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Sedgwick

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Everything posted by Sedgwick

  1. Sedgwick

    Home on the Range

    Love to hear about the new additions! I was curious if there was an estimate to gas station fuel quantities, what kind of range are we talking about when it comes to how much or how little a gas station might have? Either way, after my last playthrough living it up at the Riverside gas station for 18 months in Apoc., I started a playthrough with "generator working in exterior" turned off to live in a post-gasoline world. Looking forward to hearing more!
  2. https://imgur.com/uenZkTx When I pulled up to my enclosed Riverside gated community, I had a straggler I hadn't killed inside the walls that was banging on the door. I opened the door to stop them from breaking it, and fought them in addition to a few others. When I came back I noticed the door was still shaking on the side that was being attacked, even though there were no zombies nearby to attack it. edit: There were some zombies nearby still, and after someone hit the door again and I stopped them, the shaking stopped.
  3. That's around here on the map if the location is also important. They've been standing out there for months and it persists through save/load. I'll forget about them until I do a patrol jog around the neighborhood and remember, so I got a screenshot this time.
  4. I found a boonie hat at one of the tent camps that is a world map event, except it is misspelled. The correct spelling would be the boonie hat, but it was spelled "bonnie hat"
  5. That's correct, it doesn't ever go away completely. It dries up and leaves a stain until you remove it with bleach and a towel. So having it wash away after awhile would be nice, especially months later.
  6. If Mows1313 was a little late, I'm much more late, but the topic of bicycles came up again on reddit and I looked for the suggestion here. While most points have been made about bikes or are pretty obvious, I thought it was worth mentioning if you use the sandbox setting where you can't power a gas pump with a generator, then you are restricted to using the gas you can find or siphon. Well, bicycles are perfect for this post-gasoline world. Without gas or without a car, inter-city travel on the map gets very restricted, taking days of on foot travel. And even still, you're limited to what you would be able to carry on your person. So forget bringing back that cool pinball machine, you've got to get the essentials at that point. You could add a front and/or back basket to get that little bit of storage space with the trade off of going a little slower or making you a bit more tired from having to push along the extra weight. Another change has come out since the last post in this thread: trailers! There are a couple different options for a bicycle trailer too. I could see a small trailer, one that would typically be used for carrying a child, that would add some storage equivalent to a duffelbag. Another being a proper cargo trailer which would be heavier on its own, and more so once you load it up with baseball bats and cans of soup. And then, the rarest of all: a tandem bike for multiplayer
  7. The menu that shows the required items for a log wall is missing the slash in the amount of ripped sheets or ropes. "30 4" instead of "30/4" It only displays like this when you have enough sheets or ropes, otherwise it displays the missing items correctly.
  8. That sounds amazing! While this post was mostly about additional crops, earlier I was wondering if something like this could/would include improved crops with higher levels? A cabbage harvested at level 0 is the same as one harvested at level 10, and fertilizer/compost only speeds up growth. Having more nutritious/hunger filling crops at higher farming levels would be a nice addition. I'm a big fan of my cabbage, potato, and rabbit roasts, so having them be more nutritious now that I've mastered farming would be great!
  9. While there have been a couple different posts about a feature like this, they were pre-animation update (or right when it was getting into IWBUMS). I was inspired to post this here after seeing MrCabbuge's post on reddit and thought it was worth discussing again. A right click option on the clothing item could let you adjust the clothes in a certain way. Jackets could be unzipped/unbuttoned which would reduce their insulation for the torso if you're getting a little too warm, at the risk of losing a little bit of protection for the torso. Or if you'd rather lose the insulation/protection on your arms, rolling up the sleeves of long sleeve shirts and jackets could work too. As MrCabbuge had pointed out in his post, style is another reason this would be a fun option for certain clothing. With the wide assortment of visible clothing options now, this could be another way to really let your character look how you want them too. And if you are layering clothes, which I'd say a lot of people do for the extra protection it provides, you could roll up an outer sleeve so you could see the sleeve of another layer beneath. It was also pretty fashionable to do this in the 90's. I can't help but think back to some of the recent Thursdoid posts where you see screenshots of a bunch of players hanging out at the base and having this be a new option in some of those scenes. An example I've thought where this would be useful could be chopping wood. You're starting to get warm so you roll up your sleeves to keep a little cooler. If you see a zombie approaching, it's a lot faster to roll your sleeves back down for protection than the alternative of having taken off the jacket to cool down, especially if you've moved it into another bag.
  10. The left shin leather patch, when applied to these long socks, is now sewn into my knee instead of on the socks. Just a visual bug to go with the other long socks display bug.
  11. A favorite 'bath towel' will maintain its favorite status when it becomes a 'wet bath towel': But after it finishes drying, it loses its favorite status:
  12. This seemed the most appropriate forum because the behavior feels unintended. So the furniture "glass display counter" has a couple of varieties: the jewelry counters and the gun counters. The issue I seem to have is that once the "glass display counter" of the gun store variety is moved, it either 1) defaults over to the jewelry counter type or 2) having a mix of these counters in your inventory or in item form makes them forget their type. In my current game, I had taken the "glass display counters" from the farming and rural supply store here. It's hard to tell behind the wall, but I assumed they were the gun type. After picking up the furniture and placing it back at my base, they were the jewelry type. But I do know for sure the counters here are the gun variety, they are out in the open and items placed and removed from them show the gun display. I even picked up and placed the counters in the store as a test of this, within that gun shop the counter worked and placing it displayed gun interiors. Bringing it back to the Riverside gas station, I place the counters and have what is pictured above, the jewelry variety. Is this based off of the building type the counters are located in, or the counter variety is lost, something to do with the names being the same? Either way I was hoping to have some gun displays in my base, but once I bring them home I only have jewelry counters. If there's anything I can do to help clarify let me know. Thanks!
  13. Being able to find crates of MREs in the military base would be a great addition.
  14. Good day survivors! I was curious what others thought about having an option to uninstall vehicle parts directly to the ground. Vehicle parts, like furniture, are often heavy and even a single tire can have your character struggling with the weight. Furniture that is too heavy can be picked up and then it immediately falls to the ground (as the item) if it is too heavy for your inventory. And even just a minute of stripping a car for parts can have your inventory looking like this: I will concede I don't know the best way to deal with car parts you do want to go straight to your inventory, like taking a tire from one car to immediately put on to another, but that's why I've just considered this as something toggleable in the Accessibility tab. The scenario I'm in is me constantly bouncing back and forth between dropping heavy items and uninstalling parts, but I still usually end up in a lot of pain from the all the constantly adding heavy items to my inventory.
  15. Not OP but I know the spot: https://map.projectzomboid.com/#0.3416201325598364,0.2844914076631939,447.8682305040833
  16. I've thought the same thing about a drop all button. It would be nice on zombies too. I'll often remove their items for tailoring later, but a single drop all button would be great to make that a single click.
  17. When inspecting long socks, the picture of the socks is way below the inspect popup. I've only noticed this for long socks in my game, and multiple pairs too.
  18. The Tabletop Soda Machine in the diner at around map coordinates 5422x5922 (West of the Riverside factory) is doing one of those neat gravity balancing tricks on the counter instead of being aligned.
  19. This car that I stripped for parts was in the parking spot when I was working on it, as you can see by all the broken parts I've left behind. One time I came back and noticed it was halfway up the sidewalk area, and now it's over a full car length west. I've not pushed it or towed it, and it's done all this without tires. It's been maybe 24 hours since I took it apart, so it's drifted that far in quit a short amount of time.
  20. Sedgwick

    Mascot Mayhem

    I had a thought that zombies being able to climb over tall fences would be fun (read terrifying). They'd be terrible at it, but maybe every once in awhile you get a zombie in the garden.
  21. The owned key symbol when near a car can be a bit of a hassle when transferring items or fueling up your car. It blocks nearly half of the transfer/action bar! Curious if anyone else thought that it could maybe be moved up a little just when transferring/fueling? That's all, stay safe survivors!
  22. Good day fellow survivors! I thought it would be a nice addition to the Temperature setting in the sandbox options to have a setting that would allow for hotter summers and colder winters at the same time. The current Very Cold to Very Hot setting is nice, but depending on which way you adjust it you are going to make the other half of the year more manageable, be it a pleasant summer on cold settings or a warm winter on Hot settings. I don't know the technical feasibility to it, but as a sandbox option or as a challenge option I think it could be an exciting setting to play with. It is the apocalypse after all, so a climate in crisis could be fun to manage. A playthrough where you have to worry about overheating in summer if you are wearing too many layers, at the same time worrying about if you have enough wood chopped for your fireplace in the winter.
  23. At the bar in the town west of Pony Roam-o the items BarTap Antique loaded down on the floor instead of up at the counter level. First time I came through here I didn't even notice they were down there! Not sure if any other bars are affected, not safe enough for me to travel to them. edit: Okay, with a bit of work I was able to get to the Riverside bar, and those taps seem fine.
  24. Something like this would be nice. In the meantime, I would recommend to anyone who hasn't to enable the Zoom levels for 225% and 250% in the display settings. That and zooming out all the way will give you a little bit more time to react to things in the distance since you can see a bit farther.
  25. Some of my clothing items have issues due to holes/patches Where I can see the environment behind the article of clothing. Here are some example pics where you can see the white of the bed around the arm patch on this ranger jacket, and then the white is gone when I stand where the patch has the wall behind it. By the Bed and then one where you can see the shoulder patch showing the white of the bed behind it, while the rest of the patches have the very faint brown of the wood behind the character: The foreman vest with a hole, where the right side you can see through to the white of the bed. Add my holeless/patchless McCoy shirt underneath, can see through those same spots. And last one, with a full set of clothes on underneath by the bed, and then next to it:
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