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Faalagorn

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Everything posted by Faalagorn

  1. There's broken glass, so the mechanic is already there, shouldn't be too hard to implement I guess?
  2. I agree to this 100% – it makes no sense for them to be containers and to be them disassemble instead. I have listed them here: https://pzwiki.net/wiki/Tiles/Storage#Nature
  3. I think it's not that the burgers are what actually poison people, it's what a guy on the radio believed.
  4. Currently, sheet ropes can only go right down below and if there's no roof generated, you can go through, roof sometimes gets generated preventing you to use it afterwards (it does stay though) but it's not always the case.
  5. In Cataclysm: Dark Days Ahead items can have (fits) property on them – maybe something similar could be applied here?
  6. While I agree the grind is real and would love some mechanic to back up what @Kappataosaid, or some way to easier train the skills, short and long blades are also hugely different, especially with jaw stabs.
  7. It was said that the base game won't feature that, though there is a mod for it: https://steamcommunity.com/sharedfiles/filedetails/?id=1436878551
  8. The problem is, the game is set in 1993 though, so smartbands wouldn't fit really.
  9. I also suggested that keyrings and keys should have a tiny little weight and limit on how much you can put on them; this would force at least some organization on them It would also be nice if some name would be autogenerated; renaming them every time you find one is really PITA. Also, the curent system of keys spawning just inside the buildings is kinda flawed, wish it would be changed. Also you can't lock doors inside at all at the moment.
  10. You need to go to build41 or iwillbuckupmysavegame (IWBUMS) beta, you can see how to enter it in that gif for example:
  11. That was suggested on a few occasion, but it would require a lot of new assets. They might come eventually though, but if so, it might take some time.
  12. You can also use the "Pan Camera" key, but yeah, a proper fix would be shifting camera to the way you're driving automatically.
  13. opengl.dll is the file that your graphic drivers are supposed to install globally, so updating your drivers would probably solve the issue in a more proper way, but good it worked for you
  14. Alternatively, just add a flag to recipe to not appear in recipes menu.
  15. Actually, watching TVs and radios have some minor gains for hapiness and boredome reducers and of course the better the cook, the more ingredients can be added for the hapiness bonuses, but yeah the whole system needs a serious upgrade down the road, as right now it's really easy to cheese, especially with smoker or pills and is barely noticeable even if you stuff yourself with dog food and worms.
  16. I think I saw this post before, but maybe I forgot to reply? Anyway, adding to what others said before: For now you can set Helicopter to "Sometimes" as well as fiddle with zombie amount, respawns and groups in options, other meta event don't cause much zombie migration and sadly I have to agree with @MadDan2013on this, hopefully more zombie migration/grouping will be addressed in future. Basic traps are already there (broken glass and remote traps, there's a bear trap sprite image), so I guess more are coming in the future, more might come with hunting update and maybe fire update as well as electrical revamp. No turrets though as MadDan said, ladmines maybe when more military location goes, but they'd be too OP IMO. Blizzard and Thunderstorms are there, there's also quite advanced Temperature system in place, but it's not used to full potential yet, so hopefully more's planned. I think Thunderstorms were supposed to cause fire sometimes, but not sure they do now - the fire system is due to being overhauled in b42 I guess I think you can plumb multiple barrels to one sink currently, but the system is not so intuitive and slightly limited, hopefully it'll be improved down the road. Electricity revamp is planned and being teased, you can see https://projectzomboid.com/blog/news/2013/10/apzdtisa-ii/ (especially the wiring part, that applies to traps as well) or https://pzwiki.net/wiki/Planned_features#Game_mechanics for summary of things planned with appropriate sources as well as this thread for a lot of useful suggestions about electricity https://theindiestone.com/forums/index.php?/topic/22859-about-electricity/ (some of them apply to other things you suggested as well). There are mods for that, including vehicles/trailers with tanks, but I'd love if the game had an unified way to store liquids the same as water. There's a defecation mod being advertised in one of the blog posts, but that's the feature definitely not going to be in vanilla To the ground, most likely. There's no system in game to track all dirty water which is understandable, though some progression could be made here too. Planned, maybe with the hunting update or after it. There's a mod for that, Steam/GOG ones will probably be there after release if at all like MadDan said, yeah. Some doors "rework" is probably planned, as they can't be moved and there's no metalworking now. Hopefully lockpicking and more opening options for doors too (at least you can lock them and place a sheet on window, but you can't break it). Windows need some love too, but at least they are moveable. Doors are disassemblable and smashable, but not moveable. Drop rates are being adressed in the next patch, so best to wait. More are to come, like a fire truck, but some trailers are alredy rare in addition to what @MadDan2013mentioned. Planned You should be able to barricade doors and windows from both sides, sometimes the game allows you to add two sheets but they can't be interacted properly (I suggested it as a feature though). For walls you have multi-stage build, but I suggested you should be able to repair and upgrade them if you get to a higher carpentry/metalworking level or find someone with handy perk. Pushable wheelie bins were there in early version, hopefully a system for that will be re-added sometime to the game we have now. There are some rare spawns already, backpacks, clothings and weapons (katana, machette…) and you can modify them some with tailoring with more to come in future (e.g. they mentioned adding pockets). Like dan said, smell is currently non functional and you can't get sick by wearing filthy clothes currently. Blood do affect hemophobic trait though. There's a fly sound from bodies that already annoys some people (but can be rid of by getting rid of the bodies or disabling it in options), a similar feature was in My Summer Car with repellant, but it also annoyed people and was slightly toned down. I'd say bites are not good idea, maybe just some more sound effects near water especially with sound rework. Both are hopefully planned, see my previous electrical mention. Thanks for reporting the first two, I had trouble removing some tiles as well, so hopefully it gets fixed The car heating issue should be known for a while, but yeah. The same happens for radios. They also don't break, I reported it somewhere at the forums some time ago.
  17. Basically what @Fuzzy Wolfysaid, everything you suggested is already planned or verified not to be in the game (no special zombies, though we could get some more armored zombified policemen/military ones and no zombie dogs), see an old but still fairly accurate https://theindiestone.com/forums/index.php?/topic/192-commonly-suggested-suggestions/ The zombies are adjustable, but more sandbox fine-tuning might come in future, for now you have mods to fill the gap. The buildings will come with Louisville (though there's a tall Dormitory building in March Ridge and a big resort in center of Kingsmouth that's filled with zombies in vanilla already). Fire truck was teased as well, and build 42 will feature huntable animals.
  18. I suggested the water, I think in small but important features – in CD:DA there's an advanced system with even things such as evaporation depending on temperature I believe, and as far as I know water spillage is also implemented in Neo Scavenger, would be nice to see something like that in Zomboid, I just posted about some issues with water here as well: https://theindiestone.com/forums/index.php?/topic/35339-ui-overhaul-suggestion/&tab=comments#comment-310239 As far as eating with spoon and fork, I wholeheartedly agree, in CD:DA and Rimworld you even have eating with table and we should get some plates ideally, too. You can see this for some funny comments as well https://www.reddit.com/r/projectzomboid/comments/f6f849/will_eating_without_a_spoon_be_our_eating_without/ P.S. If it wouldn't be happiness, I'd at least see some difference in eating time at least, though ideally eating without one makes you unhappy but is faster.
  19. Thanks for bringing that up, here's the original blog entry for those interested: https://projectzomboid.com/blog/news/2019/07/reloaded/ The inventory definitely needs some work to do, I've talked about it with friends the other day, so let me add a few things we discussed as well: The current inventory should at least have a search option, I mentioned it somewhere at forums before. Looking through the 200 units of unsorted loot lying in 4 surrounding floor tiles, full vehicle trunk, chest with organized or a full inventory (which in extreme cases can go past 50 by unequipping/filling stuff or as far as unlimited with debug/mods) or even regular bags with various little items can make finding specific items lengthy process, even if you know the name, they are sorted alphabetically and your screen is big enough and the window is extended. The search feature is already used in Item List menu in -debug menu. It's especially slow if you have low UI refresh rate (which in other hand helps performance). There should be a way to rebind inventory shortcuts too (especially ctrl+a as it makes your character move, or find a way for it not to move, as it's a well-known and easily memorable). Adding to the previous one, some items share name, especially the water bottle and empty bottle share the same name. With the clunky way to check each item icon and fullness (see below), it's getting tidy. Some translations already implement different names for each bottle, and I make a post and pull request for English version as well, see my post here with poll here: https://theindiestone.com/forums/index.php?/topic/34297-should-empty-bottle-and-water-bottle-be-separate-for-each-item/ There are other name changes I submitted, some of which are already done in mods or translations. Thirdly, seeing items properties, such as remaining amount (for drainables), durability (for weapons) or hunger value (for food) is tedious and while some properties appear as a bar, some appear as tooltip (such as thirst and nutrients for food, or cooking/freezing progress), some are represented as an icon/name (dirtiness, poisonous), so there's no inconsistency here. It's really hard to notice a missing pixel too, that's especially noticeable for not 100% filled water bottles but other drainables too. Drainables and weapons should always sort automatically by amount/durability left, you can do it manually and I often do it, but it's tedious. I love how drainables got a lot of fixes, though there's still some that should change weight depending on the amount left; most notably medicines. See also https://theindiestone.com/forums/index.php?/topic/29230-realistic-medication-names/ There's a bug where you sometimes can't fill the water container fully, a workaround is to put content to another container and then back in. Sometimes the rounding is weird though and you get more or less amount of water just by pouring it (while it could be a feature, it sadly is a bug of rounding floats at this stage). There should also be more categories for items, there are mods that do that. Finally, while I love how many items got it's use, having more use for them would make inventory management less tedious. I'd love if more items could be burnt (broken tools and new shoes), clothes torn down (see this thread) or smelting got back for metals, especially with jewelries, too much clutter, which also negatively affects performance. At least garbage bins can remove stuff now. Also, more use for existing materials like stones or electrical items (hopefully it'll come with the revamp down the road), and makeup items with more content to back it up, such as comb for certain hairstyles, rubber band for ponytails or cologne/perfume as antiseptic, basically the content of small but important suggestions, it'll pay back down the road eventually, generally lots of small jobs for Team Tanglewood that will benefit the whole game in the end. The point being is while overhaul is much needed at some point surely, just the slow improvement on existing features should improve the situation a lot, too!
  20. 1133-ish. Ability to wear leashes as a clothing item.
  21. The fitness menu seems to be one of the most advanced ones, wish some of the features from it (like having to remove backpack, having to stand up, unable to be overburdened, exhausted etc.) would carry into other aspects of the game as well! Either way, it have its minor flaws, so here's a summary: You can't see what Barbell and Dumbbel does unless you look it up online or actually equip them – it would make sense for the options to be clickable but OK button wouldn't be clickable even if you don't have them, so you can read the descriptions. After you equip barbell or dumbbell, you need to open and close the menu for it to refresh. Not really as important, as UI design might chance down the road (I remember it being teased in one of the Thurstoids), but IMO It would be nice if fitness menu would be available from right click as well, or alternatively from underneath the move furniture. Edit: also, fitness menu and fitness skill share the same menu, maybe one of them should be renamed to something else to avoid confusion?
  22. That clothing scrap would be great, instead of burning indivudual clothes indeed!
  23. Faalagorn

    Techno Babbloid

    Adding to what @HerioJohnX@Zedllerand @Stainasaid, while I understand that some form of protection might be needed for huge 24/7 servers, I never even enabled any anticheat options in our coop server, for fear it may trigger uncontrollably or prevent fixing some fixup that happens while playing that can be modified with what otherwise would trigger anticheat protection, so for me any drawbacks in cheat detections are a non-issue right now.
  24. There's a hunting update scheduled at build 42, though there are already quite some fishes in the game, at least the whole system is more advanced than farming or trapping at the moment
  25. It would be also to make belts and some other clothing rippable, as well as ripping worn clothing for anything (their only use right now is burning or destroying). Shoes and other are not even burnable right now.
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