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About DicheBach

  • Birthday 04/01/1948

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  1. I navigated to this page and didn't log in to my Steam account, so it shows up as if I do not own the game: http://store.steampowered.com/app/108600/Project_Zomboid/ I did a search on "planned" got three hits, all of which were inside of the minimized "Early Access Game" text box. In order to see the actual spots where "planned" occurred I had to expand that text box, as shown here: In the interest of self-vindication, that is all I need to point out. Any mentioning of the presence or absence of survivor NPCs is, apparently, at best contained within a m
  2. The game is fully worth every penny all of us paid for it, and it is a good game already, despite still being in early access. Once I had played it past the point where I started this thread, that became clear to me. But I started this thread because I played it for a while, expected I might encounter some other survivors but didn't (shocking I know, but I don't often read ALL the fine print documentation and the full Internet post history for every title I buy . . .), played it a while longer and still didn't . . . did some searching and pretty soon realized there are no NPC survivors in the
  3. Right. Better to sugar coat it for the developers. Wouldn't want to hurt their feelings by letting them know that "I am [was] tempted to post a 'Do Not Recommend' review on Steam." It couldn't possibly help them (the developers) to know how one individual (me) responded when the individual (me) realized the game lacks this functionality (NPCs), and since my communication might be possibly confused by them (or others, such as yourself) as being "petulant," I should not have been so honest . . . It is a great game. I'm tempted (at this point) to write a "Recommend" review
  4. And hopefully, only the beginning! It is a marvelous game. Inspiring even! Here I thought isometric, gritty-management (I'd almost say "realism" as much of the game mechanics are pretty hardcore realism, but then that whole zombie apocalypse thing. . .) games with basic visuals were "out of style." Very encouraged to see that is false.
  5. Ah! well that explains a lot, and probably accounts for why I "expected" for the mods to install to: %UserProfile%\Zomboid\mods I was probably reading something from pre-Workshop days. I wish I could recall what I had read that led me to expect them there; I'd try to annotate or edit it so future users don't get confused.
  6. I don't quite follow. I'm not saying that there is a malfunction. All my mods function. I'm simply pointing out that: apparently the mod-installer places the files into an obscure directory: X:\Steam\steamapps\workshop\content\108600\498441420\mods I see at least one other game that uses this directory, Empyrion Galactic Survival uses it for users to share space ship and base designs. So, maybe I'm just being finicky by thinking this is an "obscure" directory. But it does seem that the intent was for mods to PZ to install in the X:\Users\<User>\Zomboid
  7. DicheBach

    Survivors Mod

    We love you and your best and brightest Canada! Keep sending them to Houston, Atlanta and Orlando!
  8. I fired up a sandbox with the Nighttime darkness value set to "Pitch Black." DAMN! Even with Night Owl, with all lights off and curtains drawn inside my house utterly black. Couldn't even manage to fumble around and find the light switch (electricity still on). Now I'm wondering if the values for darkness setting in the sandbox configuration can be adjusted somewhere? Re: OPs suggestions: Yes! all sounds good. There is Hydrocraft, which has an incredible assortment of additional items, though not sure how much more illumination technology it covers.
  9. Holy crap dude; talk about everything and the kitchen sink! Great job!
  10. DicheBach

    Survivors Mod

    Do you have Justin Bieber playing in the background or something? Seems compatible already isn't it? I mean, it loads. Not sure if it experiences some sort of glitch?
  11. Strange . . . I have this: X:\Users\DicheBach\Zomboid\mods\loaded.txt Which says But no sign of the actual files that comprise those mods. A quick launch shows that they are active (or at least "Survivors" is). ADDIT: lolwut! http://steamcommunity.com/app/108600/discussions/0/405692758707261989/ Le Sigh X:\Steam\steamapps\workshop\content\108600\498441420\mods\Hydrocraft If that is something you guys can reconfigure, it might be a good idea.
  12. DicheBach

    Test Track

    Yes. TIS, unless you already understood the point: PLEASE DO NOT take any assets or code or content of any sort from ANY other IP . . . Probably preaching to the choir but better safe than sorry . . . Listen to GTA's sounds, either in your copy of their game(s) or on YT, and then see if you can figure out how they recorded them and follow suit if it seems pragmatic.
  13. Yes please! So it raises a question for me: what are the legal/contractual ramifiations of an IP owner implementing features which were mimicked--if not wholesale copy-pasted--from code created by mod makers? I know there are myriad ways around it for the developer. For one thing, most mods will never be baked into the source code, and likewise, most users will not have access to the source code (or at least its most recent iteration). But if TIS implemented a "Environmental Signs & Symbols" package, it might seem obvious to some that they had "copied" certain mods,
  14. MSI MS-7821 mobo, Intel i5-4690K 3.5GHz, 8GB RAM, Win7 / NVIDIA GeForce GTX 970 3.9GB Played for about 10 minutes. Not seeing any issues (other than, yeah, as warned, not compatible with older saves). Do you guys need more specific feedback than that? I saw there was a list of points to consider when providing beta feedback in the other thread that preceding this one, but that was like 3 months and ~100 thread pages ago. Yes, that looks accurate. More variety of colors these days, but as far as I know white remains the most common.
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