rez

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About rez

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  1. Glad this is addressed. The issue should be separated though: 1. Blunt weapons. They are many and common, they are mostly good, they are durable and easy to repair. Moreover, they allow player to stack skill points due to maintenance. But — no instant kill (sledgehammer included), loud and slow way. 2. Blade weapons are flimsy and scarce, with almost no variety. They are mostly useless without instant kill because, well, in my experience you have a slim window when if you miss the kill, you are scratched or bitten in most cases (means death with transition turned on), so blades means almost certain death for either player or zed (maybe I'm doing it very wrong, idk, but that's how it usually is when having MP lag, for example). No pushback with small blades also. I think removing the only use for butter knives and screwdrivers is not a good idea: blades will become even more scarce. Increasing a distance for blades will be a must in this case so that player can evade the zed for some 'guaranteed time' after a failed attack to compensate for non-existent pushback. That leaves what, axes? There are many mods adding longer blades in the game, from military to katanas and even medieval swords, they address this one issue, and I really would like the as in-game content. Yes, I agree that a butter knife shouldn't have a jaw stab, and I'd like to see various new moves with blades because well you should learn them at some point. 'Swing (close)'/'thrust (further)'/'jaw stab (closest)'/'ear or eye penetration (closest)'/'cut in half (farthest)' and so on. These should vary depending on a blade and player preferences, so basically in my world that means new animations and massive rework of the blade weapons system. So definitely not a fast fix is needed here, because that new system will require new items and a better balance. Meanwhile, adding a chance for an instant kill with heavy blunts (sledge, spiked bat, hammer, crowbar) is a nice idea. Something along the lines of 'blunt accuracy x 5% + 0.5%' for each swing.
  2. Multiplayer Server Problems

    If your server has local mods installed, you should have the same versions of all files, every byte should match. Check the mods and copy them from the server if needed. If you use steam workshop mods, make sure your workshop items are up to date. If you don't use mods, you should revert back all the changes you've done to your installation. You can either do a reinstall, or you can copy 'media/lua' directory from your friend (he has no issues, remember) or the server. Usually you prevent this kind of issues by not touching anything in Steam library (you have mods for that) and using only verified Steam mods. You can use local mods on server, but in that case noone will be able to join unless you provide them with the actual mods, and you push the updates to clients yourself (this mode gives you greater freedom but requires deeper knowledge and attentiveness).
  3. Well, it looks like they cannot survive for 12 days (2h x 12)... all alone... without food. I'd drop dead too if I had nothing to eat for that long. What you can do is set server time to not advance when noone is logged in and I'm afraid you will still have to increase day length or tweak the mod you are using (I don't recall any breeding in vanilla game).
  4. Power, water, date and more

    One can shift time with NecroForge and CheatMenu, and can also enable electricity for a set of tiles, but there are no intended settings for admins to do without these mods. I'd like to have this possibility out of the box, approved and supported by dev team.
  5. Power, water, date and more

    I am not an admin, but I think these should be implemented in both SP and MP. As for additional day lengths, getting a field with a custom length is probably better than a long drop-down list. Also, changing day length in-game after game start can be useful.
  6. How to alter distribution of vanilla items?

    Try this structure: c:\Users\<username>\Zomboid\mods\<your_modname>\media\lua\server\Items\modified_distributions.lua
  7. I seem have missed the marking of this as "can't reproduce"... Sorry. I am still able to reproduce it in fresh build 38.28 in 2 different Steam environments, by the way. I can provide a save, logs, console etc. For now I have recorded a video with a new save and mods disabled (except NecroForge as I should spawn generator, manual and gas can). Please tell me where you want me to upload it. For now I have uploaded a video proof to my home server (25Mb, 4m 14s) broken_generator_console.txt broken_generator_save.zip
  8. How to alter distribution of vanilla items?

    You can alter the file itself, .\ProjectZomboid\media\lua\server\Items\Distributions.lua ...but that means every time it is changed by release you lose your customization. So make backups, often. Other way is to make a mod that alters several items distributions you are interested in. Example (adapted from better_canning mod): require 'Items/SuburbsDistributions' table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "Base.Salt"); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 2); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, "Base.Pepper"); table.insert(SuburbsDistributions["burgerkitchen"]["counter"].items, 2); You should note that it uses SuburbsDistributions, but that's no problem at the time. Other thing to pay attention to is to insert paired parameters: first is the item name, second is the weight (chance, not a carryweight). That's not pretty, but it works for me. Maybe devs could provide more elegant way.
  9. I would really love something that can compete with 3 vertical crates in storage space (65x3 for me) and allow me see my character between rows (i.e not being higher than PC). This idea can just make it happen I think.
  10. Alternative Unlocking Methods

    I think firearm/bombs solution should be implemented and unarmed melee should deal some damage to the door, so if you don't mind getting totally exhausted, that's your way. Something along 1dmg per kick with 0.05 endurance loss. So you can take out 2 doors before they take you out. I'm opposed to lockpicking as a trait/skill: too narrow usage. Using fire is more like burning the house, but maybe using propane torch may be an option? And usually you get into a house by... forcing open or breaking the nearest window. Or you can bring your friend the Sledgehammer for a piece of action next time you're in the neighborhood. Just saying. As long as breaking doors in your safehouse concern goes, ugh... but why? The doors that matter are the external ones, and you usually barricade them all the way anyway, so just build a log wall instead of the door and you're fine.
  11. Food Expiration Date

    I know that's a necroposting of sorts, but I have tweaked the mod a bit to my liking, and now it has a switch (in the lua file though) that allows to bypass the check for enabled trait so you can make use of it without starting a new game. Just set the variable this way in ExpirationFood\media\lua\client\tooltip.lua: -- settings block (changable) -- local need_trait = false; local display_seconds = true; I have also changed format of the output and made it more visually nice (at least I think so) with regard to margins and automatic sizes. Another change is that the bar now actually displays fractions instead of set levels, and coloring and detection with a trait now takes 'getDaysFresh' in consideration too. Without a trait you get just the general idea like it was previously. Oh, and I have removed additional information about food being 'rotten': you see that in red in the tip header already. I have nowhere to upload this and I don't even know how to do it, but if anyone is interested in trying it, I attach it to the post. I think it's pretty much stable, though some deeper rework than mine might be needed. It already feels like I have rewritten it more or less... I hope abreu20011 won't be mad at me, I have kept the original author in the source just in case. If changing others' mods violates TOS or anything else, I will remove my version. ExpirationFood-1.3.1-r0.1.zip
  12. infection time 0

    What's the mod name? I'm just curious, never seen anything like this (and may want to get it myself). Also is 0 time the starting value? Like `it's just happened to me`? Was the character hypochondriac? Or did it drop all the way to 0 and stayed there? This seems like an infection without a wound right now.
  13. I play with the same setting, and though I can confirm this, this should not be a bug: water is properly shut down, but the pipes contain some amount left (2/3 of Cooking Pot for a typical sink). This should represent the actual life behavior: water does not disappear from the pipes, only pumps are dead so you can use what's left. After you deplete the amount in each given sink, it will not run. But the toilet nearby will have another 2/3 pots of water and so on.
  14. Spices increase boredom in foods

    I give up. Cannot reproduce this at all in newer versions, have started several new games in 38.22. Please disregard and close this as not an issue.
  15. Spices increase boredom in foods

    In 38.21 I cannot yet reproduce this. Used stale cabbage for salad with 0 cooking — works as intended with spices. This is probably either fixed or was a rare glitch in early 38.x builds. I will keep trying but please lower priority for now.