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  1. Was watching my buddy play B41. He was blasted by the crazy amounts of duct tape you need to attach things to spears (also that it isn't renewable). He also noticed while foraging for sticks that you got chipped stones, and assumed you could combine them to make a crafted spear. I broke his excitement and said "you can't, and you'd probably need duct tape to attach it anyways" and he said "just use some fibrous plants, if cavemen could do it I don't see why this guy can't". Fair point, and so here's the related suggestion lol. Honestly twine should be able to attach things to sp
  2. I figured the bug was probably reported before, I searched for it but didn't cover all the possible keywords. Sounds good.
  3. Large warehouse northern Muldraugh. Despite being indoors with floor tiles directly above and intact walls all around, standing outside of the railings is considered to be outdoors. It's a common base building location, we realized we couldn't sleep in this area in the winter because it was too cold. The solution is to remove all the metal railings and replace them with wooden walls.
  4. Endgame can kinda only be accomplished in a handful of ways, e.g.: An actual ending (turn the game off, you beat it, roll credits). An extreme variety of existing optional gameplay mechanics that let you build and solve your own problems (maybe NPC factions would cover this) A brand new set of gameplay mechanics (some people have suggested mutations, this would fall under this, but this will still get repetitive over time and is developmentally costly. Terraria achieves it's endgame this way, effectively trying to make you sick of playing it because there is just so much co
  5. Just an opinion. If you are successful, the end result doesn't change for us The big worry here, in order: The game remains in early access for the next 5-10 years Experienced developers leave the project (which is expected in that amount of time) Funds may begin to dry up, game fully embraces 'early access hell' Project Zomboid becomes Project Cancelled. We are left with an unfinished early access game with early access bugs. on the other hand: Game releases with all the expected features of a 'lone survivor' zombie survival simulator (with
  6. Once the hunting update comes out, if the team just goes into bug fixing mode and adds in some obvious outstanding features (i.e. building stability), the game could fully release with a $30-35 price tag and I don't think anyone would disagree. NPC's can be released in a 1.XX release. NPC's and AI are a huge undertaking. At the rate this development moves, I wouldn't expect 'factions' and good commandable NPC's before 2025. And tbh the game doesn't need them to be enjoyable. I'd be more than happy to see some work towards NPC's in a 1.1/1.2 release but honestly I think the team should jus
  7. I've read some of your responses on other threads, I see why you are tired of talking about it. Do you want a reply? Or is the topic exhausted at this point.
  8. 4:57 I think is the best example, it only requires two zombies for this to happen. I was just trying to demonstrate the problem with those clips, I learned after leveling my spear to 5 and getting lacerated when fighting two random zombies that I should switch weapon types if I want to stay alive. Up to that point, I was able to work with it, but there's always that risk that weapons without critical strike animations simply don't have.
  9. You're right, and now I know what happened. That curtain was at one point covered by a sheet metal barricade from the inside, they must have broken the barricade, and from then on I just assumed the curtain was the barricade. Apologies for wasting your time. EDIT: I looked through an old video, you'll see the window was actually double barricaded on both sides, can a single zombie break through two barricades in a night? Also, there is another bug at the end if you are curious, you can use the same save to recreate it.
  10. ACTUALLY, Maris was right!, it was move to a rear seat that you can only see when you open the trunk! (I did not notice that you could 'loot' the rear seats), so this isn't a bug, but I would recommend they add the ability to see the rear seats from the front to avoid the confusion.
  11. only mod I'm using is the silencer mod, I'll pm you a link to the save
  12. NOT A BUG: the window in the video is not a sheet metal barricade. zombies broke the barricade, and came through the window. The curtain looks like a barricade and that is why they were pathfinding into the room. in the gas station house south west of riverside the two doors are the only two entrances a zombie could access, as you can see, both are closed when the zombie spawns. I removed the stairs and replaced it with a rope climb. That could be why zombies are calculating path/ spawning in that location. I have the save zipped, it occurred for me three times over the span of
  13. You just sketched me out, I didn't remember posting what anything here, then I looked closer at your username.
  14. In the video below, the Items were moved to rear seats, in the ambulance, you cannot see the rear seats from the driver seat, you have to open the back. If the rear seats are full, and you put items in the passenger seat, then get into the passenger seat, the items in the passenger seat will move to a single rear seat, and all items in the rear seat dissapear This specifically happened in an ambulance, tho I imagine it happens with other vehicles. What made me notice is that I lost a duffle bag full of loot and remembered putting in the passengers seat
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