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steiger

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  1. I read the bug as some lights staying on after the power goes off. Are you thinking it's lights being off when they should be on? Maybe it's both?
  2. I don't think so. Thought I posted about this in the Vehicles thread last week. https://theindiestone.com/forums/index.php?/topic/22436-released-vehicle-tech-test-build/&do=findComment&comment=261432
  3. Hmmn. Rolling blackout? You can see my house has no power, and the streetlight to the north has no power, but this one streetlight is still lit. Vehicle 19.1, no mods, default sandbox settings. Assume it's a map thing.
  4. To be fair, cars sometimes stall -- I drove a car from Riverside to Mul, and it stalled out on me 4 times with plenty of gas in it. I frankly don't understand the stalling or the gas consumption ( a whole tank to go from one town to another). Both seem needlessly unrealistic, but I guess it adds some negatives to automobiles for balance.
  5. I tried to sleep in a car using the "V" menu, and got a red box. Just a thought, since this is 1993 -- we should be able to light a cigarette using the car from the passenger compartment, assuming we have a working battery. I've checked at least 2 dozen cars now. Found a total of 2 cars with 1.0, and 1 spiffo van with 4.0. I have an empty gas can, and am given the "Take Gasoline" option on the "V" menu, but it won't transfer gasoline to the empty gas can unless you're just in the right place next to the vehicle. Otherwise, you will walk forward 1 step and then stop, having not done anything. Also, any gas in a gas can makes it full weight, which is especially annoying given how much gas this is supposed to represent. .
  6. I don't know if you need coordinates or how to find coordinates on the map, but a couple of glitchy items in this house. Looks like 3 fridges spawned in the same space. I think there must be multiple radios placed here -- I get the device options screen, but it looks like it's overlayed, and I can't actually do anything (turn it off, turn it down, change stations) and I can't pick the radio up off the counter. I have "normal" initial gas, and out of the dozens of cars I was able to check, almost all had 0.0 gas in them. I just found one car with 1.0/40.0 tank in it. I'm certain I chose to spawn in Mul, but I appeared to have spawned in Riverside instead. Is that a possible bug? The more likely explanation is that I'm mistaken somehow, but I wanted to report it b/c I am pretty certain I intended to spawn in Mul.
  7. Yeah, I spawned right next to the trailer -- you're not messing around adding wrecks. I wonder if one of them will start . . . Also, I spawned with random crap in my inventory (sandbox, no starter kit, no easy vehicles). Is that a "feature" like random starting injuries? I've never seen it before. One last thing -- I saw the note that keys will spawn in nearby desks. I assume you haven't removed the previous spawn behavior for keys yet, just added one? This wreck yard is littered with car keys on the ground.
  8. I seem to be missing the artwork for graves? I seemed to be late getting my artwork for composters when those first came out too, despite forcing a reinstall from Steam. I can still use the graves, but making them requires some guess work, as there aren't any visual cues for what the interface wants me to do after I click "Dig Graves".
  9. Just made a new sandbox game, no mods. In West Point, so probably not a map-specific issue, but this still happens. It's not widespread, but occasionally, a house you walk into will show things on shelves, but there won't be anything in any container in the entire house.
  10. https://pzwiki.net/wiki/Repairing_Weapons_and_Items
  11. I made a campfire to burn some corpses and upon lighting it, started getting "java.lang.NullPointerException" in my console window -- like 100 every second while the fire was lit. I put it out, and they stopped. Anyone else encounter that?
  12. It sounds like automatically determining what you should want to see is problematic or technically challenging? How difficult would it be to let you toggle between the traditional view, that gives more of a view of your current z-level, and one that allows you to see the newer outside/roof view? I'm thinking of the tab key (that lets you rotate furniture placement and select what you want to destroy with a sledge on a given tile) as an obvious toggle. Or make it a function of the zoom level -- at the 2 closest zoom levels you get something more permissive of your z-level, at farther zooms, you switch to the "outside" view.
  13. Probably didn't see it reported here because having vehicles means you're on a separate build "Vehicle Test", not the regular 38.4 IWBUMS build.
  14. I found this too. In the short term, you can use an "attack", to break out of reading. I always thought the overheated moodle was about being overexposed to zombies, but in this case it's because you're sitting in the sun in Kentucky (in July, if you go with default settings). I think it makes sense. I'd love to see A/C, but think we'd need more drawbacks from not having A/C in the rest of the game for an impact. I'm an indoorsy type myself.
  15. So next metalwork addition will be to A-Team out your ride? Stick a cow-catcher on the front, that kind of thing?
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