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Toshis

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  1. Like
    Toshis got a reaction from Axezombie in Home on the Range   
    Not sure how i feel about fuel station change. Eventually all cars and refrigeration will be locked out because lack of fuel. Maybe add fuel tank trailers scattered around the map to alleviate it?
  2. Like
    Toshis got a reaction from grammarsalad in Fuel stick action for gas stations   
    Cant tell for sure how it was several decades ago, but today modern gas stations definitely have fuel level measuring devices installed in tanks. Fuel station operators can quickly check level of fuel in each tank without having to physically open the tanks.
     
    edit:
    Of course a crude way to open a tank and stick something inside to check the level should be possible
  3. Like
    Toshis got a reaction from ZombieHunter in Few QOL suggestions (updated)   
    1. When dismantling all digital watches, protect digital watch, market as "favorite", from being dismantled.
    2. When car is surrounded by corpses and player opens the trunk, prioritize viewing trunk inventory instead of corpse inventory. Sometimes it happens so, that player opens the trunk, clicks tranfer all and notices that items are being transfered to corpse instead of car trunk.
    3. Ability to claim warehouses/industrial buildings in multiplayer.
     
    cheers
     
    update:
     
    4. Harvest rotten vegetables and make compost out of it. Atleast some benefit from failed farm.
    5. Another variation for motion sensor + noise maker. Not single use, but continious work (maybe with battery). Whenever it detects motion, it warns player, wakes up player during sleep (like a defensive measure). Ideally, sensor and speaker could be at a distance from each other, connected with wire (I know, wishful thinking )
    6. Find crafted bombs. If you're not engineer, there is no way to obtain various bombs (except smoke bomb). What about a chance to find bombs, crafted by other survivors, in random locations?
    7. refil blowtorch without picking up propane tank off the ground
  4. Like
    Toshis reacted to Veyron in Better driving view   
    I think so far there was one problem is that the view from driving are still too short for players, I can't keep my speed up to 60, because I can't stop getting crash into on something,
     
    I think mabye if we can change our view from the driving to look even further ahead will be good, I mean we already able to do that by aim our weapon, so why not make this one too? just use our mouse to contorl our view, that will be good, right?
  5. Like
    Toshis reacted to Wistfulfate in Zombie Speed options   
    Hey, I know the option to have the zombies be random with their speed exists but there is something that seems like it would be neat to be able to change. when making a new save, being able to chose multiple speed/other options and also to give a custom percent chance to that type spawning would be pretty neat.
     
    got this idea when I thought about having sprinters be a thing but being extremely uncommon. this way, when you are clearing a horde of normal and slow zombies, all of a sudden there is just that one sprinter that rushes out of the large group at you. a fun challenge to keep the player aware and also a fun prank to play on friends once multiplayer is available.
     
    if there is a way to do this already then I shall admit to being unobservant and impatient enough to not find it.
  6. Like
    Toshis got a reaction from DXPOHIHIHI in Smoker Trait broken   
    Maybe he/she quit smoking
  7. Like
    Toshis got a reaction from TrailerParkThor in Loading magazines dis/advantage   
    Caturday is right, you have to be unrealistically weak  to be not able to load it
  8. Like
    Toshis got a reaction from grammarsalad in Prosthetics   
    Oh, this gave an idea:  you could create character with one missing arm in character creator (as a negative trait). You would lose one hand slot, but you would get a bunch of trait skillpoints when creating character.
  9. Like
    Toshis got a reaction from Nazarito22 in Animations: don't forget to sit and lie down.   
    And ladder climbing.
  10. Like
    Toshis got a reaction from Optimism in [IWBUMS 41.47] Dirt Bag Buggery   
    Hey, i have safehouse in same warehouse
  11. Like
    Toshis reacted to Ergenta in Repair Doors   
    Ability to repair doors, garage doors and other structure items 
  12. Like
    Toshis got a reaction from TrailerParkThor in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  13. Like
    Toshis reacted to Nazarito22 in Rounded roads, railroads and trains   
    ( UPDATED ) Started implementing, mod branch here =>
    https://theindiestone.com/forums/index.php?/topic/31797-rounded-roads-circle-crossroads/ 

    (OLD) The game needs more rounding. Hope this will be add to the game soon.  
     
    You can try make roads in isometric constructor here => https://icograms.com
     
     

  14. Like
    Toshis got a reaction from Faalagorn in New house in Muldraugh doesnt appear correctly v41.47   
    Yes, its an old save
  15. Like
    Toshis reacted to Blake81 in Using Metalwork to repair a trailer's "Bodywork"   
    So, since trailers aren't quite spawning yet in the normal way (they only spawn as Vehicle Stories), you find most of them with very low condition (I've found 5, all of them below 20% on all parts). You can replace the tires and suspension OK, but the trailer's body itself (under Bodyworks) cannot be repaired or interacted with in any way.
     
    So, any chance we can repair it? Since the trailer is basically one big trunk on wheels, we should be able to repair its body just like we repair trunks; with a bit of Metalwork.
  16. Like
    Toshis got a reaction from Sedgwick in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  17. Like
    Toshis got a reaction from Faalagorn in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  18. Like
    Toshis reacted to BentNose in Driving - better Camera Focus   
    When a vehicle is in motion, the driving is often looking far ahead of themselves when driving at high speed. There should be a way to simulate this within Project Zomboid, yet there isn't, and accidents are painfully easy to create because every driving player is near-sighted, almost entirely by accident of design. I don't see why it has to be this way, but things I can't see are the whole problem here.

    So right now in game, you can shift the camera around when your character is walking around by holding the right mouse button, so there is a mechanic in game for shifting camera focus.

    Would it be possible to apply an automatic forward focus when driving? When getting to high speeds push the camera in the direction of travel to give the player a better chance to see what's coming up. When stopping or turning, create a delay to avoid throwing the camera around at the moment the player is acting to a new stimulus. Turning or braking, the character is coming to a slow anyways, have the game gradually return to a central focus until they get moving again. A player *has* to brake at most turns and the angled roads are highly uncommon and always short, so there is no need to whip the camera around.

    This would be a huge quality of life update and make players much less afraid of driving fast.
  19. Like
    Toshis reacted to Kakolukya in IWBUMS 41.47 released   
    The hood can only be repaired after you removed it from the car..  I haven't checked if reparing the trunk really requires MW3 as it seems this might be part of a mod you use.
    Some carparts can only be repaired after removing them.
  20. Like
    Toshis reacted to Pandorea in IWBUMS 41.47 released   
    You need to uninstall both Hood and Trunk lid to get the option to repair them.
  21. Like
    Toshis got a reaction from Pandorea in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  22. Like
    Toshis got a reaction from Caturday in We really need better income of scrap metal   
    Dismantling various objects doesnt give enought scrap metal compared to how much you need to build metal structures. Got plenty of metal sheets, pipes and bars, but no scraps. Cant build anything. We can weld small sheets to make big sheets and cut big sheets to make small sheets. Maybe we could make metal scraps from small sheets?
     
    edit:
    Also, construction sites could be better source of metal materials. It could contain crates of construction materials, more dissasemblable objects.
  23. Like
    Toshis reacted to Destructopuppy in Proposed modification to How Walls/Barricades are damaged by Zombies   
    Hey all,
     
    My suggestion is with regards to how barricades take damage from zombies. It's become clear to me since I've started playing that Project Zomboid  focuses heavily on realism with some liberties taken for difficulties sake.  Bearing this in mind; the barricade/wall system is something I feel could be tweaked to help players feel like basing up outside almost fully enclosed areas is more viable given sufficient time to fortify.
     
    My suggestion is as follows: For each barricade material and impassable player constructed fence/wall a minimum number of zeds should be required to be within range and aggroed in order for the barricade to start being damaged. For example, log walls could require 3-4 and sheet metal barricades 3, heavily boarded up windows (3-4 planks) only 2, etc.
     
    The reason for this suggested change is twofold: 
     
    Firstly; realism. Anyone who's ever seen a reasonably sized tree trunk knows that you can practically beat on it until the end of time unarmed and you'd never claw your way through, same goes for a metal sheet welded across a window. However, game balance must also clearly be considered so in my view it's much more reasonable to require multiple zeds to be able to provide enough force to pry and lever and scratch their way through a fortified fence, wall or barricade.
     
    Secondly; Gameplay. Anyone who's ever built a sizeable base knows how annoying it is to feel like every individual zombie can potentially claw their way through your whole base given sufficient time. This mentality leads to people basing in cheesy locations using terrain indestructible or impassable to zeds and the use of strategies such as the prolific stair destruction+escape rope technique to guarantee that this problem isn't something they have to worry about.
     
    Making barricades and player made fortifications more resistant to individual wandering zeds while maintaining their susceptibility to being destroyed by hoard events and large groups would allow larger player constructed bases to feel more secure and worth building without destroying balance.
     
    Thanks for reading, feedback appreciated,
     
    -Destructopuppy
  24. Like
    Toshis reacted to Batsphinx in IWBUMS 41.47 released   
    41.47 changelist
     
    NEW
     
    - Added camo baseball cap.
    - Added urban camo shorts.
    - Tweaked attachedWeaponDefinitions so it can handle weapons for custom outfit (ensure police spawn with more guns/nightstick, bandits with weapons...)
    - HairOutfitDefinitions can also handle beard.
    - Added some new Zed Stories and improved some existing ones
    - Updated translations.

    MAP
     
    - Added driveways and parking lots to new buildings added to the current main map in 41.46 (these weren't mentioned in the changelog)
    - Fixed incorrect driveways in Riverside gated community and a few other areas

    BALANCE
     
    - Metalworking requirement when repairing Trunk/Hood to lvl 1
    - Can no longer prepare beverage with only sugar
    - Sugar/coffee no longer a drainable item (reverted from previous patch)
    - Can now place antique oven even at 0 carpentry skill.

    MODDING / DEV
     
    - Don't clear the list of attachments in a "model" script definition when the same model was already defined.
     Mods, such as G.E.A.R. etc,  were relying on this to add attachments to FemaleBody and MaleBody. These should work again now.
    - Avoid calling File.exists() on the main thread when loading textures from files that we know exist.
     There are still a lot of File.exists() calls for texture files that don't exist, such as WItem textures.
    - Added ISPathFindAction.pathToNearest() which will find the shortest path to one of multiple possible target locations.
    - Added Tags=Write to items that can write in journals and notebooks
    - Added debug code to check for outfits having multiple conflicting bags.
    - Added BodyLocation.setMultiItem() and isMultiItem() methods to specify whether multiple items are allowed at the same location.
     This is instead of hard-coding this behavior for Blood, Wound and ZedDmg locations.
    - Fixed not checking BodyLocation.isExclusive() when dressing zombies, which could result in conflicting clothing items being worn.

    FIXES

    - Fixed splitscreen rendering issue with puddles and water for players 3 and 4.
    - Fixed un-stacking logs returning more ropes than was used in Stacking
    - Fixed the new fog lagging behind the camera movement and zoom level.
    - Fixed the wrong clothing-item XML file being used after enabling or disabling a mod, when the mod overrides a game's file.
    - Fixed HumanVisual exception with beards.
    - Fixed garage doors on the north edge of a square blocking vehicles.
    - Fixed an infinite loop after reloading a Lua file in the debugger.
    - Fixed some data not getting cleared after reloading Lua files (AttachedWeaponDefinitions and HairOutfitDefinitions).
    - Fixed some unnecessary allocations related to blood splatter.
    - Fixed splitscreen fog rendering.
    - Fixed the player not walking adjacent to burnt vehicles and trailers when displaying the mechanics ui.
    - Fixed fishing abundance being displayed as nan% sometimes.
    - Fixed the displayed Fishing Abundance not updating as the player moves around the map with the fishing ui open.
    - Fixed error in the above if the player moved far away from the original square that was clicked.
    - Fixed the 15-second pause before transferring 1000 cigarettes between containers. (Framerate still impacted however)
    - Fixed vehicle masks so that damage doesn't show as green (please report anything you see that still does!)
    - Fixed the radio van having random paint color showing where scratches are.
    - Fixed errors reading map_sand.bin preventing the game from loading.
    - Fixed missing options for Fanny Pack and other worn containers in the Move To submenu when using a controller.
    - Fixed not being able to write in journals and notebooks with blue and red pens.
    - Fixed missing glovebox on some vehicles when loading old saves.
    - Fixed GloveBox2.VehicleType being 1 instead of 2.
    - Fixed possible NullPointerException in AttachedWeaponDefinitions.
    - Fixed "Bandit" outfit possibly spawning with two bags.
    - Fixed being blocked at the climbing fence in the tutorial
    - Fixed fitness being enabled in tutorial
    - Fixed detroyed doors not checking tile properties and producing incorrect debris
    - Fixed zombie outfit system being able to spawn two items on the same body location
    - Fixed missing newline in Remove Patch tooltip.
  25. Like
    Toshis got a reaction from Snuffleupagus in Terrible SFX   
    Personally, not a fan of car engine sounds, they sound unpleasant for me, lowered their loudness by a lot in the options. Not trying to insult, thats just honest opinion.
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