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Kitaelia

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  1. Like
    Kitaelia reacted to artenais in [41.65][Multiplayer] Sleep hypotermia in house.   
    Good morning to the doidscene,
     
    Everyone of my friends seem to encounter the following during winter season : 
     
    - No sleep traits modifiers
    - House is 21 degrees, Electricity still on.
    - Winter season.
     
    When someone goes to sleep it wakes up after 10/20 minutes with hypotermia status. 
     
    Thank you for your work  
  2. Like
    Kitaelia reacted to hyansith in Favorite Foods to Cook   
    Stir-fry. You can put just about anything into it. 
     
    Although there's something entirely wholesome about starting the day with a bottle of whiskey.
     
  3. Like
    Kitaelia reacted to EnigmaGrey in When did you join pz   
    tl;dr Joined in 2011. I've annoyed everyone since.
     
    I joined around the tail-end of September 2011 -- just in time for the dark clouds of despair to descend on the community and rail against the additional month or two, it took for build 1.5d to come out. I was in a general diploma program at the local community college and writing my own isometric, tile-based engine as a side project, as I loved the original Fallout games (not to mention all the other ones of the 90s). My passion for that transferred to PZ.
     
    I later started helping people out with their support issues. I also commented excessively in the suggestions threads and stewed, waiting. When the Nothing came during 2012, I was offered a moderator seat and kept the forums clean, along with several others including Rathlord, Nasko, and Kirrus. I kept myself busy spelunking through the game's code, releasing a few paltry. half-finished mods and helping others.
     
    In 2014, ready to move on, I told TIS they should look at hiring someone to do their tech support, as it was time for me to move on. Instead of hiring someone else, they offered Rathlord and I a job (Mac for him, Windows for myself), which later expanded into my day job. 
     
    Since I've grown to encompass the Steam and Reddit communities, half a dozen servers at one time or another, and release a few more serious mods (cleaning up blood, putting out fires, scaled fonts). As an operations manager, I do anything and everything I can to make TIS a better company and to improve PZ, spanning everything from design to QA.
  4. Like
    Kitaelia reacted to bearmasksenpai in When did you join pz   
    I'm a long time pz fan 2014 or something i was there when it was just starting it is the first game i ever got on steam because this game is not a game its something great to me something good (I'm from the days of mathas just to let you guys know long time fans will know his name he got me into it) Well based off videos i jumped in on 2013 wow long time ago
    https://www.youtube.com/watch?v=33c4R5cDHz0
     
    I mean yeah i know some of you are fresh we old people have storys to tell
    Heres a tag your self
    The firsts 2011 - 2013
    They found project zomboid long ago in the olden times  am one of these people maybe from a youtuber mathas
    The middles 2014 - 2015
    a period of time where people we're seeing change new things wonders but somewhat major things
    The youth 2016 - 2017
    Somewhat new to project zomboid but there love is strong change has been noticed as the middles bring in new people
    the young 2018 - 2019
    this is the now as this is still going i can't say much about it but its the wave of new people
    The unknown 2020 - on ward
    Who knows about these people and what will hook them maybe the time when npcs come
     
  5. Like
    Kitaelia reacted to EnigmaGrey in Save Yourself a Post (Announcements, Info, NPCs .etc)   
    The Big Stuff

    ETA! When will . . .
    TIS has a strict no-ETAs policy, while they may have their own internal timeframes. Only features in a playable (and fun state) will be released to the stable branch. For those looking to live dangerously, there's IWBUMS.

    Where're the NPCS?
    tl;dr Perpetually slaved over by our dedicated founders, NPCs are in the works and likely won't be out for quite a while yet.  More information will likely be provided after the animation update.

    What are your priorities?
    Because TIS is a large (if small) team working remotely from one another, some features may be completed faster than others. This doesn't mean other highly requested features are being ignored; TIS has gone out of their way to avoid being side-tracked by hiring General Arcade to assist with MP development. Smaller stuff will be addressed when individual devs find time.

    NPCs remain the highest priority. Only things close to release are discussed in the Mondoids; this does not mean other things are being ignored or that the developers have changed their priorities.

    How often does PZ update?
    The IWBUMS branch can update anywhere from several times a day to once a week, usually, while the stable branch can take anywhere from one to three months for updates to trickle down. This timeframe depends on the complexity of the feature(s), the stability of the game, and how much polish is necessary, thanks to community feedback.

    What do Build Numbers mean?
    Not much. They're just a way of compartmentalizing features, bug fixes, tweaks .etc into manageable bites. If something is not ready for a planned build number, but the rest of a build number is significantly complete, that feature may be held back until it's ready for release.
     
      Everything Else
     
     
    40% Is as Low as We Go
    No, we cannot announce sales ahead of time.

    Rathlord's Commonly Suggested Suggestions
    A quick rundown of what is or isn't planned by the developers, as defined by community activity. Rather out of date now.

    BlindCoder's Massive Map Project
    Self explanatory. A huge interactive map featuring both vanilla and mod maps. Coordinates are accurate within the game!

    PZ Community Wiki Project - We Need Your Help
    The PZ Wiki is a community effort currently lead by Connall. If you have some time and would like to help out Project Zomboid, consider joining our wiki effort.

    General PZ FAQ
    A quick rundown of just what PZ is and frequent questions asked by our users, presented by our community manager, Nasko. Needs to be updated

    Easy Co-OP FAQ
    Multiplayer is changing - the old method of setting up a dedicated server is being eclipsed by Easy Co-Op. Find out more here. Needs to be updated.

    Survival Mode -- It's Too Difficult!
    Back in the early days, PZ was a much more difficult game. Since Build 30, PZ has tried to recapture that sense of danger in the optional Survival mode. Be wary of the hardcore description, it means it.

    Indie Stone Moderator Policy
    Be lovely, follow the forum's rules. Criticism and discussion thereof are welcome but abusive comments are not. Do not engage in personal attacks.
  6. Like
    Kitaelia reacted to Batsphinx in RELEASED: IWBUMS Build 40.18   
    Build 40 has been released onto the public 'I Will Back Up My Save' IWBUMS beta.  For information how to access this, please go here.
     
    NEW
     
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist New 'A Storm is Coming' and 'The Mist Descends' scenarios  New isoRegions system to detect an enclosed area - player-made or dev-created - to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode - 'Summer' highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI added: an Items list viewer in the admin panel. It can be used to quickly search through, and spawn, items. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. New car-battery charger that is placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item nos requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progressbars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Many UI changes to handle different font sizes. Added context-menu font-size option. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added seperate Shadow extents from vehicle extents to allow for better shadows You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Shader now used to draw wall + stencil + lighting in a single pass. Difficult to tell how much FPS boost this results in, but could help. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Added an eight-second timeout while waiting for the checksum response from the server. Added player body temperature info to moodles Updated menu screen with vertical rather than horizontal options - due to problems with taskbar in latest Windows Updates. Added a UI to display status and error messages when attempting to connect to a server. Added a chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. New driving-related traits  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Increased the height of tooltip progressbars by 1 pixel. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane" items to the loot table. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks & digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used. Changed in-vehicle visibility cone when driving through weather effects. Cone now extends based on darkness value. Metal tube added to dismantle car wreck loot table. Player can now sleep in a car that has its engine running. Moved the ServerToolbox (and Lua DebugConsole) close buttons to the left to match other windows. Improved vehicle handling  
    MODDING
     
    LoadVehicleModel lua function and re-calc spawn chance added to aid players who want to mod in new/individual cars. Mapper-placed generators are now functional objects when first loaded.  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed error loading zomboidSmall font on Mac/Linux. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact mome infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message. Fixed not being able to set access level on yourself Fixed the Admin cannot not being able to edit item and containers on players in admin inventory view screen. Fixed game crashing in FMOD_Studio_EventDescription_GetPath function with exception: getPath() != FMOD_OK Fixed Admin can removing an item from a player's hand, but it not removing the item from the game character. Fixed an Admin not being able to open bags in the players inventory from the admin inventory view screen Fixed the character's appearance not updating when the admin removes clothing from the inventory. Fixed IsoGridSquare.haveElectricity() sometimes returning true when it shouldn't. Previously the IsoGridSquare.haveElectricity variable didn't work correctly when two or more generators touched the same square. Fixed calculation of food age/freezing/thawing when the player turns a generator on/off. Fixed exception when zombie climbs through a window or over a fence and the chunk on the other side is unloaded. Fixed Survival sandbox presets having car locked & car alarm to "Never". Fixed "Base" module not being selected by default when using the items list UI. Fixed wrong calculation of unlimited capacity. Fixed BodyDamage.RestoreToFullHealth() not setting temperature to 37.0 degrees. - Fixed old lighting bug that caused flickering in some situations. Fixed evolved recipes using WaterPot as base item - they now require the WaterPot to be at least 3/4 full Fixed not being able to place or build things through an open doorway. Fixed creating ".project_zomboid_2.9.9.17" hidden folder on Linux Fixed target-picking cursors (such as the moveable-tools cursor) getting in the way when the player attacks. … Fixed SGlobalObjectSystem error when a thumpable is destroyed. Fixed name of sound that plays when a carpentry objects break. Fixed barricaded doors being disassembled and leaving the barricade behind. … Fixed Multiplayer Players UI and invite-friends UI being too transparent Fixed lighting not updating after teleporting in multiplayer. Fixed vehicles texture names in scripts being lowercase and uppercase in file system Fixed LoadGameScreen exception with the demo. Fixed bug with lightR/lightG/lightB sprite property value "0". Fixed update() getting called for MainScreen (and all its descendant UIElements) while in-game. Fixed FMOD Occlusion parameter not being set to zero when starting sounds. Fixed engine speed not setting to the engineIdleSpeed value when player press the brake button. Fixed teleport command only accepting the first argument Fixed Admin tab can leaking messages if a different stream is supplied. Separate history also introduced. Fixed vehicle turning radius when accelerating is very large Fixed not being able to add players to Factions when they were connected before you on the server. Fixed the /createhorde function crashing servers by limiting zed spawn to 500 Fixed AddItem command needing username to generate an item. Username and count no longer required. It's optional now. Fixed small car idling at 2000 RPM Fixed profession change by Admin transmitting to all players in MP. Fixed addvehicle "Base.SportsCar" "EnigmaGrey" command not working without quotes Fixed player not needing an account password when connecting to a server. Fixed not having the "edit admin power" button in the admin panel. Fixed some spawned tiles by Erosion not being able to be removed. Fixed commands that have no parameters send 'wrong arguments' message
  7. Like
    Kitaelia reacted to Dr_Cox1911 in RELEASED: Build 36.4   
    To quickly give insight to this: It´s good to loot everything from a container! Depending on how the serversettings are a container must have less than x items present to respawn loot. If you leave all the "useless" items in there the threshold might not be reached and thus nothing will spawn in there.
  8. Like
    Kitaelia reacted to RobertJohnson in RELEASED: Build 36.4   
    Problem is, if I let this in, you can abuse it, because of the time passing really fast, you avoid some colision calcul because it's done once per tick and you may have passed a wall already. Which means lot of abuse possible, so yes, it's a bummer, but so far I can't see how I can avoid this abuse without doing this...
  9. Like
    Kitaelia reacted to EnigmaGrey in RELEASED: Build 36.4   
    The main advantage of going far, far away is that others often don't follow.
     
    So you pick regular encounters with not so nice fellows vs. one epic journey to New Denver. This also means better loot distribution: if everyone spawns in Muld, Muld becomes bare, then everyone is forced to spread out over time to collect (excessively horde) more supplies.
  10. Like
    Kitaelia reacted to EnigmaGrey in RELEASED: Build 35.26   
    No, just a bit disappointed.
     
    "Old-timey" canning lids are the European style mentioned in my post. Their use for canning had been discouraged for decades prior to 1993, as mentioned in my post. I doubt you'd find many. Even rarer than bail jars meant for dry storage, would be ones specifically meant for canning.
     
    Wood stoves are prevalent because wood is abundant and easily attained in rural settings. I don't see how bail jars are comparable to them -- if anything the prevalence of exceedingly cheap, one-use lids and mason jars would be more analogous to wood stoves.
  11. Like
    Kitaelia reacted to EnigmaGrey in RELEASED: Build 35.26   
    The world moves on; picking the corpse of manufacturing shouldn't be viable forever.  Canning lids are one-use in the US, so canning lids are one-use in PZ. Alternative lids didn't become popular until the late nineties / early aughts; European lids were heavily discouraged by the FDA and the canning community for decades.
     
    Right now PZ's food systems are largely unbalanced when compared to one-another. Maybe at some point the game will be expanded to allow alternative methods of canning and preservation, or the fermentation of vinegar; maybe those other, currently abundant food sources, will be balanced later; maybe winter will impact food storage and growing (more).  Who knows.
     
    I'd ignore canning for now.
  12. Like
    Kitaelia reacted to morninam in RELEASED: Build 35.26   
    i want to expand on this a little. could we also change the category some items are labeled with in addition to adding new ones? just to give a few examples. yeast, vinegar and flour are categorized as "items" i think they should be in the "food" category. currently medical supplies are just labeled as "items" could a "first aid" or "medical" category be added? i could give more examples i just wanted to put the general idea  out there
  13. Like
    Kitaelia reacted to King-Salomon in RELEASED: Build 35.26   
    not exactly "new stuff" but related... as there are so many new (? or only new for me after 2 years without PZ)  items even without mods... would it be possible to rename some items to make the searching/looking of inventorys "easier"?
     
    Like searching for books it would be much more comfortible if all carpentry books would beginn with carpentry.. all cooking books with cooking etc.. at the moment some are under carpentry, some under advanced...
     
    also items in boxes should be named after the item so they would be listet with the basic item in the box.. like nails + nails (fullbox) (both under N)  instead of nails + box of nails (b + n)
     
    I know, not the best solution but browsing through long lists of items, it would really help to sort out the items you are looking for 
     
    ---
     
    but maybe it's not the right moment for this.. there would be lots of items to be renamed... but it would really help... 
  14. Like
    Kitaelia reacted to Batsphinx in RELEASED: Build 35.26   
    I probably will do this at some point, but only when the map is more fully-fledged - and I won't change the actual details of what happens. Just more locations will be mentioned.
     
    When it comes to Louisville I was thinking we could do something clever when it comes to the actual days on the infection timeline that you're allowed to start on - when it comes to 'official' stuff outside player-chosen Sandbox settings anyway. We have some ideas on ways to keep players in the current PZ map before the exclusion zone border falls. 
  15. Like
    Kitaelia reacted to RobertJohnson in RELEASED: Build 35.26   
    Build IWBUMS 35.22: (aka, the polishing build 1.0)
     
    [New]
    Added a "Known Recipes" on the crafting UI, showing total recipes you can do and how many left to discover
     
    [Balance]
    Added cigarettes drop on zombie corpse
    Changed cigarettes weight from 0.1 to 0.005 (meaning 20 cigs will weight 0.1)
    Removed starting injuries for now
    Changed "Rip sheets" into "Rip Clothing"
    Added herbalist mag to mailbox loot distribution
     
    [Bug Fix]
    Fixed typo (Roosewood)
    Missing ContextMenu_FoodType_Tea translation
    Fixed paperclip's weight parameter
    Add Rosewood spawn point in existing server spawn region file
    Fixed some crashs due to faction
    Added missing translation in the faction UI
    Replaced Coal by Charcoal
    Fixed the double Rotten info on dough item
    [MP] Invisible players won't trigger traps anymore
    Fixed cutting fishes making fish fillet weight 0.2 everytime
    Fixed null pointer with Body Damage
    Fixed bug when farming plot with bare hands
    Fixed world filler being painted if you paint their container
    Made info UI more black (less transparent) and always bring them to top (to avoid it being stucked behind crafting UI e.g)
    Fixed a bug inb the metalwork menu (containers option not appearing sometimes)
    Refill foraging zone when doing the right click to forage (fix wrong info on emptyness of the foraging zone)
    Fixed showing what berry was poisonous when doing an evolved recipes including berries
    Fixed poisonous berries not appearing in MP
    + other small stuff I didn't bother to add here
  16. Like
    Kitaelia reacted to Strats in RELEASED: Build 35.26   
    More of a question, but will existing lore in the game (i.e; radio broadcasts) be modified to include the two new town areas?
  17. Like
    Kitaelia reacted to Kuren in RELEASED: Build 35.26   
    This has been one of my favorite spots for a while, pretty much since the area was originally released for many of the reasons you just listed

    One of my favorite things to do to the Guns -a- BlazINN is build the top deck out for fishing and enjoy the view of the river while I sit in my glorious second floor safety
     
  18. Like
    Kitaelia reacted to RobertJohnson in RELEASED: Build 35.26   
    Too late... Thanks Teesee... Now I'm lock in the dungeon for 3 days again... There's no Spiffo plush in this dungeon.. You hear me? NO SPIFFO PLUSH!
  19. Like
    Kitaelia reacted to RobertJohnson in RELEASED: Build 35.26   
    Build IWBUMS 35.21:
     
    [New]
    Faction Create your faction from the user panel (press escape while in game to see it), admins can use FactionDaySurvivedToCreate options to make players needs to survive some days before creating one Add a tag (4 letters) and choose a color for it, it'll be show over your head (or not, use the faction panel to disable your tag for players outside of your faction) Admins can use FactionPlayersRequiredForTag option to set a minimum of number of players in the faction before crerating a tag Disable PVP for players of your faction from the faction panel! Be carefull though, as it only works for melee, firearm will still hurt them if you enable pvp VOIP! VOIP lets you talk to your co-op friends and survivors you meet on MP servers. It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself. To enable VOIP enter the options menu, then choose whether you want the system to operate via Voice Activation or through the press of a button (default: left alt). Added lot of new zone for foraging (not 100% is done yet) Added Rosewood starting point, with custom spawn point Added some custom loot distribution for rosewood Community Translations of all 4500 lines of current radio and TV content for Russian, Turkish, German, Spanish, French and Polish.
    [Balance]
    Balanced nutrition (mainly how calories drain)  
    [Bug Fix]
    Fixed a bug making you not being able to manage your safehouse Fixed non sync of your access level on certain condition Fixed setting access level directly from server not working Fixed farming plot with bare hands causing errors
  20. Like
    Kitaelia reacted to Josko in RELEASED: Build 35.26   
    That is so true
  21. Like
    Kitaelia reacted to Bughunter66 in The Project Zomboid Wiki Feedback Thread   
    I have been making some additions to the wiki in my spare time. With the dev's being busy, it's up to us veteran players to update the wiki and help the newbies.
  22. Like
    Kitaelia reacted to VikiDikiRUS in Poisoning Food With Bleach should be secret   
    Actualy, if you have <3lvl (or higher, idk) of cooking you can make poison-food without "poison icon"
  23. Like
    Kitaelia reacted to Zomboid in Poisoning Food With Bleach should be secret   
    When you poison food with bleach only the player who did it should see the poison icon. Perhaps add a 1 point trait for multiplayer called "food tester" that lets you have a nibble option to test whether a food is poisoned.
  24. Like
    Kitaelia reacted to Romzie in Wiki :-)   
    Having constantly needed to use the wiki myself and have come across severely outdated information i can certainly try to maintain it as much as possible. There's certainly a lot of things i did not know about project zomboid that i recently discovered from playing the game myself.
  25. Like
    Kitaelia reacted to RobertJohnson in RELEASED: Build 35.26   
    Yep, no one is slowing down anyone, i'm working on those "gameplay" update, Chris on animation, GA on VOIP, so don't worry on this
     
    Factions will come in the new IWBUMS + bug fixes + other surprise
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