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About Faalagorn

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    The Bug Hunter

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  1. 1120. Show disassembly chance on the window that pops up when pressing the disassembly button 1121. Show dissasembly chance even if you don't have tools or items are in container (in red)
  2. Corner shelves: https://map.projectzomboid.com/#10758x9483
  3. Red couch, apparently: https://map.projectzomboid.com/#10758x9487
  4. 1119. Show freezing and burning progress bars at the same time Currently only one is shown so it's hard to see how much freezing is left or notice the food is burning quickly enough.
  5. Out of curiosity, I tried the controllertest build for the first time on Linux – I'm not sure how the files are compared to Windows depot (I should have checked), but it works and upon adding "-Dorg.lwjgl.glfw.libname=glfw_wayland" line, to the appopriate place in ProjectZomboid64.json, it didn't work, but due to the error: ERROR: General, 1593934335478> [LWJGL] GLFW_PLATFORM_ERROR error ERROR: General, 1593934335478> Description : Wayland: Setting window icon not supported ERROR: General, 1593934335478> Stacktrace : ERROR: General, 1593934335478> ERROR: General, 1593934335479> org.lwjgl.glfw.GLFW.nglfwSetWindowIcon(GLFW.java:2036) ERROR: General, 1593934335479> ERROR: General, 1593934335479> org.lwjgl.glfw.GLFW.glfwSetWindowIcon(GLFW.java:2068) ERROR: General, 1593934335479> ERROR: General, 1593934335479> org.lwjglx.opengl.Display.create(Display.java:139) ERROR: General, 1593934335479> ERROR: General, 1593934335479> org.lwjglx.opengl.Display.create(Display.java:92) ERROR: General, 1593934335479> ERROR: General, 1593934335479> zombie.core.Core.init(Core.java:2244) ERROR: General, 1593934335479> ERROR: General, 1593934335479> zombie.GameWindow.InitDisplay(GameWindow.java:386) ERROR: General, 1593934335480> ERROR: General, 1593934335480> zombie.core.opengl.RenderThread.renderLoop(RenderThread.java:110) ERROR: General, 1593934335480> ERROR: General, 1593934335480> zombie.gameStates.MainScreenState.main(MainScreenState.java:222) While I don't know how to check whether it's running LWJGL 3 on Linux and Wayland doesn't work, it seems something that's potentially fixable and possible to get working?
  6. I really like the new attention that guns got – it's understandable that you real names aren't used, but we all know what gun is what and the calibres as well as re/un/loading and racking mechanics are vastly improved in the base game now, especially with animation. However, there's another aspect that could use a similar treatment; medicine. I think I suggested it somewhere, but I can't find it, so I'll suggest it again: It would be nice if instead of generic "Antibiotics", "Antidepressants", "Painkillers" or "Sleeping Tablets", you could use real names for medications, as well as some variations – i.e. Fluoxetine, Paracetamol, Hydroxyzine or Alprazolam – that would: boost the realism, as the real names of active ingredients would be used (and they are not copyrighted either, unlike the actual brand names) make the game slightly harder, as you'd have to familiarize the names (the description could state the effects as well, but players would familiarize effects quickly – or check online ) add ability to add more variants of medicine with varying side effects – ex. Aspirin taken with alcohol vs Paracetamol/Ibuprofen or varying intensity painkillers open for possibility of different (potentially even randomized) looking medicine that are collectively known as "unknown medicine" or something like that, similar to unknown berries, requiring learnt knowledge to identify. With "Vitamins" it's a little more complicated, as ideally I'd require implementing ideas from this thread, but I'd love if it could be implemented. Of course, all of it would require some effort to research and to get properly named, but I think could be worthwhile, especially for non-medical personel, as I am so sorry if I got something wrong!
  7. I think he meant the jars where you place veggies yourself. Non-nutritionist should already see it on cans, unless something's wrong
  8. I suggested that on a few occasions already, maybe it didn't caught up. The egg carton is also missing nutrition but these should also be visible by a non-nutritionists
  9. Now that you mention it I remembered that "weight" actually reflects size as well, but thanks for taking care of it
  10. It might have been reported previously, but the stone axe weights more than the elements used to create it:
  11. Oh, I mean that the bar is 0% but it waits for the "cycle" to finish – you can break it with moving, but if not it will continue to go down for the final time. Can you find anything or get an XP during that time when the bar is at 0%? If not, then I guess it should automatically stop? Also, wouldn't it be simplier if there was just one progress bar that shows the abundance and action can be started/skip instead of looping the cycles? Might be an engine limitation though, but I wonder if there's any reason, as it is stlightly confusing now
  12. American Flag: https://map.projectzomboid.com/#10729x9513
  13. I like the new foraging menu, it's an upgrade to what we had certainly! However, I have a two technical questions: Why there's a "Forage" (or equivalent) progress bar when the items can drop at any time? and Why the progress bar is still going when abundance is at 0%? Can you still get items?
  14. 1118. Tree branch as a weapon (stone too while at it, see Rust, though I guess It'd need a new set of animation :/)
  15. I don't like the automatic drinking for other reasons, just let me disable this in accessibility and I'll be happy :3
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