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  1. Not specifically as this issue is expected behavior not working (ie poster coming off the wall when doing a pickup on east walls), where as the signs over smashed windows has always been a thing given the game treats the window and wallfurniture layers separate. I don't want to talk on behalf of the devs on your topic, but it looks like a case of adding code that removes (destroys?) any wall furniture over the window when smashed.
  2. Observed Behavior of Issue: If you attempt to 'pick up' any custom made wall object from any east wall (south facing), it will put the item in the players inventory but fail to remove the object visually (ie still on wall). Seems this only affects objects placed via the editor. You can repeat this on an east wall and end up with multiple copies of the same object. If you replace the same object from your inventory onto an east wall, it then works fine removing and placing it like any other wall object! This does not occur for west (east facing) or corner walls T
  3. Based on my own mapping experiences, here's what I have observed... NAV = Used on road system of map. Dictates where the random 'scenes' can spawn such as broken down cars, police roadblocks Farm = Not 100% certain but may have something to do with foraging. Possible that this may be a future update use FarmLand = Like 'farm' not 100% Townzone = Opposite to forage zones, dictates where urban areas are on the map. This likely influences horde migration when set between urban focus Trailerpark = Used to define poor areas of town. When certain loot tables generate
  4. Recently noticed strange issue with wall corners in latest version. Might be the new update changes to the cut-away/wall hiding changes. 1. Corner trim will not show even though it displays correctly in BuildingEd. As example, the wall below is a straight forward interior wall & interior wall trim choice for the room def section. 2. Same corner displays in the incorrect ordering with the player being able to either walk partially or completely behind the texture as if the corner has higher priority in display order.
  5. It could also be related to the game generating loot/lot specific info for new cells you are traveling into for the first time.
  6. This also happens when using certain natural floor type tiles when building lots IN BuildingEd and placing them in the world. My sense is that its a graphics glitch specific to the tile blending for certain soil/dirt tiles in game. I had to replace a specific soil type tile with a different one and it resolved the same looking issue above.
  7. If its the doors not opening..then yes I have the same issue
  8. Confirm this happened twice to me as well using the riverside warehouse as a base, first time recovered after exiting and reentering save, second time i went to bed and slept a long time but sleep moodle went red hot, woke and went terminal! Clueless and frustrated at first, but glad to see its a thing reported here.
  9. Noticed a repeated issue where I can't remove a car key from a corpse's inventory once I kill it. If I drag/drop the key to my keyring, it does nothing. The workaround seems to be to grab and drop the corpse and then you can take the key from its inventory.
  10. On the topic of gas can weight, I also noticed this odd behavior when i had 2 crates full of completely filled cans and one crate held more than the other!
  11. Just checking if the devs confirm this as an issue as I noticed the exact same location with the issue was posted on reddit by another user along with similar posts in other locations involving 2nd+ levels of buildings. EDIT: Changed title to 41.27 as issue still exists
  12. Had the same issue in my run yesterday with zombies really noticing me from quite the distance even when sneaking. Pretty sure something changed as I haven;'t touched my settings and could atleast manage to get past a few zombies whilst sneaking. It was worse when I managed to get into a vehicle to hotwire and suddenly some random zombie from nearby trees a good distance starts approaching (not wondering, but actually moving towards me perfectly as in spotted)
  13. Just started playing and noticed that the walls on the 2nd level of the warehouse I'm in are not hiding to show the room. 1st story (ie inside the warehouse is fine), just when i go up to 2nd level i get this issue) Here is what I see when standing in the room behind the wall with door closed. Location is here: https://map.projectzomboid.com/?#0.48064336074036285,0.08994191659958395,180.29718967126533 Only mod used is Filibuster Used Cars
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