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Furente7

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About Furente7

  • Rank
    Member
  • Birthday 03/18/1990

Profile Information

  • Gender
    Cisgender Male
  • Interests
    Project Zomboid, Sci-fi, Video Games and a distinct lack of humans.
  1. That can be a good strategy to take the mind off of stressful things, but only avoiding issues can end up being quite unhealthy in the long run. Other coping strategies used in addition to video games can definitely help tho. Works for me. I also bottle things up and never let them out, but it works for me. I'm just different
  2. Fairly sure the default respawn time is 72 hours without you being in the cell that's respawning. Zombies actually do migrate to some extent already, but a refinement would be nice. Too often the area you have made your home in is devoid of zombies, due to no respawns, and the occasional migrating zombie. Needs to be more! The game is based on the premise that you'll die - "This is how you died." I do however agree that the default Survival settings are unnecessarily hard for what is to be considered the "normal" experience for PZ, hence why Sandbox exists. But one person's idea of what the perfect apocalypse is differs from the next person. Survival is TIS's idea of what theirs is, and if theirs is crazy high spawn rate and respawn rate, then that's what it is
  3. Whilst I would normally have agreed with you there, see this: http://theindiestone.com/forums/index.php/topic/16834-crafting-ui-doesnt-appear/ That's a pretty good idea actually. The active mods at the time of the save could be saved in a .txt file and checked each time the save is loaded, and if they're not the same then the game would automatically make a backup of the world and attempt to reset the world: all tiles, containers and such. Possibly it could go one step further so you don't lose all your possessions by giving you the most vanilla counterpart (i.e. if you had a spas12 from a modded gun pack, it would give you a standard PZ shotgun) in the case of the mod being absent. Obviously this "smart script" would be complicated to code and probably not always work. It could just check for the item type, and give you the type of the item. Simple and easy, yes. But not very broad
  4. Space mods? Anyone? No? Okay. It would give a good reason to make chimneys to counteract indoor generators.
  5. I agree with this; pipebombs should be "rare" because of the electronics, not the pipe itself
  6. Distract yourself, i.e video games Escape reality!
  7. The only slight problem I can see with this is the timescale. Obviously 2 minutes in real life makes sense, but in game the clock moves much faster (depending on your timescale settings), which could lead to problems such as immediate infection on the lowest timescale setting. Keeping it locked at 2 minutes real time makes sense from a gameplay perspective, but kind of goes against the game's timescale logic Just a heads up!
  8. It would simply be a matter of adding more code similar to the emboldened snippets, and coding in the results of various limbs/organs being damaged. For the record, I'm not saying that it would be easy for the devs to implement. I'm simply saying that the framework for such a system is already existing, and that it would not be very resource intensive. If it's so easy, why don't you do it? Not everyone knows java/lua. if it were so easy, we would have done it already
  9. Whilst I would normally have agreed with you there, see this: http://theindiestone.com/forums/index.php/topic/16834-crafting-ui-doesnt-appear/ That's a pretty good idea actually. The active mods at the time of the save could be saved in a .txt file and checked each time the save is loaded, and if they're not the same then the game would automatically make a backup of the world and attempt to reset the world: all tiles, containers and such. Possibly it could go one step further so you don't lose all your possessions by giving you the most vanilla counterpart (i.e. if you had a spas12 from a modded gun pack, it would give you a standard PZ shotgun) in the case of the mod being absent. Obviously this "smart script" would be complicated to code and probably not always work.
  10. Problem with bites realistically is that the infection is caused by the zombie's saliva entering the victim's blood, which in turn pumps the virus/contagion around the body very quickly. You'd have to be extremely fast and lucky to stop the blood flow of a limb when getting bitten by applying a tourniquet, but other than that it's a death sentence. I'm just applying snake bite logic to a zombie scenario. [Obviously a tourniquet is NOT good practice for snake bites unless you want to lose a limb ] However amputation in general is a great idea and should be introduced, but the amount of work that would go into the modelling of the player/zombies/npcs to have a combination of their 4 limbs amputated, and to have their apparel, weapons and animations change to suit that would be a tedious challenge to say the least. Also noting that TIS plan on supporting the 2D sprites for the guys with older/weaker computers, so they would have to add support for that, and sprites are not fun to do in bulk
  11. I really like this idea of smart mod activation per save. It would open up the possibility of having multiple overhaul-type mods (If there are any besides Hydrocraft really) loaded but only having 1 activated per save. Also the amount of tediousness it would get rid of would be a dream. I also think having it configurable externally via a config text file probably could pave the way to decent external modding tools.
  12. Well PZ has an in-built mod manager, so someone making an external mod manager would be redundant, unless it had enhanced features or something
  13. There is a tool for Skyrim that lets you strip and clean orphan scripts (left over, save bloating garbage scripts) from save games that once had mods that were deactivated. I'm not sure how the PZ saves work, but could there theoretically be a way to do the same for PZ saves? Or would it be impossible? Regardless, it might be worth looking into when PZ updates, mods get left behind in the dust and leave behind important things that end up destroying your save game. Let's avoid that, shall we!
  14. As the title says, a checkbox that disallows the loading of mods with certain saves i.e. vanilla saves, to keep them separate from modded saves, so you don't have to manually disable all your mods to play a vanilla save and vice versa. This idea sort of spurred into life after I saw someone had a similar problem to me, except with a vanilla save. Maybe a mod profiling system similar to how Nexus Mod manager/Mod Organizer does it for Skyrim/Fallout as an alternative?
  15. These are great! Definitely do more angles for them! And maybe for ones placed on the streets, randomize the direction they're facing, would make it look like more of an apocalyptic scramble where everyone crashes into every next car, pole and building to escape the zombies!
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