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Dreacon78

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Posts posted by Dreacon78

  1. I would love to see the ability to disassemble more items, like make all tables, counters, chairs, and other things like that.  I know many of these are already in, but I have found some smaller tables that you can't do anything with other than pickup and move somewhere else.  I am sure there are tons of other items people would like to have added.  If so, feel free to add your wish items to this post.  I will try to keep an up to date list of what others add.

  2. I love this POI, I was wondering if or how you go about getting it added into the Project Zomboid Map Project?  I love being able to look around a POI with that to figure out my strategy for tackling  different locations.  Things like where my temp or main base will be, order of areas I want to clear/explore, and things like that.

  3. On 1/21/2021 at 4:11 PM, EnigmaGrey said:

    Just having a sandbox option to disable hats/glasses falling from zombies? Much, much easier. The problem is that headwear also can protect them, iirc. Don’t recall if zombie-armor was implemented, though. 

     

    This I think would be a far easier option, but if there is actually zombie-armor then it might not be as easy.  Would still like to see it so I can stop wasting so much time after killing 30-50 zeds, running around scrolling to the floor to see if they dropped anything so I can put it on a body.

  4. 9 hours ago, Masmassu said:

    And have a fulle backpack and all other loot on you when you try to climbe.

     

    Having all that on and just climbing a fence would be pretty hard for most people not used to it.

    Kinda why I think it should be tied to your strength level.

    Give a base requirement and then the higher above that requirement you go, the easier it is.

  5. So I went looking and haven't been able to find anything for crafting wooden roofs, except for using wooden floors.

    There are metal roofs you can build, but no wooden roofs.


    Would it be hard to add in Wooden Roofs so that I can continue my dreams of making a wooden home with an actual roof and not just a wooden floor acting as the roof?

  6. 19 minutes ago, Shagyee said:

     

    Picking traits that up the speed it levels up helps. I've always assumed that you get more xp from jumping obstacles the more zombies around you, like lightfooted and sneaking. I could be wrong though. 

     

    Guess I could test it out near zeds...tend to want to avoid large groups of them unless I am ready to fight.   lol

  7. 8 minutes ago, Shagyee said:

    You can also move them to a different spot on the screen instead of the top. I keep mine on the left side.

     

    That I know about.

    Where do you go to adjust the size?

    Is it in the menu options or what?

  8. 9 hours ago, BentNose said:

    Everyone go bug Soul Filcher for blacksmithing, haha. 

     

    I know you are joking, but I am pretty sure that would be the worst way to try to get this added into the game.  lol

  9. 11 hours ago, DXPOHIHIHI said:

    wdym change the size of the loot screen? I mean you can already do that.

     

    11 hours ago, Shagyee said:

     

    If you're using a controller it's set to a default size you can't change, which works better with a controller but it takes up half the screen.

     

    Didn't even know you could changed the size of the loot screen.

    My screen is big enough that it has never been a problem for me.

    Good to know.

  10. 3 hours ago, Zork said:

    I think it would be trivial to add a flag that says "this is from a zombie" to items right as they are knocked off the zeds head and start a decay timer as it is done for corpses.

     

    Problem with adding that flag is that anything you take from them would also have that flag, so if you put that on the ground it would risk disappearing.  I think just making it so they stay on would be a good idea, or make them more noticeable when they are on the ground so it is easier to find when you do a cleanup.

  11. 29 minutes ago, Shagyee said:

    The nail bat is a classic and I feel like a barbed wire bat would fit right in as well, as there's already barbed wire in the game.

     

    It'd take a few new models and sprites, but if you were able to wrap barbed wire around many of the base weapons (guitar, shovels, big pieces of metal) it could add another use for the item as well as more of a reason to use lots of those lower tiered weapons later in the game.

     

    Added bonus would be allowing you to play someone like Negan in a MP game.

  12. I did some forum searching on the suggestions part of the forums,  and the list of suggested suggestions, and didn't find anything relating to unusable metal so I figured I would go ahead and ask the question and see what I get.

     

    So here is the question:

     

    Is it possible to make it so that you can melt down unusable metal into scrap metal?

    I know it is called unusable, but if you had scraps or small bit of metal, you would be able to melt it down into something usable.

    Maybe make it cost something like 15-20 unusable metal = 1 scrap metal, or something like that.

    You can acquire quite a lot of the unusable metal leveling up your metalworking skill, and while out scavenging and exploring.

    This way it would serve some sort of purpose, other than taking up room.

     

    What is everyone's thoughts on something like this?

  13. 2 hours ago, Hydromancerx said:

    Well in Hydrocraft you have ...

    - Log Barricade

    - Barbed Wire Barricade

    - Concertina Wire Barricade

    -  Sand Bag Barricade

    - Log Pillar

    - Stone Pillar

    - Brick Pillar

     

    You make them as an item and then place them like you were placing a firepit or tent.

     

     

    Ahh ok cool.

    Thought those would be them, but wasn't sure if I was missing some others.

    Thanks for the clarification.

  14. 3 hours ago, Hydromancerx said:

    Yes that is normal and is a base game thing. However Hydrocraft has some barrier items you can use to block things. Also some base game items like crates can block movement too.

     

    Ahh Ok cool.

    Don't suppose I could talk you into giving me a few examples other than the walls that you can build.

    I would prefer something that can't be destroyed by the zeds as easy as a wall can be.

  15. So I am curious to know if it is normal for an object that blocks movement before you pick it up to no longer block movement once you place it back down?

    I picked up a desk to move it to block a window and found out the hard way that it stopped blocking movement as a zombie walked right through it.

    Are there any objects other than the big dumpsters that block movement, but won't completely block a window like soda machines and large cabinets will?

  16. 4 hours ago, skyluke780 said:

    @Dreacon78 just give some time to the modders to update their files, im pretty sure you can play again with all mods soon or after.

     

    Ya I am running a game without the log wall mod on.  I am hoping the modder can fix the issue before I need to build the walls..lol

  17. 2 hours ago, skyluke780 said:

    @Dreacon78 Try disabling all mods, maybe they're incompatible with the new version released and are causing the problem.

     

    I really hope I don't have to that as I really enjoy using the few mods I am using.

     

    Edit:  So after some testing it looks like my  Log Wall Upgrade mod is the reason for this issue.  I am in the process of posting to their workshop page to see what they can tell me.  Man that is a time consuming process of testing, but worth it when you get things to work right.

  18. Ok so I don't know if it is just bad luck or what, but I found a sledgehammer right after the update and now it seems that when I try to destroy anything it glitches out and gives me a ton of errors.

     

    Is anyone else seeing this?

     

    I am playing the IWBUMS ver. 39.45 in SP.

     

    This is what the console.txt is showing at the very bottom of it.

     

    1523710966198 function: render -- file: ISDestroyCursor.lua line # 110
    1523710966198 function: DoTileBuilding -- file: ISBuildingObject.lua line # 164
    java.lang.RuntimeException: Object tried to call nil in render
        at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:83)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:975)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:167)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1922)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1777)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:67)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:130)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:249)
        at zombie.iso.IsoCell.DoBuilding(IsoCell.java:2359)
        at zombie.iso.IsoCell.render(IsoCell.java:5055)
        at zombie.iso.IsoWorld.render(IsoWorld.java:2907)
        at zombie.gameStates.IngameState.renderframe(IngameState.java:867)
        at zombie.gameStates.IngameState.render(IngameState.java:1030)
        at zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37)
        at zombie.GameWindow.render(GameWindow.java:732)
        at zombie.GameWindow.run(GameWindow.java:1309)
        at zombie.GameWindow.maina(GameWindow.java:1077)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)
    1523710966200 
    1523710966200 -----------------------------------------
    1523710966200 STACK TRACE
    1523710966200 -----------------------------------------
    1523710966200 function: render -- file: ISDestroyCursor.lua line # 110
    1523710966200 function: DoTileBuilding -- file: ISBuildingObject.lua line # 164
    1523710966494 here i am
    1523710966495 true,MAX,false,true
    1523710966495 true,false
    1523710966495 here i am
    1523710966495 true,MAX,false,true
    1523710966496 true,false
    1523710966496 true,MAX,false,true
    1523710966496 true,false
    1523710966496 no pipe on right click
    1523710966496 no barrel on right click
    1523710968635 here i am
    1523710968635 true,MAX,false,true
    1523710968635 true,false
    1523710968635 here i am
    1523710968636 true,MAX,false,true
    1523710968636 true,false
    1523710968636 no pipe on right click
    1523710968636 no barrel on right click
    1523711038656 znet: ZNetFriends::OnPersonaStateChange
    1523711053988 znet: ZNetFriends::OnPersonaStateChange
    1523711054038 znet: ZNetFriends::OnPersonaStateChange
     

     

    Edit:  Started a new game and spawned myself a sledge and it still doesn't work even with a fresh start.  Anyone got any ideas?

    I have ORGM, Hydro, and a few other mods installed.

    Talked to the ORGM guys and they said the update shouldn't mess with sledges as their mod messes with guns.

     

    Any thoughts on what is going on?

  19. 1 hour ago, PPanda0421 said:

    Hi I owned a solar generator in a previous game and placed it on either level 3 or level 4 of my base and it was able to reach the first/ground floor. As for your original question, I remember reading a dev's response to someone's question about

    the generator coverage. They replied it was 20. Now I don't know remember if if the diameter is 20 or it was the radius. But based on my old base, I think it was 20 units on all sides of the generator/solar generator.  Also if you look at the code

    for how the solar generator works (plugin/unplug) you'll see that it uses the generator class, meaning it has the same radius as the generator.

     

    Are you playing on the stable 38.30 branch or IWBUMS branch? I had an issue on 38.30 branch where my solar and normal generators turned off whenever I left the area and whenever I loaded a game. Did that also occur to you?

    I'm not that far in on the IWBUMS branch right now but that issue (with normal generators for now) does not appear in the IWBUMS branch.

     

    Edit: Actually the solar generator is still plugged in but there is no power around it. You actually have to unplug/plug it back in for power to work again.

     

    I am playing on the current IWBUMS build.  I haven't gotten to the point that I can make a solar generator, I am just trying to get my base laid out in order to utilize them once I can build them.  

    So just for my clarification on two points...  20 units is 20 squares or is that measured in a different way?  (new to the game so not up to date on the terms yet)

    What file would the code for the generators be under and I can use Notepad++ to view them right?

     

    I have never tried to look at the code for items in this game before so not familiar with the extension I need to use and what files to look at.

     

    Thanks for all the help and information that you all have been providing, I really appreciate it.

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