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ZombiesLoveBrainiacs

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  1. Pie
    ZombiesLoveBrainiacs reacted to Beard in Can't start game if any mods are enabled: "couldn't find [file]"   
    Try going to "B:\Games\Steam\" and rename the "SteamApps folder to "steamapps", this is a Steam bug since they changed the name of the steamapps folder.
  2. Spiffo
    ZombiesLoveBrainiacs reacted to CzarUltra in Survivor Radio Mod [V2 -- WITH MUSIC]   
    The newest edition of Survivor Radio brings you MUSIC! Coming soon, Voice Acting!
     


    Catch it on TVM, 93.4 and ... on a secret channel only available on walkie talkies!

    [PLAYLIST]

    Come As You Are -- Nirvana
    40 oz to Freedom -- Sublime
    Enter Sandman -- Metallica
    Gimme the Loot -- Biggie Smalls
    Radar Love -- Golden Earring
    The Pot -- Tool
    Paranoid -- Black Sabbath
    Don't Worry, Be Happy -- Bobby McFerrin
    Carry On My Wayward Son -- Kansas
    Personal Jesus -- Depeche Mode
    Mama Said Knock You Out -- LL Cool J
    Alive -- Pearl Jam
    Man In The Box -- Alice in Chains
    Losing My Religion -- REM
    Creep -- Radiohead
    Live and Let Die -- Guns and Roses
    Good Day -- Ice Cube
    Far Behind -- Candlebox
    Sober -- Tool
    Sunday Bloody Sunday -- U2
    Danger Zone -- Kenny Loggins
    Hungry Like the Wolf -- Duran Duran
    I Ran (So Far Away) -- A Flock of Seagulls
    Shout -- Tears for Fears
    Nimrods Son -- Pixies
    House of the Rising Sun -- The Animals
    Rooster -- Alice in Chains
    American Jesus -- Bad Religion
    Immigrant Song -- Led Zepplin
    Roll With It -- Steve Winwood
    Rebel Yell -- Billy Idol
    Somebody to Love -- Jefferson Airship
    Hotel California -- The Eagles
    I Heard It Through the Grapevine -- CCR
    American Woman -- The Guess Who


    [IMPORTANT STUFF]

    -You have to catch the start of a broadcast for the sound files to play. There's no way around this currently. Sorry

    -Fast forwarding will mess with the duration of the text lines and will cause songs to either cut short or overlap.

    -Turning off a broadcast will basically prevent you from listening to it, I suggest using mute if you need to shut it off temporarily.

    -This will conflict with the Old Survivor Radio, make sure that it's not enabled.

    -If you're having issues with errors popping up when it should be playing music, exit the game; go to where the mod is stored on your computer and take the RadioMusic Folder and put it in C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\media\sound\
    ----------------------------------

    Adds the following radio stations:

    93.4
    (with DJ Erin Fontaine, a survivor who likes to play music for you.)

    92.6
    (Bob + Kate's radio frequency)

    101.4
    (with Reverend Dan who likes to read scripture and play gosepl music.)

    95.2
    (?????)

    91.8
    (the Blind Justice Gang's frequency)

    88.8
    (The Godess of Secrets radio Frequency)

    102.2
    (Hilltop Colony)

    105.8
    (Classified)

    104.4
    (Mike Lopken)

    101.6
    (Dianne Caldwell)

    103.6
    (Max Stone)

    Also adds a couple TV channels:

    TVM
    (plays all music)

    KBC
    (which will have The Big Lebowski)

    ZBS
    (Has Star Trek: Next Gen)

    213
    (Haunted channel that has Twilight Zone)

    AniNation
    (Cartoon Channel that plays some stuff I made up and kids commericals)

    Action Classics
    (With Pulp Fiction)

    https://steamcommunity.com/sharedfiles/filedetails/?id=2017654378
  3. Like
    ZombiesLoveBrainiacs reacted to Pe6yc in Skill magazines provide infinite fuel   
    Some skill magazines (probably recently renamed ones?) do not disappear after being used as a fuel for barbecues.
  4. Like
    ZombiesLoveBrainiacs reacted to Blake81 in Tatdoid   
    Errr.... wouldn't that be VHS, dude? DVDs were invented in 1995, and didn't come out commercially in the States until the 97, and even then, it took until 2002 for them to fully adopted and fully replace VHS. (Source: I worked on a video store for most of my pre-teen/early teen years)
     
    Also, if he's gonna work on devices again, maybe we could have PCs exist somewhere outside of the super-secret base; it has always felt so weird to see all those office buildings without a single PC on the desks...
  5. Like
    ZombiesLoveBrainiacs got a reaction from Geras in The Art Direction of Project Zomboid   
    Agree, adding a pixelation shader might be worth giving a try here:
     
     
  6. Like
    ZombiesLoveBrainiacs reacted to Arsenlupin in Dynamic Combat   
    hi
    I love the combat systeme in  apocalypse mode but i think it could be better if you had more control of what your character is doing because now my attack depends on the target position, my idea is to let the player choose wich attack he is gonna make (i mean standing , moving forward or backward while you'are attacking should trigger different form of attack and only spacebar should push) allowing the player to get better result with the right move or disastrous result upon mistakes.
    Also it could be nice to add mechanics like damage would be nerfed if you backward while hiting an immobile target or boosted if you charge or if u get charged at the moment of impact.
     
    ps: i can kill a zombie with 2 shots with a knives... do i have the latest version? cuz i heard knives will be nerfed but i don't really feel the nerf.
    pps: i'm french and and i 've never liked english class so i hope what i wrote is  understandable.
  7. Like
    ZombiesLoveBrainiacs reacted to Maris in Vehicles are overpowered   
    Zombies are too overpowered.
     
     
  8. Like
    ZombiesLoveBrainiacs reacted to Nikuksis in Vehicles are overpowered   
    Well, I did some tests with different builds and game modes. And it seems like it mostly broken in the multiplayer B40. When i tried to drive through the horde in singleplayer it does not work as it does in multiplayer.
     
    But in singleplayer game you can still rotate your vehicle and kill zombies with hits. I've seen this frequently in the twitch streams.

     
    The most "broken" behavior we can see in the Build 40 multiplayer:
     
     Here's sample video for build 41:
     
     
    And how it works in Build 40 singleplayer:
     
     
    In the build 41 we can see the significant improvements int he vehicle physics, it will turn over (but somehow back up sometimes  ), but it still can be used as cheap weapon to kills large amounts of zombies. Considering the fact that in B41 it is much more difficult to kill zombies yourself it still ruins the balance of game in my opinion.
     
  9. Like
    ZombiesLoveBrainiacs reacted to Oksts2904 in Mobile Trailer Home   
    So imagine you have a home. You hear a horde nearby! You get to your home which is a trailer and you have everything you need on it! You get out of dodge while driving. It will have
     
    A way you can enter a building like a normal home. When you are inside you can press V and change seats to the driver seat and you can drive. If you leave you just get put next to the driver seat in the car.  It will have a big gas tank and will be up to the devs how much gas it takes. Speed demon is good but bad.  The car is slow but thats what you want from your mobile home. If you crash you might break a window so zombies can get in and eat you. It might remove barricades from said window.  Sunday driver is not that great but it's useful as you want to take it nice and slow in your car. It will have a capacity of a good amount to make it a viable home. Heck maybe a perm one! Zombies will not attack the one door as to make it balanced so you can get out but the zombies only attack the windows. You may say this is op but think of it. If you are using it for its original purpose you got only one way in and one way out. You should have barricaded the 3-4 windows on the car so you wont die. 

    Something like these.

     
     
    Designing interiors would be difficult but instead: So an RV that uses a new context menu similar to vehicle menu, with an oven and mini fridge that is powered only by the generator, a water tank(upgradable),1-2 inside storage slots, 2-4 vehicle bays, 4 seats: driver/passenger seat(upgradable), left/right side couch(not upgradable)glovebox/radio(upgradable to HAM radio), sleeping is safe, only entrance is from the middle of passenger side and passenger side door. Ideally it'll work with the radial menu in place already, and a secondary larger/alternate RV version would have a washer/dryer stack usable only with the generator as well
     
     
    Kudos to LastRequest for the idea but not walkable
  10. Like
    ZombiesLoveBrainiacs reacted to nasKo in Taking aim   
    First up, yesterday we released IWBUMS beta patch 41.29 – the changelist for which you can find here.
    This means that our ‘zoom’ beta’s sharper models and improved compatibility is now part of the main test beta – alongside some helpful fixes and some improvements to car-destroying trees, shrubs and saplings.
    The next step for the new zoom system is to clean up the last few remaining issues that a few of our players are reporting. Primarily, at the moment tiles look a bit blurred at close range.
    In the old system once you were at closest zoom possible, it would use ‘nearest pixel’ filtering so everything would look nice and crisp. However, the way the new system works means that we really need to leverage the filtering effect to avoid jagged and warped pixels at 75% (the second zoom level out) as well as when zoomed out – to avoid absolutely ugly and awful flickering of pixels and severe warping of the pixels as the character moves about.
    At the moment filtering is turned on across the board, causing the close-range blur, so we’ll be looking to experiment with switching on ‘nearest neighbour’ when you hit max zoom-in instead. This may have a slight visual pop, but should be preferable to the tiles looking blurry compared to the characters.
    MP WHEN
    It seems that questions about when 41 IWBUMS beta multiplayer will appear have been increasing exponentially over the past month or so, and we’ve still not been able to give an accurate estimate. (Characteristically, as some/many might say.)
    We’re currently laying the foundations for getting the new multiplayer system working, but there is still a fair bit of work ahead of us. You can read the top-line here.
    It’s not just a case of getting the old MP working with the new anims, but as we’ve discussed in the above link it’ll be an effort to vastly improve the multiplayer experience and server stability across the board. The way the animation system has been built allows aspects of it to be hooked up relatively smoothly to MP systems – but it also comes with many associated challenges.
    More fundamentally though, but the bar we are setting for ourselves requires some rather clever specialist code that will be undertaken by Zac and Mark at TEA.
    Seeing as it was a vital compatibility thing we needed done before 41’s release (to get lower-spec players a build that actually worked)  Zac has primarily been absorbed in getting the kinks worked out of the Zoom branch until recently. It hasn’t been his exclusive role, but Zoom did prove trickier than expected and for numerous reasons could never be put to one side. Meanwhile, Mark’s workload elsewhere with TEA meant that he hasn’t available to work in conjunction with us/Zac until very recently also.
    Now Mark is available and Zac’s necessary Zoom work is complete, there will be an uptick in progress, which we hope to be able to discuss with you over the coming Thursdoids, before arranging server ‘mega-test’ events to load test a single server once the tech is operational.
    We’re probably talking a month or two, here, or more if things don’t go smoothly. It’s not something that’s going to be magically dropped into the IWBUMS beta without a lot of shouting, build-up and hooplah.
    To those eager for it to appear – unfortunately this is just the reality of the situation BUT it will lead to a much improved multiplayer experience FOREVER once we do finally nail it.
    We don’t want to hack something in that results in the same flakey multiplayer we’ve had for years.
    We’ve had, and have, a great MP community when it comes to Project Zomboid – but anyone that’s ever spent time on our servers are aware of our previous online shortcomings. The lag waves, the invisible zombies etc etc. It’s a job we need done properly, done well and by the best people we can find (and have found) to do it.
    This is especially important because going from the overall reaction to the release of our version 41 beta, there’s a very real chance that there’ll be a big spike of interest in MP as soon as it’s unlocked in the IWBUMS beta.
    If it’s an over-populated lag festival based on our previous MP architecture, that interest will be short-lived – and not much fun for either our existing players or us on the development side.
    As such it’s vitally important to the game’s future, and everyone who desires a high multiplayer population in the long term, that we take our time and nail this one – even if it has been, and will continue to be, a painful wait for it to be reintroduced.
    This really is the route we need to take to make sure Build 41 MP hits hard out of the gate, and is in the best possible place for you when we consider it cooked and ready for consumption.
    In the meantime too, clearly, other members of the team will still be updating the IWBUMS beta with more general SP content, new animations, polish, Yuri’s fire system and much more besides.
    Looking further on into builds beyond 41 we have three mappers working on two separate vast locations, one Louisville and the other not, and an artist and a coder that have gone great guns recently with SP gameplay content for Build 42 that we can’t wait to share with you once our work on Build 41 is coming to a close.
    We’re quietly optimistic that it’s going to be a really good, and very busy, year. So thanks for your patience so far, and for coming along on this journey with us.
    Today’s featured image from the actual real Rick Grimes . A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send blogs like this and patch notes direct to your mailbox. We also live on Twitter right here! Our Discord is open for chat and hijinks too!
  11. Like
    ZombiesLoveBrainiacs reacted to Vilespring in M113 APC vehicle variants   
    Hello peeps! I've been working on a working M113 APC mod for a while. This is its current progress!
     

     
    All variants aren't actually shown, because there wouldn't be too much of a point to showing off all 30.
    The sub-variants are all just different serial numbers to basically guarantee that no two M113s are the same.
    15x Plain Olive 5x Woodland 4x Medevac The Woodland Medevac and the skins with inscriptions have only one copy.
    Another thing: A major concern is how useful will the APC actually be. The answer is very. The player is unable to be attacked by zombies, and even gunfire! Shooting at a player in the M113A1 will be greeted with a "clunk" as the damage is negated.
    However, M113s will suffer from very very high skill requirement to maintain, special parts, low top speed, somewhat high fuel consumption, and lots of injury to occupants upon a collision.
    They also spawn with some nice loot in them...
  12. Like
    ZombiesLoveBrainiacs reacted to Planet Algol in Customizable random zombie speeds   
    To enable fakedead zombies:
    zombie:setFakeDead(true)

    To make sure a zombie isn't a crawler before toggling crawler:
    if zombie:getSeppedMod() >= 0.55 then
        zombie:toggleCrawling()
    end

    Note that fakedead and crawlers zombies are persistent, so between moving between to cells, and loading saves, the population of them will accumulate.

    I find that I have to redo, and possibly reset the zombie speed when moving between cells. So I do this at then end of the equivalent function I use to do what you do:
     
    if data.SpecialZedType == "Shambler" then
                 if ZombRand(999) == 0
                    zombie:changeSpeed(3)
                    zombie:DoZombieStats()
                end
            end       
            
            if data.SpecialZedType == "Runner" then
                if ZombRand(999) == 0 then
                    zombie:changeSpeed(1);
                    zombie:DoZombieStats()
                end
            end
  13. Like
    ZombiesLoveBrainiacs reacted to Auklin in [41.27] New movement feels clunky to new and old players, I think I know why   
    When walking (sneak mode or normal mode), the character should move immediately instead of waiting for the 'turn around' animations to complete. Make it similar to 'attack' mode.

    EDIT: The video below displays the problem, players should move instantly in any direction if their movement speed is less than walking speed

    The movement outside feels good for the most part once you get the controls. It's indoors where it get's difficult.

    The reason is that the default 'state' most players (new and old) use for clearing a house is in sneak/walk mode (not attack mode like you intend). and sneak mode doesn't allow you to move 'backwards' like 'attack' mode does.

    I think it would be worthwhile considering that sneaking and walking should not prevent movement until the 'turning around' animation completes, save that for jogging and sprinting.

    Here is a popular youtuber that died due to this problem. Clearly they panicked and stopped attacking because you want to starting running and moving quickly, but the movement is clunky now

    Video is timestamped for 5:48
     
     
  14. Like
    ZombiesLoveBrainiacs got a reaction from Maris in Getting a wall when there's no square in the 1st floor?   
    Each square can only have north & west walls - so if I want get the southern wall, i have to get the northern wall of the next square.
     
    But on the first floor, getting the next square returns nil if that square is outside of the house.
    What am I missing here? How does the game even place the wall in that spot when there's no square for it?
  15. Like
    ZombiesLoveBrainiacs reacted to MrTrololo in car modifications   
    character would be able to use welding equipment,skills and materials to install some modifications on cars
    -iron bars on windows- important thing in case of zombie apocalypse in my opinion,that would protect windows and character(if windows were broken) from zeds attacks until it breaks,it wont protect from bullets of course(i'm not sure that character in car can take damage from guns,so you can check it out if you are mythbusters :))
    -reinforced bumper-thing designed for "vechicular manslaughter",protects regular bumper and headlights from damage and can take damage until it breaks,would be very useful if you planning to run over horde (i were forced to do this once when helicopter attracted horde to my safehouse)
    these modifications will increase car protection but also its weight
     
    -painting
    only visual modifications that character can apply if he have paintbrush and paint
  16. Like
    ZombiesLoveBrainiacs reacted to Ace Knight in Death & Decay: Sunrise. [RP Server from the makers of Death & Decay]   
    Years ago Eudoxio created the server Death & Decay for Project Zomboid. It was a heavy role playing server that managed to bring together an amazing community of players, stories, and memories. Sadly due to financial instability, Eudoxio had to close the server back in 2017 after 2 years of running. Since then I've decided to get back touch with him. especially with animations being right around the corner: and asked if I could personally take over the server and reopen it with a new host and he was happy to contribute and bring this wonderful server back to life. 
    So without further ado! 



    Death & Decay: Sunrise

    Hello everyone and welcome back to the 5th season of Death & Decay! I know what you're thinking and yes it has been a while.. No we're not dead, In fact we're alive and better than ever!

    So we hope to see you soon, Survivors! 

    Server Information

    IP:  | 
    Build: 40.43
    Server restart times: 

    Server Location: 
    Server Language: English/Spanish
    Season 5 start date: 
    Player slots: 

    Discord: https://discord.gg/R8XHESC
    Forums: http://deathanddecay.boards.net/
    _________________________________________________________________________

    Server Rules: (OOC)
    Usernames: Please refrain from using usernames that are too complicated or use symbols. Keep it simple! Use a name suited for Roleplaying.  
    No Metagaming: If you get some information from the forum or the discord, your character doesn't know what you know! Please play it as such. If you die and change your character, find a story on how you "found" your current living location as is.  
    Dont "Kill On Sight" (KOS): Don't just kill someone after running up to them - if you get the itch for murder, you can find plenty of legitimate reasons to shoot at people. If you have a problem with someone, signal the staff and we'll resolve the problem.  
    Griefing is Not Allowed: Don't break other people's stuff for no reason! Have a heart.  
    Stealing: Stealing is allowed but only in character, so leave a note hinting you did it. That way people could play as detectives if they wanted!   
    Be Respectful of Others: Use your judgment when playing your character. Don't go over the line. We're all here to have fun after all!
    Role Playing Rules: (IC)
    Use *R* when speaking in global chat: Putting *R* before what you type indicated to other people that you're speaking on the global radio.
       
    Use (parentheses) when speaking OOC: Try to keep the OOC (Out Of Character) chat to a minimum in game, but it's completely normal to have to say something 'Out Of Character' at some point. Use parentheses when you do so.  
    Try to stay in character: We're not always asking for extremely deep storylines, but try to have at least SOME idea of who your character is, what they were before the apocalypse, how they survived up to where they are now.
    _________________________________________________________________________

    We've come to the decision after a lot of thought that the sever should have brand new lore, and a new world. 
    Seasons 1-4 were amazing and refreshing but Eudoxio and I thought it'd be nice for a new approach..

    New Server Lore

    6 months ago there was a mass epidemic, it spread through the world without notice for weeks and when top scientists realized what was happening it was already far to late. Originating from Japan, the virus quickly became airborne and spread globally.. Before long the Military had lost most of it's force, and major towns and cities were soon overrun and quarantined by what little troops remained. What was left afterwards was global destruction, cars piled on streets, bodies filling lakes and rivers, and entire city population decimated in days.. 

    However before the collapse of civilization a cure was produced and released but only made it to a few city's military, never fully released to the public. 

    _________________________________________________________________________

    I also wanted to add as a side note that we are in fact planning on updating to the latest release (Animations), whenever that release may happen. We will be wiping the map, and removing all mods/maps due to potential issues regarding stability and performance. (We will be keeping the lore/character names if you'd like to continue your stories!)

    Once mods/maps are updated, and if they all work together well. We will be adding them back into the server.
    _________________________________________________________________________

    New Server Mods & Maps (Necroforge & Cheatmenu are for staff)

    Mods:
    Hydrocraft
    ORGM
    Improved Build Menu
    Simple Food Spawn
    Organized Storage 
    Hair Styles
    Global Radios
    Rename Weapons
    Zombie Cure Medical Cocktail
    ORGM Suppressor
    Blind Trait
    MoreBuild
    Crematorium
    Wedge's Item Name Fixes
    NecroForge
    Cheatmenu


    Maps:
    Bedford Falls, Drayton Rebuild, Phoenix, South Muldraugh, Eerie Country, Lake Ivy, Over The River, 
    Fetzen's East Muldraugh Nature Reserve. 

    _________________________________________________________________________

    Server Settings 
    (Yeah there's a lot..) 

    nightlengthmodifier=1.0 | PauseEmpty=true
    SafetySystem=true | ShowSafety=true
    SpawnItems=Nothing | HoursForLootRespawn=150
    MaxItemsForLootRespawn=8 | ConstructionPreventsLootRespawn=true
    NoFireSpread=true | NoFire=false
    MinutesPerPage=0.2 | HoursForCorpseRemoval=240
    PlayerSafehouse=true | SafehouseAllowTrepass=true
    SafehouseAllowFire=false | SafehouseAllowLoot=false
    SafehouseAllowRespawn=true | SafehouseDaySurvivedToClaim=12
    SafeHouseRemovalTime=500 | AllowDestructionBySledgehammer=true
    SleepAllowed=true | sleepNeeded=false
    MaxAccountsPerUser=0

    Day Length: 4 Hours | Start Month: June
    Start Day: 5 | Start Time: 5AM
    Water Shutoff: 2-6 Months | Electricity Shutoff: 2-6 Months
    House Alarm Frequency: Sometimes | Locked Houses Frequency: Rare
    Food Spoilage: Normal | Refrigerator Effectiveness: Normal
    Rotten Food Removal: -1 | Loot Respawn: Every 2 months
    Loot Seen Prevent Hours: 720 | Months Since Apocalypse: 0
    Darkness During Night: Dark | Fire Spread: Off
    Generator Working In Exterior: On | Temperature: Normal
    Rain: Normal | Erosion Speed: (100 days)
    Erosion Days: 0 | Farming Speed: Normal
    Plant Resilience: Normal | Farming's Abundance: Normal
    Nature's Abundance: Normal | Compost Time: 2 Weeks
    Maximum Fog Intensity: Normal | Maximum Rain FX Intensity: Normal
    Enable Snow On Ground: Yes | Helicopter: Once
    Meta Event: Sometimes |Sleeping Event: Sometimes
    Generator Spawn: Rare | Generator Fuel Consumption: 0.5
    Randomized House Chance: Rare | Annotated Map Chance: Sometimes
    Time Before Corpse Removal: -1 | Decaying Corpse Health Impact: Normal
    Blood Level: Normal | Food: Rare
    Weapon: Rare | Other: Rare
    XP Multiplier: 1.0 | Stats Decrease: Normal
    Endurance Regeneration: Normal | Nutrition: Yes
    Starter Kit: Nothing | Free Trait Points: 0
    Player Built Construction Strength: Normal | Injury Severity: Normal
    Bone Fracture: Yes | Enable Vehicle: Yes
    Easy Use: No | Recent Survivor Vehicles: Low
    Zombie Attraction Multiplier: 1.0 | Car Spawn Rate: Low
    Chance Has Gas: Low | Initial Gas: Low
    Gas Consumption: 1.0 | Locked Frequency: Rare
    General Condition: Very Low | Car Wreck Congestion: Yes
    Car Alarms Frequency: Extremely Rare | Player Damaged From Crash: Yes
    Car Damage On Impact: Low | Siren Shutoff Hours: 0.0
    Damage To Player Hit By Car: None | Clothing Degradation: Normal
    Speed: Fast shamblers | Strength: Normal
    Toughness: Normal | Transmission: Blood + Saliva 
    Infection Mortality: 2-3 days | Reanimate Time: 0-12 hours
    Cognitive: Basic Navigation | Memory: Normal
    Decomposition: Slows + Weakens | Sight: Normal
    Hearing: Normal | Smell: Normal
    Environmental attacks: Yes | Damage construction: Yes
    Day/Night active: Both | Zombie triggering house alarms: Yes
    Speed: Fast Shamblers | Strength: Normal
    Toughness: Normal | Transmission: Blood + Saliva
    Infection Mortality: 2-3 Days | Reanimate Time: 0-12 Hours
    Cognitive: Basic Navigation | Memory: Normal
    Decomposition:  Slows + Weakens | Sight: Normal
    Hearing: Normal | Smell: Normal 
    Environmental Attacks: Yes | Damage Constructs: Yes
    Day/Night Active: Both | Zombie House Alarm Triggering: Yes
    Population Multiplier: 2.0 | Population Start Multiplier: 0.5
    Population Peak Multiplier: 3.0 | Population Peak Day: 260
    Respawn Hours: 72.0 | Respawn Unseen Hours: 16.0
    Respawn Multiplier: 0.1 | Redistribute Hours: 12.0
    Follow Sound Distance: 100 | Rally Group Size: 20
    Rally Travel Distance: 20| Rally Group Separation: 15
    Rally Group Radius: 3
  17. Like
    ZombiesLoveBrainiacs reacted to Mr Zultron in IWBUMS 41.23 released!   
    Can we get explanation from PZ team what does this actually mean?
     
     Some weight related traits now reduce fitness.
     
    Does this mean when I start underweight and go obese I lose fitness points? 
     
    What happens when I go obese then normal then obese again do I lose double points?
     
    Does fitness come back or is this something I need to keep training after loosing it?
     
    What is the max fitness I can lose? Can I lose all of it due to weight changing constantly?
     
    To me it sound very obstruct and punishing.
     
    ======================
     
    Or does this only apply on character selection?
     
    Can we get more explanation and clarification?
  18. Like
    ZombiesLoveBrainiacs reacted to Kalista in IWBUMS 41.23 released!   
    Any news on when hypochondriac is making its comeback? I know it was removed very early on due to it outright killing people.
  19. Like
    ZombiesLoveBrainiacs reacted to tommysticks in Death Is Not The End   
    Located here.
     
    When your player dies a Death Token will spawn in his inventory. Consume this token to inherit his XP and recipes! 
    -There is a slight chance to lose some XP and some recipes, but it is a small chance and a small amount of XP due to retrieval of your corpse being pretty difficult.
    -Professions with stat boosts don't contribute to this XP, only XP that is earned is stored. Consuming a token counts as earning that XP.
    -Reading books will not boost XP earned from the token, though it did initially as a bug.
    -The lightning strikes are aesthetic only and will not attract zeds.
    -Death token can only be consumed if it's in your inventory, that means pick it up first.
    -Remember to make your character recognizable
     if things are looking grim for easier retrieval
     
    …also this kills the popup for IWBUMS 41
  20. Like
    ZombiesLoveBrainiacs got a reaction from NagashUD in IWBUMS 41.21 RELEASED   
    Some of the posters here must have been icebears in a former life...
     
    For me, the current balance feels fairly realistic. When I go skiing at -10°C, I need full winter clothing & sunlight to stay comfortable. During the night at -10°C, the heat loss is immense when wearing normal street clothing. Maybe I'll feel ok for an hour or so, but not much longer than that.
     
    Increased fatigue & hunger is a result of the body trying to increase the temperature & fighting illness. Also fairly realistic afaik.
  21. Like
    ZombiesLoveBrainiacs reacted to Cory in IWBUMS 41.21 RELEASED   
    Cold temp, Zombies should freeze too.. slower/ stiffness
  22. Pie
    ZombiesLoveBrainiacs reacted to Geras in IWBUMS 41.21 RELEASED   
    They can climb those, but it takes some manoeuvring and effort to make them do it. I've experienced this as well.
  23. Like
    ZombiesLoveBrainiacs reacted to Blake81 in IWBUMS 41.21 RELEASED   
    We need heating devices; either electric heaters/stoves or similar gas/propane/coal powered ones we can use inside buildings or even outside.
     
    Or, (and here we may be moving onto far greater additions) add a "Thermostat" electric fixture to most buildings, just like we have light switches now. It could simply have the interface the Car's AC have already. Of course, not ALL places will have this (wouldn't expect a wooden cabin in the middle of nowhere, or a Self-Storage unit to have HVAC), but most of them would.
  24. Like
    ZombiesLoveBrainiacs got a reaction from ColonelJukeBox in Small but Important Suggestions Thread   
    You can do that if the window is open. It's a bit strange that the window needs to be open, tho.
  25. Like
    ZombiesLoveBrainiacs reacted to Loskene in IWBUMS 41.21 RELEASED   
    Nice.
    With all the thermal stuff in now, I have a question about what options we have for environmental temperature control. Basically, how does the game calculate the temperature inside buildings? Does it factor in things like insulation or convection, do buildings absorb heat (light) during the day and slowly emit it at night, will a fireplace heat up a building or just a room, what is the effect of open/closed doors and windows. That kind of thing. Thanks.
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