Jump to content


  • Content Count

  • Joined

  • Last visited

Everything posted by Faalagorn

  1. Similar how disassembling radios now give the battery back if it's still there, disassembling lamps that have light bulb in them should give a light bulb.
  2. Home Plate: https://map.projectzomboid.com/#10961x9952 Base (big): https://map.projectzomboid.com/#10948x9941 Base (small): https://map.projectzomboid.com/#10959x9945 EDIT: I also realized that there is already a much useful PZwiki page listing items that can't be moved here: https://pzwiki.net/wiki/Furniture
  3. Dentist Patient Chair: https://map.projectzomboid.com/#10877x10028
  4. 1125. Split coins from banknotes. 1126. Money (banknotes) should be used as a kindling.
  5. It seems that for partially-filled containers you often don't get an option to pour into or fill from taps etc. You can only fill them by putting them on rain or pour/drink some from it and then when it's emptier, it can be filled. There are also some odd rounding errors with the floats being involved. I kinda wish the system would be less sophisticated and just used unit for water containers (i.e. cup = 1 unit of water and then other containers multiple of it, similar how taps have)
  6. 1124. Stand up option so you can stand up from sitting position without cancelling current action
  7. From what I've seen, it happens, but only if you enter through window, I think the animation does not play in reverse, at least that was a case for me I hope they have a plan to add one eventually, but I think it's not there yet.
  8. I think it's intentional to allow walking to a window – elsewhere it would be possible to get stuck if that would be the only window leading there!
  9. Metal profile: https://map.projectzomboid.com/#10960x9338
  10. It seems that metal shelves (e.g. here: https://map.projectzomboid.com/#10835x9532) use carpentry to disassembly – they should use metalworking instead.
  11. https://map.projectzomboid.com/#10838x9539 It seems to be the same omission as this one:
  12. Comic Shop Shelves: https://map.projectzomboid.com/#10841x9539
  13. When there is something standing on a tile (like a sink, microwave or a radio standing on top of the cupboard or table), you can still try to disassembly it but it says the chance is 0% no matter your skill level. Ideally it should show the message similar to the one you get when the container is full of items.
  14. Small fence (the ones near homes): https://map.projectzomboid.com/#10788x9526
  15. 1122. Perfumes should be usable as desinfectant (since they have alcohol in it) – it would be cool if that would made zombies more likely to follow you due to intense scent though! 1123. Option to enter a closed car through an open trunk
  16. Bathroom Rug (two tiles): https://map.projectzomboid.com/#10763x9481 Fancy Green Rug (6 tiles): https://map.projectzomboid.com/#10785x9526
  17. This depends on where you click, I noticed that with an Lightwood Desk. Choosing one option results in the whole item being disassembled properly. P.S. I seem to run out of 100 MB of attachment quota; how can I remove my old attachments?
  18. I'm not sure if anyone reported it already and I guess it's a known issue and possibly technical limitation, but various multi-tile objects have different lightning on tiles and when it came to things like painting or rungs, there are visible seams on them. Is there anything that can be done to prevent it? I am currently running at default medium options with lighting quality set to medium. Is there anything that can be done to prevent or mitigate the effect? See the rag, painting and coach from the attached screenshot to know what I'm talking about.
  19. Typ, though I agree I'd be a nice option if two people could play on the same keyboard
  20. 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)
  21. Corner shelves: https://map.projectzomboid.com/#10758x9483
  22. Red couch, apparently: https://map.projectzomboid.com/#10758x9487
  23. 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.
  24. 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?
  25. 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!
  • Create New...