Jump to content

razab

Member
  • Posts

    52
  • Joined

  • Last visited

Profile Information

  • Gender
    Man

Recent Profile Visitors

1361 profile views

razab's Achievements

  1. Here is a specific situation where my character get stuck endlessly in the sit-up or the push-up animation meaning that you cannot end it anymore (pressing WASD or ESC will not end the animation and the animation will not end when the defined time is over or due to low endurance). This happens for me when doing sit-ups or push-ups, having the "High exertion" moodle and while doing the exercise, using the "Walk to" command from the right-click menu. Exact steps to reproduce: 1. Get your character on high exertion. 2. Choose "Exercise" in the health screen and let your character do sit-ups or push-ups. 3. While exercising, right-click anywhere on the ground, select the "Walk To" option and choose a square to which your character should walk. Result: My characters won't stop the fitness animation and do not walk to the selected square. Instead, they will do the animation endlessly and there is no way to stop it anymore. Only way I can solve the problem is to quit the game and reload (pressing ESC to open the pause menu and quitting still works). Important for the reproduction of the problem is that the character is on high exertion. The problem does not occur without exertion or on moderate exertion. Moreover, the problem does not occur for me when the character does squats or burpees. Only sit-ups and push-ups are affected. Problem occurs for me on 41.78.16 in singleplayer without any mods.
  2. Hi! I have a question about the Project Zomboid lore, especially about the actions of the US-government during the first days of the Knox Infection and how they affected the everyday life of the ordinary Knox Country population. As far as I know, Knox Country has been set under quarantine since 3 days when you choose the earliest start date in game (which is July 9). Is it supposed that there has still been a somewhat normal life for the Knox Country population during those 3 days meaning that a lot of people were still working at their regular jobs? Or is the assumption that there was a complete shutdown and all people where told to stay at home (except for police officers or firefighters maybe)? Some occupations have a chance to spawn at an occupation-specific location. Examples are cooks who could spawn at restaurant kitchens or construction workers who could spawn at construction sides (there are further examples like this). This would suggest that some people still did their regular jobs during the 3 days of quarantine. Another explanation would be that those occupation-specific spawn points are more a result of Indie Stone's work in progress while the official idea is that people didn't went to work anymore. Thanks for any replies!
  3. Really like your idea. Just to promote my own modding work a bit, I have a workshop that adds new professions but as an additional feature, certain professions are excluded from taking certain traits (for example, no illiterate doctors anymore.) See here: https://steamcommunity.com/sharedfiles/filedetails/?id=2675128168 Generally speaking, I think it is better to have such a feature in vanilla game than only in mods (I already know all those "there is a mod for this" posts in the suggestion section). Just decided to post it anyway in case anyone might be interested. Find it funny that you came up with this idea because I had exactly the same idea when I start working on the mod 2 years ago or so.
  4. isn't growing hair already in the game?
  5. When creating a peanut butter sandwich and adding a lot of peanut butter to it, the peanut butter item will always have its "-15 Unhappiness Reduction", no matter how much peanut butter you use for the sandwich. Unhappiness-Reduction-Value seems to be not decreased when peanut butter is used for sandwiches. Steps to reproduce: - have peanut butter and a bread slice in your inventory; peanut butter must be new (i.e. -25 hunger reduction and -15 unhappiness reduction) - in the right-click menu of the bread slice, choose "Create Sandwich" -> "From Peanut Butter"; repeat this as often as possible - result: the peanut butter item will only have -5 hunger reduction but still gives the full -15 unhappiness reduction! To compare: If I eat half of a new peanut butter item, it will have -12 hunger reduction and only -7 unhappiness reduction afterwards.
  6. New Zombie models?? Where does that info come from?
  7. When right clicking on a furrow and checking the option "Sow seed", there are tooltips displaying the growth time of the respective type of seed. This tooltip seems to always show the growth time for the "normal farming speed" setting from the sandbox menu although the settings are changed to another farming speed. For example, in default farming speed ("normal"), growth time for carrots is displayed as around 15 days (+/- a few days since the exact growth times are randomized by game). When changing farming speed to "very slow", the tooltip still shows growth time for carrots as around 15 days. However, as far as I understand, growth time is in fact tripled when choosing "very slow", so it should display around 45 days instead.
  8. There are clipping problems when character wears long skirts or long dresses in combination with boots (specifically, riding boots, rain boots or the boots which are just called "boots"; might apply to other types of boots as well). Steps to reproduce: - enable all clothing unlocked - move on to the Customise Character screen - equip riding boots, rain boots or boots - equip long skirt or long dress The screen shots below show a character wearing a long skirt with and without boots (second one is with boots where the clipping occurs).
  9. I have similar clipping problems with the "Hoodie" clothing item. It seems not related to character's gender and it occurs when the Hoodie is worn without any other clothes as well as when it is combined with jackets (didn't try other clothes yet). Playing in 41.77, single player, no mods. Problem seems to be new since I've never noticed it in 41.73 or earlier version although I've used the Hoodie quite often.
  10. 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.
×
×
  • Create New...