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vek

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  1. Pie
    vek reacted to mimo_za in 41.78 UNSTABLE Released   
    I play at 41.78.4 without mods. I started this game on 41.78.2.
     
    Now I was doing cooking in the game.
    First
    I noticed that when you preserve vegetables, you put 5 eggplants or carrots weighing 0.2 kg in a jar with a lid, add water, vinegar and sugar, and in the end you get a ready-made jar weighing 0.5 kg.
    Probably, it is better to fix and make the weight of the finished jar 1 kg.
    Second
    I found pizza slices, they give -25 hunger and -10 unhappiness.
    Nearby I found a blank for pizza, which only needs to be cooked in the oven. I cooked, cut and received a slice of 6 pieces from one pizza prepared by me from a pizza preparation. each of the pieces gives only -17 hunger, but does not reduce unhappiness.
    Is that right??
  2. Like
    vek got a reaction from Axezombie in 41.78 UNSTABLE Released   
    Previously, there was no large excess of propane on the map for welding. After making changes to the mechanics and having to spend propane for disassembly (which is realistic), it seems to me that propane will be critically lacking.
    On the map then there should be large tanks for refueling propane burners, like gas stations for refueling cars.
  3. Like
    vek reacted to hehehemann in 41.78 UNSTABLE Released   
    I agree with you on this. Reducing the propane in a torch to 10 units is a very drastic change, besides it breaking every mod that requires propane its just unbalanced it seems.
    A reduction of 50% would be better, 50 units in a torch seems more balanced for the game in its present state. Still unrealistic but the game needs changes first before such a big reduction.
     
    I'm hoping eventually we can attach the torches to the cylinders like I do IRL. Different size cylinders, the large tanks, the 15lb tanks under grills and the small 1lb camping canisters would be a good addition to the game and by offering varying sizes we can choose which to carry for the job the character is intending to do.
  4. Like
    vek got a reaction from hehehemann in 41.78 UNSTABLE Released   
    Let's continue the discussion of propane burners.
    I used to take a welding mask and a burner with me when I went to the city for loot and dismantled all the plumbing, metal tables and chairs on the way, so I pumped the skill of gas welding.
    It wasn't very realistic, but it was extremely convenient!
    Several times I have pumped the gas welding skill up to 10!
     
    Now, in order to pump the skill of gas welding, I have to carry a propane cylinder with me, because the gas supply in the burner is very small and it is not enough for anything.
    This is realistic, but extremely inconvenient.
     
    I think it's right to move towards realism, but I think making the game uncomfortable is the wrong decision.
     
    I propose to find a compromise.
    Let propane be spent on disassembly, but its supply in the burner will be much larger than it is now. Can it be like before?
  5. Pie
    vek reacted to nasKo in 41.78 UNSTABLE Released   
    41.78.3:

    - Further reduced the chance of zombies to injure the groin.
    - Changed back container max capacity display to the adjusted value when Organized/Disorganized traits are used. The previous change ended up being more confusing than what it was aiming to fix.
    - Added logging of player injuries caused by zombies to the console when in debug mode.
    - FileDifferent, FileNotOnServer, and FileNotOnClient errors will now display the absolute paths of both files. This should make it clearer that a mod might just have been using the wrong capitalization for a folder.
     
    - Fixed incorrect pathing for masks on some clothing items which should fix clipping issues.
    - Fixed spamming the 'manual floor attack' and 'shove' keys while aiming resulting in firing empty firearms and shoving distant zombies.
    - Fixed not-crawler zombies sometimes injuring the feet or legs.
    - Fixed assorted errors in food items' EvolvedRecipe parameters.
    - Fixed error with randomized zombie senses.
    - Fixed the Disable Bleach Poisoning setting in multiplayer causing issues when adding food to Evolved Recipes.
    - Fixed sawing off a Double Barrel Shotgun not changing its weight.
    - Fixed not being able to host locally with a nonsteam server.
    - Fixed zombie hearing radius being too large.
    - Fixed being unable to rip Varsity Jackets.
  6. Like
    vek got a reaction from Magondivel in 41.78 UNSTABLE Released   
    Let's continue the discussion of propane burners.
    I used to take a welding mask and a burner with me when I went to the city for loot and dismantled all the plumbing, metal tables and chairs on the way, so I pumped the skill of gas welding.
    It wasn't very realistic, but it was extremely convenient!
    Several times I have pumped the gas welding skill up to 10!
     
    Now, in order to pump the skill of gas welding, I have to carry a propane cylinder with me, because the gas supply in the burner is very small and it is not enough for anything.
    This is realistic, but extremely inconvenient.
     
    I think it's right to move towards realism, but I think making the game uncomfortable is the wrong decision.
     
    I propose to find a compromise.
    Let propane be spent on disassembly, but its supply in the burner will be much larger than it is now. Can it be like before?
  7. Like
    vek got a reaction from mimo_za in 41.78 UNSTABLE Released   
    Previously, there was no large excess of propane on the map for welding. After making changes to the mechanics and having to spend propane for disassembly (which is realistic), it seems to me that propane will be critically lacking.
    On the map then there should be large tanks for refueling propane burners, like gas stations for refueling cars.
  8. Like
    vek reacted to Alkanshel in 41.78 UNSTABLE Released   
    Is it intended for propane torches to show 10 units now instead of 100? All of our torches did this after the update and we can no longer dismantle wrecks.
     

  9. Like
    vek reacted to mimo_za in 41.78 UNSTABLE Released   
    It's very sad.
    Previously, when I found a burner, I could pump the skill of gas welding without worrying about refueling it. Now I have found one burner and was able to disassemble only a few items with its help. It wasn't enough to learn gas welding.
     
    I also noticed that by disassembling large beds, you can only get four boards, although previously you could get twelve!
  10. Like
    vek got a reaction from getstoopid in Wildlife realism   
    If there were no wolves in the area before, then they will not appear there quickly, because they need to migrate from afar.
    But ...
    There are a large number of dogs in cities and on farms. And if the small ones can be neglected, then the big ones will quickly get together in packs and will pose a danger to a single person no less than a pack of wolves. Especially after a while, when they go wild. And they go wild quickly. In game reality, you can make the appearance and danger of packs of dogs as a configurable parameter (a month, three months, six months, a year since the beginning of the apocalypse).
     
    Yes, and how often do dogs attack people? It seems to me that much more often. Simply because a person encounters them much more often.
  11. Like
    vek reacted to getstoopid in Better description for xp boost and multiplier   
    The naming of the XP boost and multiplier is very confusing. Please rename them so we really know what they do.
    Multiplier 0.8 means +80% I think? Then it should display as 1.8 or does it really reduce our XP gain?! Why would that make sense in any way?
    XP boost actually seems to be correct (read somewhere here in a discussion) but is misleading because there is no indicator that you get only 25% of xp if you are totally untrained and that only a profession actually makes you trained enough to get the full 100% if I got that right?
     
  12. Like
    vek reacted to kindafeverish in [41.73][Brush Tools] Washing Machines spawned in using the brush tools will not funtion   
    -This is in an unmodded, self-hosted, MP server.
    -After spawning one in using brush tool, even plumbing it, it wont have the "Turn On" option
    -Brush tool washing machine functions as a sink (can wash as if it's a sink, but not turn on)
    -Stole a default machine from neighbor, plumbed it, and it functions
    -Right-click copied this working stolen machine with brush tool and copied washing machine also does not function
  13. Like
    vek reacted to Axezombie in Camp GigaMart   
    why do we need a compass? The map can't be rotated so we always know where is north, south etc without a compass
     
     
  14. Pie
    vek reacted to nasKo in Camp GigaMart   
    Hey all, we’ve had our heads deep in MP stuff this past ten days – so please excuse a blog that’s heavy on busywork and housekeeping.
    We released 41.73 to stable last week, which came with an unanticipated issue that saw Linux servers (of which there are many) having frequent crashes – generally when multiple users tried to connect at the same time.
     
    This wasn’t great, to say the least, so a lot of the B41 team’s bandwidth has gone into investigating, testing and finding a solution for this over the last ten days.
     
    We’ve recently released version 41.74 to the Unstable beta, which has fixed the crash issue at our end – and we would ask that anyone who hasn’t been able to play due to linux server crashes to try it out. This includes a full update to Valve’s latest Steam API.
     
    If you continue to experience crashes on the Unstable branch after this patch, please head to our Discord techsupport channel or forums and send us your hs_err_pid**.log file (you’ll find this in the server installation folder) in addition to a download link to a .zip file of your Home/Zomboid folder (remove the “Saves” folder from it to save space).
     
    Doing a wholesale update to the Steam networking interface like this isn’t small beans, and it has thrown up a few issues that we will be remedying in the coming days – but in the interest of getting folks missing out on their PZ ASAP we have released the fix to Unstable to get people back on-board, and report back on any other misbehaviour.
     
    We will also be making some of the new anti-cheat additions far less twitchy, as these too caused issues for some people on 41.73 launch.
     
    NEXT PATCH
    Slightly logjammed behind 41.74 is a wide-ranging patch full of many and various things. To minimise future disruption to B41 players we are thinking that it may well be the last major patch before all coders are moved to B42 and more feature-based development.
     
    Clearly there will still be fixes and maintenance where necessary. We’ll be wanting to leave 41 in the best state that we can, and with as many annoyances removed as possible. Plans can change of course, but this currently our direction.
     
    Some of the logjammed items ready-coded and awaiting internal integration and testing are:
     
    New flatpack model for movable icons. Cleared up plastic/metal bucket confusion. New watering cans. Added compass support for the forthcoming compass item. When an item with the Compass tag is in a player’s inventory, the tooltip on mouseover will include text indicating which direction the character is facing. Recipe improvements: – more food items capable of being added to tacos and burritos. Rebalanced weights/encumbrance of: walkie talkies (for French speakers: talkie walkies), fire extinguishers, branches, spears, more. Adjusted the capacities of pistol and revolver cases from 7 down to 4. Changed the sawed off shotgun recipes to only use the hacksaw, and not the garden saw. Longstanding bugbear that using lighters with Molotovs completely drains them fixed. Also when a Lighter is equipped it will no longer automatically become lit, instead it will do so only if activated using the flashlight keybind or radial menu, or using the inventory context menu option to activate them. Several new zed and building stories. Added a new sandbox setting “EnablePoisoning” which has the settings “True” (default), “False”, and “Bleach is Disabled”. It governs if poison, or only bleach, is disallowed from being added to foods. Although this is primarily intended for MP servers, as an anti-griefing/no-PVP allowance, it has been requested for singleplayer as well, thus why it is a sandbox setting and not a server setting. Building keys spawn on zombies and corpses when they spawn inside buildings, when appropriate, instead of when they die inside of one. (WIP – may be B42) Set some traits to be mutually exclusive to remove exploits or illogical combinations: Brave & Agoraphobic/Claustrophobic; Adrenaline Junkie & Agoraphobic/Claustrophobic/Cowardly. Rebalanced the maggots that spawn on corpses so that they spawn less often in spring and fall, and also so that the maggots that spawn on zombie corpses have a poison value of 5 instead of 3. Improved how current fakedead zombie spawns function. Improvement to buffs and debuffs in terms of XP and moodles shown. Fixed issues that involve spawning in barricaded/burnt/randomized locations. House keys will no longer spawn with a long string of numbers in their display name. (Should’ve improved this previously – apologies) Added attachments to most food models so they appear in the player’s hand while eating /gunshot command can now target a specific player Some work-in-progress changes to zombie behaviour. Random offset to where zombies think a sound came from for unseen squares. Rain increases zombie hearing random offset range and decreases chance for zombies to react to player sounds. Zombies wander more during heavy rain. (Potentially B42 content) Fixes and improvements to the admin tile picker system in MP. Some logical improvements to clothing items. Motorcycle helmets protect from head fractures, firefighter gear protects from fire etc. A fix to how you’re unable to claim a safehouse unless standing on the ground floor, and how game currently doesn’t check upper floors for other players or zombies when claiming. “Streamer Mode” audio option which changes vehicle siren sounds to avoid bizarre copyright strikes. Various improvements and fixes to the cutaway system. Colour-blind friendly accessibility addition – letting you add:another variant to red/green in aiming outline – and also to reduce difficulty when zed is standing on snow. Added highlight to crates so it’s easier to differentiate which one player is interacting with. Optional Sandbox Setting To Disable The Tainted Water Tooltip/Warning For Hardcore Play Improvements to level of damage burnt food does to players with weak stomach trait Changes to how car alarms function in-game, seeing as currently they are an extremely rare threat.  
    Although its early days yet, and unconfirmed for B42, we are also currently spending some time doing some backstage experimentation with basements and improvements to our loot/inventory UIs. If these are successful we may well see them surface in future blogs.
    Thanks all!
    This week’s supermarket camping trip from 지혁. 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.
  15. Like
    vek reacted to Nazarito22 in The window of vehicle's hood   
    When player open hood and check vehicle mehanics, then go away ( zombies atacking etc. )  and back to the hood window with vehicle mechanics is closed. 

    Please do next one - when player is back to the hood and hood was open window just show again (without press button). This window can be close when player will close the hood. Thanks.

    P.S. It's very angry me when I million times open the hood (when zombies attack and attack for example) and wait always 3-4 seconds ( I didn't close the hood ). Just no logic. Hope you will fix that quickly guys.
     
  16. Like
    vek reacted to Nazarito22 in The window of vehicle's hood   
    It's good , but when you back to the hood the hud must open up automtically ( not hood , the window with characteristics. Hood still opened ) and you must see charcteristic without any actions by you because hood was not closed. 

    Why I for check hood inside I need close the hood , open the hood , waiting 5 secs and then I will see window with characteristics ? It's irrationalized wasting time. 
     
  17. Like
    vek reacted to Hellfire in Paintable non-plastered Walls   
    My suggestion is simple, to allow us to paint walls without having to plaster them. Reason being is that plastered walls are just too damn clean, like their drywall or something. it lacks the overall "apocalyptic" feel that unplastered walls have. Allowing for unplastered walls to be painted could also allow for floors and fences to be painted as well (Ill make a full-on post abt this if this suggestion is well received.), which would be a HUGE win for builders since 1: it would allow carpentry builds to be not totally brown, and 2: could serve factions purposes in MP as well, with different factions having different colors, showing in more than the walls. 
  18. Like
    vek reacted to alphagamer1981 in educational vhs tapes   
    it seems that things like carpentry and cooking gets a huge library of vhs tapes that you can level up fast with, but there are hardly any for metalworking, tailoring and electronics except for personal vhs tapes rarely found. Also the simons fitness tapes, why are these not even educational? Its a nightmare trying to raise your fitness and strength without using xp and modded books surely, simon should be able to help with the xp
  19. Like
    vek got a reaction from mimo_za in Please, let us bang two regular stones togheter to make chipped stone.   
    This is an interesting idea. It would be nice if the developers paid attention to this.
    Sharp stones are needed in large quantities, and an ordinary stone is needed only once to create a hammer, and then only if the player decides to survive in the wilderness.
  20. Like
    vek got a reaction from mimo_za in Heavy Vehicle wrecks   
    I support the proposal to add such points for loot. A truck with a fuel tank, a truck with weapons, a truck with tools, with spare parts for cars, etc.
  21. Like
    vek reacted to FrijjMagnet in New player? Rely on the people   
    I'm a new PZ player, got about 6 hours under my belt now. I saw a couple of YouTube videos, I played the tutorial, felt comfortable enough to dive in feet first with not but my common sense as a guide.
     
    Died in 7 minutes...
     
    Would've been a good idea to actually loot my own home before walking out the front door! Second time round I looted up what I could. Feeling confident once more, and armed with a Frying pan and some baked beans, I ventured out again. Freaked out at my first zombie sighting, went to run, slipped on my keyboard and hit Q instead of W.
     
    Dead in 13 minutes (We're getting better!)
     
    My current playthrough has hours under it's belt and I'm surviving fairly well (Albeit the occassional howler monkey impression at jumpscares), but my BIGGEST lesson so far is that the PZ community (on Twitch for me) are the best and most amazing support group, guides, and mentors to help you survive when you know basically nothing. If I could recommend a great way for new players to learn the game it would be to go and Livestream, say you're new to the game, and the PZ community will hand hold you through the darkest nights and teach you everything you need to know about, well, everything.
     
    Amazing guys the lot of ya. The game's great. The community is even better.
  22. Like
    vek reacted to Zwierzax in What Grind my Gears   
    After 140h of play time, and installing few mods almost immediately, there is a list for things that are easy to change (or I think there are), and i think they should be in the base game:
     
    Size/weight item ratio and inconsistent:
    almost all clothes weight the same, 1 T-shirt weights 1kg ?! as (I think) mentioned many times before - putting large but light items into the backpack containers for liquid - 1 liter of water weight almost exactly 1 kg, 1 liter of gasoline should weight roughly 0,75, fuel oil 0,84, and empty gas can (looks like plastic for me) shouldn't weight 1,4 kg and so on 20kg of mass on the seat of the car, 50 kg in trunk ? Should be more, even more without a seat 5kg truck car battery ?  
    Car issues:
    Can't get into car with door lock broken, but window smashed/opened no pry opening doors (for building as well) can’t pick items without getting into the car spawned car crashes destroying car as a whole, not the part that was hit, and no keys left in the ignition police vehicles (especially in blockades) with police zeds present, and no key's to them Engine rev's high and same RMP regardless of speed on cruise control lights should kill the battery faster, especially in small civilian cars battery below 30% of charge should degrade, below 10% degrade very fast damage to trunk/fuel tank leads to lower capacity - like for real, you either get a hole, or dent, but it will not leads to 10% of capacity. can’t hamer out dents  
    Loot:
    loot tables differs only variation of item, not amount of them - 1 fridge in supermarket should contain vast amount  of only eg. milk, with various expiry date, not 5 fridges with 1 milk, one cheese and 1 egg if one food item in container goes bad/rot every other item should have decrease in freshness mlik should have very long shelf life even outside fridge (UHT processing), but it pretty random (my forgotten 12-pack of milk in cellar after 1 year of expiry contain 2/3 of perfectly good milk containers)  but you cannot check it without opening the container, opening container means short stale/rot chocolate items don’t go bland cold beer don’t give more happy thoughts ?! Same for cold soft drinks and water put noodles, pasta, rice, tea, coffee in cold water, and boil it afterward… I mean, it could and will work but will give different results than expected (and I know that that one is probably hard to code) large amount of rodents, bugs shortly after apocalypse should appear Vast amount of cutlery, plates, and other dishes, both broken and not should be present Lack of soap  
    Other:
     
    instant boredom when entering the houses various problems with time on other than default settings wounds heals to quickly lack of TV/radio transmissions washing takes too long Radios should have antennas, you can’t use stationary radio without one, mounted on your yard/roof, and antenna quality and placing should be primary aspect for range, quality of radio should multiply it, and get you cleaner transmissions radios only powered by batteries… stealth attack only for knives too much spread for shotguns range of guns, I mean what, projectiles magicaly vanishes after range limit ? amount of bullets in pack - standard is 50 for pistol, 20 for rifle box, sometimes like .223 can be sold in packs of 50 (GGG) or 100 (S&B) 20-packs of cigarettes  
     
    Some issues can be solved by mods, but this is not the point, it should be solved in base game
  23. Pie
    vek reacted to Petoxeye in [41.73] In-game Lamps and other Outdoor Light Sources using the Incorrect Texture   
    This issue has been in the game since 41.66 and is possible to recreate in all scenarios, be it vanilla, modded or even a fresh install of the game.
    The outdoor lamp textures are always grey, even when the lamp is turned on.
    As far as I'm aware this applies to all the lamps in the game including the street lamps and neon signs which are always desaturated even when turned on.
    You can see what I mean in the images below:
      
     
    And this is what the textures are supposed to look like when the lamps are turned on (notice the yellowish tint):
     

     
    As for neon signs, the texture is supposed to be more saturated and less transparent when they're turned on:
     

     
     
    This issue doesn't affect the gameplay as much, other than not letting the player see if a lamp is turned on or off unless right-clicked but I still hope it gets fixed soon anyway because it's been around for a WHILE and still hasn't been fixed even though it does look like an easy fix, but then again, I am not a developer nor a programmer so I wouldn't know.
     
     
  24. Pie
    vek reacted to CannedRat in Heavy Vehicle wrecks   
    It would be interesting to encounter a heavy vehicle wreck or a truck parked up/bogged somewhere that was a fuel tanker/delivery truck/service truck etc.  These could be randonly spawned around the map to stimulate exploration rather than the players going to known buildings looking for specific resources.   
     
    For instance finding a fuel truck in some random location makes that location worth returning to, not simply traveling through.  Finding a supply truck that has a payday of gear or resources that is too big to tow makes for a location of interest rather than just a random cornfield that would otherwise be ignored.   
     
    It would also add some interest for a road to be completely blocked by a large wreck that would take time and resources to remove. But also produce a large amount of metal sheets/bars/pipes when it was disassembled.
     
    It would be more intersting if there were zeds in the cab's, although how that would work is a bit tricky. 
     
    Obviously, once there is a heavy vehicle in vanilla, the players will want to drive it.... and there are mods for that.  But the wreck idea is about random intersting loot/resources that mix up the map a little, not about the vehicle itself.
  25. Like
    vek reacted to orikamii 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.
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