crossed
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Everything posted by crossed
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Please no "boredom -" pop ups above the character every two seconds, we can see if our boredom is changing on the moodle.
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Will there be an option to rebind left alt for ground attacks? I hope so Also, what's the reason of making it a modifier+attack key, instead of just giving us a ground attack key? It would be the same thing just simpler, no?
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...petitioned for ideas on twitter... -____-
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The fog looks awesome but I think during heavy fog there should be a very thin layer over everything, including the roofs and second stories of buildings. It kind of looks supernatural this way Once you're used to it, sure. If you just started out It's definitely possible to have ungodly muscle soreness, although might not as bad as serious wounds or broken bones I guess..
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Fire will be completely reworked, probably in build 42. Here's a WIP video showcasing how burning body parts burning will look like:
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I think the way auto-drinking works is that your character keeps drinking non-stop, very very slowly. So you fill it up to 100% but a split second later he already drank a little bit so the game shows 99%.
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Separate options for night and day zombies
crossed replied to malkavian407's topic in PZ Suggestions
I agree with more weather settings, but if you want to you can make super cold endless winter right now by editing the min and max temperatures in the erosion.ini in your save folder. -
Store on the east side of the map: https://map.projectzomboid.com/#0.27252584052482814,0.10775657285826071,474.75262759953927
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When I'm ridiculously tired - besides the option to sleep on the ground - the option to rest shows up, too, anywhere I click. It does nothing just gives an error. Not using any mods.
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There was talk about a sound overhaul, but I guess it will probably be one of the last things before release. I cranked up the environment sounds like wind, rain... in the options to make it a bit more atmospheric, but I'd also love to have more sounds like you said. A good sound design can take the immersion to the next level.
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I don't want to open a thread for this so I just post it here... Would it be possible to let the player equip bags without putting them into the main inventory first (kind of how you can equip generators and corpses)? Sometimes if you drop a bag full of stuff you can't pick it back up because it's too heavy for your inventory.
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edit: right now I don't have this issue anymore, I don't know if it was something on my end ---------- For example while you're reading a book you used to be able to speed up and slow down time freely. Now you can only speed up time but you can't slow it down until the action is complete (or until you cancel it) Pretty sure it worked properly a couple days ago, before the new 41.41 patch I guess.
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I was thinking about this during my current run, since scarfs are super rare (just like most winter clothing), I wished I could just wrap some ripped sheets around my neck for a little protection from cold.
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There's a house with missing floor in March Ridge
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Apparently blood on cars is linked to car damage.
crossed replied to VunderFiz's topic in Bug Reports
Creepy -
A few magazines and books were invisible, you couldn't see them in your character's hands while reading them, I think this fixes that (?)
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You mean to this IWBUMS version? Right click on the game in your steam library, select properties, got to the 'betas' tab and select 'iwillbackupmysave'
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Yes, probably pasted twice by mistake
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I think I have this same issue in build 41. I can play for many hours without problem, but if I travel too far, like to another town I get these freezes OP described.
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Fannypacks, yay! Would it be possible for them to work as an extension of your main inventory? In a sense that you could keep your water bottle in it and the character would drink automatically. Or keep cigarettes and matches in it and you could smoke without unpacking them. Etc..
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Yeah.. I think ^^' I mean I'm at level 7 and I have the option to upgrade the doorframe to level 3 and then I can plaster it. BUT if I build another doorframe from scratch at level 7 it won't have the option to plaster it. I did some testing and made some screenshots, I used cheat mod but it works the same way in my main game with no mods. Hope this makes it more clear what I mean
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I just wanted to bump this because the way this works right now is a little confusing. You can build level 3 walls (that you can plaster) at carpentry level 7, but if you build a doorframe at carpentry level 7 you won't be able to plaster it, even though it's already a level 3 doorframe. You need to build a doorframe at carpentry level 8 to be able to plaster it. You probably should be able to plaster doorframes at carpentry level 7 too, and nothing really indicates that the reason you can't is because you need an extra level.
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Pretty sure it's planned, but making 3D characters interact with 2D sprites needs some extra work on top of just creating an animation. Though it would be nice if a dev could give us an update on it. Looks like it might not happen in b41 ? :v
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That might not be a bug. That option disables the zombie infection but wounds can still become infected, not with the zombie virus, just normal infection. If so, you have to disinfect them and keep your bandages clean or it will still kill you. If your character doesn't turn into a zombie after you die then it's normal and not a bug.
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You can't do that.