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Ciber Ninja

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  1. Like
    Ciber Ninja reacted to Axiomatic in This game has too much food in general.   
    @EnigmaGrey
     
    You're right about those time frames...under normal circumstances where we use things not so frequently and in fairly controlled situations. I'm not using a single pair of scissors to cut up 25 pieces of clothing a day. I'm not using a saw to turn the 15 trees I cut down that day into planks. I'm not using a hammer to take apart an entire stores worth of furniture over the course of a day or two. I wash my clothes regularly and baby them a bit, and I also change of my clothing daily, maybe wearing the same thing twice in a week with a few days in between. Fair enough about canned food lasting a long time, I won't advocate to make things unrealistic to make the game harder. But items like tools and clothing etc that get the amount of use and abuse they do in a normal PZ run, definitely should break down given enough use. 
     
    I think the way footwear wears out with regular zombie stomping is a great example of how to take  every day items in the game and through use, slowly degrade them until they need replacement. This idea can apply to A LOT of items in the game. Time alone won't effect most items, but use absolutely should. Over 3 months of IRL time, I may use my hammer 4-6 times, but in game I use that dang hammer hundreds of times for non zombie destroying reasons. Durability should slowly go down to the point I need to repair it or replace it. Pens should run out of ink and erasers should get used up! If you wear a shirt or jeans every day without cleaning it and every day your active active and they are getting very sweaty and dirty, they will definitely fall apart quickly. A month for a cotton shirt and a few months for jeans. Again, I'm not advocating for an approach where durability loss is higher than what can be considered typical IRL, just to make the game harder, but I do think that knowing that nearly all items will break down over time/use actually fits in perfectly with the ethos of the game as a whole. That slow creeping, decaying, feeling that the end is inevitable. And if properly calibrated, this would come more into play mid to late game, which a lot of people in a lot of their runs never even reach so it wouldn't make the early to mid game tedious or harder, but it would really put some pressure on later game play. Oh, and considering all the late game work TIS is doing and setting up in B42 and later patches to make very long term games interesting, this kind of thing would fit right in. Final thought, one of the reasons why late game becomes easier and easier in PZ is because of the ability to hoard so many things that NEVER degrade, that the player puts themselves in a situation where they never need to worry about most things ever again. The need to risk their neck for an item simply goes away, and thats a problem because that risk/reward calculation is a core part of the gameplay. Items losing durability with use (besides zombie killing, cutting down trees, bashing doors, etc) helps counteract this process and would introduce some risk back into the game. 
     
    edit: back on the food, while canned food should last a year or two or more and dried pasta essentially lasts forever, a lot of other food items that currently last forever should also degrade over time. Chips should go stale and eventually go bad. Plonkies the same thing. Can of Oats will definitely go bad given enough time. Sure, these things won't happen in months and months so they won't effect the vast majority of people's run, but with the way future builds are really leaning into very long term play viability, its something to consider for the future. Probably not worth the time investment right now, but it will really help enrich, what seems to be, the long term strategy and goals of TIS development.
     
    edit2: after my first 800 hours, I installed the Water Goes Bad mod, and that's what really got me into this train of thought. I really loved how it made an otherwise forgettable aspect of the game, way more present in my decision making. I had flowing potable water for X amount of time, then I had potable but non flowing water for Y amount of time. After that, a basic survival necessity became a real challenge until I could collect water AND ALSO have to create filters to make it drinkable again.  Or boil/microwave it which requires a generator after power goes out. It added depth and challenge back to the mid-game (and if I get really unlucky on the timespan rolls sometimes early game.) At almost 1200 hours now into the game, I'm always looking for ways to counteract the easy / safe aspect of mid to late game.
  2. Like
    Ciber Ninja reacted to EnigmaGrey in Project Zomboid - This is how it Dies.   
    You just have to guard yourself against your own bias. That is, be critical of yourself and what reinforces your belief, not just the thing you feel deserves criticism.
     
    So you have a game that sold millions of copies in the last few years, has more players per hour after a year without updates than it did for the 8-9 years, and has exceedingly positive reviews, yet also most of that success comes from people none of us will ever hear from, who played far less than any of us will ever play (at least as forum members). Is it really going to die because of the contents of this thread or the criticism of those YouTube videos?
     
    Being a pessimist and someone that works on the game, who got a job because I was unrelentingly critical of the game and worked my way from tech support to management by filling any perceived holes I could, and yet saw it succeed despite my concerns and dour predictions, when I criticize myself and my own response to this, I lean towards “No. it’s more likely these criticisms come from fatigue due to playing the game 10x over those and wanting to reignite the spark with the new update and, in some cases, it comes from hitching one’s star to the game and depending on it to generate more content to survive (finding difficulty in pivoting to other things).” (At least for now — there are limits to everything, just compared to the bad old days, a year is nothing. It’s also year without breaking mods, without destroying saves, without fatigue from small updates, to boot.)
     
    When dealing with people, there’s just more than what’s being said. There’s what’s driving it and what it means and what they might have actually meant but couldn’t express clearly, even what they remembered differently from what happened. And worse, it’s mostly personal opinion , all the way down, and therefore inaccurate and imprecise. You can’t just take anything at face value and run with it, even if it agrees with your position (or speaks to one’s anxieties).
  3. Like
    Ciber Ninja reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  07.03.2023

    THE MAP

    Was added the map to the plan section. I finally finished this routined thing. Hooray.
    Well you can see the maximized size of map which could be for this project, but it doesn't mean what everything will be created. It's only PLAN. Anyway I will follow to maximized sizes but it will be long adventure.
     
  4. Like
    Ciber Ninja reacted to vek in Hmm, Upgradez   
    A new question that becomes even more relevant with the introduction of a new global lighting system: if a character in a dark corridor does not see, but hears a zombie that already exists, but has not yet been drawn by the game, he can shoot into the darkness, but this will not do anything, because the zombie is disembodied until the game draws it?
  5. Like
    Ciber Ninja reacted to Alree in Editing the existing Map   
    I'm not a "multi-person team". This is "my" private tool, my github page...
    Coded it on my own. and yep it's possible to reverse anything without massive effort.
  6. Like
    Ciber Ninja reacted to Alree in TileZed/WorldEd Unofficial Fork   
    On Github, under release there is compiled version of each tools =)
    And yes 32 floors for buildingEd was to be able to made building before v42 was out.
    Some mappers already work on maps for this version.
    I'll update everything and release compiled version of last version during July with full v42 support and some new features.
  7. Like
    Ciber Ninja reacted to Okamikurainya in Custom Tile Templates   
    Added templates for custom doors.
  8. Like
    Ciber Ninja reacted to Okamikurainya in Custom Tile Templates   
    Added link to topic for Advertisement and Sign templates by Хибити\Hibiti [BLR].
  9. Like
    Ciber Ninja reacted to Okamikurainya in Custom Tile Templates   
    Updated with wall tile templates.
     
    If a mod would be so kind as to maybe move this to Tutorials and Resources? Think it would be better suited there.
     
    Edit: Updated floor tiles with transparency.
  10. Like
    Ciber Ninja reacted to Alree in TileSetZ, tiles generator (a tribute to IsoZoid)   
    TileSetZ

    From a simple texture, generate all tiles you need for your Project Zomboid Map.

    Walls, Doors Frames, WIndows Frames, Floor, Walls Roofs..

    You only need ONE texture and a simple click

    https://github.com/Unjammer/TileSetZ


     
    v0.0.3: Updated to add "Street Curb Blend" v0.0.2: App ported to fw4.7.2, more convenient. v0.0.1alpha : first public release, fill free to report bugs or any comments =)
    Release Link and source on GitHub
  11. Like
    Ciber Ninja reacted to Alree in Project Zomboid Editable Vanilla Map   
    Project Zomboid Vanilla Map exported to TMX


     
    based on Project Zomboid 41.78 (stable) 2841 cells exported 117 441 rooms  
    All cells are exported as is. Each tile is exported at proper floor, layer and position.
    All buildings are exported Room by Room, each room has is own TBX file. All TMX files are linked to TBX files Kentucky_full.pzw = Full Map with all RoomDefs and Objects. Layers Names are "by default" and can be changed as you want. Objects are visible on WorldEd This map is not provided by TIS, and result of a massive reverse engineering of .lotheader, .lotpack, tilespack, .bin files of Project Zomboid Game.

    Now you can go on https://github.com/Unjammer/PZ_Vanilla_Map and download the entire reversed Vanilla map

    A common question on mapping,

    For a long time the only answer was "No". BUT since few months, I created an exporter to reverse the Vanilla map to an editable format.
    Now you can load Project Zomboid Vanilla map in your Mapping tools and made the change you always dreamed of !

    This exporter is not released yet, but offer possibility to edit old or borken map. And already give ability to some mappers to revive long lost project.


     

     
     
  12. Like
    Ciber Ninja reacted to Maa22LT in Makeshift door - Tarp uses   
    craftable tarp door and other tarp things, bag; curtains, sheed; wall-barrier.
     
    allso other covers for door: sheet; cloathing mishmash; branches..
  13. Like
    Ciber Ninja reacted to Borfo in Snow melt into puddles   
    yea, maybe letting you do it with empty cans of food like in The Long Dark would give a reason to not just drop tin cans as soon as you get them
  14. Like
    Ciber Ninja reacted to ZombieHunter in Adding Cap to the respawn of Zombies.   
    Yes. That is exactly what Zombie Population multiplier does.
     
    Just use Zombie population multiplier using the settings listed above. 
    You will get exactly what you want. 
     
    Except for the stronger zombies over time, that isn't a thing.
     
     
  15. Like
    Ciber Ninja reacted to Compmike19 in Modded Map Database   
    Bump, updated now around 600 maps... Same link as above.
     

     
    Added Mod ID and Descriptions.
     


     
    Sorted the Layers alphabetically, except for the base map and vanilla towns.
     

  16. Like
    Ciber Ninja reacted to Compmike19 in Modded Map Database   
    Something I've been working on. Approximately 400 modded maps. Please let me know what you think. I wanted to make it where you could overlay all the Maps in Access but figured that would be too much work ><! The layered images will work for that. My Vanilla Map cells may not be exactly correct but should be pretty close. I did not do any Standalone Map Mods only ones that add to Vanilla. I'm sure there are errors in the Conflicts sections. I would like to add a description for each map as well, just takes time... I hope this will help modders locate their maps in more unused spaces. Shout out to CartoZed's creator, it's an awesome program!
     
    All images were stored in C:\Users\Administrator\Pictures\2DView\ and C:\Users\Administrator\Pictures\Maps\ make sure you extract the pictures to these locations.
     
    https://drive.google.com/drive/u/0/folders/1saH2ETex7zO8wtWLm8VEdAwYb-lil3qQ
     
    Access Database
    Map Selector on Top Top Left Vanilla Map with Vanilla Towns and Modded Map Overlay, black cells unused on Vanilla. Top Right Vanilla Map Outline and Modded Map location Overlay. Center - Overlay color, cell locations. Bottom Left CartoZed 2D Render of cells. If additional maps they are shown below as well, only a few mods. Bottom Right - Conflicts - Modded Maps that also occupy the same cell location or a portion of it.

     



     
    Included Layered Picture with all maps, 100x100 pixels for cell positioning accuracy. PSPIMAGE & PDS files Korean City goes past Cell 100 to 105 but I did not want to resize the Map to accommodate it's position...  
     
    Excel Spreadsheet for Table loading if you want to change file locations, you would have to modify the non Overlay images picture property. Skip the Colored column and import the Active column as Yes/No instead of text.
     
     
  17. Like
    Ciber Ninja reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  13.02.2023

    BRIDGES + FIELDS

    CHANGES

    - added 1 new cell.
    - added new fields
    - added a lot of nature things and fences

    WAS ADDED
     
    Buildings: + 18
    Rooms: + 92
    Room rects: + 125 
    Room objects: + 124
     
  18. Like
    Ciber Ninja reacted to Nazarito22 in SOLVED: Where is gates and wickets tiles ?   
    SOLVED:   gates tiles in fixtures_doors_fences_01 file
  19. Like
    Ciber Ninja reacted to Nazarito22 in Yamnytsya village, Ukraine ( LAST UPDATE - MARCH 7, 2023 ) - ALPHA 15 - ( ACTIVE )   
    Update  03.02.2023

    NEW LANDS

    CHANGES
     
    -  added 7 new cells with marking of yards, houses, etc. I mainly worked on landscape and nature. A lot of small different nuances have been made that are not so noticeable at first glance (gardens, fields, plantings, fences and everything else).
     
    Bad news: I decided to change the number of cells for the first beta, since the map was very cut off, so sorry for those who were waiting for the release of the first beta, but its release is delayed indefinitely (also in Ukraine there is very often no electricity - so it is very difficult to develop the map because I have to make a lot of saves, etc.)
     
  20. Like
    Ciber Ninja reacted to Oppolla in Lost Province   
    And an urban cell. 

  21. Like
    Ciber Ninja reacted to PALHA in West Point Side   
  22. Like
    Ciber Ninja reacted to PALHA in West Point Side   
    hello, just want to share my first map project.
    took me 21 days to (finish)




  23. Like
    Ciber Ninja reacted to Atoxwarrior in The Sims Zomboid Map   
    Hello survivors, I've been wanting to start this project for a while now, I'm a big fan of the classic sims and like many players in this community, I've been curious to see these two games combined.
    My goal with this project is to recreate the most iconic sims neighborhoods, only using base objects from the current game, I will not use custom textures, I will also take some creative liberties to be able to better adapt the structures, as well as furnish the empty buildings.

    I will try to join all the zones together to make it a complete sims neighborhood map, if you would like to help me with the constructions you can write me or also contact me on my Discord server. https://discord.gg/gZGqjqQMkU
     
    First Sims 1 Neighborhood Expanded with AI.

     
    These are the current progress:
    #1 https://www.patreon.com/posts/67942880
    #2 https://www.patreon.com/posts/sims-zomboid-2-76542402
    #3 https://www.patreon.com/posts/sims-zomboid-3-77218469
  24. Like
    Ciber Ninja got a reaction from realspoon in Does forage zone sizes matter?   
    My crystal ball says: probably
  25. Spiffo
    Ciber Ninja got a reaction from kaizokuroof in Tiled - Is it possible to add new tiles to the 'fence' tool   
    In fact it is entirely possible! I was investigating this possibility just a few months ago. The fence tools are written in LUA, so you should in theory be able to edit them. I don't recall the exact file structure, but just take a look through the tiled files. I suggest you get an IDE like VS Code. It can be a bit intimidating without syntax highlighting.
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