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Faalagorn

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Everything posted by Faalagorn

  1. Yes, I noticed that as well and I think I mentioned (or maybe I just wanted to but never did) in the forum. Sugar is "Drainable" so unlike food it has progress bar and can spawn partially used unlike other food items and I'd have to check if that's the case in the most recent version, it can be added to evolved drink recipes which led to this issue , though you can add it as evolved recipe which led to this bug in the past: https://theindiestone.com/forums/index.php?/topic/24212-issues-with-hot-drink-recipes/ Then there's the liquids (water and fuel currently), which use yet another system. (EDIT: actually it's drainable I think) And of course separate one, durability on weapons and tools, though tools only break when cutting down trees or hitting zeds, but not when using them to whatever else (though they honestly should rather be sharpened and slowly lose effectiveness rather than break totally, but that's for a totally different matter ;)).
  2. yeah, but no 0.0000762939453 XP more It seems just like a small rounding display error because of float.
  3. With less and less items lacking nutritious values, some nutrition should be added to Salt, Pepper, Tea Bags and/or disable eating them (after all, it makes no sense you can eat them raw, you can't eat sugar, coffee and vinegar and yeast directly in the current game anyway). While at it, it could be handy to add nutrition values for Jar of Bell Peppers, Potatoes, Tomatoes, Cabbage, Leeks, Carrots, Broccoli, Radishes and Eggplants (CannedBellPepper, CannedPotato CannedTomato, CannedCabbage, CannedLeek, CannedCarrots, CannedBroccoli, CannedRedRadish, CannedEggplant) so a nutritionist can see them and Egg Carton (EggCarton), though the latter should be packaged – these seems to have nutrition facts hidden inside inlid in United States, so a non-nutritionist should see them too, see https://www.google.com/search?q=egg+carton+nutrition+facts&tbm=isch . While at it, worms hunger value could be lowered, they currently are a little OP especially when it comes to weight/hunger ratio.
  4. It could also reload a battery for radios and walkie-talkies and potentially other devices which will also use batteries in future, just reload whichever item is in secondary hand
  5. This is first time it happened – I got an uneven amount of XP (float) instead of regular one rounded up. I'm a slow learner with Foraging book fully read. Other gains from this show gave me normal amount of gains.
  6. It's a minor issue, but (I guess?) easy to fix – when the game is paused, the idle/breathing character animation is still being played on the "Info" panel. I guess it could be paused for that time to avoid confusion and potentially save a few CPU/GPU cycles when the game's paused.
  7. 1112? Merge Crafting and Survivalist together – they don't make sense, First Aid is not crafting and Farming is not much different than Fishing, Trapping and Foraging (they are on the same show, Survival Exposure) – I think having two categories for this isn't really needed and could free up some space.
  8. Alternatively, a separate min and max options would be ideal. I'm not sure if I didn't suggested it somewhere already in the past?
  9. It would be nice if non-packaged food (fruits and veggies mostly) would have random properties and the farmed one would depend on how much care did you take for them. Maybe it'll be there after farming updte somewhere down the line?
  10. The fossoil sign issue is similar to the bug I reported earlier, but it either seems fixed for me or it happens only under certain conditions: I see Pandorea reacted to this so it's getting fixed, but I wonder if the issue is lying somewhere deeper?
  11. Maybe not 100% dirty, as I like some randomness but I agree they should be less clean, especially later down the apocalypse, especially how easily we can wash them now 1110?. Add regular makeups patterns without a limit for genders – it would be nice to mimick someone else's appeareance (no matter the gender) which may come useful for RPs, and to fool someone when multiplayer and NPCs comes down the road.
  12. I was looking for that video, thanks! Thanks for elaborating on technicalities as well :). I also remember different Z-levels being mentioned, was it the same mondoid back then? Then there was a stealth video from ages ago that's now incorportated into build 41, anyone have the link though? I'd love to compare how much it changed
  13. I can update it, are these all in 41.37 though? I'd have to recheck
  14. I updated the list for 41.37, thanks for making the counters, wooden box, big mirror and spiffo tables movable! Here's a couple more I found: Bank counters: https://map.projectzomboid.com/#10628x9697 Green's Grocery sign: https://map.projectzomboid.com/#10611x10263 (level 1) Green's Grocery scale (and pillars): https://map.projectzomboid.com/#10613x10257 Cross: https://map.projectzomboid.com/?#14548x4970
  15. There's a bunch of ways to gather water so far, but I like this idea, it could make characters less dependend of placing things on ground or water collector barrels and could fit nicely with water system
  16. @PandoreaYou are referring to this thread However, it refers to "Personal Hygiene (going to the bathroom, etc.)" i.e. a sims-like hygiene and bladder, part of which is included in this mod. I think washing clothes and body out of blood and dirt, since implemented, have fallen out of the scope, since we already can wash outselves and our clothes in sinks et al
  17. To counter it, the more age you start with, the more skill points you have.
  18. It was said somewhere in forums that some improvements for this are planned in a short time, so I'm sure TIS is aware, but good point
  19. I'm awaiting eagerly to see what can I cross from the list in the nearest patch https://projectzomboid.com/blog/2020/05/urban-terrorz/ Also this And this one It's not mentioned in thursdoid and I haven't checked in a while but I'll also check this, maybe some new items can be deconstructed as well? Either way, I love those small changes, keep em going
  20. This is an old bug, probably appearing since the day radios and TVs were introduced, but I verified it appears in the latest 41.36 build as well – currently TV shows are tied to the moment TVs and radios are turned and that is not exactly 100% reliable. Sometimes you can watch the same show twice, resulting in multiple gains of skill XP in case of Life and living shows. It is also confusing to see the same show again, I honestly thought that these shows are random and not set in timed order for a long while because of it. It was somewhat-documented in this reddit post (see commends as well), but it appears under different circumstances as well, so far I figured these: First of all, shows are played by the first time you enter the game, so a 7:00 show is played at 9:00. It is dependent of the time a TV in player vicinity is first played. This was well documented in the reddit thread. In multiplayer, when a server is restarted (though I can't test it with build 41) When you load back a saved game (quit and log in again, you can try backing a save file too), sometimes an old show is played – this is what was happening for me recently. It would be nice to take a look at it somewhere down the road, especially when TurboTuTone updated the devices :). The shows could use some reworking, along with VHS love to have them recorded so you can watch them more than once without these bugs, or to have re-airs in TVs, but the current functionality seems to be somewhat flawed anyway.
  21. The black text on TV is very hard to read. Either a white border should be added, or the color should be changed to something else.
  22. I just checked that all of these tiles as well as Burger and Buffet signs still suffer from the issue as of 41.36 and new save— I didn't screenshot "Burger" sign but it's just around here: https://map.projectzomboid.com/#10614x9476
  23. I mentioned that briefly in my thread of non-pickable objects. You can currently only dismantle most doors or break them with sledgehammer.
  24. I like the idea of zombie falling out, seems simple enough to implement, though there may be reason TIS doesn't want to implement it (like all other zombies are spawn only by one mechanism). I hope they are at least planning to implement them once the missing car animations (doors, windows etc.) are there, though it would be a welcome change earlier too
  25. https://projectzomboid.com/blog/2018/07/zombies-in-the-mist/ – last paragraph
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