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Mork

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  1. Like
    Mork got a reaction from duh7 in Salt should be more frequent in kitchens   
    Hi,
     
    So, I was doing some testing on a sandbox game, with all ressources set on "very abundant". And while rummaging through every single cupboard of every kitchen, I noticed that salt was in fact a pretty rare item. There was like 1 salt shaker every 10 houses or so. It doesn't seem right, as I'd bet my lunch that salt is one of the most common seasonings / ingredients that can be found in a (western) kitchen.
    So, maybe, its commonness should be augmented a tad?
     
    Thank you.
  2. Like
    Mork got a reaction from GKuba in Washing vehicles preferably with tainted water   
    Hi,
     
    The game should preferably use tainted water for washing vehicles.
     
    For instance: my character had a bottle of drinkable water in her inventory and a bucket of tainted water in her hand. When I made her wash a vehicle, the game draw water from the bottle rather than from the bucket. That shouldn't be the case.
     
    Thank you
  3. Like
    Mork got a reaction from xXMoksXx in Craftable mattress should be linked to the tailoring skill   
    Hi,
     
    That's really a minor suggestion, nothing important:
     
    We can craft a mattress with a receipe that requiere no skill level of any kind and doesn't grant any experience. The receipe is under the "carpentry" category in the crafting UI, which, despite having a historical reason for this, feels odd since you added the tailoring skill.

    So, what I'm suggesting is linking that mattress receipe to the tailoring skill, by first putting a (low) requiered level and adding some tailoring experience rewarding the craft. And in a second time, when the day will come to have a "tailoring" category in the crafting UI, move that receipe there.
     
    Thanks.
  4. Like
    Mork got a reaction from xXMoksXx in The Mighty Sock, the towel and the useless underwears   
    Hi!

    *Flavour text*
    As Douglas Adams said about the towels "A towel... is about the most massively useful thing an interstellar hitch hiker can have", Project Zomboid tells us that socks are probably the most usefull thing to have in a Zombie Apocalypse. Yes, it can keep your feet warm, but oh my, that's just what normies do with them. Rip your socks and they become bandages, fabric for your molotovs and more. You're trapped on the 2nd floor of a zed infested building and plan on making an escape with sheet ropes, but you don't have any sheet? Your socks can be transformed in a 2m long rope. And socks are so light you can carry many of them with you! That's so cool!
    Forget about the useless towels, we're not in space. Forget about the undewears, they have no other purpose than making your bottom fancy (if you plan on giving a show to the zeds).
    All hail to the Mighty Socks! \o/
     
    *Actual suggestion*
    - We should not be able to use socks to make sheet ropes.
    - We should be able to rip underwears.
    - We should be able to make sheet ropes from towels or be able rip them.
     
     
    (PS: I'm not spitting on undewears, it's a joke, underwears are a nice funny addition to the game)
  5. Spiffo
    Mork got a reaction from duh7 in About balance: a list of stuff that seems broken/imbalanced to me   
    - Spears are the best weapons in the game with infinite supply:
    Well, they are already pretty fragile, unless you have a high carpentry level: With a level 3, you make spears that kill like three zeds before breaking. I think the main problem is the fact that you find tree branches pretty easily (well, again, it depends on your character skills / traits and your game settings, but it's not that hard to find it anyway). My suggestion on this is to have to find a specific type of branch: a straight one, that would be rarer than the usual branches. On another hand, you can make only 1 spear out of a whole plank, which is pretty ridiculous, so I guess it balances out that ease you have to find branches...
     
    - Even with lunges, windows are still op as hell with the manual floor attack
    Well, before nerfing it, they should fix the fact that if you don't have the exact timing, your character will perform a normal attack while the zed is on the ground, and thus will touch nothing and let you open to the zed's crawling attack. And concerning the axe, yes, the axes are over powered, no wonder it's been a common weapon in all cultures around the world. I think it's pretty realistic.
     
    - Nutrition is broken with the ability to survive on cereals forever
    - It's too easy to keep your weight up
    I think I remember the devs saying that, one day, they'll implement something about balanced meals. I believe only calories are taken into account, but the devs already have added carbohydrates, proteins, lipids in the food's characteristics, so I think it's a pretty solid hint that they plan on making something about it.
     
    - Water is too easy to find
    I agree concerning the pipes, but if they change it, they need to add the possibility to fill those sinks and bath tubs.
     
    - All of the negative traits that do nothing and are free points
    In fact, a total rebalance on both negative and positive traits need to be done, when it comes to their cost or how much point they give. I'm pretty sure the devs said it will be done at some point.
    I wouldn't agree concerning your view on the smoker trait: In game-modes that have extremely low loot, getting both cigarettes and matches/lighter can be a challenge of its own. Resulting on your character quickly getting both "Nervous Wreck" and "Severely Depressed" moodles (which means a 30% decrease on your melee attack damage and much slower actions).
     
    - Infinite machete etc.. repairs with spears
    That exploit has been fixed in 41.69, I beleive. In fact, they messed it up, because the sole fact of attaching and detaching it from spear can greatly decrease the condition of your knife / machete / etc. (I just tested it). It really needs to be reworked.
     
    - Sterilized bandages are too strong, and bandages resetting is op
    I didn't notice that they are so strong at fighting infection, but ok, why not. I totally agree on the fact that bandages should not stay magically sterilized when stored, it makes no sense. I don't see how that "resetting" bandage thing works, it sound like an exploit I never heard of. Personaly, I change the bandage when it's dirty (and then you have to clean them with water... and I think it should requiere soap to clean it perfectly).
  6. Pie
    Mork got a reaction from SonicSonedit in [41.71] Slicing Pie looses the thirst reduction value   
    Seems unlikely. The SlicePie() method devides by 5 all the values (as the recipe creates 5 slices). I don't know how the decimals are handled, but if I had to guess, I'd say they are lost, which would decrease effectively the effectiveness of the food when decimals there are.
    But the thirst reduction is just totally absent of that function. Knowing that a pie can have a petty decent score on that value if you use only vegetables in it, that means that you can easily have around 20 points of thirst reduction that disapear during the process.
    In fact, the very "sliced pie" item doesn't include any thirst reduction by default, meaning that even if you add the line I mentioned in my post, the thirst value wouldn't appear on the slices description. Note that I'm not sure if the value would still be part of the item without being displayed or if the setThirstChange() function would just be ignored: I didn't test this, I just rapidly cobble something in the mod I was working on to correct the problem as a temporary solution (Temporary, because I'm sure it will be properly corrected in the vanilla PZ, and also because I'm not satisfied with my mod in its current state and that correction will be bettered in the process of finalizing it).
  7. Like
    Mork got a reaction from SonicSonedit in [41.71] [Singleplayer] Sound switching to "outside mode" when entering a car parked inside a building   
    Ok, so, while doing some tests on a brand new sandbox game, I took the time to capture the problem, here it is:
     
     
    41.71, brand new save, no mods*, no funny things, just vanilla PZ.
     
     
    * Well, I lied, I'm testing a homebrew cooking mod that adds a couple of receipes, but nothing touching the sound, nothing technical, and in any case, my original bug report is about a save that has absolutely no mods. So it's not relevant.
  8. Like
    Mork got a reaction from SonicSonedit in [41.71] [Singleplayer] Strange behavior, character can't build a wall for some reason.   
    41.71 (steam), single player sandbox. I don't use any mods.
    Save originated from 41.70 unstable and then was updated to 41.71 unstable.
     
    Hi,
     
    In that situation:

     
    What is preventing my character from building that wall she's facing? On the other side of the pier, no problem to bluid those walls, but on that side, my character is unable to build the wall. And you know what? I found a workaround, but the problem was not my character needing to go on the other side of the frame to be able to build that wall (like I thought): No, as soon as I added a wooden floor on the other side (so, above the water), my character was able to build that wall while staying on the pier (didn't need to go on the floor I added).
     

     
    It doesn't make much sense, does it?
     
    EDIT:
    And for some reason, the last wooden frame (top right on the screen cap) didn't need me to add a wooden floor beside it for my character to be able to bluid the wall. ¯\_(ツ)_/¯
     
     
    Thanks!
  9. Like
    Mork reacted to Yana M.D. in [41.71] [Singleplayer] Sound switching to "outside mode" when entering a car parked inside a building   
    This is a known issue, should be fixed with the next patch
  10. Like
    Mork reacted to Kappatao in Placed items glitch on double tile objects.   
    When you place an item now, it's possible to cause parts of the item to dissapear if you place it on a tile boarder for a multi tile object e.g. a table. Attached is an example with makeup and a mirror on a table.

     
    To reproduce this, place the item on 1 tile, overlapping the other. In this picture they're placed on the bright tile, overlapping the dark one. It's interesting to note, if I place them on the dark tile overlapping the light one, they display correctly.
  11. pillow
    Mork reacted to Big G in [41.71] Can't add wall to wall frame in certain locations.   
    41.71 Singleplayer Reproduction steps: Build wall frame on the edge of the flat roof at Riverside Factory Warehouse Try to add wall (I tried level 2 and later level 3 wall). The green wall appears to confirm it can be built, but no action occurs and no wall is built. If the wall frame is facing SW or SE, you can only build the wall by getting around to the other side. Adding a wall works fine for the NE/NW facing wall frames. There is a work-around - build wooden floors on the other side of the wall frame, then you can build the wooden wall as normal, from either side of it. I have added a photo showing this bug.
  12. Like
    Mork got a reaction from Magondivel in Salt should be more frequent in kitchens   
    Hi,
     
    So, I was doing some testing on a sandbox game, with all ressources set on "very abundant". And while rummaging through every single cupboard of every kitchen, I noticed that salt was in fact a pretty rare item. There was like 1 salt shaker every 10 houses or so. It doesn't seem right, as I'd bet my lunch that salt is one of the most common seasonings / ingredients that can be found in a (western) kitchen.
    So, maybe, its commonness should be augmented a tad?
     
    Thank you.
  13. Pie
    Mork reacted to GKuba in [41.71] [Singleplayer] Sound switching to "outside mode" when entering a car parked inside a building   
    Right click Project Zomboid in steam library > settings > local files > verify integrity of game files. It checks the integrity of the game files and replaces them if they are corrupted.
  14. Spiffo
    Mork reacted to Bullet_Magnate in Natural Refrigeration   
    Was thinking it'd be a nice if:  
     
         1.  Food items stored in containers outdoors during cold weather would refrigerate / freeze (depending on temperature).  
         2.  It was possible to collect snow and/or ice during winter and put it in refrigerators / freezers / coolers to keep the contents cool.    
     
    (I don't *think* item 1 already occurs in the game -- apologies if it does.)  
     
  15. Like
    Mork got a reaction from amcoops in Ranged weapon spawn rate?   
    I'll add to that list maybe some hunters having a rifle in their house?
    But yeah, I totally see what you mean.
  16. pillow
    Mork reacted to Bullet_Magnate in Vehicle Windshields Still Reflect Sky When Indoors   
    I don't know if this is so much a "bug" as a "we haven't gotten around to that yet" ...
     
    Basically just noting for the record that when a vehicle is parked inside a garage / under a roof / etc, the windshield still reflects the sky.  Not a big deal, but maybe a cosmetic tweak worth making at some point.  
  17. Like
    Mork reacted to Pandorea in [41.68] [Multiplayer] Generator fuel consumption does not add up   
    Generator info panel is a little bugged in that it does not show all connected devices - leading to issues such as you describe. This is a known issue but a little bit bigger and requiring more work so it will get fixed just not any time soon. 
  18. Pie
    Mork reacted to evilphish in [41.68] [Multiplayer] Generator fuel consumption does not add up   
    Version?
    41.68
    • Singleplayer/Multiplayer?
    Multi
    • Host or dedicated?
    Hosted
    • Mods?
    No
    • Reproduction steps:
    Connect two popsicle fridges and a couple of lights. See attached image. Generator total fuel consumption is way higher than the sum of the listed appliances. Have been monitoring over more than one in-game week and the generator actually consumes the higher total amount.

    I tried uploading a screenshot or inserting from URL but the indie stone forums hang and then after a while return an error so I uploaded the screenshot of the consumption here:
    https://phishtank.de/~evilphish/generator.png
  19. Like
    Mork got a reaction from Thiago in Make some use of the soap   
    Hi,
     
      When washing clothes or character, the game will use soap if your character have some. However, the only difference between using soap or not is the time it takes to proceed. I think we can say that it renders the soap totally useless.
      What I propose is that using soap should reduce the amount of water needed to wash anything.
     
      Also, once the game will include a mean to make soap (or include any handmade replacement for soap), I think that blood stains on clothes and dirty bandages should require soap to be cleaned.
     
    Thanks
  20. Pie
    Mork reacted to SonicSonedit in [41.71] [Singleplayer] Mouse trap's invisible wall   
    I really think small objects like moust traps, radios, lamps, TVs, microwaves should all be passable. This would be both good for players and fix the pathfinding exploit which lets you do stuff like this:
     
     
    Maybe the shouldn't be tiles at all and should be 3d objects instead, just like cassete is interactable and working by being just placed on ground as 3d object
  21. Spiffo
    Mork got a reaction from SonicSonedit in [41.71] [Singleplayer] Mouse trap's invisible wall   
    41.71 (steam), single player sandbox. I don't use any mods.
    Save originated from 41.70 unstable and then was updated to 41.71 unstable.
     
    Hi! o/
     
    I just crashed a big Chevalier Step Van on a tiny mouse trap. Because mouse traps have an invisible force field that will prevent anyone or anything to share the same tile as them. I'm pretty sure even Juggernaut wouldn't be able to break through this.
    Maybe I should replace the log fence around my base for a mouse trap perimeter...? :P
     
    Joke aside, please, could you have a look at this? Having those tiny traps treated like some big piece of furniture can be somewhat annoying from times to times. ^^
     
    Thank you!
     
  22. Like
    Mork reacted to Fregrant in [41.71] [Singleplayer] Mouse trap's invisible wall   
    Our server isued a ban rule for placing these on the roads, after some repeated accidents... Same goes for tosters, radios...
     
    Even the generators and chairs does not have a collision box like these.
     
    Oh, and the stone cairn does not collide with a characters. Does with a vehicle though.
  23. Spiffo
    Mork got a reaction from Tchernobill in [41.71] [Singleplayer] Mouse trap's invisible wall   
    41.71 (steam), single player sandbox. I don't use any mods.
    Save originated from 41.70 unstable and then was updated to 41.71 unstable.
     
    Hi! o/
     
    I just crashed a big Chevalier Step Van on a tiny mouse trap. Because mouse traps have an invisible force field that will prevent anyone or anything to share the same tile as them. I'm pretty sure even Juggernaut wouldn't be able to break through this.
    Maybe I should replace the log fence around my base for a mouse trap perimeter...? :P
     
    Joke aside, please, could you have a look at this? Having those tiny traps treated like some big piece of furniture can be somewhat annoying from times to times. ^^
     
    Thank you!
     
  24. Spiffo
    Mork got a reaction from Yana M.D. in [41.71] [Singleplayer] Mouse trap's invisible wall   
    41.71 (steam), single player sandbox. I don't use any mods.
    Save originated from 41.70 unstable and then was updated to 41.71 unstable.
     
    Hi! o/
     
    I just crashed a big Chevalier Step Van on a tiny mouse trap. Because mouse traps have an invisible force field that will prevent anyone or anything to share the same tile as them. I'm pretty sure even Juggernaut wouldn't be able to break through this.
    Maybe I should replace the log fence around my base for a mouse trap perimeter...? :P
     
    Joke aside, please, could you have a look at this? Having those tiny traps treated like some big piece of furniture can be somewhat annoying from times to times. ^^
     
    Thank you!
     
  25. Like
    Mork reacted to GKuba in [41.71] [Singleplayer] Vehicle RPM bugs.   
    Version 41.71 Singleplayer No mods New save  
    Bug 1: Vehicle RPM gets stuck at it's last value when the driver seat is left.
    Reproduction steps: This is easier to reproduce with speed demon trait so grab that. Get in a car and get it to high RPM, best way is to reverse with speed demon trait. Get out of the car or switch seats while the RPM is high. The car sound suggests that it's still in high RPM, which can also be confirmed by getting back in the car / driver seat and looking at the RPM meter. This also causes an increased fuel consumption.  
    Bug 2: Vehicles can be driven at nearly top speed with 0 RPM.
    Reproduction steps: Get in a car and get it to high speed. Start tapping the W key. With correct timing of holding / releasing the W key you can maintain the speed with 0 RPM. This allows for driving at high speeds with the fuel consumption and noise of an idle engine.  
     
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