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squishward_tennisballs

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  1. Ok so I'm having trouble getting it started. I have this: This PC > OS (C:) > Program Files (x86) > Steam > SteamApps > common > ProjectZomboid > mods > testmod And in the testmod folder I have media, mod.info (edited with Notepad++) and poster.png. By the way I just copy pasted the example mod and changed the ID in mod.info to id=testmod. Thing is though, it won't show up in-game. Do you know what I'm doing wrong? I'm running 64 Bit if that helps.
  2. I think age should work similarly to traits and trait points. For example going as young would have pros (like you said before about faster speed, etc.) but the cons would outweigh the pros (lower strength, faster metabolism, etc.) so it would give you a few trait points to play as young. Playing as an adult would be no different than it is now and would not give or take away any trait points. Going as elderly would be almost entirely debuffs and would give you a large amount of trait points.
  3. http://pzmap.crash-override.net/#0.36964643231945093,0.24140412353182475,128 The Tavern is great. It's on the outskirts of Muldraugh so zombies are less of a threat, only four windows on the ground floor, and there's a bunch of warehouses and a trailer park nearby. Also if you follow the road you can get to a forest house in case you want to move there instead.
  4. Doesn't make much sense, when you're infected you're screwed anyway
  5. Well, eventually the water and electricity is going to run out. After the water runs out you won't be able to get water from sinks/bathtubs/toilets. You would have to build rain collector barrels to collect water when it rains. Also, you need to farm at some point, since food doesn't last forever. For that you need a trowel and some plant seeds. Seeds can be found almost anywhere but trowels are usually only in warehouses. You could also fish but that's a bit more complicated. Also, you should set up a base and barricade windows and build walls to protect you. That's about it I guess.
  6. Maybe the light could also stir up the zombies, since they're attracted by light.
  7. The idea is to make many main locations such as McCoy Logging, Knox Bank, etc. have their own abilities specific to that location. At the moment there isn't much of a difference between most locations, so this would improve that. I'll explain more below: McCoy Logging - Has a sawmill which can be powered by a generator and can turn logs into planks. It would be able to turn many logs at a time into planks instantly and without a saw, but it would produce a lot of noise. There would also be carpentry workbenches that can allow the player to craft carpentry-related items, and it would have a lower carpentry skill requirement. Knox Bank - Would have CCTV cameras (when they're added) and would have high security measures to protect against zombies, including bulletproof glass (takes much longer for zombies to break) and a vault which would have an almost indestructible vault door. There may also be jewelry and other items of value that would be popular with NPCs (when they're added). Railyard - Has many train components that can be useful and are not found anywhere else. Elementary School/Adult Educational Center - Has textbooks that are difficult to find anywhere else. EDIT: Police Stations would have bulletproof glass and built-in radio systems. (Thanks to Blake81)
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