Jump to content

thejoker954

Member
  • Posts

    78
  • Joined

  • Last visited

Reputation Activity

  1. Like
    thejoker954 got a reaction from Luxus Zigard in [IWBUMS Build 40 Test Server] SpiffoSpace: Weather   
    awesome-sauce, no more crashing! 
     
    however,  when I was playing it rained for a few seconds - got really foggy and then turned super red. then went back to sunny day (all within a minute or 2) maybe someone was playing with admin weather settings? 
     

  2. Like
    thejoker954 reacted to Flukey in Chance to "pick up" window should be 100% at 10 Carpentry   
    I didn't even know you could take windows out of homes. Cool.
  3. Like
    thejoker954 reacted to MyTJ in Chance to "pick up" window should be 100% at 10 Carpentry   
    Well, we all saw those movies with competent craftmen moving windows panes that the star end-up going through during a chase... or at least I asume they are competent and it's not only for comedic effect.
     
    Joke aside. I understand that it's a bit weird for a master craftmen to break 7 windows while disabling them. 1 out 7, maybe (if that). Those are the guys that know how to remove the frame carefully instead of jolting it out.
     
    As for the full windows in the second post, those require more then CARPENTRY in my book, they require metalworking since they are indeed (in most probability) a metal frame in some stonework-ish (masonry/accrylic).
     
    On a side unrelated note : STONEWORK
  4. Like
    thejoker954 reacted to Fenris_Wolf in Magic 8-Ball   
    The PZ 8 ball:
    "Will the helicopter find my safehouse?" - Most definitely.
    "Am I going to get bit?" - All signs point to yes.
    "Will I at least survive the week?!?" - Outlook not so good.
     
    *player stress moodle hits max level*
  5. Like
    thejoker954 reacted to Kaleidozombie in Magic 8-Ball   
    "Will this idea make it into the game?" - Reply hazy, try again.
  6. Like
    thejoker954 reacted to samsk in Locked containers   
    Maybe some lockpick skill? Could extends it to the doors and windows. We got the metalwork now, we could use a torch too?
  7. Like
    thejoker954 reacted to Geras in Player built walls zombie resistance overhaul - "buffer HP"   
    (Not my idea, but I found it brilliant. It got lost somewhere on this forum, and never had a separate topic created.)
     
    One of the users suggested a rather long time ago that player built walls should not be able to be destroyed by a single zombie. He or she suggested that walls should have "buffer HP".
    Imagine, now even a single zombie can destroy a lvl 10 carpentry wall or lvl 10 metalworking wall given enough time to head-butt at it. With wall "buffer HP" that would change and make walls more realistic and more resilient to zombie damage."Buffer HP" would be an additional wall HP that regenerates quickly on top of existing wall HP.
     
    How would it work in practice?
     
    For example, a lvl 4 carpentry section of log wall would have enough "buffer HP" to withstand an attack of 5 zombies at a time (total amount of zombie damage from 5 zombies would not get past the regenerating "buffer HP"), but if another zombie comes and head-butts the same wall section, they get past "buffer HP" and destroy the wall in time normally, as it happens now.
     
    My suggestion for the amount of "buffer HP" would be as follows:
    (Numbers could be balanced, I don't even know if it's possible to fit 14 zombies on a tile of map)
     
    Standard board wall + board window barricades + wooden doors (weakest of all walls):
    (Add 1 zombie resistance if playing a Carpenter, Construction Worker or Engineer)
     
    - lvl 1-2 carpentry: 2 zombies needed to destroy a section (so 1 zombie will not be able to destroy a section)
    - lvl 3-4 carpentry: 3 zombies needed to destroy a section
    - lvl 5-6 carpentry: 4 zombies needed to destroy a section
    - lvl 7-8 carpentry: 5 zombies needed to destroy a section
    - lvl 9-10 carpentry: 6 zombies needed to destroy a section
     
    Log wall (strong defensive wall)
    (Add 1 zombie resistance if playing a Carpenter, Lumberjack or Engineer)
     
    - lvl 1-2 carpentry: 4 zombies needed to destroy a section
    - lvl 3-4 carpentry: 5 zombies needed to destroy a section
    - lvl 5-6 carpentry: 6 zombies needed to destroy a section
    - lvl 7-8 carpentry: 7 zombies needed to destroy a section
    - lvl 9-10 carpentry: 8 zombies needed to destroy a section
     
    Metal wall + sheet metal window barricades + metal doors (ultimate zombie defence) (can we make metal doors?)
    (Add 1 zombie resistance if playing a Metalworker, Construction Worker or Engineer)
     
    - lvl 1-2 metalworking: 6 zombies needed to destroy a section
    - lvl 3-4 metalworking: 8 zombies needed to destroy a section
    - lvl 5-6 metalworking: 10 zombies needed to destroy a section
    - lvl 7-8 metalworking: 12 zombies needed to destroy a section
    - lvl 9-10 metalworking: 14 zombies needed to destroy a section
  8. Like
    thejoker954 reacted to DoritoS in Renaming Skill Books   
    Books are named in one of two ways, by skill first (cooking for beginners), or by level first (expert cooking). I'd like to suggest all books be skill first so they are sorted more conveniently in the inventory.
  9. Like
    thejoker954 reacted to Kaleidozombie in Color Coding Food   
    I was thinking that besides labeling food as (Fresh) or (Rotten) you could color code them, adding a colored dot before, after, or even on the icon somewhere. Green would be for fresh items, yellow for normal/stale items, red for rotten items, and blue for non-perishable items. Not needed as much, but you could add a grey dot for other items indicating that they're not items you need to worry about their freshness levels, and perhaps to keep the UI uniform overall. It would also be nice if there was some visual indicator to tell you how much is left of a particular food item, especially for when choosing which items to select for cooking.
     
    Edit: I was thinking the other night and thought that maybe blue would be used for frozen foods and another color could be used for non-perishables. What color do you think would fit best? Maybe purple, grey, or white would work? Or white for all non-food items and grey for the non-perishables? Perhaps white for all items that are non-consumable and grey for consumables that are non-perishables, including food, but also items like painkillers, vitamins, matches, etc.
     
    Edit: I was thinking too that clean, dirty and bloody clothes could have markers to denote their status as well. Is there any other items that have multiple states that could be kept track of using these visual cues?
  10. Like
    thejoker954 reacted to DoritoS in Burglar perk   
    More professions should have perks unique to them, similar to how the Ranger can move through trees faster. Some professions are rather weak, especially when they can be leveled up passively while playing under another class which can make it difficult to justify choosing them. I'd suggest buffing the burglar with a lock pick skill that lets you open locked doors without triggering alarms.
  11. Like
    thejoker954 reacted to GoodOldLeon in Men with Ven   
    *penisham intensifies*
  12. Like
    thejoker954 reacted to EnigmaGrey in Men with Ven   
    This is where the fun begins.
  13. Like
    thejoker954 reacted to EnigmaGrey in [IWBUMS Build 40 Test Server] SpiffoSpace: Weather   
    I blame @Fenris_Wolf. Always up to no good, that one.
  14. Like
    thejoker954 reacted to Fenris_Wolf in [IWBUMS Build 40 Test Server] SpiffoSpace: Weather   
    I just thought you could use a awesome screenshot to add to your collection
     
    But ya sorry, was check something real quick on the color sliders real quick before attempting to do something with a challenge scenario mod
  15. Like
    thejoker954 reacted to EnigmaGrey in Shelves Have No Stocked Sprite [V40.16]   
    And if you have loot respawn, know that container overlays only appear when that chunk (the area you're standing in) is reloaded when you walk away and come back. They don't happen if you're standing beside it and loot respawn triggers. 
     
    My default position when it comes to mods is 
     
    if (problem  AND modsInstalled) then
    removeMods()

    Ideally you'd try this on a new game, as if you try and previous game without mods, those modded items will vanish.

    You really can't assume that they don't interfere with the base game in some way. I get that it's annoying to try without, but it's an important step.
  16. Like
    thejoker954 reacted to Neutz in POI Fort Redstone, KY   
    Some people have a found a couple errors in the map ill have these fixed tommorrow, also thought of another Idea that I will try get working shortly, I know people have been requesting it from the devs for a while so stay tuned.
  17. Like
    thejoker954 got a reaction from Pandorea in Desk Cannot Be Picked Up, Moved, or Disassembled [V40.16]   
    one thing is, you need to remove everything from a container before you can move it. 
  18. Pie
    thejoker954 got a reaction from Pandorea in RELEASED: IWBUMS Build 40.18   
    ha, wish I had seen this sooner - I just figured it out on my own and posted it in a thread in the bugs forum.  Poster above me there pointed out if you open the weather debug menu you can disable weather and the crashing should stop as well.
     
    Now on to the reason I came to this thread, I went to the far west campground and noticed there are no cars anywhere in that whole area (rest stop and houses included).
    In addition to that minor issue, At the main camp ground building (see attached pics) a wall on the second floor is missing - you can walk right through where its supposed to be.  There's also no lights on that second floor for the main room or kitchen. 
     
     
     
     
  19. Like
    thejoker954 reacted to Neutz in POI Fort Redstone, KY   
    Maps completed, link in original post.
     
    Let me know if you find any errors.
  20. Like
    thejoker954 got a reaction from junglistjim in RELEASED: IWBUMS Build 40.18   
    found a couple more oddities in the far west campground.
     
    The building at 5010 x 8000 the door is lockable/unlockable from both sides without a key.
     
    the building at 4725 x 7990 has a window in a weird location - from the bathroom to the main hall (see attached picture)
     
    it also seems weird that the main camp road/s (to the two ranger stations?) are dirt, but I'm assuming that's a design decision to make you have to work for such a sweet setup.
     
  21. Spiffo
    thejoker954 got a reaction from junglistjim in RELEASED: IWBUMS Build 40.18   
    ha, wish I had seen this sooner - I just figured it out on my own and posted it in a thread in the bugs forum.  Poster above me there pointed out if you open the weather debug menu you can disable weather and the crashing should stop as well.
     
    Now on to the reason I came to this thread, I went to the far west campground and noticed there are no cars anywhere in that whole area (rest stop and houses included).
    In addition to that minor issue, At the main camp ground building (see attached pics) a wall on the second floor is missing - you can walk right through where its supposed to be.  There's also no lights on that second floor for the main room or kitchen. 
     
     
     
     
  22. Like
    thejoker954 reacted to junglistjim in RELEASED: IWBUMS Build 40.18   
    found a way to play this version - i had to turn off all 3d models.
    so i can play but it looks pants and there are no cars.
    if i have any 3d models it crashes. 
    on plus side weather looks awesome - just started a winter game - snow is impressive.
  23. Like
    thejoker954 reacted to Vaileasys in Small green pixel on Tomato Vine   
    Literally unplayable

    Here are the technical details in case they're of any help.
    Tiles2x.pack/Tiles2x81/index=90, vegetation_farming_01_64

    Here's the tile in all its glory.

  24. Like
    thejoker954 got a reaction from throttlekitty in RELEASED: IWBUMS Build 40.18   
    the temperature display in the car has always been there. there was never a battery level indicator.  they simply added an option between Celsius and Fahrenheit with Fahrenheit being the default now.
  25. Like
    thejoker954 reacted to MrTrololo in Wall safe   
    safes should be spread in world in some buildings such as
    -Banks
    -Hotels
    -Motels
    -Gas stations
    -Some shops
    -Sometimes in houses
    Safes would be openable only by entering proper combination or with key depending on safe type,items inside would be worth of effort,
    it would be also resistant to open by melee smashing
×
×
  • Create New...