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MrHrulgin

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Everything posted by MrHrulgin

  1. If you go to the building marked as Camp Busy Beaver in the summer camp south of Riverside, to the West of the building there's an office desk and chair on the grass. It looks like it was placed there in error while building the structure.
  2. If you turn on rotten food removal, and set a year to have passed, any uncooked pasta, soups, etc. that were left out on counters will be removed. Unfortunately, it also removes the pan itself, which seems less than ideal. In such instances, the pan should remain even if the food is removed.
  3. While there's visible modifiers for brightness, weather, and stance (sneak/aim), there's also a number of invisible modifiers that change the search radius. What is making the radius smaller? Is it sleepiness? Anxiety? Hunger? We just don't know. It wouldn't be so bad if we didn't see any of the modifiers at all, but only seeing part of the list is worse than seeing none.
  4. Some additional notes regarding areas where foraging breaks: Parking lots, specifically the sections with the white lines painted to mark parking spaces. Sidewalks. Many grassy tiled areas in and around Louisville.
  5. Despite the model for the TV clearly having channel and volume knobs on the face of it, you can't use the interface to change the volume prior to turning the TV on. This is counter to how it works on such models, where the volume could be adjusted regardless of whether the TV was turned on and displaying an image.
  6. Seconded. Some default that gives anything at all for the zones not otherwise set would be better than the current nothingness.
  7. The first of the two locations is still unfixed in 41.68.
  8. At the moment you have to choose between wearing a coat and wearing a poncho, but that isn't true to life at all. Ponchos are designed to go over all sorts of things, and really deserve their own layer.
  9. Very salty about this, having lost a very promising 3 month run to this: The catwalk doesn't connect behind this door. You can't see that it's not there because of the wall, but if you go there to the third story and walk through this door you'll have a nasty drop into a room full of zombies. https://map.projectzomboid.com/#0.89733781183481,0.13043367231426428,701.1214086449357
  10. In Louisville, there's a building where there's a wall behind the door, and so there's no way to get up to the second floor. (See photo) It's at this location: https://map.projectzomboid.com/#0.8896974163514751,0.13955869868317275,437.6894070835361 Also here: https://map.projectzomboid.com/#0.9082168712313629,0.1364858599988048,630.2727462002919
  11. If you're on a gravel path or some sidewalks, there's a special "Nothing to find here" area when you try to forage. It seems like if nothing else it should parallel the Road foraging type, as they're similarly bare and rocky. It'd be nice for it to have its own foraging pool at some point, though.
  12. I really like this idea. There's a number of challenges that are going around the community, and being able to provide a single code that properly sets all of the settings at once would be a huge improvement over a half-page of text or a series of screenshots explaining all the details.
  13. MrHrulgin

    Car radio

    This is also a problem the other way: removing a radio from a car changes the list of saved stations.
  14. Given that helicopters can't safely fly during thunderstorms or in excessively windy environments, it does seem unrealistic.
  15. This is a really small thing, but the Life and Living show the evening of 7/13 instructs you to make a tent with tent pegs, sticks and sheets. This isn't the case anymore, if it ever was. Now it's a tarp that's needed instead of 4 sheets. Please update the Life and Living text to direct people to the tarp, or let us use 4 sheets to make a tent.
  16. Let me start by saying that I do like the idea of longer-term possibilities, perhaps when NPCs return some goals along the lines of recreating civilization. That's very long term though. In terms of developer time, though, there's limits on what can be done. Do we have any stats on the average lifespan of a survivor? I hear you that you personally regularly do well enough that you can live for years with your current settings, but if most people don't make it more than a few months, it's a hard sell to say that more content needs to be made for the 10% of players that can go indefinitely. Perhaps to make your own gameplay more interesting, make it more difficult? More zombies? Smarter, stronger?
  17. The density of zombies across the whole protruding section to the northeast of West point seems both too high as compared to the number of houses and also too evenly distributed across the area. Walking far into the woods south of the mall there are still significant clusters of zombies despite there being no buildings for hours around. I have the zombie distribution set to "Urban Focused", so perhaps the whole area is marked as urban? I get that the mall should have intensely high zombie count, but the woods? The farmhouses in the area? Something is very different across that whole upper area as compared to other woods and farmhouses.
  18. The mall garbage can doesn't have the same "Delete All" option that the other garbage cans do. For consistency's sake, please add it.
  19. Despite providing no light while driving a car at night, a flashlight's battery will continue to drain. I'd prefer to be able to use a flashlight as a way of driving at night in extreme circumstances, but alternatively it could stop draining charge or be automatically turned off while I'm driving?
  20. A tent kit is made from 4 tent pegs (.2 each), 2 sturdy sticks (.1 each) and 1 tarp, (1). Somehow combining these components that have a total weight of 2 creates a tent kit that has a weight of 3? I could understand if the new construction took up more rigid space, but you'd just roll the pegs and sticks up in the tarp and have a bundle not any larger than the pieces independently. Please lower the tent kit's weight to 2, or something close to it.
  21. Do you have any mods installed? I can right-click on a digital watch and see the dismantle option, and I'm in .44.
  22. With the changes to traps that let us recover all of the twine, and the existing ability to get thread from ripped clothes, I think the only major sticking point remaining is spear-crafting.
  23. Playing with the options that let zombies open doors and windows, I find that I very much wish that I could re-latch a window that has been opened. If we can lock a door from the inside without the key, why can't we lock the windows? I'm always sad when a zombie can just waltz on in because I ever opened the window from either side.
  24. This is gold. No more hiking out into the middle of nowhere to one of the few set locations for a stove.
  25. As of 41.43, it's really hard to make spears with weapons attached because duct tape is the only material you can use to attach a pointy thing to a stick, even though you could tie it on with rags or twine. Traps require twine, no matter how well a strip of cloth could be twisted to serve the same purpose. A mattress can't be pillows tied together with rags, taped together, or sewn with a screwdriver to punch holes and twine to hold them together, they have to be sewn together with a needle and thread. What I'd like that would take the least overhauling of recipes and how fiber is used in game: A recipe to turn ripped sheets into thread. A recipe to turn thread into twine. A recipe to turn ripped sheets and glue into duct tape. I would want these to be very slow crafts, to offset the greater ease of access to materials. Picking good threads out of a ripped length of cloth isn't easy even when the fabric was in good condition to start with. Ditto turning thread into twine. Cloth and glue into duct tape would be fast, if we're going by realistic timeframes for crafting, but for game balance I could see it being slow as well.
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