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Everything posted by Suomiboi

  1. Suomiboi

    Lone Survivor

    Coool! The first thing that came to mind when reading these, is a slight lack of personality with the speaker. Of course this is to be expected in the first versions, but I hope there are plans on continuing development on that route. I think phares like "God help them" and the example of "Idiot Brian" seemed to go into a more personalized direction which is great. All the best on your work! Still loving the game and been reading every update and tidbit since 2014.
  2. Suomiboi

    2022 and Beyond

    I got chills seeing Kate and Baldspot. Really happy about this news! Thanks for all the hard work through the years TIS! I really need to buy this game another time with a more proper price now. I've got almost 1000hrs spent into Zomboid (in steam alone, not counting the time before)! Still a huge fan and I really appreciate the tenacity of you guys.
  3. Suomiboi

    Search and DeZtroy

    Just a thought. Are the question mark pop ups needed with the foraging. Wouldn't it be more interesting to the player to actually try and see where the items fade in?
  4. Suomiboi

    Noise Works

    Great news on the sound department! As someone who's now worked in the music side of sound industry for a few years, I've been waiting for a sound "overhaul" for pz. I was thinking about starting a mod project for it, but this is awesome news!
  5. I'd implement it as a current that pushes you back to the shore where you came from at an angle once you get to a certain distance. But I don't see the need for swimming as an integral part. It's not immersive to not be able to, but not a major gameplay hurdle either imo.
  6. The main melody. It's like it's been cut to halves with different chording behind that makes it not easily recognizable.
  7. Oi! Is that a Rolling Stones - Paint it Black reference I hear in the soundtrack at 0:31 of the video? How long has it been there and why haven't I noticed it?
  8. Suomiboi

    Higher Fidelity

    I actually prefer more skills and just like this, when you do something specific you get better at it specifically. If I swim a lot, that doesn't make me a good runner, it just improves my fitness. I find that too many modern games go with simpler is better approach because it seems intuitive, but it many times isn't better. This way increases differences in characters and therefore consequences for your actions and makes a more interesting gameplay. And hi to all! Long time no post.
  9. Sry but I don't have the mod files at hand anymore. I've been on a long PZ hibernation. I'll try to dig the files someday if I have the time.
  10. Yay! This was way due! Finally someone made a great video tutorial instead of a messy forum post. EDIT: not forgetting Thuztor's great tutorials!
  11. There have been a few suggestions on this in recent years, but it hasn't catched up with the devs. Here's one: As I said in that post, I'd prefer to have the grid plus the weight modifier together. The grid would be the limited space and the weight would affect your movement etc as it does now. But I don't think this that likely and although the devs have talked about an inventory overhaul, nothing to this direction has been mentioned. Modders ahoy!
  12. There's no changes to the map until the next version after 0.2 (whenever that'll be) so no foraging or trapping unfortunately. There's no gun store because I think there weren't any in the game at the time I released this version. So sorry not that either. Also I'm not sure, but I don't think the Vine Grove area has any irl either. So you'll just have to try and survive without, let's settle to call it realism aka a feature... EDIT: now that I specifically searched there should be one in the town center... I'll add to my list for the next version.
  13. Check your rules.txt to see if you have those in place and that all of the lines look similar in the code. ie. rule { label = Dark Grass bitmap = 0 color = 90 100 35 tiles = darkgrass layer = 0_Floor } rule { label = Medium Grass bitmap = 0 color = 117 117 47 tiles = medgrass layer = 0_Floor } and not for example rule { label = Dark Grass bitmap = 0 color = 90 100 35 tiles = darkgrass layer = 0_Floor }rule{label = Medium Grass bitmap = 0 color = 117 117 47 tiles = medgrass layer = 0_Floor } or something like that. I remember having that same issue and changing the code fixed it. Or you can just download the file again and replace the old one.
  14. The upcoming creative mode should be Mac compatible, as it's integrated with the game. It will also probably allow more editing options and extra user-friendliness than the current tools.
  15. There's a small grocers in the middle of the block which has the Pizza Whirled, opposite the Knox bank and church. There's also a food market on the east of the map, here. And the third is as you said at the mall. That's all there is (irl too). Foraging and trapping are out unfortunately yes. I've been waiting to see what the creative mode brings along, but I haven't yet abandoned this wholly. I've had to put it on the sidelines, since I've had a lot of work and school lately. I have been slowly adding to the map though and I do plan on finishing it some day. Foraging is something I haven't even tried to learn to put in yet so it's most likely gonna be a while until that happens.
  16. A 24V truck battery (or 2 car batteries together), cables and a welding rod could be used for welding as well (maybe just for pros?). At least when cars are introduced. Would really bring some survival aspect into this.
  17. Hey, I had the same as above happen to me when I cleared my cookies. Now I can sign in as normal. I've allowed the notifications now as it's more annoying to get the notification every time i open a link rather than every time I get a notification, which is rare nowadays anyway. So all fine for me now. The world symbol didn't let me disable the notifications either.
  18. Firefox now keeps prompting me for browser notification on every new tab and every time I open a new link on the site. I don't want to put it on and it's not allowing me to say "never on this site". My options are not now and "Always recieve notifications". Anything I can do?
  19. You have to make a single cell map and then offset it to match the one you want to replace. You'll have to know a bit about the mapping and modding process. Search for "thuztor's mapping tutorial". I think it has all of the required info, although you might need to apply it a bit.
  20. No it's not possible afaik. The devs want people to create new content rather than edit the existing one. Also they want to keep the artistic rights to the map to themselves. You can replace cells in the map, but not edit them. The creative mode might change this though. We don't know yet.
  21. Could you copy and place your code between code brackets like this: [code] [/code]It makes it easier to read and troubleshoot your code.
  22. Looks nice. A few problems though. That/those large window downstairs won't work as it requires a specific holed wall to fit into. Also I noticed you don't have light switches upstairs which means it'll be dark in every room there. Overall it looks really nice and well planned. It does look lived in.
  23. But the item name is nails. And there's a picture of 3 nails in the item itself. I personally think this is a bit nitpicky (not meaning to offend ofc!)... If you really need to have 2 or 4 nails in your barricades, you can just edit the according files. I think it's balanced to fit the gameplay quite well now as is. Or should we turn this into a discussion whether we should have a picture of four nails, or change the name to nail and a pic of a single nail, or have a delta value of 3 for the nails item and edit every recipe they're included in?
  24. Knowing Mash's work as the artist I'm guessing it could be either a texture overhaul or maybe a Sims style 4-way turnable map....?
  25. Did you know that blade maintenance affects on the durability of the stone axe? Have you tried it maxed out or at least on a good level? That does represent how well you know your weapons, impacting on how you swing them in order to not bend or twist them etc. I do agree that carpentry could/should (if not already the case, dunno...) affect the outcome of the blade. Otherwise, I think it might be too micromanagey to try and find better stones or wood just to build that crappy axe. Although I do think it'd serve for a challenge for those who are doing well in the game and have the time for that, it shouldn't be that significant of a difference though. Also 2 large trees with a makeshift axe you built for the first time in your life is quite good imo...
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