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Everything posted by steiger

  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?
  16. I have used the corvette. Interestingly, I didn't spin out as much as I expected to. I think all the handling characteristics are identical at the moment (or based on vehicle weight)? This can be differentiated in the future, I'm sure.
  17. This has been reported both in this thread (and I think in the IWBUMS 37.14 branch too!) Essentially, the roofs don't work. If you have a walkable floor above you, it blocks the rain, but roof tiles seem not to.
  18. I thought that was happening when I started testing -- what is actually happening is that your car is stalling out. The little engine icon at the bottom of your screen will turn black instead of green. And when the car isn't running, the fuel gauge reads "E". That confused me at first. You just have to hit "n" to re-crank the engine on.
  19. I get a "Take Gas" when holding a gas can and right clicking the car like you're doing. It'll fill the gas can completely. But I've never had to fill a car, as it is currently auto-refilling, in my experience. You have a number of anomalies in your game, friend. I guess we cross our fingers and it'll get worked out before making it to a IWBUMS release?
  20. No offense, and I understand that being a student makes you think you know a lot because you just learned it, but what makes you think stealing gas from a car is hard? As someone from the Midwest of the U.S., let me clue you in -- stealing gas is the pastime of many a redneck youth. All you need is a length of tube, and not enough sense to mind possibly inhaling gasoline when you screw up(or an actual siphon that costs about $6). It's a skill practiced on the regular by literally the stupidest members of our lowest economic classes here. Moreover, it was in fact way easier in 1993 than it is today, simply because of anti-rollover valves in modern cars.
  21. This might be related to corrupted saves (since quitting the game = crashing the game), but yesterday I had checked my post office for a particular book, so I'd reviewed all the shelves/boxes already. They were loaded with books, as you'd expect. Went back into the post office to check for a different book, and found half the shelves full of hardware store stuff. Saws, flashlights, nails, ropes, etc. Secondly, not to get onto a tangent, but for what BatCon is calling "Radius of Attraction", I thought I'd mention something I noticed while testing, I don't know if it's common to the main branch -- I was doing some work around my stronghold: Barricading a door drew some significant attention. I was upstairs barricading for carpentry xp, and drew a crowd of Zs downstairs. Disassembling a chair (though it played hammer/saw sounds for me) apparently doesn't. I was within a medium zoom sight of some Zs, and disassembled an entire dining room without drawing their attention at all. Does carpentry (create or disassemble) have a draw/noise radius? I'd think it should.
  22. I thought light switches were fixed, but today, they appeared broken again. I wonder if it has to do with saved games. Mind you, all of my saved games on this branch are possibly corrupted, since the app crashes out on exit every time.
  23. The trunk missing is bizarre. When you walk around the car, a tile beneath the car will light up green -- I see them on the driver side, passenger side, and the engine compartment (front of the car). Do you see those light up? Lexx makes a good point -- the cars are setup with driver-side on the left, it might not be obvious to everyone everywhere.
  24. You don't have to open anything -- just walk up to the car. In this case, it appears to use the "shelf" container.
  25. I didn't see it at first either -- when you walk up to a car trunk (or rear area for vans and trucks), a container shows up with "0/200" that you can shove stuff into, much the way you would a crate or something. I thought so at first, but I've tried playing a sandbox game the way I normally would, and I've found the car noise more believable and not insurmountable. Can you pull right up to your stronghold and jump out unmolested? Maybe not. But I can drive to the edge of town, or drive around the edge of town, enough to draw Zs, jump out, walk through the woods and circle around to my now-cleared neighborhood, as they've all went chasing off after car sounds. It makes the trunk a bit less useful, but depending on how destroy-able cars are, they might be decent long-term traveling containers. I think of that episode from season 1 of Walking Dead where the car-alarmed sports car draws Zs in from miles away, hours after he's returned and turned it off. It's not clear to me how big a radius a car engine should draw Zs in from, but if the world is silent, a running car might be pretty noticeable.
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