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Everything posted by Faalagorn
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Extra Clothing Options (Zip/unzip jacket, rolling up sleeves, etc)
Faalagorn replied to Sedgwick's topic in PZ Suggestions
It makes a lot of sense, especially since we have some mechanics for it; hood up/down, bandana for head/face and maybe a few more. -
You mention items looking better on the floor, I think of holding weapons in hands when those 3D models will be! I love the look of all the bags, gas cans, tools and foods in animation build in
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It's one of the tiles that are not hidden, similar to my older report, but on this spot you can see both of them: https://map.projectzomboid.com/#10054x9637
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forums "Browse" menu appears when hovering mouse on the violet bar on forums
Faalagorn replied to Faalagorn's topic in Bug Reports
Just so you know, they are also present on Firefox -
It seems that the industry_01_29 and industry_01_30 tiles doesn't hide automatically when you are on the bottom ground and they are up – it can be seen in north Muldraugh warehouse: https://map.projectzomboid.com/#10615x9311 (these are the "lines" that are visible from the ground level even om the PZ map).
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The mor or less mandatorly tv and read books start up time!
Faalagorn replied to Masmassu's topic in PZ Suggestions
There's a mod that adds VCR tapes with the shows, so you don't have to watch them on time, you can keep them for later. Something similar might also be planned for game when the electrical rework comes. -
Maybe you should push Thursdoids to Steam as well? That would surely make some activity and is what Steam likes as well.
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- indie stone
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This key can also be rebind to something else, in case if you want to have separate key for it. It's the "Cancel Action" binding in "Player Control" section.
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1128. Might be a little unrealistic, but since we can see amount of water left in sinks and fuel left in campfires as well as gas left in gas tanks and amount of stuff left in items (water, gas and all drainables), how about letting us know how much fuel is left in fuel distributors?
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After I posted that in suggestion, I realized there's a dedicated thread about map, so leaving it here: https://theindiestone.com/forums/index.php?/topic/33667-project-zomboid-map-project-suggestionsissues/
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- map
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forums "Browse" menu appears when hovering mouse on the violet bar on forums
Faalagorn replied to Faalagorn's topic in Bug Reports
Seems the search issue has been fixed now, so it's just the top menu issues that's left -
While I like the idea, especially the stealth one (when you know zeds are just around you, you'd sometimes want to be as stealthy as possible even when applying barricades or constructing), but on the other hand that mechanic would be easily exploited currently. Sometimes I'd love to see to come, but would require some major-ish thinking to implement properly
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I reported a similar issue in Muldraugh before, but it seems there's a similar house in Riverside here: https://map.projectzomboid.com/#6269x5354 Also see https://theindiestone.com/forums/index.php?/topic/33703-poorly-crafted-table-name-is-used-for-two-different-furnitures/
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41.50 Issues with Oak Right Bar, Oak Middle Bar and Oak Left Bar
Faalagorn posted a topic in Bug Reports
Currently these tiles are not solid, are not containers and are missing translations – thse can be found in a new Muldraugh building here: https://map.projectzomboid.com/#10611x9904 These are these tiles: EDIT: these are location_restaurant_bar_01_64, location_restaurant_bar_01_65 and location_restaurant_bar_01_66 -
I originally reported it as issue on ProjectZomboidTranslations GitHub issue tracker here but posting here for visibility. Currently Both (1-tile) crafted Small Table as well as Table with Drawer use the same string for carpentry level 0-3 (and level 0-3 only; other levels are fine) – currently "Poorly Crafted Table" as of 41.50 - one of them should be named "Poorly Crafted Table with Drawer" instead, but they can't be translated separately.
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Sand Bag Road Block (the ones that stand at road on the end of map) – fencing_01_96 – are currently non-solid, meaning both you and cars can go through it. There's a similar story with regular barricades BTW https://pzwiki.net/wiki/Furniture#Road_Barricades
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It seems that player-built Composters are not Thumpable class, meaning they are ignored by Zombies. Being surrounded by them makes zombie unable to see you at all, even if you can attack them with ranged weapons or kill them with melee when they are close enough. They react to sound (so more came from neighbour), they attack windows and doors but ignore player totally.
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On the Factory here https://map.projectzomboid.com/#5614x5908, I noticed that cutaways result in a part of crates getting a weird cutaway issue:
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forums "Browse" menu appears when hovering mouse on the violet bar on forums
Faalagorn replied to Faalagorn's topic in Bug Reports
Seems I missed one more, when you however on the bottom area of e.g. "Bug Reports", the "Browse" submenu appears, so I have trouble clicking "Bug Reports" that way – it's kinda realted to original post. -
First of all, it was a while but thanks for updating the map to build 41 some while ago! However, there's a few issues/suggestions that I have that would make it even better certainly First of all, there's an issue with how vegetation appears on current map, probably something wrong with exporting, see this area for example: https://map.projectzomboid.com/#11550x9702 Secondly, the map currently shows the main build it was exported from, e.g. Build 41, Build 40 and so on, but would it be hard to show either the minor version, or better yet the world version, the same as save games in the game show? (175 as of 41.50) or an export date? Sometimes map is being fixed in between major versions and it's hard to judge whether the fix is already included in the map. Finally, the hardest part – would it be possible to include new sims-esque cutaway for walls as an extra set of the layers? That way one could see what's hidden behind walls.
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1227. Replace (small) Cardboard Box with Battered Cardboard Box tile when smashed by a car. Caution, as smashing into cardboards can be deadly!
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1226. Functional doors in Green's Grocery now that we have garages it should be doable