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Walther

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  1. Like
    Walther reacted to Rathlord in RELEASED: Build 29.4   
    Boiling water is effective against a very high percent of pathogens, however environmental toxins are not pathogens and in many cases aren't effected by heat. Boiling water won't solve heavy metal poisoning which is found in some polluted lakes, however this is very, very uncommon and takes a long time to build up- you're actually far more likely to get poisoned by a fish or predatory animal living near a lake than from the actual water, due to a long and boring process that I won't go into unless people are specifically interested.
     
    Tl;dr in an overwhelming majority of cases boiling water is all that's necessary.
  2. Like
    Walther got a reaction from syfy in Footwear, blisters and the need for good shoes   
    I agree in general, a good pair of shoes is worth quite a lot when you run/hike/survive the zombieapocalyspe.
     
    The types and conditions of shoes sound interesting and I'd be interested in seeing this ingame. However, we shouldnt overcomplicate things. having to search for the right size of shoes or me having to wear a certain type of shoes would be too complicated IMO, I'd much rather make this work over durability. lets say I'm a big fan of flipflops, but they go downhill in condition quite fast and there is a chance I could loose one of the flipflops while running. this would result in me running on one foot barefoot and possibly taking damage on that foot.
     
    plus: searching dead zombies for good shoes sounds good to me! but please let me use disinfect those shoes and maybe clean/ polish my shoes do make em more durable.
     
    Socks on the other hand, I dont know, this might be too much of a micro management. personally, I'd go with a basic pair of socks and also a lowering condition over time/use. socks could possibly be crafted (I dont know if someone mentioned knitting somewhere already) and be mended if the condition is bad and you have a needle and yarn or something.
    also, wet socks should be a thing.
     
    so, basically...
     
    types and conditions of shoes: yes please
    socks: just lowering condition over time/use and the possibility of them getting wet (which would result in your char getting (a) cold)
  3. Like
    Walther reacted to syfy in Commonly Suggested Suggestions   
    um..............
     
    i guess you missed the Confirmed No list.
    sex and babies/children will not be in the game.
     
     
    UNLESS they get modded in.
  4. Like
    Walther reacted to Jwillc in Moonshine Mod   
    Moonshine Mod
    This mod allows you to distill and ferment alcohol using mostly items that already exist in the game. I introduced two new items so far, the still and copper tube. The copper tube becomes a part of the still once it’s crafted. At this time distilling doesn’t require a heat source and when the mash is distilled the moonshine goes into a bucket. The alcohol can be drank from the bucket but not yet poured into containers. A bucket of Moonshine fully drank unrealistically only gives you a buzz when sober. Planning to change this so you immediately go to sh!tfaced status. Currently the copper tube does not spawn naturally in the game. Press the “P” key to get one.
     
    Hooch is a beverage usually made by desperate prisoners looking for a buzz. It’s awful tasting stuff once fermented. You don’t make prison hooch using a still. Toss the ingredients into a garbage bag and let it ferment awhile. Drinking this foul brew will get you wasted and cause some unhappiness. 
     
    I made this because I enjoy RP while playing PZ and in a world so cold and dark who wouldn’t want to have a stiff drink? This is a basic prototype of what I am planning. Open to suggestions and criticisms. 
     
    Updates:
     
    To Do’s:
     
    Goals:
     
    Recipes:
     
    Process:
     
    Credit:
    http://pz-mods.net/guide/the-basics-of-adding-items-and-recipes/
    http://theindiestone.com/forums/index.php/topic/61-robomats-modding-tutorials-updated-12112013/
    Moonshine.zip
  5. Like
    Walther reacted to 956Texas in Eerie --coming soon--   
    Team:
    956TX    = Building Creator, Map Creator, detail editor, Sprites Creator
     
    Atox   = Detail editor, Building creator, Sprite creator, map creator, Beta Tester
     
     
    VikiDikiRUS    = Building Creator, , Beta Tester
     
     
    Hello everyone

    The Team is working hard to give the community a good map with alot of love put into it. Anyone who is interested in joining the team in doing custom sprites, and buildings is welcome to join. We are doing this not for the team but for the community of PZ, we want this game to expand more and have more variety of places to explore. We promise the community the map will be fun, and maybe in two months or less ( depending on time, and school) you will be exploring the north side hoods, or centeal city avenues. Lets not forget the metro rail system implemented in the city to evade walking through streets filled with undead. This is a good project for all to enjoy and play with friends on friday nights multiplayer coop.

    If anyone would like to help in donating buildings, or officially become part of the team, please contact any of us in the top. With the help of the community the faster we can finish this map as a team.

    -Donators will be given credit-

    -Team members will test the alpha and beta stages of the map-

    Thank you all for reading.

    Danz




    update 1.0



    Ive set up a Metro System going from South to North, aswell the County Jail sitting in the Center of Town.

    Anyone who wants to contribute in helping me do Buildings 2 floors and up
    I need the following, and you will be given credits for your help

    20x20 buildings 2 floors and up
    10x10 small houses (brick walls)
    10 x 10 Convenience stores


    update 1,2





    The Metro....
  6. Like
    Walther reacted to nasKo in Mondoid Reposts   
    Hey survivors, bit of a general update-y Mondoid today – running simultaneously to Build 29 being pushed beyond the cosy confines of our IWBUMS test branch and out into the big wide world. So…
     
    Build 29! Woo!
    The latest version of PZ is now official! If you’ve been keeping clear of our test branch than now is the time to dive back into the Knox Event – new sounds, scavenging, melee revamp, bug fixes, translations. All that jazz, which can be looked at in greater depth right here. Once we’re sure there are no unexpected bumps in the build roll-out we’ll get in touch with Desura and get PZ updated over there as well.
     
     
    Multiplayer Improvement
    Since the inception of Zomboid online play, we’ve all seen increased lag as the number of players on a server begins to tot up. With the released version of Build 29, however, we think that Kirrus, RJ, BryBry and EasyP have made some significant improvements. It should be noted here, that we all deeply love BryBry. And so should you.
    Servers were pausing for the briefest of moments when new players joined/left, which clearly became something of an exponential issue the busier the map became. We think we’ve nixed this, and internally have had a 29.3 server with 10 players and absolutely no lag. We need to get you guys and girls trying it out in the wild to make sure, but we’re certainly hoping that your online experience will be somewhat improved.
     
    Radio: What’s New?
    As discussed in a previous Mondoid, Will has been busy concocting radio and TV channels for you to listen into while you forage, fight and fend off the undead. There’ll two broadcasts from every radio station and TV channel to tune into every 24 hours, and a fixed narrative timeline for them all to follow.
    At the moment portable radios have a news channel, a talk radio channel, a public broadcast station and (although Will is regretting it) a wavelength devoted to Country Music. Those watching TV, meanwhile, will have the option of tuning into News, News Commentary, a shopping channel, a kids channel, a ‘Life and Living’ survival channel and (of course) a cookery show.
    We’ve also now had the feedback on our (forever secret!) outbreak lore from a top specialist in infectious diseases at a London university – who’s presumably a bit busy right now what with world events. As such the next step will be to feed his tweaks and suggestions into the body of the radio and TV broadcasts, as well as write a few extra news channels to give you a true feeling of ‘channel hopping’ as you flick through coverage of the disaster.
    When all that’s done, after a final polish, the spreadsheet will be passed over for integration into the game – hopefully to appear en masse in either the next build or the one after.
     
    Future Builds
    The basic plan is that Build 30 will feature the Medical revamp, while Build 31 will herald the start of ‘Operation: Fix Late Game By Killing You Before You Get There’. As a taster, here’s the WIP health screen with multiple wounds inflicted.

    It’s also worth noting at this point that since we now have full time animator we’ll be looking to adding limps and assisted walking that will play heavily into the medical system – as well as putting an increasingly mobile Kate back into the game. In the background, meanwhile, work has begun on an extremely cool new map location (still some way off, so we won’t start hinting yet) while background work continues on all the other major systems required for 1.0.
     
    Thanks for Mondoiding everyone!
  7. Like
    Walther reacted to Rathlord in New Muldraugh Colony (Elite: Dangerous)   
    I'll add you guys in a minute, I just bought it a few days ago to go with the new PC (which I finally finished). It's been great so far, highly recommend it (even for the money) if you're a space freak like myself, or a flight sim freak like myself.
     
    Edit: In game name is Rathlord of course.
  8. Like
    Walther reacted to RobertJohnson in New Muldraugh Colony (Elite: Dangerous)   
    Ah ! I need to try the MP of Elite and then, I'm on !
  9. Like
    Walther reacted to RobertJohnson in RELEASED: Build 29.4   
    HOW DO I GET THIS? http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/
    Hotfix #4 released
     
  10. Like
    Walther got a reaction from INoEmo in Rain does not cause sickness o.o   
    there is a certain correlation between getting wet and getting sick. And I don't mean getting wet like in the shower, but getting wet outside, getting your clothes soaked, draining your body heat, weakening your immune-system, etc...
     
    To quote a very smart man:
     
  11. Like
    Walther reacted to RobertJohnson in Released: Build 28.3   
    Hey survivor !
     
    RELEASED Hotfix #1

    Spoiler [NEW STUFF]
    Added a mouseover tooltip for the plants to quickly check the water lvl of your plants, need at least farming lvl 2, picture You can now close kill jaw stab the zombies with a screwdriver (act like a kitchen)  
    [bUG FIX]
    Fixed save compatibility problem (when loading a build 27 saved game). Fixed the marksman trait (police officer) not taking in calcul. Fixed crafting bug : when you have only 1 bowl you had the option to split the soup into X bowls, making the bowls disapear. Fire can start from stove again. No more automatical fire start when puting a campfire inside a house (but a lit campfire will burn the house down). Remove the world filler when burning the item. Fire lighting are back. Fixed the "spill gravel/sand/dirt" on ground not working when not having a hammer in your inventory.  
    [bALANCE]
    Slight decrease of the time needed to aim with every guns. Slight increase of the pistol base hit chance.
     
    RELEASED Hotfix #2

    Spoiler Various bug fixes/code improvement.

     
    RELEASED Hotfix #3

    Spoiler [bUGFIX]
    Issue #000716 Fixed Issue #000115 Fixed Issue #000702 Fixed Issue #000700 Fixed Issue #000704 Fixed Issue #000735 Fixed Issue #000690 Fixed Issue #000736 Fixed Issue #000668 Fixed Some network packet improvement. Can't type '' as name. Client can't send commands before full authentication. Fixed some multiplayer chat abuse. Fixed climb over player made fence/windows. Framerate fix for blood splatter. Stopped zombies thumping crafted wooden fences. Fixed 3D Aim_Rifle reverse animations not playing. Cowardly/Brave traits had no effect on the increase in panic when seeing new zombies, unless the player had already taken Beta Blockers. Panic increase due to Agoraphobic/Claustrophobic traits wasn't affected by framerate or game speed. Panic reduction wasn't affected by framerate or game speed. Pain reduction wasn't affected by framerate or game speed. The effects of Antidepressents, Beta Blockers, Painkillers, and Sleeping Tablets wasn't affected by framerate or game speed. Various other fix (wrong name, missing icons..) Fixed hunger increasing too quickly in "real time" when sleeping.
      [NEW STUFF]
    Smooth the camera transition when climbing through windows or over fences.
     
    Video explaining some of the upcoming features :


    [NEW STUFF]Weapon overhaull (more things in the info post will come). Multiple text lines editor. You can now write a note and read them (more of a multiplayer thing), you can lock them so they'll be editable only by you. Semi-3D Sound ! Sound will now go left to right, fade away, etc.. Burn zombie corpses ! It'll need some petrol and a lighter/matches. Windows can now perma lock if you try to open them for too long. Bandages will now be removed after a certain amount of time. Disabled the corpse decay. Added experimental population management: after an area is abandoned by the player, new zombies will migraite slowly from this point. I'll need feedback on it. [MP] Added experimental loot respawn, you have to setup the serverOption "HoursForLootRespawn", if you set it as 48, it mean the zone will have to be unseen for 48 in game hour before loot respawning, same as zombies respawn, I'd LOVE to have feedback on it I'm also working on (idk if it'll be done for this build tho..) the ability to paint letters/text on wall. New crafting : Bookcase, shelves, bed... Map fixes (no more falling through Mall stairs, etc...). Weapon upgrades (fully moddable), they'll come alone at the gunstore, or directly mounted on some weapons, you need a screwdriver to put them in/out. Firearm need to be held with 2 hands (except pistol). [MP] You will be now instant disconnect if trying to join a server with a different build version than yours. Added paintable signs (skull, arrows..) over wall or post sign (new crafting) for every in game painting color (you need a paint brushe and the color you want). Zombeis who die by fire will now continue to burn/spread fire after their death. [MP] If you have a dice you can now do /roll 6 (number up to 100) to roll a random number, this will be shown to every near players. Picture [MP] If you have a card deck you can now do /card to draw a random card, this will be shown to every near players. Picture The zombie migration have also a server option : HoursForZombiesRespawn, same as the one for loot respawn. [MP] Chat is now locally logged : you can press up or down while in the chat text entry to review your last entered message (saving the 20 last messages), then you can enter them again or modify them. Some new items :Thread Needle Tarp ... Tent will now require a tarp (instead of the sheets) to be crafted. You can now craft a mattress with some sheet, pillow, thread and a needle. Another server option for the loot respawn : MaxItemsForLootRespawn = 4 // For the loot respawn, if a container have more items than this number, it won't respawn loot (use it to limit respawn in safe house for example..) You can now type admin commands directly in the console, no need to log as admin, for example do a : additem "rj" "Base.Axe" directly in the console to add this user an Axe, more admin commands are coming (probably for this build, will do it while testing), like broadcasting message and.. Well.. Idk yet (I'll update the "how to administrate your server" post today) You can now add game meat (I mean rabbit, birds, squirrel.. from trapping) inside soup and stew. Loot respawn can't happen in a zone where the player have built (or barricaded) stuff (to avoid spawning in/near safe house). This is for Serrate Bloodrage (aka combat-medic badass ) : You can now make your own bread ! Make a bread dough from flour, yeast, salt and a bit of water, cook it : become a true French today. Cleaned the server console a bit (less messages). [bUGFIX]
    Fixed some incorrect map zone. Fixed some incorrect loot distribution. Fixed tent/campfire couldn't be build on tall grass. Fixed some world filler. Map exported with multiple fixes from Mash. Zombies can't jump over closed/barricaded windows anymore. Hammer will now correctly be equipped (if required) before crafting something. [bALANCE]
    Increased the difficulty to open windows when you're not strong. Increase a bit the spawn of twine (specially inside the sewing shop). Bait for trapping will now use only 5 hunger reduction from the food you use as bait, also fixed minors things on trapping. Lowered a lot the time required to cook bacons.
  12. Like
    Walther reacted to Viceroy in Money to burn   
    Let me just reply to this saying that ammo is a horrible substitute for money, it is irreplaceable and expendable, it certainly would not just become the 'new economy', what bullets will be is just another item you can barter with. A bullet has no value to me since shooting is foolish, it may have value to another, but forcing me or other people to use it would be even more ludicrous than using pre-apocalyptic money. At least with money the reason people would cling onto it is obvious, because they are unsure of the value it may well still have in parts unknown.
     
    I contend very firmly that the economy will decay into a bartering one, not a structured one where one particular item or token is magically decided upon by everyone. It would be more like trading cabbages for nails, or a gun for ten planks, a bag for a fishing rod, item A for item B.
     
    EDIT:
     
    Also come to think of it, money would still have practical uses as tender even after the world ended, as long as power is on, the only way to get food or drink from a vending machine would be to PAY for it, that or you have to crowbar/beat the machine open. Robots don't give a damn about the state of the world economy, they just use money to trigger a certain response. Same goes for some bathroom doors, they would need a coin to open.
  13. Like
    Walther got a reaction from Fryhizzle in Money to burn   
    this could potentially add some function to the wallet... either you have a stack of cash in your inventory or a wallet where all the paper money goes. could also host some slots for keycards if such a thing will ever be used or needed in this game... but carrying a wallet in a zombie apocalype is a weird thing I guess... but I always feel strange not having my wallet in the backpocket
  14. Like
    Walther reacted to ApolloDiaspora in Money to burn   
    IDEA: Make paper machie sculptures from money and glue to relieve boredom
     
    Seriously though, adding money brings more stuff to the world, because of the infrastructure used to support money, rather than the money itself. What am I getting at? Safes. Armoured cars. Sacks of money and little ziplock bags full of coins.
     
    Think about it. You come across a wrecked armoured car. There are bags and bags of money inside, along with the corpses of the two guards who used to work with the truck. You've now got access to firearms, a trolley for moving loads, very durable bags for moving the cash around, and a bunch of high-end electronics (radio and GPS equipment). Hell, if you could get the car up and running, you've got the next best thing to a tank.
     
    On the other end of the scale, you could find a few little bags of coins at a looted shop. Small plastic ziplock bags have to be of some use in a survival situation, but the coins themselves... Punch a hole in one, thread a line through it, and you've got a perfect weight for fishing. Fill a sock with coins and you could knock an NPC out with a crack to the skull. Hell, whip up a board and enough coins of different denominations, and you could play a game of checkers or chess.
     
    Finally, if you want to go full-on bandit king, you could always make yourself a throne (or various other bits of furniture) with pallets of cash. Sure, it's worth nothing after the zombies start roaming, but the fact that you've got the influence, power and resources to move large amounts of useless paper over significant distances means you're not to be trifled with. Or are insane. Or both.
     
    Hell, given Fort Knox IS in the area, just being able to retrieve a bar of gold would result in bragging rights, both in-character and out. Plus, there's a certain satisfaction to be had in bashing a skull open with a brick of it
  15. Like
    Walther got a reaction from Kuren in Money to burn   
    I agree partially. Money has been a very big aspect of everyones life in the western world, even as kids you need money to buy sweets. as an adult you need money to buy gas and food and a car, you work 40-50h a week to get money to support your life. clearly as soon as a crisis hits, no one would start burining money... after a while, sure it looses quite the value since no one is doing squat for money it loses its value completely... however, money is in our head and there will still be people who grab money, wnat money, take money... and I personally don't see this destroying the game. since its more or less cosmetical and even functional
  16. Like
    Walther reacted to deprav in Kerbal Madness   
    So I've been touching myself having good laughs watching Robbaz's KSP videos for months, and with that -40% sale on Steam I decided I had no excuse not to buy it now... so I did !

    Just spent like 5h trying not to explode and leave the atmosphere in Training, I finally did and it felt like a great achivement I think I've figured out the basics of rocket building and SAS (thank gawd I figured it out quickly enough), then I made the flying & orbiting tutorials. Now it's plain day and I'm tired as phuck but daym that game feels good.

    I'm gonna explore the vanilla game before I try mods out, I just checked and there are so many - it scares me.
  17. Like
    Walther reacted to syfy in Choose how the person above you dies.   
    yeah, you did. the first sentence would have accomplished it just fine.
     
    you die after hearing the Worlds Funniest Joke
  18. Like
    Walther got a reaction from Narnobie111 in Choose how the person above you dies.   
    you choke and suffocate on meat loaf yes, meat loaf
  19. Like
    Walther got a reaction from Footmuffin in Choose how the person above you dies.   
    you choke and suffocate on meat loaf yes, meat loaf
  20. Like
    Walther reacted to Viceroy in Money to burn   
    Money exists and would not cease existing when zombies attack, I am in favour of it being loot. Certainly does burn well.
  21. Like
    Walther reacted to nasKo in A New Moderator Has Appeared!   
    Oh god, who let that guy in?

    I mean...okay. I guess.

    Meh.
  22. Like
    Walther reacted to wsensor 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.
  23. Like
    Walther reacted to nasKo in Mondoid Reposts   
    Hello everyone, we’ve had a rather wonderful weekend of Steam saleage, and are feeling in very high spirits. We’ve also concocted a plan for our advance to the ever elusive 1.0 and graduation from Early Access, as well as beyond, which we would like to share with you all!
    Fear Not, For It Is Not The End
    Firstly we need to stress that any talk of 1.0 is not talk of us hanging up our Zomboid boots. This needs to be stressed with underlines and bold, so I will go back and do that right now.
    Now there is part of us that always gets a bit confused when some people complain about ‘how long the game is in alpha’ as if perpetual updates were a bad thing, however it does feel at this point that PZ being an alpha in-development game is becoming increasingly a burden on the game in terms of popular opinion, and we’re eager to free it from those shackles.
    It’s also about drawing a line under our promises when we started PZ. Right now there are several things outstanding that underline Project Zomboid’s incomplete state:
    1) NPCS
    2) Vehicles
    3) Map Completion
    These are the things that we promised going into the game that have not yet been fulfilled. There is also one gaping hole in the survivalist gameplay which needs to be addressed:
    4) Hunting
    NPCs
    Yeah, they are coming. Lemmy has made some awesome progress this weekend in particular, and while they aren’t imminent we feel very confident in their recent progress and Lemmy has ceased waking up in cold sweats about them. Due to the evolution of the game the old in-development NPC system needed a lot of ripping apart and transplanting / revising since the last batch of videos, and its been a very stressful and arduous task.
    However things are running at full steam again, and we are currently planning a way to deal with releasing NPCs in stages, starting with Kate and Baldspot, then a release of sandbox NPCs with a smattering of meta-game / group mechanics, followed by a fully functional release, and finally multiplayer support. Holding back it all until completion is starting to feel like a bottleneck and while we may get a few who don’t read the Mondoids throwing their shoulders up and ‘is this it?’ at the early release stages, if it gets NPCs out there sooner and eases development it’ll be worth it.
    There is a massive body of code and behaviour scripts and in entirety the is still a bunch to be done before it all works in harmony, truth be told months and months still likely remain before the entire system is ready for release. But it is relatively trivial for us to pluck the still flaky chunks out to stablise it for a Kate/Baldspot release, and a phased release of NPCs where the behaviours and meta-events can then slot in in subsequent updates.
    That said we’ve still got some work to bring Kate and Bob up to speed and finish off a few things, so don’t take that as ‘KATE AND BOB TOMORROWS’!
    VEHICLES
    These are on their way too. EasyPickins has taken up the work while Lemmy cracks on with NPCs. They will use bullet physics which means a few challenges for the map streaming, in constructing a physics world along with the PZ game world, and there may be some multiplayer challenges to meet, but it’s on its way! More details when we have them.
    Oh and what’s this?

     
    HUNTING
    Since he’s done such an awesome job with trapping, fishing and the like, Romain will head up the hunting development. Finally you’ll be able to wander around the countryside trying to shoot rabbits with a shotgun. Hurrah! This will round off the survivalist gameplay and make the game feel much more complete as a survival sim.
    MAP
    Right now there are a bunch of areas of the map that are highly undeveloped. Big rectangular chunks of forest, road layouts with no buildings, and of course no lovely Louisville. In line with our plans to stride toward the 1.0 line, Mash, Binky and RingoD will all join forces to really put the map expansion into overdrive.  Louisville, or at least the part on the Kentucky side of the river, Brandenburg, and of course Fort Knox will all be on the agenda, though the latter may need to wait for NPCs to drop so we can get the military in there.
    AND BEYOND!
    At this point, after sufficient bug releases and polish, we will be at a place we’d be comfortable calling it PZ 1.0. However, as we underlined above, that is not the end of the road. There is so so much more that can be done with the game, and we see no reason to stop until, to be frank about it, the amount it costs to support development outweighs the amount of money it makes (and even then you can be sure we’d find it difficult to let go)
    If there’s a feature you’ve been hoping for that isn’t on the 1.0 list, then you can probably expect that feature as a free DLC styley update on the ‘completed’ game. Nothing will really change in terms of updates, at least for a long while after the 1.0, but we can sit back and feel proud that we delivered everything we initially set out to do and everything from that point on is a lovely bonus. We’re very excited to see where it goes!
    So that’s the situation, hope you’ve enjoyed reading, and now back to trying to make those damn NPCs understand that smashing a window right next to an open door is just not cool.
  24. Like
    Walther reacted to MashPotato in A New Moderator Has Appeared!   
    ... and it's CONNALL!
     
    All hail the new GreenName! (clyde)
  25. Like
    Walther reacted to Connall in A New Moderator Has Appeared!   
    Secret moderator dance is still a thing isn't it? Haven't seen it for a long time so let me bust it out.
     
                      
     
     
    I now have the most important power of all!
     
    Changing people's titles. *tee-hee*
     
    I very much appreciate it though, thanks everyone
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