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About makkenhoff

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  • Birthday 09/19/1981

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  1. I think some of these ideas aren't bad at all. They are currently refactoring some of the older features from the sound of it; so some of this is possible. Definitely possible with a mod though.
  2. So far, limited testing about 2 hours LAN play, the vehicles work well in gameplay and from my technical viewpoint. I'm able to drive without any significant lag, the few times we had lag it was network congestion on our LAN. It has admittedly had a major effect on gameplay for me. I'm more willing to take long distance travel as an option instead of a last resort. I was cruising around until I found a place I felt like I wanted to live in, in Rosewood (which I had never been to) and we ended up basing there. That trip would have taken in prior builds too long to even consider given my limited (and divided) playtime. So that will be interesting, I could imagine a mechanic using the vehicle as a mobile base, instead of the usual carpentry/garden/forage path I've grown to love. Water collection in such a situation is something I'd have to test, but I think it could be done. Fuel concerns would be next highest on that list. I do think trying to train mechanic from scratch might be too hard, yet. Perhaps intentionally for multiplayer component? Brief: Great job! Looking forward to the next time family can sit down and play together again.
  3. Something to think about - the type of wood matters. Maple bats will shatter easier than say white ash or hickory. 'Most' mass produced bats are made from composites now, in the pros they still use solid wood, by regulation.
  4. makkenhoff

    Back in Bleak

    They don't give ETAs, not since they had one backfire, lesson learned. I've been around a bit, I've seen the question asked a lot. In fact, asked so much that in the general discussions section, on the FAQ that few seem to read, it even gives you the answer you seek. 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.
  5. This has been suggested in the past, as well as requested in the mod section. The biggest challenge is, finding someone with the time/skills to make it happen. Is it possible? Probably from a technical standpoint, and it might even get easier to do after features have been completed and the game moved into beta status. (Technically speaking, Project Zomboid is still an alpha.) Suggestion: Mod Request:
  6. The original scripted npc batch that I initially funded was already at the time, enjoyable - limited but enjoyable. My own estimate for the return of Kate and Bob in some capacity, likely a separate branch will be sometime around April 2019. Now, that date isn't so much speculative of the amount of time it takes to flesh out the systems being worked on now; but I believe TIS will be extremely careful when it comes to NPCs and likely won't be inclined to let the general public see a 'half baked' product, unlike Animation and Vehicles. Now, one thing I should mention, this doesn't mean we won't see demos beforehand, I suspect we might start seeing 'something' in the middle of next year, but the label suggests you want to speculate when they arrive for the public, for consumption. I do however, think they have been working on them in unconventional ways though for awhile. (Getting systems ready for the 'drop-in' by pre-planning game functions that will 'tie-in' with NPC play; so I do suspect it will move faster in the early stages of development; the fine tuning will take awhile though.)
  7. I would love to see some of these things in game, I like the idea of additional lore tidbits. It would be great if we could intercept via radio hack the helicopter crew's comments to each other (the internal communications) as well - though I admit I lack knowledge of if that is even actually possible. (A cursory search provided me no 'easy' results to investigate further.)
  8. I'm reminded of how to slice a mango, courtesy of Alton Brown here. My brother works in produce at a grocery - so he has to do a lot of different cuts of fruits/vegetables. I can certainly attest to the dangerous methods the untrained will do, as I'm one of them. I'm learning as I go, self learning cooking by watching trained and presumably talented chefs - I've no real passion for the creative and repetitive aspects of cooking though - I find something I like, I might make it a few times, and I'll add it to the list of things I've cooked; it gets stored in my head for later if I decide I want to make it again, but I don't just dive into cooking every day.
  9. Which build/version are you using? Sounds like a bug, not a feature.
  10. Removal of an infected limb that would cause you to die otherwise is definitely a cure. If it is not a cure, it would be called 'remission' and you would still be infected. If you could partially eliminate it, you might call it responsive (as in to the treatment, whichever treatment that is.). But, if it comes back after a period of inactivity then it's called a relapse. If you could simply recover from it, it would be called recovery. If it is terminal, but you can use progressive treatments to slow it down, it's called therapy. I'd like to be clear, I am not even against amputation itself - but I've also been around on these forums a long time. This is an old argument, and I've given you the reasoning behind it as I understand it. Amputation itself is a neat idea - and with the new animations it might even be possible to do it without a lot of hassle. But, I wouldn't go expecting a cure for the zombie virus.
  11. You should listen to the news in Project Zomboid; I suggest earbuds or a headset, then you just need to survive awhile. Some of the questions/guesses you are posing/making have already been covered in game as to what's going on lore wise. The developers have suggested they 'may' allow amputations - but the difference lies in which type of infection they were talking about. The thought was that a normal infection might be something to amputate, because you can still get injured in the game from actions unrelated to zombies - antibiotics tend to take care of those, but if they are scarce, then maybe amputation would be in order. If you get the zombie infection - they have made it very clear there is no cure or immunity in the lore. The whole 'no cure' thing would be trivialized with a way to cure it in certain sections of the player's body, which seems to be the whole point of your topic. This said, you are more than welcome to mod the game to your personal taste.
  12. If the infection was that easy to control, it simply would not result in such a large scale uncontrolled worldwide disaster. That said, mods are the way to go if you want something like this available.
  13. In the late 90's, you could buy relatively inexpensive kits that were 'break the wire' type sensors. I put them on bedroom/entry doors, and you could easily adapt them to windows. They aren't exactly invisible, but they aren't huge. Maybe an inch tall with a narrow width. I'd be happy to take a picture of it. Now, I'm not going to say they were common here, but you certainly could find a house with them installed. But, realism aside for the moment - what other option do you think fits better? https://www.amazon.com/As-Seen-TV-Instantly-Windows/dp/B0006B7M3Q/ref=sr_1_1?ie=UTF8&qid=1492062657&sr=8-1&keywords=first+alert+door+alarm First available 2001 - and that is mass marketed "as seen on tv"
  14. Something like the spiffo quickstart tutorial, but specific to each discipline?
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