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LeoIvanov

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  1. Like
    LeoIvanov got a reaction from dnk3912 in RELEASED: Build 35.26   
    Semi on-topic thoughts about the lack of clock and digital watch bringing it back:

    It's worth noting that this mod has done that functionality for quite awhile, with it's own interesting twist of replacing the clock with the "picture of the sky" that would change depending on the in-game hour.
     

  2. Like
    LeoIvanov got a reaction from Jason132 in RELEASED: Build 35.26   
    Semi on-topic thoughts about the lack of clock and digital watch bringing it back:

    It's worth noting that this mod has done that functionality for quite awhile, with it's own interesting twist of replacing the clock with the "picture of the sky" that would change depending on the in-game hour.
     

  3. Like
    LeoIvanov got a reaction from Bidule in RELEASED: Build 35.26   
    Semi on-topic thoughts about the lack of clock and digital watch bringing it back:

    It's worth noting that this mod has done that functionality for quite awhile, with it's own interesting twist of replacing the clock with the "picture of the sky" that would change depending on the in-game hour.
     

  4. Like
    LeoIvanov reacted to EnigmaGrey in RELEASED: Build 35.26   
    I do not know what this means.
  5. Like
    LeoIvanov reacted to Kuren in RELEASED: Build 35.26   
    Hmm, odd that tuna would be listed this way, as canned tuna is really never that fatty lol. It's about the same as I mentioned on the Walmart site ( http://www.walmart.com/ip/Great-Value-Light-Tuna-Chunk-In-Water-5-oz/11965048 ) so maybe that other American site was off for some reason. But yes I am American, and these observations are simply from me being a diet/workout nut that reads all my nutritional facts (even when buying junk food) lol

    Anyway, thanks for the reply and sounds good I'll try to put together a decent list of things I notice so I don't spam your PM box with single spottings

    I'm amazed by how much data you've input for the food btw! There's so many items that I'm sure I wont even know the values for some in real life lol


    Edit: I love the Nutritionist trait because it lets me count my calories and protein like I do in real life It's a "must take trait" for me now lol

    Thanks for making such an awesome system that I can even do that One of the many reasons why PZ and you all at TIS are the best
  6. Like
    LeoIvanov got a reaction from Keshash in IWBUMS AWAY!   
    Who cares about neighbor houses?

    I Just want an excuse to write "I want to loot the nearby store, get your guns ready" to my friends without having Spetsnaz crashing through my windows and interrogating me for two weeks about the intent behind my messages.
     
    I swear, I'm not crazy.
  7. Like
    LeoIvanov got a reaction from Kajin in IWBUMS AWAY!   
    Zomboid GO?
     
    So instead of walking around the city and collecting pokemons, you have to run around the city avoiding the zombies? With public places being "lootable stores", and gyms being "safezones" that are constantly attacked by zombies and that you have to lend a hand in order to defend?

    Having your house capable of being upgraded, with items stored inside and increasing barricades strength?
     
    Oh.. Did I say too much?
  8. Like
    LeoIvanov got a reaction from Rass in IWBUMS AWAY!   
    Zomboid GO?
     
    So instead of walking around the city and collecting pokemons, you have to run around the city avoiding the zombies? With public places being "lootable stores", and gyms being "safezones" that are constantly attacked by zombies and that you have to lend a hand in order to defend?

    Having your house capable of being upgraded, with items stored inside and increasing barricades strength?
     
    Oh.. Did I say too much?
  9. Like
    LeoIvanov reacted to Wasteland in UDescribe - Character Description (Multiplayer)   
    Remember old classy RPGs, where you could “look” at the avatar and get a text description of the hero? Now you can describe yourself and get the description of other players!
    Step 1 – get a notebook and write down your character description;
    Step 2 – in the notebook window click DESCR button;
    Step 3 – click on the tile where ones (or yours) avatar is to read the description;
    Known Bugs:
     After each server restart players have to re-assign their description;  After each change of description the server operates to refresh the info by all players so might take som servers resources – not really tested yet; Maybe some others… Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=731686306
    Dropbox: https://www.dropbox.com/sh/4er8904erd74x3n/AADmSc2cs1VnuJk_9yYPTbA9a?dl=0
  10. Like
    LeoIvanov got a reaction from Matthee in IWBUMS AWAY!   
    Zomboid GO?
     
    So instead of walking around the city and collecting pokemons, you have to run around the city avoiding the zombies? With public places being "lootable stores", and gyms being "safezones" that are constantly attacked by zombies and that you have to lend a hand in order to defend?

    Having your house capable of being upgraded, with items stored inside and increasing barricades strength?
     
    Oh.. Did I say too much?
  11. Like
    LeoIvanov got a reaction from Keshash in IWBUMS AWAY!   
    Zomboid GO?
     
    So instead of walking around the city and collecting pokemons, you have to run around the city avoiding the zombies? With public places being "lootable stores", and gyms being "safezones" that are constantly attacked by zombies and that you have to lend a hand in order to defend?

    Having your house capable of being upgraded, with items stored inside and increasing barricades strength?
     
    Oh.. Did I say too much?
  12. Like
    LeoIvanov got a reaction from EUDOXIO in IWBUMS AWAY!   
    Zomboid GO?
     
    So instead of walking around the city and collecting pokemons, you have to run around the city avoiding the zombies? With public places being "lootable stores", and gyms being "safezones" that are constantly attacked by zombies and that you have to lend a hand in order to defend?

    Having your house capable of being upgraded, with items stored inside and increasing barricades strength?
     
    Oh.. Did I say too much?
  13. Like
    LeoIvanov reacted to nolanri in Nocturnal Zombies Mod   
    Zombies often stand around in groups doing nothing until they see or hear something. But not at Night Time!
    This mod will gives Zombies nocturnal instincts that kick in once it gets dark. From 9:00pm to 6:00am Zombies Primal hunting instincts will take effect and they will be moving around a lot more, scattering in random directions and be restlessly searching ... for you.
     
    http://undeniable.info/pz/NocturnalZombiesMod.php
     
  14. Like
    LeoIvanov reacted to RobertJohnson in RELEASED: Build 35.26   
    Build 35.25

    [New]
    For now Nutrition is enabled on every difficulty to get some feedback, plan is to be enabled only on hard and hardcore difficulty once i balanced it completely Added nights events, be carefull where you sleep, close the curtains and turn off the TV! Big trees in wilderness New SadisticAIDirector sandbox options Added new skill books (first aid...) New world filler for container (shelves, bar shelves...) You can now build while having materials inside bags Barricade action can take items from your backpacks   Added missing object as bed (bar stool, barber chair...) Added a new MP server option FastForwardMultiplier (default 40.0, min 1.0 max 100.0), define how much the time will accelerate when all players are sleeping Zombies can now tears down your sheet rope You now only have 40% chance of spawning with your house key You now have a minor "chance" to spawn a new player with minor injury (could be bandaged), minor panic or a bit exhausted, won't happen in easy difficulty Wet items (bath towel and dish cloth) will now dry themself after a while, a progress bar is in the tooltip to show you how much time left Coffee and tea bag are now food items   New Evolved recipe: Prepare Beverage, from a mug of water, add coffee or tea, sugar/honey/milk if you want and cook it! You now can't destroy ashes with a sledgehammer, use a shovel to remove them instead Lot of fruits and vegetables now have thirst reduction Added a "Transfer All" button like the Loot All, it transfer everything in your current inventory that's not equipped/not a key ring/not favorite You can now favorite items (right click on it, "Favorite") meaning they can't be transfered (expect inside your own inventory, ie put it in a bag/unpack it) Updated credits     Updated/Added lot of items tooltips Highlight selected loot container in the world (color is currently orange, may subject to change) You can now paint almost any interior walls of houses (tell me if i'm missing some!) You can now paint your wooden furnitures (crates, chairs, table...) Drainable item (water bottle, bag of coal, painting...) now reduce weight according to their remaining uses Now spawn Extinguisher in shed and garage     Dismantling a TV remote will now give a Receiver, used to craft remote trigger Added various info UI (character creation, inventory, health/skill panel) to help newcomers, but feedback is always appreciated anyways Added Fruit Salad (make them from a bowl and add fruits!) Park Ranger and Lumberjack now move faster in forest (park ranger more than lumberjack) Now grab automatically items in the first aid kit (even when not equipped!) when using the health panel menu You can now consolidate 2 drainables (eg. fill a not full petrol can with another, etc.) Your character no longer climb over a fence when using context key ("e" by default) if it's on upper floor, you can still use right click -> climb over to do so You can now make molotov with empty glass bottle (wine, whiskey) and petrol Small mail box is now a container and can spawn newspaper and magazing (including profession magazine!)    Drop your cooking pot, bowl, bucket or saucepan on the ground when it's raining and it'll fill automatically! (long process, even longer for the bowl or saucepan, because they're smaller) Added black & red painting Added Box of Jars, spawn in houseware store and groceries, open it to get 6 jars and jar lids Added smoker trait: need to have a regular cigarette or start to gain stress/unhappyness Cigarettes now gives less stress relief, no more unhappyness but give bit of sickness if not a smoker, on the other hand smoker get more "bonus" from having a smoke Added a OnEat lua hook on Food items (called when eating the item, check cigarettes) Display a "% full" of a zone when foraging [MP] Admin: Log players spawn coordinates upon fully connecting. [MP] Admin: Log players death coordinates. (in the user log if by zombies or in the pvp one) [MP] Admin: Log incidences of the game removing "duped" items when a player tries to have both of them in inventory. (with coordinates) [MP] Admin: Log players locations when logging off [MP] Removed /grantadmin and /removeadmin commands, use now /setaccesslevel "username" "none" to remove an access level [MP] Added a "display name" for users, can be changed by admin (your username/loggin/save still remain the same, but the name shown to the others player can be changed) [MP] Admin staff will now have UI box when something important occurs in the world (detected cheats, player killed in pvp...) and can teleport to the place via a simple button [MP] Added an admin panel, press "escape" while in game and click on "admin panel": In this panel you can have a little SGBD: see/modify the database (only moderators and admin can modify) Admin staff can also enable carpentry cheat: construct anything in carpentry menu instantly without materials (more "cheat" for admin are coming) You can see a safehouses list You can see a factions list You can see/modify the server options See/Modify "Non-PVP zone" [MP] Added a transactionID on players, should stop copying/pasting save in multiplayer (server option: SaveTransactionID, default false) [MP] Added a server option to save the player status after he gets hit (PlayerSaveOnDamage option) [MP] Added users log: Everytime something weird occurs (lua checksum, cheat detected...) a log is added, admin staff can see them easily in the admin panel Admin can also add log to keep trace of stuff Added also a warning points system: admin staff can add warning point to a user (with a reason) so they can have a trace of players having bad behavior Added a Multiplayer tab in the option screen: You can display or not your username (works only for you, others will always see your username if the server options said so) Change your username/speach color (it's now persistant!) [MP] Admin: Added a /teleportto command, use it to teleport to coordinates, ex: teleportto 10607,9462,0 [MP] New access level for admins, check this: [MP] Added a player stats UI, admin and moderator can now change a player's stats (name, surname, nickname, traits, professions, experience, ...) [MP] Admin and moderator can now setup a tag name + a color for this tag (will appears like: [Coder] RJ) [MP] Admins can now mute the /all chat for a player (do this from the playuer stats UI) Auto set keys to azerty keyboard if azerty language (only french? meh.) detected Allow key replacement in the option screen (if you type a key that's already in use, you can switch values via a simple modal dialog) Changed default resolution from 1024x768 to the max possible (according to your screen, max is 1920x1080, set to 4K directly in option) You can now pass through green hedge, but it slows you a lot (zombies included ;)) [MP] Added "Non PVP Zone" for admin From the admin panel, you can manage your non pvp zone Add, remove, change title of a zone easily with this new UI To add a zone, click on "add new zone", then you draw a rectangle with your character (you'll see a green rectangle as you move, this is the non pvp zone you're creating) once you're done, click on "create new zone" to finalize. Everyone inside this zone can't shoot or be shoot people, they also can't use melee attacks on others, you can still fight zombies [MP] Added a safehouse UI for players (and/or admin): Once you've claimed a safehouse, right click it while inside it and choose "View Safehouse" From there you can addremove players in it (with list of connected players) Change safehouse title (new thing!) Change ownership (again new!)            [MP] Admin staff now have unlimited weight capacity [MP] A safehouse now need to have a bedroom (can't claim police station etc...) [MP] Added DisableSafehouseWhenPlayerConnected server options, if true it make safehouse not safe (you can enter/loot it) while someone from this safehouse is connected and some times after he disconnect   Added lot of new things to translate. New map areas for survivors to discover! We want the community to discover these together, so all we'll say for now is that to find them you go in a generally south-western direction from Muldraugh. If you see a new road, follow it! [MP] Faction Create your faction from the user panel (press escape while in game to see it), admins can use FactionDaySurvivedToCreate options to make players needs to survive some days before creating one Add a tag (4 letters) and choose a color for it, it'll be show over your head (or not, use the faction panel to disable your tag for players outside of your faction) Admins can use FactionPlayersRequiredForTag option to set a minimum of number of players in the faction before crerating a tag Disable PVP for players of your faction from the faction panel! Be carefull though, as it only works for melee, firearm will still hurt them if you enable pvp From the user panel, players can now also send tickets to communicate with admins Admin can answer and manage those tickets, players will see the answer. VOIP! VOIP lets you talk to your co-op friends and survivors you meet on MP servers. It’s not a general overall PZ chat channel, but instead allows survivors to communicate when they’re in ‘audible’ distance from each other on the map itself. To enable VOIP enter the options menu, then choose whether you want the system to operate via Voice Activation or through the press of a button (default: left alt). Added lot of new zone for foraging (not 100% is done yet) Added a "Known Recipes" on the crafting UI, showing total recipes you can do and how many left to discover  
    Alarm clocks/Sleeping tweaks:
    Your alarm clock and digital watches are now usefull to wake you up! Without them, you'll wake up only when your character is not tired anymore Set the time to ring the alarm, enable it and you're good. And don't forget to turn off the alarm... Your character can have trouble falling asleep, meaning he could wake up still a bit tired You'll not be able to sleep if you're in pain or panicked (you can counter this with sleeping pills...), while being anxious could bring some nightmares... Clock (top right screen) is hidden if you don't have an alarm clock or a digital watch in your inventory  
    Disassembling:
    You can now scavenge (disassemble) world items (chair, shelves...) to obtain materials This often require tools and skills, low skill could end in the destruction of the item Metal welding: Craft various objects from walls to fences, windows... In metal! You'll need a blowtorch (works on propane) and a metal welding mask in order to craft anything involving metal You can also barricade your windows and door with metal plates or metal bars  
    Multiple stage building:
    You're now able to upgrade your constructions if you have to appropriate skills It'll take some materials to upgrade your constructions and you need the right skill (ex: you build a wall lvl 1, then hit lvl 4 carpentry, right click on the wall and upgrade it!) You now first need to build a frame (wooden or metal) before building a wall or a window.  
    Added sleeping quality:
    Sleeping on a good bed could reduce the needed time to sleep a tad On the other hand, sleeping on a chair or some couch could make you tired even after waking up (understand you had a bad night, trouble to fall asleep..) and some pain in the neck You can't sleep if too much in pain or anxious, take some sleeping pills to counter this       
    Added compost:
    Build them from the carpentry menu, under furniture Put food in it, when the food is rotten it'll start to transform slowly into compost, more or less depending on it's hunger value When the compost is at least 10% full, you can grab some compost with an empty sandbag Then use the compost just like the fertilizer, it'll make your farming plants grow faster!  
    Inventory Experimental Tweaks:
    Goal: make it feel more like a windows explorer Using "shift" key now select a list and not a single item (you first select an item, press shift and another item, it'll select everything between your first selection and your second) Using "control" key now select one more item/unselect in the list, just like the "shift" key did before Increased a tad the highlighted white rectangle of selected items Unselect items when clicking outside the inventory Ctrl key (or anything you binded on "Aim") still stop moving the camera when inside the inventory                        

    [Balancing]
    Balanced nutrition, weight progression should be more linear... (really need feedback on this one ;)) Adjusted zombie behaviour in terms of night-time house lighting Changed way "lucky" and "unlucky" traits works, changed the way lower odds, it's now a fixed % instead of weird numbers calculation. Renamed "Build" menu into "Carpentry" Chef and Burger flipper can't take the "Cook" trait You can now find watches sometimes directly on dead zombies Claustophobic panic will now depend on the room size + Capped it so beta effect still works Made some fixes in the tutorial/improve it.     "EXIT" -> "QUIT", "RETURN" -> "RESUME" in Main menu Trap Stick -> Stick Trap   Barricade context menu becomes now Barricade (Planks) Falling take your weight, athleticism and type of floor to calcul fracture/damage done Falling more than three storeys is always fatal Reduced how the stats multiplier sandbox option impact fatigue in easy difficulty Stairs planks and nails requirement increased from 8 to 15    Tweaked a bit how the fire spread, should less spread/start on non desired tiles (roads...) Increrase weight of mattress from 2 to 8 Inventory context button: drop all/drop one/unpack is now Drop all/Drop one/Unpack Rest option is now possible even with no exertion moodle Boredom/Unhappyness no longer increase while reading Digging hole for farming now drain much less fatigue Removed electrician skill requirement to pick up fridge but increased their weight from 30 to 40 Reduced move speed even more when carrying heavy objects Scale endurance loss while running being heavy loaded with current weight Now also reduce endurance if you're walking while heavy loaded    Beans Bowl now have happyness reduction just like the open can of beans, cook the bowl to remove the happyness debuff Increased planks and nails required to build wooden crates from 2 to 3   Renamed "Empty Sang Bag" into "Sack" Increrased the time for a rotten food to totally disapear (x10) Food poisonning (from eating rotten food) is now tied to it's hunger reduction (meaning bigger items poison you more), it's generally less than before Generators will now drain more or less fuel depending on how much electrical objects they're plugged on Use 2 nails instead of 1 to barricade a window with a plank Balanced how XP is given for recipes: lot of cooking recipes has been tweaked, opening jars/etc won't give xp while making bread etc will give more Same for sawing log, it now gives 3 xp if your woodwork level is under 3, but only 1 xp point then Stress now reduce the damage done by your weapons (shaking hands..) Being stressed for a while start to increase unhappyness Changed paperclip weight from 0.1 to 0.03 (same as nails) Changed notebook weight from 1 to 0.5
    [Bug Fix]
    Fixed a bug in eating food ("can't eat more" sometimes wouldn't appears, thanks vanorfeadiel!) Now reduce nutrition value to pasta and rice when put in a saucepan or pot Now remove curtains if a windows burn Fixed wrong burnt fencing on some fencing If you killed zero or one zombie, write "zombie" and not "zombies" in the death screen. Pot of soup and stew from evolved recipes now reduce thirst Fixed thirst not changed when pouring soup/stew into bowls    Firing a firearm don't give blunt maintenance and guard XP anymore Soup from canned soup now also reduce thirst   Changed "SMall" chest to "Small" chest Stop spawning double bag + stuff when choosing easy and a starter kit (first week or sandbox) Can't barricade wooden fences Fixed a bug making you're health not decreasing if starving Now take the weapon needed from the container if needed when upgrading/removing upgrade on it (thanks Snakeman!) You can now barricade with planks if nails were inside one of your backpacks Fixed a bug when sometimes the paint menu appears empty of painting Removed inaccurate ping in top left of the screen (+ key binding) Fixed some translation problems (button not aligned, etc... Thanks Teesee!) Fixed making sheet rope invisible when building a wall over it Fixed ultra fast stomp glitch [MP] Create the servertest.ini even in dedicaced server (not only in host)  
     
    Patches:
  15. Like
    LeoIvanov reacted to BigJk in PZTracker - Connects the online PZ Map to your running game.   
    Hello Guys!
    Recently I'm playing PZ extensively with my Girlfriend and because I have 3 monitor's I always have the map (http://map.projectzomboid.com/) open on one of the other monitor's. One thing that annoyed me was that even in borderless window mode I had to click out of PZ to move the map to see everything I wanted. Finding the position of your player was also a bit annoying, so one night I sat down and started programming and PZTracker was the result. PZTracker connects the online map to the game. The map will follow your player position if you like and you can move around (arrow keys) or zoom in and out (num+ and num-) on the map by pressing the keys WITHIN PZ. No need to tab out of PZ. You really just need to press buttons ingame.
     
    Little Preview: https://www.youtube.com/watch?v=sJEKmZ5Nrh0
     
     
     

     
    I was faced with the problem of connecting two separated systems that had no connection whatsoever. PZ and an Website. I had to get information out of PZ and into the map website. At first I thought about memory reading, but I dropped that idea when modding PZ came to my mind. And so PZTracker currently consists of 3 "components".
     
    Component 1: The PZTrackerMod
    I had to get the information out of the game. I realized this by writing a simple mod. So the PZTrackerMod is just a typical mod written in lua (never worked with lua before, but was easy enough to get everything working in a few minutes) that prints out important information, like player position and keypress events to the PZ cmd.
     
    Currently the PZTrackerMod has the following Shortcuts:
    F - Enables or Disables follow mode. If disabled the map won't follow the position of your player.
    Arrow Keys - Move the map up, down, left, right for easy navigation.
    Num + - Zooms into the map.
    Num - - Zooms out of the map.
     
    Component 2: pz_tracker.exe
    Now I had to get the data that gets printed by the PZTrackerMod out of the cmd, so I wrote a program in golang that starts PZ as a child process and reads and parses the stdout (the text stuff you see in the cmd). Now the program is able to get the data out of the game. To forward this data it also opens a websocket in wich all the data get's send if somebody is connected to it.
     
    Component 3: inject.js
    Now we come to the last part. We got the data that we can get through the websocket from the pz_tracker.exe. Now we have to get the data into the map. Currently I solved the Problem with a small javascript code that I lode into the running map website via the "Chrome Development Console". It,s just pasting the code into the console and hit enter, so even somebody without coding experience should be able to do this. What the code does is to connect to the websocket and read the data that get sent to him. It then uses the data to move the map to the player location or respond to key press events and move or zoom the map.
     
     
     

     
    Just download the ZIP File of the latest release: https://github.com/BigJk/PZTracker/releases
     
     
     

     
    Setup Video: https://www.youtube.com/watch?v=a4ycQgryxzw
     
    Step 1:
    Download the current Version and extract it somewhere.
     
    Step 2:
    Copy the "PZTrackerMod" to your "Mods" Folder (C:\Users\YOUR USERNAME\Zomboid\mods)
    Copy the "PZTracker.exe" and "inject-min.js" to your "ProjectZomboid" Folder (With steam: C:\...\Steam\SteamApps\common\ProjectZomboid)
     
    Step 3:
    Start the "PZTracker.exe" and open the PZMap
     
    Step 4:
    Activate the "PZTrackerMod" in your running Project Zomboid.
     
    Step 5:
    Open the Developer Console in your PZMap browser window (Chrome: Ctrl - Shift - I).
    Paste the code that is displayed in PZTracker after "Insert into development console:" into the development console and hit enter. (Should be something like: $.getScript('http://127.0.0.1:9090/js');)
     
    Step 6:
    Load a Singleplayer Game or join a Server that has "PZTrackerMod" enabled and hit F when you see your character. Now you should see the map moving. Use the shortcuts mentioned above.
     
    Advanced Stuff
    If you start PZTracker for the first time it will generate a config filed called "pztracker_config.json". Open this file with a texteditor and you will find the settings for PZTracker. You should understand them just by the name, but in case an explanation of them will be added shortly.
     
    Github Repository: BigJk/PZTracker
     
     
     

     
    First of all I would really like to hear the opinion on this from you guys. Maybe you don't like the idea and it will just be a little tool for me to use when I play with my girlfriend, but in case you like it I will get it ready to release in a short while and think about possible future features. Any ideas? Maybe I can simplify the process of getting the data into the map and get away from this "hacky" way of doing it, even though I must admit that it works way better than I have ever expected xD
     
    Thank you for taking your time and reading this and huge thanks to blindcoder for creating this awesome map website! I hope you don't mind my playing around xP
  16. Like
    LeoIvanov got a reaction from DresdenBBQ in Storytime   
    I love being weird,
  17. Like
    LeoIvanov reacted to Zorak in Die in Style   
    plz I want this T-shit in game. Best T-shirt ever !
     

  18. Like
    LeoIvanov got a reaction from VikiDikiRUS in Radio Translation Files   
    And with that, the first iteration of full Russian radio/tv translation is ready for implementation.
     
    Credits:
    Алексей "Lordixi" Беседин
    Павел "Larnest" Морозов
    Humort
    LeoIvanov
     
    https://www.dropbox.com/s/q054v7jfkomkch8/RadioData_0_RU.txt?dl=0
  19. Like
    LeoIvanov got a reaction from srandiny in You know you play too much Project Zomboid When...   
    You know you play too much Zomboid when you literally stand 2 and a half hours near the oven, watching your food cook, just in case it decides to start burning.
  20. Like
    LeoIvanov got a reaction from Geras in Radio Translation Files   
    And with that, the first iteration of full Russian radio/tv translation is ready for implementation.
     
    Credits:
    Алексей "Lordixi" Беседин
    Павел "Larnest" Морозов
    Humort
    LeoIvanov
     
    https://www.dropbox.com/s/q054v7jfkomkch8/RadioData_0_RU.txt?dl=0
  21. Like
    LeoIvanov reacted to nolanri in Lock Crafting Mod   
    Description:
    Adds two recipies to the game. With level 8 Carpentry and a Screwdriver, you can take a door knob and alter it to match any key so it can be locked and unlocked with the key. Or you can do the opposite and alter a key to match a doorknob that already has a lock.
    Which means you can make multiple keys for one door knob and or multiple door knobs for one key.
     
    http://undeniable.info/pz/LockCraftingMod.php
  22. Like
    LeoIvanov reacted to nolanri in Character Build Planner / Sharer   
    http://undeniable.info/pz/CharacterPlanner.php
     
     
    I Made this so you can show people what builds you use easily or you could also plan a build with it.  Just choose your Profession and Traits and the link in your URL bar will automatically update so you can just copy it once your done, and share the link with someone to show them your build.
     
     
    So as an example, here is my main build:
    http://undeniable.info/pz/CharacterPlanner.php#veteran,Strong,Organized,Dextrous,ProneToIllness,SlowHealer,HighThirst,NeedsMoreSleep,WeakStomach,SlowReader,Clumsy
     
     
    Show us your favorite builds!
  23. Like
    LeoIvanov got a reaction from Teesee in Radio Translation Files   
    And with that, the first iteration of full Russian radio/tv translation is ready for implementation.
     
    Credits:
    Алексей "Lordixi" Беседин
    Павел "Larnest" Морозов
    Humort
    LeoIvanov
     
    https://www.dropbox.com/s/q054v7jfkomkch8/RadioData_0_RU.txt?dl=0
  24. Like
    LeoIvanov reacted to GOGOblin in Add common sense as spice   
    Oh, indeed. The player must have better skills, pure natural selection.
     
    Apart from joking  about what you and your wife are joking about, here is my report:
     
    first google: eating flour
    http://www.thedoctorstv.com/articles/2765-addicted-to-eating-flour 
     
    And now the main story:
    0 - PLAIN FLOUR

    Tastes ok. Like eating dust, a gulp of water could help indeed, but nevermind. Mood penalty : slightly unpleasant, only if you are not starving, otherwise - its ok. On a scale of survival cuisine I give it 5/10 because it tastes dull and sticks to teeth and throat. 
     
    1 - SIMPLE PASTA

    Only water and flour, no oil, no eggs.
    Its good. Without salt it tastes dull, but if you are surviving - this pasta could be called delicious. Pleasant to chew, smooth. Served hot with black pepper and salt - very good, add EVOO or butter or cheese and it is perfect.  Survival cuisine rating: 8/10. Needs salt and pepper to be really nice. 
     
    2 - SIMPLE BREAD

    Only water and flour, no yeast, no salt or sugar.
    Smells nice, but is too hard. Cannot enjoy this "bread" until hungry.  Very dense and clammy crumb. Taste is dull, but not unpleasant, adding salt could help a lot. Survival cuisine rating: 5/10 because its hard. Although no mood penalty should be applied, this is survival food and it is nutritious, easy to store and easy to pick and eat during.. surviving,
     
    3 - YEAST BREAD

    I tried my best NOT. No recipe, no cooking experience, just common sense : )
    Found some instant yeast in a fridge, mixed it with flour water and sugar (yes, yeast dough needs to be turned on with some sweets, warmth and gentle but zealous use of hands - thats my contribution to those wife-jokes), added salt, mixed until it is almost not sticky and left close to a stove for an hour. Then put the ball of dough into cooking pot (with some flour on its bottom) and sent it to an oven, thats all. NEEDS SUGAR, INGAME RECIPE IS NOT ACCURATE.
    The bread smells nice, has hard (a bit too hard and thick) but delicious crust, crumb is almost like normal bread, but a little too dense.  Yes, this is bread.
    Survival cuisine rating: 7/10, 8/10 if done well. Really nice food but requires some effort (and knowledge).
    Do we really need a recipe? I guess yes, otherwise it will be something like 2. If yeast has instructions on it's pack the recipe is allmost useless. But making a proper bread, even this-report-tier bread, is only a matter of hunger. Simple bread (2) is pretty sufficient for survival.
     
    Conclusion:
    1) Flour is edible and its ok.
    2) Simple water+flour recipes provide you with food, good food (especially pasta) if you are surviving.
    3) Yeast bread needs a recipe to be learnt, but a) the recipe is simple and must be easy to find b) proper selfmade bread must boost mood, otherwise it doesnt worth the effort
  25. Like
    LeoIvanov got a reaction from EnigmaGrey in Skill sharing aura   
    I think a way to balance this idea would be actually pretty simple: Just cap the amount of XP one can gain from a person of higher rank to an XP/level number.
     
    For example, let's say people can "teach" with their "skill aura" only up until they are 5 levels below.  That way, only people with sizeable experience in a particular skill can help others gain level faster. A level 10 carpenter can help others gain additional XP boost up until they are level 5. They are "on their own" after that point. Similarly, a level 4 carpenter couldn't give anyone an XP boost, because they, themselves, still have enough to learn about the profession themselves (Hence "Intermediate" carpentry).
     
    Also, similar in topic, the "teacher" aura can help you perform/build recipes that are otherwise unknown to you. For example, if you are unable to turn on a generator, because you lack a necessary skill for it, a presence of an electrician in your vicinity helps you bypass this. By performing this "locked recipe" enough times in a presence of a "master", a character may learn how to do it himself, even if you "grind" it. It can, however, suffer a 100-1000% time disadvantage, so instead of taking 10 seconds to start a generator, you take 20-100 seconds.

    (as a side note, the more often I have someone overlooking me doing a particular task and correcting me when I go wrong, the easier it is for me to learn how to perform it properly. So "Grinding" isn't even an issue)
     
    Edit: Also as a bullet point, if you don't choose a particular profession (You don't have profession-specific XP boost), you won't be able to "teach" others the blocked recipe, or give them an XP boost, giving the ACTUAL carpenters more reason to be valuable.
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