems once 50 or some zed are following you, its hard to get more to join the group. I assume that either A: there is a mechanic to prevent slowdown, or B: the zed block line of sight for the new zed. I think the most I've been able to get like this is about 150-200 or so (obviously they don't like standing still for a head count), but the mob was large enough to fill about half of the screen at max zoom.
  16. *sigh* no I haven't. Like I said, the mod runs, the elements are there, but anything that is created using it vanishes. Thats problem that I've been talking about. Even my first post said that I was able to get it 'work', work as in the menu options are there, the recipes can be used, but everything that is created isnt added to my inventory. I cook metal into sheets, they vanish. I cut branches into twigs, they vanish. Thats the problem
  17. The loaded text, the game does. You don't do that one. And the mod needs to be folder form "mods/name of mod/then the files for the mod media etc". Not .zipped. That is what I did. Also added the game name to the loaded.txt is the same as activating it in game. This is the problem that I have been describing.
  18. Dammit. I was all 'Ah ha! Thats the problem" - but after adding the JPM-ExtendedBuildingOptions folder to both the folders I still have the same problem - anything crafted using the system disappears. Again just to clarify, I: Added JPM-ExtendedBuildingOptions to Steam\steamapps\common\ProjectZomboid\mods Added JPM-ExtendedBuildingOptions to Users\*****\Zomboid\mod Added "JPM-ExtendedBuildingOptions" to Users\*****\Zomboid\Server\servertest.ini Added "JPM-ExtendedBuildingOptions" to both \mod\loaded.txt JPM-ExtendedBuildingOptions is the only mod running Sawing a branch into twigs causes the twig to be removed from my inventory, and get nothing in return.
  19. Water from the toilet tank is going to be OK. Water from the toilet bowl is more likely to be tainted. If it were me, I would freely drink from toilet tanks if I ever found myself in a survival situation. This. I was going to say it, but someone else beat me to it. If you are getting water from a toilet, its coming from the tank which, other then being apart of a toilet, is just a water storage container - hell its ever better then most because its a covered, somewhat sealed container.
  20. Hmm. My post wasn't the most descriptive - blame it on late night posting. The server is just a dedicated that I'm running on my machine, and then running the game as well. The building mod was the only mod that I was trying to run. Just to clarify, to install this on both my game, and the dedicated, I just have to put the files in the %user%/Zomboid/mods folder, add the modname to the server ini and then when I run the game and dedicated, activate it from the mod menu ingame (or add the modname to the loaded.txt), right? As a side point, once I gave up trying to get this to work, and 'fixed' the sandbag mod, everything seemed to be working fine - but then we noticed that we couldn't open canned food anymore (I'm guessing something was happening with the recipe system). Removed the sandbag mod and everything worked again.
  21. Can you add this mod to an existing server? My and a mate have been playing a LAN server, and decided to add this the other day. When I do anything that is made using the mod (I've been using cut sticks into twigs as a test), the item that I am modifying is removed at the end of the timer (in this example, the stick) and I don't get the made item (the twigs). Same thing happened when I cooked metal - it 'cooked' and separated into roasting pan and sheet metal, but when I removed them from the oven they vanished. Any ideas? Also as an fyi - I got the old Craftable Sandbags mod - it didn't work as base, but I tacked its code onto the end of the recipes list in this mod and it didn't encounter the same problem (sandbags were made from sheets and added to my inventory) - also when I fixed the sandbag mod (moved the script folder into a media folder) it also worked properly.
  22. The only reason the current gun sound is unrealistic is because it's impossible to have the game engine draw zombies from farther than they exist, not because the devs chose to make it unrealistic. There's a very, very clear difference there and a whole slew of other reasons you're happily ignoring (again). No I think it is you who is ignoring my argument. The game has already taken many liberties with realism - either for game play purposes or because of limitations of the engine. What I'm saying is that if the sound of a gunshot is already unrealistic (for whatever reason) I don't see why a suppressed gunshot cant simply be scaled to the same level of unrealisum. If a unsuppressed gunshot draws zed from X range, a suppressed shot draws from 2/3 of X range. As for the average joe making one, I question the ability of an average joe to make a full, able to be lived in structure from scraps of doors or better from lumber made with just a saw, to be able to fish well enough to sustain them selves or be able to run from one town to another without a break. Again, liberties taken either for the sake of gameplay or limitations.
  23. I love how the general argument is: an unsuppressed gun would draw zombies from a larger range then the game does at the moment (so its unrealistic), so a realistic suppressed gun would drawn them from even further then that, so they are useless. If the current gun sounds range isn't realistic, why cant a suppressed gun range be equally unrealistic?
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