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orikamii

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  1. Like
    orikamii got a reaction from getstoopid in Please, let us bang two regular stones togheter to make chipped stone.   
    The wiki is almost never up to date but that being said, my game is heavily modded and I do have the ability to make chipped stones. After some looking around through files, this mod: "Viperel's Recycling Center" adds a lot of quality of life stuff to the game for survival.

    Do I think that we should have to install mods for quality of life things? No, definitely not. I like what they did with towing by contacting the mod owner and adding it to the game. They should do more of that, look at the top used mods and implement them with the modders. So +1 for chipped stones at the very very least.
  2. Like
    orikamii got a reaction from BddBlade in Please, let us bang two regular stones togheter to make chipped stone.   
    The wiki is almost never up to date but that being said, my game is heavily modded and I do have the ability to make chipped stones. After some looking around through files, this mod: "Viperel's Recycling Center" adds a lot of quality of life stuff to the game for survival.

    Do I think that we should have to install mods for quality of life things? No, definitely not. I like what they did with towing by contacting the mod owner and adding it to the game. They should do more of that, look at the top used mods and implement them with the modders. So +1 for chipped stones at the very very least.
  3. Pie
    orikamii reacted to Yana M.D. in [41.73][Singleplayer][No Mods] Poison system seems not fully functioning   
    This is incorrect. Wiki is written by players, not devs, fyi. Somebody made a mistake
  4. Pie
    orikamii reacted to razab in [41.73][Singleplayer][No Mods] Poison system seems not fully functioning   
    I have the impression that the system managing poisonous berries or mushrooms is not working correct in every case. Problems occur for me when I add those items to a (fruit) salad. Afaik, the game should then make the salad poisonous too. Moreover, when you characters have cooking skill >= 7 and herbalist trait, they should be able to detect that the salad is poisonous via their interface (or am I wrong here??). Now, both of these things are not always working for me. Specifically, what happens for me sometimes is one of those things:
     
    1. the salad is not poisonous at all (at least it has "Poison Power = 0" when checked in debug menu)
     
    2. salad is poisonous but this is not displayed in the interface
     
    Both problems only occur sometimes for me. There are also cases where I make a salad out of poisonous items and everything works as expected (which makes stuff even more confusing).
     
    I am not sure whether this is really a bug or whether this is somehow an intended game behavior which I simply do not understand.
  5. Like
    orikamii got a reaction from BoogieMan in Slapdashdoid   
    As long as this profession system doesn't lock us out of every other profession then I'm all down for new stuff to craft. I hate it when SP becomes essentially impossible because a single player is prevented from learning all crafting recipes. I don't like the thought of needing to rely on other people - even npcs to be able to craft something for myself. The current system of being able to learn new things over time is perfect and only needs to be expanded upon.
  6. Like
    orikamii got a reaction from Bullet_Magnate in Eye Injuries   
    It's an interesting idea. I don't know how it would fit in the scope of the game though. I'm almost positive that the devs are planning on adding more complexity to the first aid system, perhaps that will be enough to scratch the itch you're looking for?
     

    Very unnecessary commentary. Get some sleep.
  7. pillow
    orikamii got a reaction from Irken Empire in Eye Injuries   
    It's an interesting idea. I don't know how it would fit in the scope of the game though. I'm almost positive that the devs are planning on adding more complexity to the first aid system, perhaps that will be enough to scratch the itch you're looking for?
     

    Very unnecessary commentary. Get some sleep.
  8. Like
    orikamii got a reaction from vek in Please, let us bang two regular stones togheter to make chipped stone.   
    The wiki is almost never up to date but that being said, my game is heavily modded and I do have the ability to make chipped stones. After some looking around through files, this mod: "Viperel's Recycling Center" adds a lot of quality of life stuff to the game for survival.

    Do I think that we should have to install mods for quality of life things? No, definitely not. I like what they did with towing by contacting the mod owner and adding it to the game. They should do more of that, look at the top used mods and implement them with the modders. So +1 for chipped stones at the very very least.
  9. pillow
    orikamii reacted to Irken Empire in Eye Injuries   
    Right! Heart attacks, herpies, fever, numbness, rabies, HIV, schizophrenia no reason not to add these and so on, I mean you're just an average Kentuckian in 1993 prone to anything and everything.

    This is just my sarcastic respone to a silly idea of micromenagment among MANY other things that we don't really need nor want, but could be great or just as RP mehanic in a form of a mod like defecation mod. In general this would only annoying for people and by the first month those who don't get infected will be blind as bats.
  10. Like
    orikamii got a reaction from Ridick in Please, let us bang two regular stones togheter to make chipped stone.   
    The wiki is almost never up to date but that being said, my game is heavily modded and I do have the ability to make chipped stones. After some looking around through files, this mod: "Viperel's Recycling Center" adds a lot of quality of life stuff to the game for survival.

    Do I think that we should have to install mods for quality of life things? No, definitely not. I like what they did with towing by contacting the mod owner and adding it to the game. They should do more of that, look at the top used mods and implement them with the modders. So +1 for chipped stones at the very very least.
  11. Pie
    orikamii got a reaction from vek in Slapdashdoid   
    I really hope so at minimum a sandbox option. I like the current system where having a profession/occupation gives you access to more advanced recipes from the get-go and you gain xp less quickly in other skills. If this new profession system keeps with that same mechanic it will be perfect.. One of the main reasons I hate the crafting in games like ARK where you miss out on a bunch of stuff because of the weird limitation on crafting.

    I understand wanting to encourage community building. Fine, but a lot of people don't play MP in large servers - or at all. Make the progression slower for other professions but don't lock them out altogether. Having to rely on NPCs sounds almost as bad as having to rely on other players too lol
  12. Like
    orikamii got a reaction from Bullet_Magnate in Slapdashdoid   
    As long as this profession system doesn't lock us out of every other profession then I'm all down for new stuff to craft. I hate it when SP becomes essentially impossible because a single player is prevented from learning all crafting recipes. I don't like the thought of needing to rely on other people - even npcs to be able to craft something for myself. The current system of being able to learn new things over time is perfect and only needs to be expanded upon.
  13. Like
    orikamii reacted to Bullet_Magnate in Poison Ivy, Etc.   
    No, I am not suggesting adding Batman-themed cosplay (though I'm sure there's probably a mod for that ... : )   ).  
     
    Rather, was thinking a natural consequence of "busting brush" in the Knox County wilderness (as survivors often do) would be nasty cases of exposure to poison ivy, poison sumac and/or poison oak -- all of which are found in Kentucky, and cause painful, itchy, blistering rashes that may last for weeks.  Depending on the nature of the exposure and the susceptibility of the person, the consequences can be severe, and certainly can be potentially painful / debilitating.  
     
    Injury could be prevented by avoiding walking through vegetation with exposed skin (e.g., while wearing sandals / shorts / short sleeves).  Certain professions and skills (Park Ranger, Foraging, etc.) could also reduce likelihood / severity of exposure.  
     
    Considering that exposure to poison ivy and similar harmful plants is one of the most commonly-occurring injuries during wilderness activities, it seems only natural to try to include it somehow.  
     
    EDIT:  Credit where credit is due ... this idea came to me because of a reference to stinging nettles in another thread by user WrittenInBlood.  
     
  14. Like
    orikamii reacted to MrTrololo in Beekeeping   
    character would be able to build beehives, then place honeycombs with bees there, carpentry skill would be required in order to build them, proper gear would be required for our character to avoid being stung, after some time bees will produce honey that could be gathered to jars for example
  15. Like
    orikamii reacted to Toshis in Liquid Zedball   
    If you think PZ UI is complicated, you havent tried EVE online PZ UI doesnt feel very comfortable to use, but its certainly not hard to understand, how someone can be daunted by it is beyond me...
  16. Like
    orikamii reacted to nasKo in 41.73 UNSTABLE RELEASED   
    HOTFIX:

    - Fixed updates to the map causing zombies to spawn inside previously cleared buildings. [NOTE: If your savegame was already updated to 41.73 prior to this hotfix, this fix might not apply to your savegame. Be aware. Backup your savegame.]
    - Disabled the transfer of media items (CDs) when installing/uninstalling vehicle radios, as the current method causes issues in MP. Should be resolved for the next unstable release
    - Re-added previously removed IGUI_PlayerText_CanNotExitFromMovingCar string
    - Removed the -Xss1280k stack-size JVM parameter from Linux ProjectZomboid.json files.
    - Increased Linux and Mac -Xmx=2048m to -Xmx=3072m max-heap JVM parameter to match Windows.
    - Fixed NullPointerException in IsoGameCharacter.Eat().
  17. Pie
    orikamii got a reaction from Tilarium in Liquid Zedball   
    Okay that liquid system looks amazing. I didn't know I wanted that but I NEED it now. Looks awesome! I simply can't wait!
  18. Like
    orikamii got a reaction from jumboscav in Liquid Zedball   
    Okay that liquid system looks amazing. I didn't know I wanted that but I NEED it now. Looks awesome! I simply can't wait!
  19. Pie
    orikamii reacted to nasKo in Liquid Zedball   
    Haylo survivors.
    41.73 STABLE
    We have the next patch to the stable branch primed and ready to go, however an issue that our fantastic Unstable beta testers have flagged is keeping it held in its pen for a little longer.
     
    Players reported that some houses they’d cleared were spawning zeds upon booting up the new build, which alerted us to a snag in our map export process not dealing with map boundaries changing with map expansions. All previous map expansions came along with forced save incompatibility so this crept through unnoticed until now.
     
    While it’s an aggravation rather than a save-breaker, we didn’t want to send a build with a known issue out to the masses – and have spent the last few days setting up a fix. This will need some testing, after which we’ll be looking to pump out the latest version next week.
    If you’re interested in the changelist, or want to jump in to try it out, then you can find the unstable release notes for 41.72 and 41.73 behind the hotlinks.
     
    42 CONTENT
    One of the focus points of Build 42 is on extended survival in the months and years beyond the initial Knox Event outbreak.
    For this, we are revamping our crafting system – and Turbo’s role has been in laying new foundations for a set-up that allows for: crafted items that have more RPG-like variable attributes based on the crafter’s skill, stats of input items that are reflected in the attributes of a final output item, and the ability of the game itself to recognise all these different attributes when an item is being passed between all of its various different locations and systems.
     
    The next stage of this work, meanwhile, has been in taking this same sort of mentality to the liquids in the game – and also making them ever more interesting in our new crafting set-up.
     
    WET STUFF
    Let’s start with a video, and then move into some explanation.
     
     
     
    So what exactly does this mean for the water, paint, gas, alcohol, washing detergent and bleach of the Knox Event?
    Essentially all fluids will be defined and stored in a global registry, which is where we as devs can add new vanilla liquids – but also will make the system very moddable.
     
    Each definition will store basic info such as ID, name, colour etc – then has different categories it can belong to like Beverage, Alcoholic, Fuel, Flammable and such. Beyond that we also tie in properties per litre of this particular fluid: for example Carbs, Proteins, Alcohol percentage or Energy if it’s a flammable fuel.
     
    Liquids that are hazardous or poisonous can also have modifiers that configure the maximum poison effect, and how the effect behaves when mixed.
     
    So yes, we’re going to have the most realistic bleach-drinking ever seen in gaming.
     
    CONTAINERS
    Containers are the coding class that actually store the fluids, and are the way in which the game code interacts with the above definitions.
    Inventory items, objects found in the world and vehicles will all have a fluid container – which will allow them to store and use the liquids/fuels/whatever that they contain. Each container also has information stored with it that shows what particular fluids have been mixed in, and their content percentages relative to each other.
     
    The system calculates and caches the summary of all the containing fluids properties based on their percentages. So, if you add 80% Soda and 20% pure alcohol the mixture fluid in the container will have 80% of the soda’s carbs, proteins etc and 20% alcohol. Then, when transferred again, the right ratios will still be maintained.
     
    USAGE
    Finally, we hear you cry, cocktail mixing will be a part of the apocalypse!
     
    Yes, but also consider the applications this will bring to post-apocalyptic crafting – as well as to more basic stuff like mixing paints to create different colours, providing different fuels and different ways to tamper with said fuels.
     
    Certain versions of our planned workstations, say one for brewing, could have one or more ‘fluidcontainers’ attached – while also allowing other ingredients as item inputs. Likewise we can have recipes that require more precise mixing and concentrations should we desire it.
    The system does retain some control over your George’s Marvellous Medicine creations. We can put limits around what can, and cannot, be mixed – however we’re not 100% on how many limitations we will put on things right now. This will probably come through testing later down the line.
     
    Unrestricted mixing would mean, for example, that any Fluid can be mixed with Fuel, which would mean that the energy value property per litre would go down when mixed, and that anything using the fuel such as a car or generator would have its operation and potential damage governed by the sort of fuel that had been put in.
     
    The ability to recognise tampered fuel, poison etc. would (as usual) be gated behind the game’s professions – so a mechanic might smell something suspicious with watered down gas, or a chef might spot something odd with a mild concentration of something nasty in a bottle of juice.
     
    When it comes to poisonous liquids, each has a maximum effect (mild, medium, severe, deadly etc) and control parameters such as a minimum volume and mix ratio. So, if a poison has max effect ‘deadly’ and the minimum amount required for death is 200ml – and you have 100ml mixed into a bottle – then the final effect when drinking will most likely be a medium poisoning.
     
    The new system will also add new depth to such things as filling up a vehicle with gas, or siphoning gas from a car’s tank – but we’ll also retain the game’s current quick context options like “fill bottle from tap” to keep things speedy.
     
    HUTCHES
    Domestic and wild animals, albeit with fairly basic AI brains, will also be a part of Build 42 – and we have already shown our cows, sheep and deer. A fairly realistic take on poultry-keeping will also be part of this.
     
    Please note the following UI is super WIP! We may well end up with icons instead of the 3D chickens.
    Based on our own experiences with keeping chickens – if you have a henhouse you will have to close its door every night after your brood have gone in to roost. Otherwise there’s a very real chance of Fantastic Mister Fox paying a visit and stealing a few, and potentially leave others dead in their pen.
     
    You’d be advised not to forget to let your hens back out in the morning either – for fear of them losing their condition, and adding to the mess in the henhouse that will need cleaning out.
     
    Hens will also enter the nesting boxes within the henhouse to lay their eggs, and from which you’ll have to collect the eggs on a regular basis – if you haven’t collected recently then hens will choose to lay outside in their pen instead, where there’s an added risk of them being eaten by wild animals or going bad.
     
    OTHER STUFF
    While we’re going in DEEP (as is generally our way) on stuff like the above – Build 42 will also feature all manner of other improvements to the game engine, MP systems and general zombie survival and early game stuff too. So don’t fret too much if aspects of the above don’t exactly match your own play-style.
     
    It should also be said that it’s still some ways off – partly because of dev illness (and recovery!) that we’ve discussed before, and partly because a proportion of the team are still maintaining and improving Build 41.
     
    From now on you’ll likely notice the changelist of 41 patches shrink a little, as team members are taken off 41 and plugged into work on features within the 42 matrix.
     
    JOB AD AGAIN
    We are back on the hunt for an Animations Engineer / Technical Wizard  – most likely someone from the AAA game development space who has pines for joining a close-knit team of indie devs. If this is you, or someone you know, then our job page lives here!
     
    This week’s forlorn firemen from OtakuYazawa. A changelist of all our pre-release and post-release patches since the 41 beta began can be found here. The Centralized Block of Italicised Text would like to direct your attention to the PZ Wiki should you feel like editing or amending something, and the PZ Mailing List that can send you update notifications once builds get released. We also live on Twitter right here! Our Discord is open for chat and hijinks too. Experienced games dev and want to work with us? Details here.
  20. pillow
  21. Like
    orikamii got a reaction from s0urce in Gun zombies   
    Seems a bit of a reach. Most people (if not everyone) have the muscle memory to open a door but zombies in game still bash on the doors trying to get in.
     
    This is the reason why they are working on adding living NPCs to the game who would actually have the motor skills and "brains"  to shoot the player. A shambling zombie shooting at me would absolutely break the immersion - even if its a hardcore army vet zombie. Doesn't make a whole lot of sense in this setting.
  22. Like
    orikamii got a reaction from NagashUD in Gun zombies   
    Seems a bit of a reach. Most people (if not everyone) have the muscle memory to open a door but zombies in game still bash on the doors trying to get in.
     
    This is the reason why they are working on adding living NPCs to the game who would actually have the motor skills and "brains"  to shoot the player. A shambling zombie shooting at me would absolutely break the immersion - even if its a hardcore army vet zombie. Doesn't make a whole lot of sense in this setting.
  23. Like
    orikamii got a reaction from razab in Gun zombies   
    Seems a bit of a reach. Most people (if not everyone) have the muscle memory to open a door but zombies in game still bash on the doors trying to get in.
     
    This is the reason why they are working on adding living NPCs to the game who would actually have the motor skills and "brains"  to shoot the player. A shambling zombie shooting at me would absolutely break the immersion - even if its a hardcore army vet zombie. Doesn't make a whole lot of sense in this setting.
  24. Like
    orikamii got a reaction from Vundecat in Gun zombies   
    Seems a bit of a reach. Most people (if not everyone) have the muscle memory to open a door but zombies in game still bash on the doors trying to get in.
     
    This is the reason why they are working on adding living NPCs to the game who would actually have the motor skills and "brains"  to shoot the player. A shambling zombie shooting at me would absolutely break the immersion - even if its a hardcore army vet zombie. Doesn't make a whole lot of sense in this setting.
  25. Like
    orikamii got a reaction from ZombieHunter in Gun zombies   
    Seems a bit of a reach. Most people (if not everyone) have the muscle memory to open a door but zombies in game still bash on the doors trying to get in.
     
    This is the reason why they are working on adding living NPCs to the game who would actually have the motor skills and "brains"  to shoot the player. A shambling zombie shooting at me would absolutely break the immersion - even if its a hardcore army vet zombie. Doesn't make a whole lot of sense in this setting.
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