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Navarome

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  1. Like
    Navarome got a reaction from headzit in Share your safehouse!   
    legend: green -  bases
    orange . travel directions
    red - big hordes
     
    this world is 4-5 months old. created it on build 32.someting and this charather is almost 2 months old.
     
     

  2. Like
    Navarome got a reaction from KorruptkSwades in Surviving the winter. what you do?   
    1- im training my carpenty on the lake cabin. all i have to do is put the traps in the morning , forage until very tired modle, then saw/cut tress with stone axes or normal axes . And in the end of the day retrieve the traps.
    2 - repeat until level 10
    3 - ????
    4 - profit
  3. Like
    Navarome got a reaction from KorruptkSwades in Surviving the winter. what you do?   
    oh i do have 3 nets and i know eth recipe .  i only eat when the moddle peckish appears so its likes 10 meals to me
  4. Like
    Navarome reacted to King jjwpenguin in Clothing   
    i see your point and this is my opinion but (plz don't hate) i would rather have clothing, cars, and stuff like that over NPC's
  5. Like
    Navarome got a reaction from sardaukar11 in Surviving the winter. what you do?   
    yes, im playing on a normal survival world.
     
    right now my house is isolated from cold, and only from 1 am to 7 am i get a bit of cold (stage1) and if i go outside stage2. but i have been smashing zombies in the town during the night and got only stage1 of cold.
     
    yes, i have 2 crates of food and 2 crates of guns. i think fishing was nerfed, I rarely catch anything mayby its because its cold or because i have 0 fishing skill.
     
    atm im planning on raiding pizzaria and picnic area.
    i have alternate routes to explore since the zombies gather in paths i walk too much. 
     
    my campfire in on a sand area so its ok.
     
     
    there's waaay to many zombies in the high school area, lol its seems the undead like to be educated.
  6. Like
    Navarome reacted to King jjwpenguin in Water collection without carpentry   
    true but there are ways to filter most things out of it to be drinkable or at least more so than before.
  7. Like
    Navarome reacted to EchelontheEyeless in Who else hate Five Nights at Freddy's?   
    Oh yeah I totally hate those Fine nights at Freddy's. They're too refined and uptight for a clown like me.
  8. Like
    Navarome got a reaction from Kuren in Share your safehouse!   
    legend: green -  bases
    orange . travel directions
    red - big hordes
     
    this world is 4-5 months old. created it on build 32.someting and this charather is almost 2 months old.
     
     

  9. Like
    Navarome reacted to Asparagus in Expeditions   
    I'm feeling a bit of a "Last Stand" vibe here...
  10. Like
    Navarome reacted to PintLasher in Surviving the winter. what you do?   
    If you played default survival settings you should have started in July which means that you should easily have enough food to winter out any situation? 4-5 months of looting should enable you to survive anything. If looting continues to go like it has been going for me I could probably survive a month long fever right now and by winter it will be way way more than that.
     
    I think the only thing that the cold affects right now is ???movement speed and item transfer speed??? Not even sure if you can die from the cold yet or if that has been fully implemented, but like a lot of the traits and professions I doubt it's in working order.
    Just tested this and yeah its only movement speed that's currently affected by the cold.
     
    Making a gravel pit is a great idea, would be nice to have a campfire in a building
  11. Like
  12. Like
    Navarome reacted to King jjwpenguin in Water collection without carpentry   
    pretty much. although without carpentry it could take longer to collect. or it possibly could use a different water trapping method.
  13. Like
    Navarome reacted to LogicalKip in Share your safehouse!   
    I'd expect to see various wall qualities, but they all seem perfect. Do you really wait Carpentry 10 to start building ? If so, wth did you do to get there ? Saw, saw, saw ? Multiple previous, ugly-looking, XP-grinding bases in which you spent time and efforts not to live in ?
  14. Like
    Navarome reacted to Trojan_Turps in Water collection without carpentry   
    I got an 8 foot inflatable pool for the kids the other day. That thing would be great in the apocalypse for collecting or storing water. It also packs up really small. Although you would need a pump.
    Or take a bath outside.
    Or put a fridge in its back with the door open. There are soo many different ways to get or collect water.
    Getting water should not be a skilled job. It should just be a job. If you get lazy then you might get in trouble but otherwise it shouldn't be a problem. (until zombies spoil your day)
  15. Like
    Navarome reacted to Necromatic_Corgi in Creeks in muldraugh.   
    I feel like there should be other ways to get water in muldraugh and other places. To me it doesn't make much sense that there are no water sources for miles. Does anybody else feel the same?
  16. Like
    Navarome reacted to Clayman in Being able to bind "1" and "2" to player chosen weapons   
    Hello.
     
    It would be nice if i could bind fx "1" to my pistol, and "2" to my hunting rifle, and even "3" to my axe. When i play MP, i always run with a hunting rifle, a pistol and an axe. When i press "1" i get the axe, and when i press "2" i get the hunting rifle. If i have to change to the pistol, i have to do it manually.
     
    Hopefully something like this will be implemented in the future.
     
    - Simon
     
    (sorry if this has already been suggested)
  17. Like
    Navarome reacted to King jjwpenguin in Using a crowbar to open doors and locked containers.   
    using credit cards and paperclips could be useful as well.
  18. Like
    Navarome reacted to Necromatic_Corgi in Using a crowbar to open doors and locked containers.   
    I got this idea from watching the long dark, Instead of the crowbar being a useless item we could use it to pry open containers and doors. Would this work well with zomboid?
  19. Like
    Navarome reacted to headzit in Share your safehouse!   
    Nice! Would have quit due to boredom a long time ago .
     
    Here's mine, compact and accessible: (built in build 31, gonna transfer it to 32)

  20. Like
    Navarome got a reaction from LeoIvanov in Just wanted to say…   
    bought the game recently, played 70 hours already. lel
  21. Like
    Navarome got a reaction from Adamiks in Dev Bait Post (Shhh!)   
    lol, i just want to be able to repair fishing lines without the recipe and to move grills
  22. Like
    Navarome reacted to IronCoffins in Dev Bait Post (Shhh!)   
    When are NPC's coming out?
     
    Worst Ban/Lockedthread Question of all time.
  23. Like
    Navarome reacted to ughughugh in Mondoid discussion 20.7.2015 - The Creative Revolution   
    I have a number of questions regarding the new map editor.
     
    Will people be able to add new ground textures, vegetation, new floors, walls and roofs, so we can create new biomes and cities? And equally important to me, how will we able to add layers like zombie density, rain probability and heat? Or is the editor on its own smart enough to distinguish the city centre from the outskirts and to adjust the zombie density accordingly? 
     
    I am so looking forward to this. Unfortunately it takes a disciplined team with a clear idea and focus to create anything noteworthy. Years ago I made scenes for M&B: Warband it always took ages to breathe life into a scene.
     
    Now that there will be an easily accessible tool, there will be lots of crappy maps.
  24. Like
    Navarome reacted to Batsphinx in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Today we come to you with an awesome new mode for Build 33 that should have an explosive impact on the Project Zomboid modding and mapping scene, as well as providing a fun new way to play the game.

     

    Creative Mode is something we first experimented with in the dim and distant past, but came back to mind when we were looking at the speed of our own map production and the tools that we use. The Louisville map we’re building is very ambitious so, alongside EasyPickins’ awesome existing mapping systems, we started to think about ways we could populate our world more quickly.

     

    At the same time in development, meanwhile, TurboTuTone's awesome furniture decoration system arrived on the scene for Build 33 – while General Arcade and EP’s work on Steam Integration meant that Steam Workshop was also suddenly in the offing.

     

    Put them together, and what have you got?

     



     

    When we started Zomboid, and agreed upon a static map for the game, we (perhaps optimistically) anticipated hundreds of maps for players to download to provide almost unlimited amount of exploration. Despite there been some amazing map projects already released, this didn’t quite happen. The learning curve for the toolset, the drudge of copying files, the exporting and all the rest made it an intimidating process.

     

    Creative Mode, we hope, takes all that away. It lets you build maps faster, have fun and work as a team. In essence, it lets you edit the map in any way you can imagine. You can use any buildings or other map pieces available: whether you’re subscribed to them on Steam Workshop, copying and pasting them from the existing PZ map or creating them yourself.

     

    It’s a mode that lets you, as an in-game Zomboid character, create extra buildings, districts, even complete towns and cities. What’s more, absolutely anything can be shared to the Workshop - at the moment via an external app, but soon straight from the game itself. Coming back the other way, anything you’re subscribed to will automatically be available to place within Creative Mode.

     

    Furthermore, Creative Mode works completely in online multiplayer, so players can join forces to build an entire town on their server - before using it as a fun and engaging place to die from zombies. Split screen support isn’t currently coded, but will certainly be something we look into as we refine the system.

     

    In terms of Build 33 – the first version of Creative Mode will cover only the essentials: containing basic house construction, furniture population, landscaping and so on. As we roll it out further, however, we’ll provide additional tools that will let you create neat road systems, sidewalks, gardens, fences, levels of erosion and all that fun stuff.

     

    It's our dearest hope that by empowering everyone and anyone to make map content and share it via the Steam Workshop, and in making the process of building as fun and as co-operative as we possibly can, we’ll foster a new community of building-obsessed doozer players and a flood of new map content. Every player’s game world could potentially be many orders of magnitude bigger than the current Zomboid map, and potentially completely unique to them, or their server and their community.

     

    Then if all servers have their own unique maps, who's to say we couldn't see about giving them an option to have their borders connected one day? With Build 33 the Zomboid infection will be easier to spread than ever before. Exciting times!

     

    OH, AND….

     

    Before we go something else that happened last week and was a bit exciting was that Mike Laidlaw the Creative Director of the ace Dragon Age games at BioWare streamed some PZ – and provided what was an excellent guide and tutorial for the game. It seems Twiggy has some competition! You can view his butterknife and bacon adventures here. Byeee!

  25. Like
    Navarome reacted to Deuce in So the Organized trait...   
    ... is actually pretty useful for hauling logs.
     
    As it turns out you can transport eight logs in a Big Hiking Bag with room to spare if you bundle them with rope before packing them.  Total carry weight for a single equipped BHB loaded with eight bundled logs is just under five pounds/kilos/weight units as well.

    This means that with the Organized trait, sixteen ropes and two BHBs you can transport sixteen logs at once with no other traits taken, no profession taken and no skills invested in.
     
    -Edit-
    You can also manage to equip 3 Big Hiking Bags fully loaded with a total of 24 logs if you can manage to get your carry weight to 15.  Obviously you are unable to equip weapons doing this and can't really afford to carry too much spare gear with you, but this is still incredibly useful for transporting large amounts of lumber around.  I didn't think to test this earlier as I never bother equipping 3 bags myself.
     
    Handy dandy picture:
     

     
    Just thought I would share this useful bit of information.
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