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gekkobear

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Everything posted by gekkobear

  1. sadly you cannot chop down trees with a fork anymore D: Well, given the damage a fork takes cutting trees now, no... I got around 3-7 swings per broken fork, to get to 160 swings that's going to be a lot of forks per tree. On the other hand, if you still want to do the test, I just re-ran my test parameters. Hitting a tree with your bare hands (when you hear the thunk) still counts. And you can F4 or F5 to speed up time. You do 0 damage (so you'll never fell a tree, which means the # of hits is iffy to count) but it does give you strength "xp" credit.. Spend a day punching a tree with your bare hands and you can see yourself go from weak to feeble. ** Again, you'll see your carry capacity change, but have to re-log to see the traits page change **
  2. I believe he's referring to the perks and how they work. Two sets of perks (weak-feeble-normal-stout-strong ***normal has no tag/icon***) and (obese-overweight-normal-fit-athletic ***normal has no tag/icon***) can change during gameplay. Carrying weight (over 1/2 max) or hitting a zombie, or chopping a tree "MAY" give you some strength xp. Sprinting, or hitting a zombie or... I forget what the 3rd is there.. "MAY" give you some fitness xp. If you do nothing for long enough (a day?) you can lose an xp point. So if you chop down enough trees, and run around carrying stuff, and kill zombies... you can get to "stout" without taking it as a starting perk. But it takes a WHILE. And getting to strong from Stout is even worse. If you want to test this, the easiest level to gain is (obviously) weak to feeble. Start a new sandbox game, no zombies, weak perk. Grab enough food & water for a day, and a really bad weapon *(each "treehit" is xp, not each tree felled). I used a fork when I tested this. After 13 trees felled (12.5 trees really, 150-160 swings per tree) log off and back on and check your perks. Congrats, you're now "feeble" and not "weak" and can carry 2 more (you could carry more before logging out, but the perk name/image didn't update without logging out & back in). To get to normal, you're about 2 to 3 more solid days of logging with utensils away (another 19-20 trees? my notes say 20, but they also say 42 total trees... so either 19 or 29 more trees + the first 13 in any case). Want to get to stout... good for you. I cut down 100 trees with a fork and didn't get there, so you'd better have more patience than me. And I cut down a tree with a fork... I doubt you have more patience than me. I'm guessing around 150 total trees to get that. Want to get to strong? Hate yourself that much? Yeah, from numbers I've heard from old builds where you could see the str/fitness xp... another 350 trees or so with a fork, or 500 total at around an in-game-hour a piece to fell them. If you're using an axe, you're felling a tree in 6 swings, not 160... so that math means you've got a veritable forest. Fortunately hitting a zombie and carrying weight can also factor in. I have played a "normal" sandbox game with just double-length days; fought a ton to clear out my safe-house in West point, and looted heavily... around day 10-12 I lost "obese" and hit normal... I've never seen one of my guys "gain" fit or stout; but I know it's possible. And when I'm playing with zombies in my game... no, I do NOT cut down trees with forks. Axe (or when axe-less hammer) is how you go unless you want to make enough noise and spend enough time to get bitten. This is why I am the man who cut down a tree with a fork... for KNOWLEDGE!
  3. Ah, kids. Will expose my excessive age here, but I have a story. When I was younger I worked at a roller rink (off the books, paid under the table, less than minimum wage and all that). Every couple of days I would request "Under Pressure" by Queen to be played by the DJ. Just to see the looks on the younger kids faces when the music didn't transition the way they expected. I actually heard a kid (maybe 8-10) once say "HEY, who STOLE Vanilla Ice's MUSIC!". And I laughed and laughed and laughed. In the olden days you had to troll people in person. Harder, but more satisfying really.
  4. I'd recommend renaming "vitamins" as "caffeine pills" for clarity, because this is basically what they do. Vitamins do nothing to keep you healthy, but do reduce "tired" moodles every couple of pills. You can go from exhausted to normal by downing a full bottle of vitamins in game (which would be a very bad thing IRL).
  5. I need one as well. Then once multi-player is in we can meet fez to fez. Yes... I know. I'll be going now.
  6. I tried this once, and failed sadly...but I may make another try at adding the recipe for "dump bowl" as a quickie mod. IMO it "should" be something as simply as setting a recipe that is called say "dump bowl" allows potato salad/veggie potato salad/boring salad/simple salad/tasty salad/boring bowl of soup/simple bowl/tasy bowl/ soup bowl" and returns "bowl". Of course you could dump non-rotten food, or anything. Maybe I want a bowl for water & don't feel like eating a boring salad... should be do-able and makes it simpler (I'd think) for setting up the recipe. And of course a "dump pot" the same way (soup pot to "pot"). But my first try at making this didn't give me a recipe that showed up on my list when right-clicking an item; so I missed something. I'd assume this should still be relatively simple (and I missed something trivial) but I'm not sure where I needed that one extra "thing" to make that work.
  7. I didnt get any seed from cabbage when I harvested them (immediately when it was possible). How exactly I get seeds back? Wait to harvest your crops until they're in the last stage of growing to get some seeds back Or to put it another way... there's another stage of growth. I think it goes "seedling -> young -> adult -> harvestable -> seeding -> rotted in ground". ** Strawberry goes back to young when harvested as I recall, all other plants are removed when harvested You can harvest at either harvestable or seeding stages; but you only get seeds when the plant says it's seeding. It generally takes a day or 2 (same as other stages) to go from harvestable to seeding. Oh, and from the last beta patch, you can bundle seeds back up into 50 packs. So you don't have 400 seeds you're trying to move about.
  8. Ok, after looking up ELI5... yes, I can manage that. The first thing to do is to find your Zomboid folder. This is under your "Users" folder; for example mine is: C:\Users\Gekkobear\Zomboid\ Under here are several possible sub-folders. Mods (not necessary for now), LUA (again, skip it), and the 3 good ones: Last Stand, Sandbox, and Survival. Depending on whether you're playing Survival or Sandbox depends on which folder you want (the one with the correct name). Under Sandbox (for me) there are more folders. One for each save. So I have a folder named 19-11-2013_07-36-41 for example. (which tells you when I started playing that save, but the name doesn't matter much) ** I'm bolding save folder names, didn't want them in quotes and have someone think the quotes were part of the name; or whatever... I copy this folder to my desktop, or another folder, or wherever. Now if I end up crashing, or glitching, or losing my save; I can delete that folder from C:\Users\Gekkobear\Zomboid\Sandbox\ and paste back the folder I copied; reverting back to that save. Only ONE trick to know. Save folders can NOT have a space in the folder name. So if you rename them so you know what/when they are, make sure NOT to have spaces in the new name. FoundASawDay3 is an ok name. Found_A_Saw_Day_3 is an ok name. Found-a-saw-day-3 is an ok name. Found a saw Day 3 won't load properly. And now you're ready to copy off your saves (or even simply copy and rename them and leave them in that folder; knowing which one to play and which ones you're keeping/copying). If you take a save folder, and copy it, and realizing "19-11-2013_07-36-41 - Copy" isn't a good name so you rename the copy to GameCopy or whatever it will show as a valid save; and be playable... you'll have GameCopy on the list of saves you can select when you're picking a game to play... might be the easiest way to handle it.
  9. You don't need an axe... it just makes things faster. Grab a hammer, walk to a tree. Start swinging and turn/move until you hear the "thunk" noise. It'll take 30-40 "thunks" but you'll take the tree into logs (which you can then saw into planks). A baseball bat is slower than an axe... a golf club or frying pan is slower yet. Don't try this with a fork unless you want to stand there for 160 swings. If you also don't have a saw... use your hammer on doors. Every door will drop a plank or two (and often a doorknob and a hinge or two). If you bust out all your neighbor's doors you can at least get some barricades on your home.
  10. Some of these already exist... Weak/feeble/normal (no perk)/stout/strong You can gain/lose these... doing nothing for a day+ will slowly lower your "strength xp". Chopping trees, carrying encumbrance (rare/randomly), and killing zombies will raise this. ** to test, start weak (lowest level, easiest to raise) sandbox, no zombies. Grab a fork/spoon/knife and chop down 12-13 trees (160 hits per tree) should take you 1 - 1.5 days (so grab a bite of food/water). Your carry capacity will change, and if you restart the game you'll see your perk change to "feeble". obese/overweight/normal (no perk)/fit/athletic Same basic deal (except you can't start obese or fit...). And these raise by.. sprinting maybe? And by hitting zombies. I've had a game where I lost overweight around day 7-8 from normal play. And again your "fitness xp" will lower if you're inactive for a "while" (I think a day+, not positive on the counter there... I don't know how long a "tick" is.).
  11. If you run from a batch file, you can put out a logfile of your own... I've done this early on but not so much recently. Without running from a batch file or from the console directly I don't think there's a "default" log file created. If you open a "start - Run" console, navigate to the steam folder, and run the ProjectZomboid64.exe (or 32 if you're 32 bit) and add a 2>error.txt at the end you should get the console log as an extra file (whatever you name it). When I started playing I had to do some batch file tweaking & console runs to get the log files... might be of some help to scan it (although the patch files have changed several times since then)... http://theindiestone.com/forums/index.php/topic/2633-patch-0010-crashing-logs/?hl=console#entry37991
  12. Agreed, it's a balancing issue. The horde movement/formation/etc pendulum swings back & forth as they work for the "proper" balance. I'll agree I think it swung too far toward "inattentive zombies"; but this is a recent change. 3 weeks before steam the patch had hordes that would pack together and always find you regardless where you were or what you did. Splattercat "Lets play" series for an example: Skip to 13:19 as he heads out of his "safehouse"... you'll see more corpses than you likely have near your home; and another horde camping out... and this is somewhere he hadn't been for a couple days as he was setting up in the warehouse. If you watch his play you'll think he's playing a different game; the hordes used to be too much, now they're a bit too little... but as they balancing goes they'll get the right "mix" to allow construction without letting you feel "too safe". This was before the West Point release; so a while back... but the balancing is ongoing and this "it seems to easy/safe" is a new issue compared to how it was.
  13. I haven an error.log in: C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\error.log Of course that's Windows, but I'd hope it'd be similar.
  14. Look for a folder with the same name as your save in: C:\Users\Gekkobear\Zomboid\Sandbox\ or C:\Users\Gekkobear\Zomboid\Survival\ Copy that folder out, & back as you need. You can rename it, but do NOT use spaces in the folder name, and keep all the files in the folder.
  15. You currently need a trowel, and seeds. A spade is handy (for removing dead/diseased plants) but I think you can re-trowel over the spot and skip that need. A watering can is nice. but in no way necessary. A bucket/pot/etc for water (even a handful of water bottles will do that job). A gardening spray can is the only container that can hold mildew cure or insecticide... but until you level up your farming you won't know what kind of disease your plants have (so sort of optional). And you could just remove diseased plants rather than trying to save them... Trowel sadly is required (I'd prefer other options; but currently there are none). I know someone (RJ maybe) mentioned (maybe on Steam forums) that the trowel drop was being adjusted in the next patch.
  16. They will jump out 2nd story windows; had that happen in my current game. I had a 2nd story "home office" (the room with 2 filing cabinets and a desk) that had 4 zombies in the room when I opened the door... so I shut the door. I came back the next day and 3 were gone, and the window was busted out. Which explains the ones I killed out back.
  17. Page read will be reset to 0 if you finish to read them (thanks gekkobear ). My name is in the patch notes... my fame (or infamy) is now achieved.
  18. The loot found on zombie bodies is no longer dependent on the room/area in which they were 'killed' Aw... but killing a zombie in a bathroom and finding 2 towels on him just makes me giggle. I keep thinking I've interrupted the zombie taking a shower. But yes, I'd thought about dragging a horde into certain buildings to exploit this. I was thinking the cafe, grocery, general store, or spiffos to see if I couldn't get food drops on zombies... hadn't gotten around to doing it yet though to test it. I guess it would have worked.
  19. I realize the first few days are furry, but I went here: http://pzmap.crash-override.net/#0.7839699267173342,0.13011431217484187,249.33333333333337 Fencing from the back fence to the shed on the left (6 spaces, add 1 door) from that shed to my house (6 spaces) from my house to the first shed on the right (3 spaces) to the next shed (3 spaces) to the next house over (2 spaces) and down on that house(before the door) to the wall (10 spaces, with 1 door) I end up with a huge backyard fenced in. With 2 side-doors (8 planks/nails for frame + door) and 5 + 6 + 3 + 3 + 2 + 9 = 28 wall segments (3 planks/nails each) (8*2)16 + (28*3)84 = 100. Takes exactly 100 planks, 100 nails for the initial fencing (barricading your fences would be another 112). And the window barricades are a few more; but some loose nails and a single box and you can get the initial walls up for your farming area. If you can make it through the first 4-5 days clearing some space you're not going to be in bad shape; and the numerous sheds/garages and 2 story homes to loot nearby provide a lot of materials and food. But the alarms are problematic. Took 3 longer in-game hours to clear out 20+ "neighbors" when I set off an alarm early on day 3 looting. I'm currently still there, sandbox (longer days 2 or 3 hours, forgot which I did, and plentiful loot... but no changes to zombies type or #s) and on day 5 or 6 now; 1 scratch that didn't kill me (got overconfident taking on a crawler) and sitting pretty getting those walls up. Boxes of nails coming in handy; just got the 2nd carp box filled sawing logs & barricading the windows so I can start putting up decent walls instead of the crappy ones. But the first few days... broke several bats (> 300 kills so far). Fortunately baseball is this neighborhood pasttime so I've got some spares. Working through the pack of smaller homes to the south at the moment looking for a couple books & nonperishables.
  20. you need 4 bowls (empty, not with water or anything else in them). Then right-click the pot and there should be a "make soup bowl" or something like that... and you'll get 4 soup bowls and an empty pot.
  21. See the WIP recycling mod... I haven't tried it yet; but it seems to cover the general idea you're going for here. You recycle junk for raw materials; and use raw materials to make stuff.
  22. There is a recipe for potato salad and veggie potato salad already in the game... **kinda spoilery; I'm doing this from memory having looked in the file (I'm not going to bother to look again & get it 100% accurate though so maybe not the worst spoiler).
  23. The problem is a bug RJ is fixing for the next build (see the rotten Ramen thread). Every item has an "age"... and ramen doesn't rot; but when he keeps the "age" to avoid letting you make fresh soup form rotten goods he ended up simply keeping the age. So normal ramen a month old was causing the bowl of ramen to be rotten as the age was too high... I might be misrepresenting this slightly; but I think it's close to accurate. Your butter won't rot; but its age added to the soup (or maybe your tuna which wasn't rotten in the can rotted immediately on opening as it could be rotten then) caused your soup to be rotten. Previous patches allowed rotten ingredients to make a fresh soup; so they're going to have some issues sorting out what will or won't "rot" the final product. And I know RJ posted he was looking into it on the Ramen thread so I hope/assume his fix will be general and not just for ramen alone.
  24. Duck Blind... can't help you on if they're common, or how common they might be. But I can help you with coming up with words.
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