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Geras

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  1. Spiffo
    Geras reacted to trombonaught in MP Status Update   
    Y'all what IS this community. Any other game makes even a positive announcement, and negative nellies will pile on about things that don't even have anything to do with the post. Here the devs literally say "we're going to move the timeline back 6 months" and there's nothing but support?!!
     
    Kudos to the mods and whoever makes this dark magic happen.
  2. Like
    Geras reacted to Sylarb91 in Car suggestions   
    Build 41 IWBUMS. Currently you can set cruise control speed with SHIFT + W/S, starting from 0, with increments of 5 and it stays set until the game is reloaded, then it starts again from 0. I was thinking about setting the cruise control speed to the current speed using SHIFT + W/S, or by pressing SHIFT + SPACEBAR. It happens that I crashed many times in narrow places while I was trying to set my car's speed from road speed (45mph) to off-road speed (15mph) and just spamming SHIFT + S.

    Also... is there a way I can change the MPH to KPH?
     
    And the 3rd thing... Please. PLEASE make the RPM meter start from 0 instead of 1. It's been driving me crazy since build 39, after I stepped in the first car.

    Thank you.
  3. Like
    Geras reacted to AuthenticPeach in The One Stop Shop for 3D Modeling: From Blender to Zomboid!   
    Hello and Welcome! Here you will find a concise and comprehensive guide and tutorial of making 3D models for Project Zomboid.   Currently, this will mainly pertain to custom Clothing creation but may include weapon creation in the future. This will present how to create models from scratch with Blender and bringing them into the game. I would like to emphasize that with the right optimization, you can bring any model into Zomboid.   Step 1) Installation and setup         Step 2) Model creation         Step 3) Skinned model or not? If not, Export your model and go onto the next step.        
    Step 4)  Creating the clothing item scripts     Step 5) Testing your Model     Step 6) Ground models As of 41.56, Project Zomboid added the ability to add an extra model to the item scripts, which pertains to when the item is dropped on the ground, or placed on a table. Here is how to do it. (Images coming soon) Step 1.  You will need to add an additional tag in your scripts. I usually like adding mine at the bottom of the script.  Step 2.  You then need to create the reference script that points to the location of your model and texture. Referencing the location of your texture is actually optional for clothing items since the code will default to pulling the texture from your clothingitem.xml.    Step 7) Extra things to do with 3D models    
     
    Guides regarding 3D Car models
     
     
    Thanks a ton to the people that taught and assisted me along the way to learn Blender for Zomboid - DETOX, Maxwell218, PawLow, and Shark!
  4. Like
    Geras got a reaction from Faalagorn in [41.50] Bush that cannot be removed   
    This brown-leafed sort of bushy plant cannot be removed neither by digging a patch, neither with sledge, and neither by right-clicking.
     

  5. Spiffo
    Geras got a reaction from OxManZomboid in Small but Important Suggestions Thread   
    1140. It would be cool if houses didn't hold so much heat during winter, so actually having a fire going for the night, or sleeping in warm clothes would have an impact on sleep quality.
  6. Like
    Geras reacted to Tails in Small but Important Suggestions Thread   
    1141. Allowing  rain water to wash the blood off the car naturally.
  7. Like
    Geras got a reaction from grammarsalad in Small but Important Suggestions Thread   
    1139. Washing cars should prioritize using tainted water if available in inventory or bags on the player. Currently if I have a water bottle with clean water in main inventory and buckets with tainted water in backpack, the character uses clean water from the water bottle.
  8. Like
    Geras reacted to Mindoferic in MP Status Update   
    Without a doubt this update is none at all disappointing. With so many EA games out there that give BARELY monthly updates, you guys have been absolutely killing it. I cannot be any more excited to play the MP when its finally (sorta) shaped and shined into the gem we all want. Wasn't here in the beginning but damn ill be here for the rest of the ride picking up hitch hikers along the way. You guys rock!
  9. Spiffo
    Geras reacted to nasKo in MP Status Update   
    THE BAD NEWS This week we have been playing the MP build extensively, to try and get a clearer and more solid idea how much work would be required to get it into a state we’d be comfortable releasing, and have increasingly become aware that it’s not good enough. We have been too optimistic, and for that we are extremely sorry.
     
    Advances have been made, and the quality of where it is going is clear from our many tester testimonials and gameplay sessions, but since the (vital) transitions to zombies on the client it is not even close to the quality that the game or our players deserve, even for a beta. Furthermore, the deeper we’ve looked into it, the more systemic issues deep down have reared their heads.
    It needs more time in the oven. We simply cannot release it half-baked. You don’t have to look far in gaming to see what can happen when you do.
     
    We recognise that (especially in the past two weeks) we have been making cautiously optimistic noises – but put simply the more we played, the more we became aware of deep-rooted issues that it would be near-impossible to fix in a ‘live service’ situation. 
     
    Project Zomboid has every chance of being extremely popular when we release MP – it’s something that we’ve read from people everywhere, and increasingly something we’ve quietly believed ourselves. As we’ve said multiple times in the past, the multiplayer release of 41 is by far the most important build in Zomboid’s history, and if we don’t stick that landing it would be bad.
     
    As it stands the MP build we’re playing internally isn’t robust enough to cope with potentially huge floodgates being opened upon it. Support requests, tech queries and bug reports would simply drown us – and the player and community experience would be poor in the absolute extreme. 
     
    We had a big meeting with General Arcade, and went through everything that could (and should) still be done to make PZ a MP game that could both stand the test of time, and a huge launch day. Something that would keep multiplayer servers populated and not result in disappointment for our community that have been so patient for so long.
     
    This will likely be a much longer wait than we’ve been hoping, and particularly in light of the last two weeks of misguided hopefulness over improvements that while exciting, in the cold hard light of day still are far short of what we would dare release. 
     
    We have long shied away from giving any form of ETA, but in the interest of ensuring we are not stringing anyone along with vague notions of a timescale Thursdoid after Thursdoid, we have agreed with our MP team that anything up to six months should be the ballpark we’re now aiming for when it comes to getting a Build 41 MP release into player hands to a level of quality we’ll be confident it won’t blow up in everyone’s faces. 
     
    We know this will be of disappointment for many — and we’ll likely receive some flak for this decision — which is understandable, especially given the noises we’ve been making in the Thursdoids recently. 
     
    But we ask those that are upset by this news please to bear in mind other recent releases that people were begging for, and getting increasingly hyper-frustrated at the frequent delays — only to finally have it in their hands, as they facepalmed and asked themselves why the hell this wasn’t held back further??
     
    That’s what we’re doing — because we’re lucky enough to be in a position we’re able to do that, both financially, as well as without marketing spends or boardroom pressure forcing our hand, and we are committed to the fact that while we feel the pressure from the community’s frustrations at the wait as well as our own desire for it to be ‘done’, we will not allow that to blind us to putting something out that will end badly for both us and our community that want to see the game grow. We may get a bloody nose for delaying it further and for this long, but we’ll take that gladly to ensure that doesn’t instead happen on release–as that’s a bloody nose we might not recover from.
     
    This has been an immensely difficult week for us — people sometimes forget that we want this build out there too. It’s not just a game to us but our daily lives, and the march toward a multiplayer release — the moment we’ve desired to see for so long vanishing away months into the distance, and the prospect of continuing that climb for another six months is heartbreaking to us. 
     
    Nonetheless, it’s 100% the right call — we will not waver, and when all is said and done and multiplayer has been out for months and everyone is playing it, we promise everyone — ourselves and our community — will be glad we made this call, instead of releasing in a soon forgotten whimper. 
     
    We may take our time, but we get the job done in the end. Hopefully the almost unanimously positive reception to the long awaited animation update proved that to be the case. I honestly believe we wouldn’t be where we are today if we weren’t just as strict back then on what we put out, when everyone was chomping at the bit to play it, bugs and all, and couldn’t fathom why we were being so careful and protective for such a long time. Now people have had it for a long while, no one would want to go back in time and have us retroactively release the anim build 6 months earlier than we felt comfortable doing so, and risk it crashing like a lead balloon and damaging the game’s reputation and future. Our caution led to the most success Zomboid has ever enjoyed. We know the same will be true about multiplayer when people are finally playing it.
     
    We’ve discussed with GA about getting two more internal QA engineers the MP team will have direct access to day to day while working, to allow them to more quickly diagnose and test stuff with more players outside our TIS internal tests. 
     
    They are also on the lookout for additional resources for the coding team to speed things up. Though it’s worth pointing out that this will require some significant time to learn the codebase and get up to speed for any new developer, which is why it was never a practical solution before our decision to commit to this longer delay with which to capitalize on another coder. 
     
    We hope with the changes we make, along with many organizational changes to improve our internal workflow with GA, we can deliver something sooner, and will of course continue looking for new avenues to speed things up — but for all intents and purposes we’re committing to this period of delay to make sure it is definitely achievable and no one should be under any illusions of expecting it sooner. 
     
     
    THE GOOD NEWS
    It’s not all bad news however. This longer and more defined schedule of getting MP up to scratch makes it clear that we can’t just continue this release drought in the meantime. 
     
    Therefore we are going to start releasing IWBUMs builds with new content in the interim, rather than holding back until the MP build is complete as was our original plan.  
     
    We will be removing MP elements from the current trunk code that would interfere with the single player game, and releasing a six month backlog of changes, fixes, optimization and upgrades waiting to go into the game. LWJGL 3 and java 15 upgrades in particular that will improve performance and compatibility, not least a new fancy garbage collector we’ve never had the opportunity to use before that should all but eliminate any periodic pauses that have plagued our game in the past.
     
    After this, we will be starting to release additional content builds to tide the community over in the wait. We have to be somewhat careful on the style of content we add, so as to not make the MP work more complicated and hold it back further, but stuff you should be able to look forward to in the coming months include:
     
    Noiseworks sound overhaul. Noiseworks are due to provide the first complete version of their ‘round 1’ additions to the game, replacing all sounds in the game, for testing and feedback from TIS. Those keeping up with the Thursdoids will have a good idea of what this will bring. After some testing, and adjusting sounds to tester and community feedback, we’ll be getting this out to you as soon as we can. Noiseworks will then be continuing with adding additional sounds, and a procedural music system, which will bring even more atmosphere to the game.
      Map updates. We’re pushing toward a release of Louisville, which nears completion outside some zoning work and bug-fixing. It’s unclear how much time remains to polish this up to releasable standard, but it seems very likely it will drop before multiplayer. Non-90 degree roads with curves, improvements to the existing map, and even perhaps beyond our original scope of the map now our mapping team has grown.
      Several other really cool gameplay features. We’ll talk about them in the coming Thursdoids when we can feel confident they will drop in the interim period.

      THURSDOIDS
    Speaking of Thursdoids, a primary piece of feedback we’ve had from the MP team has been the detrimental effect that the weekly cycle of blog updates on MP progress has had on the development process. 
     
    A weekly development sprint, where results are desired to show off or talk about makes it much harder to work on longer term improvements. To be honest this is not the first time this has been brought up or felt by the TIS team, the weekly blogs have always stacked a lot of pressure on our shoulders, only ever being 7 days away. But we are both immensely proud of our weekly blogs, and have found them to be a huge part of keeping our community content and informed. Truth be told, we have also been somewhat nervous that reducing their frequency suddenly may be perceived by our community as some kind of winding down, rather than something that would improve development in any way, and so have long been resistant to change.
     
    However, in the interest of aiding the MP team in having the time to do longer and less interrupted work on features without the pressure to provide small incremental improvements that clearly haven’t been enough to make the leaps to release that are needed–we are going to make the following changes to how we release Thursdoids over the coming six month period.
     
    We will be doing bi-weekly Thursdoids (that’s every two weeks). These will likely be more content-packed, and have more time spent writing them. They will hopefully provide much more bang for your buck and less likely to have us repeating ourselves.
      We’re only going to focus on multiplayer development every other Thursdoid, allowing the team to have a solid month to make longer term, deeper and more substantial improvements without worrying about us coming knocking for stuff to show or test. The alternate Thursdoid will focus on the single-player interim updates, features and fixes coming in the shorter term. That all said if we do have cool MP stuff to talk about, we’ll be sure to let you know regardless of what week it falls on.
      We’ll see how these Thursdoids go down over the coming months, and will decide based on that what to do once multiplayer releases whether to go back to weekly Thursdoids or to carry on with bi-weekly.
     
    Thanks for reading, and apologies again for the major misstep in our recent enthusiasm. While we did state it was ‘cautious optimism’, we regret letting short term improvements and perhaps a bit of wishful thinking colour our blog updates. Sometimes you just get lost in the weeds and an uptick one week is deceptive to how much work really remains. We hope the firmer date will give solace to those who check week after week to frustration, who are largely only interested in multiplayer, that they can safely put our game aside for a while, and when to start looking again. And to everyone else, we hope getting fresh content again will help the time pass that little bit quicker.

     
    Much love
     
    The Indie Stone
  10. Like
    Geras reacted to Nebula in For cars.   
    It would be interesting to add to the cars...
    - Engine oil (when the condition of the engine deteriorates, the amount of oil decreases, starts to flow, which can eventually lead to breakdown).
    - The same goes for the coolant, but I understand that you will have to add a radiator.
    - Spark plugs for the engine.
    This will make it harder to use and maintain the car, which will add to the hardcore, which will be good.
     
    It would also be extremely nice.
    - High and low beam of car headlights.
  11. Like
    Geras got a reaction from Faalagorn in [41.50] Cant interact with lamp if generator on the same tile   
    In this configuration you can't turn the lamp on or off, only the generator.
     

     
     
  12. Like
    Geras got a reaction from Faalagorn in [41.50] Clothing scratch/bite resistances are not updated in tooltip if patches are added   
    I've added some patches to clothing, but the clothing tooltip (on the left) doesn't display updated values.
     

  13. Like
    Geras got a reaction from Tails in Small but Important Suggestions Thread   
    1139. Washing cars should prioritize using tainted water if available in inventory or bags on the player. Currently if I have a water bottle with clean water in main inventory and buckets with tainted water in backpack, the character uses clean water from the water bottle.
  14. Like
    Geras got a reaction from Faalagorn in Small but Important Suggestions Thread   
    1139. Washing cars should prioritize using tainted water if available in inventory or bags on the player. Currently if I have a water bottle with clean water in main inventory and buckets with tainted water in backpack, the character uses clean water from the water bottle.
  15. Like
    Geras got a reaction from Faalagorn in Last Boy Zcout   
    I'm personally not a fan of lip smacking sound while eating, it's irksome.
    Also not a fan of the "thump" sound when soundtrack changes i.e. from calm to combat tune - it's kind of anti-climatic.
  16. Like
    Geras got a reaction from Caturday in Last Boy Zcout   
    I'm personally not a fan of lip smacking sound while eating, it's irksome.
    Also not a fan of the "thump" sound when soundtrack changes i.e. from calm to combat tune - it's kind of anti-climatic.
  17. Like
    Geras reacted to Zork in Last Boy Zcout   
    Agreed. Door opening sounds very forceful, while it should always sound like the player is attempting to do it quietly.
    Maybe with the exception when the player is in running mode and hitting E at the same time, it could use the louder noise (And also create more noise).
  18. Like
    Geras reacted to Nazarito22 in Last Boy Zcout   
    Add different sounds for handle, door opening, door closing, door slamming, door creak. I think this is something worth working with in more detail, because doors come across very often and it is they who set the atmosphere when you open it, and the crowd is looking at you and trying to devour you.
  19. Like
    Geras reacted to Xonic in Last Boy Zcout   
    I think after a gun is shot, the could play birds flip the wing and flee sound effect and disable bird sing for few minutes until things quiet down.
  20. Spiffo
    Geras reacted to nasKo in Last Boy Zcout   
    Hey all, here we all are again. Here’s your latest zombie news. Beginning with the latest from the MP Strike Force who are working on the implementation of multiplayer for the ongoing Build 41 public beta.
     
    After a more highly populated test last night, last week’s quiet optimism for the client zombies work remains – but there’s certainly many/varied subsidiary issues that have been dislodged during their implementation and need sorting out.
     
    In terms of gameplay blockers there are some car issues that need addressing (meaning last night’s test had to be vehicle-less), player deaths are prolonged to the extent that you wonder if God mode is active, the client zed system seems to get confused when admins/players choose to teleport close to their buddies and very occasional doppleganger naked zed corpses occasionally form during zombie killings. Survivors also reported being liberally doused in level-ups out of nowhere also, which Spiffo will have to clamp down on.
     
    In terms of the group combat itself – it can still look messy with fellow survivors engaging with zeds in the mid-distance and the zombies getting Force Push-ed, and occasional zeds (again in the mid-distance) teleporting position. Likewise corpse placement doesn’t align all that well and needs a once-over.
     
    HOWEVER players reported that (obvious bugs aside) they were never really put in a position where they got an unfair bite. There were no zombies ‘giving birth’ to other zombies (tester phraseology, not author’s own) and teleporting instakill zombies were a non-thing. This was the primary aim of the recent client zeds work, so is good to hear – especially when there are still screws to tighten in this area to make everything flow some more in terms of visuals and feel.
     
    Similarly, we had a tester in central Canada playing alongside Yuri and Andrei in Eastern Russia – on a server in France – and they were able to play together relatively comfortably. Which is more good news.
     
    Fingers crossed this week we can do a big push on the bugs outlined above and knock it all into better shape. Thanks for your continued patience on this, we recognize that it’s far less fun watching a marathon vs. a sprint.
     

    Finally in other MP news RJ has now made it so that Walkie Talkies now work with VOIP – if someone is talking in VOIP with an equipped radio or a radio on their hotbar, and you have a radio on or near you on the same frequency then you will be able to hear them. If you’re standing at a distance from the walkie-talkie then the voice you hear will be quieter, and vice-versa.

    This has been something we’ve been wanting to implement for a long time, and it’s great to finally get it in and placate PZ Reddit’s persistent Bernie Sanders.
     
    It also allows us to remind you of that most vital of PZ development discoveries: that the French word for ‘walkie talkie’ is ‘talkie walkie’.
     

    SFX AND MUSIC OVERHAUL
    These past few weeks the PZ sound overhaul crew have been tackling the music system, as well as plugging in many and various new SFX created by their colleagues. So, over to The Noiseworks’ Michael Klier to find out a little more.
     
    “The music system has been revamped from the ground up. Instead of a random playlist the music choice now reacts to the game.”
     
    “There are different parameters that have an effect on the music. A different selection of tracks will play when you’re roaming a town zone vs exploring the wilds. Music is no longer a constant either. When a track plays out we now give players a chance to indulge in the new ambiance of the soundscape for moment. It’s only after a random amount of time that a new track will start playing.“
     
    “When you wake up after going to sleep a different selection of tracks will start playing, and which ones play will depending on various situations – such as if you’re waking up to zombies, have had a nightmare or are simply going to a more pleasant start to the day.”
     
    “Action music will be triggered when you decide to engage zombies head on, and if things get a bit hairy, the music will change gears as well. We are, however, also making sure that you won’t be able to tell whether you’ve escaped to safety (or are entering dangerous territory) by the music alone.”
     
    “In future iterations of the PZ soundscape (so not in the initial drop) we have plans for layered approaches to using the stems of the soundtrack that Zach has provided – but for now we are concentrating on how the individual tracks play as a whole. That said, tracks will no longer simply fade out – if you leave a town zone for example they will conclude musically. Likewise the ‘starting’ signature track when you load in or spawn in a new house will always be “Finally Calm, until things start becoming… not calm.”
     
    Please note that the following mix is WIP, but it’s a good example of where we’re at. As before PLEASE NOTE that the vast majority of work for this is being done by the Noiseworks team, and as such it’s not holding back any MP work.
     

    BENDS IN THE ROAD
    Behold the work of Kukrapok! While Mash, Binky, Xeonyx and RingoD continue their labours in our version of Louisville this has started to happen to the internal main map…
     

    A changelist of all IWBUMS patches since the 41 beta was released can be found here. A general list of stuff added to PZ, and vids of features being worked on, is kept here – so you don’t have to plough through endless dev blogs for info. 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! Our thanks to all bratty stepsisters out there for refusing to relinquish their gaming PC!
  21. Like
    Geras reacted to Faalagorn in Minor changes to items usages   
    A lot of these suggestions were posted in Small but Important Suggestions Thread or elsewhere, but I think it's best to group them together. These should all be easy enough to implement, giving use to otherwise unused object, which in the long term would make the game more interesting and hopefully lest cluttered, as people won't just blindly throw away items so the container can be disassembled or in the case of respawning items, could respawn loot. Right now the totally junk items don't server any purpose and can only be thrown. While some of these suggestion won't magically give those items a must-have sought to flag, they would at least give some use for those unlucky ones to be stuck with just those items, or just wanting to use them for something as often is IRL.
     
    I also grouped it, for easy searching. I think those kind of fixes would be easy to fix to not distract from getting MP to run for smaller teams of no-MP focused  (hi Team Tanglewood!)
     
    Beauty:
    Comb should be required for specif hairstyles. Rubber Band should be required for hair styles (there's a mod for that!), it would be nice to have rubber hairbands dropping as well. Lipsticks, Eyes Makeup, Foundation Makeup should be drainables. Water storage:
    Empty Tin Can, Empty Jar and cooler should be able to hold water and collect rain when placed outside. Empty Drinks Can should be able to hold water. Fuel:
    Money should be used as a fuel and kindling. All kind of shoes should be usable as a fuel again (including broken/worn out ones). Worn-out clothes should be able to be used as a fuel. Broken wood weapons should be able to be used as a fuel. Weapons:
    Mop should be a weapon. Tree branch should be a weapon. Containers:
    Wallets should be containers. Empty chips bags should exist and be containers as well. Clothing:
    Bandanas, Balaclavas, Bikinis, Fingerless Gloves, and some hats should be used to craft sheets. Belts, Holsters and Leather Gloves should be a source of leather. Overalls should be cut for denim. Earpods and Heaphones should be able to be worn. Misc:
    Crayons should be used as a multi-colored pens (they should have durability too).  
    I'll update the list when I remind myself of stuff that I missed, as there are certainly some :). As I said, a lot of these ideas would reduce useless clutter on servers when MP comes without the need to resorting to removing items, so it's a welcome change I guess. I'd also love smelthing to make a comeback, especially with the remaining weapons and jewelerries and lockets that could potentially be smelted for something.
     
    Though since we got composting, at least rotten burnt and poisonous food can be used for something (even if composting rotten meat is not something to be advised IRL).
     
  22. Like
    Geras reacted to Faalagorn in Let us move and place more stuff from the game's world   
    For reference, I originally tracked the unmoveable items in this thread: https://theindiestone.com/forums/index.php?/topic/24289-list-of-world-tiles-that-cant-be-picked-up/ and this for undisassemblable: https://theindiestone.com/forums/index.php?/topic/29147-list-of-world-tiles-that-cant-be-disassembled/ but I recently moved all the items to the PZWiki, as it's more open to edit and visible than forums: https://pzwiki.net/wiki/Tiles  – pay attention to the pick up and disassembly section – there are still a lot of undocumented tiles, most notably curtains, windows and floor tiles, I keep track of them in https://pzwiki.net/wiki/User:Faalagorn – feel free to contribute missing content (It's updated for 41.50) in the meantime (you can reach me here or other wiki editors here, on wiki or on Discord's #pz_wiki for help, there's also https://pzwiki.net/wiki/PZwiki:Project_Seat_Yourself_Furniture project for this). @turkler
     
    As far as I'm aware, adding doors to picked up is hard, but non-garage doors can already be disassembled and openable windows can be picked, so nothing impossible.
    Garage doors could use some love too, as currently they are always closed due to bug on default settings and if closed can only be opened from inside, with a key or with debug commands.
     
    In the meantime, maybe some odd job for Team Tanglewood to slowly fix some of these issues? We already got some fixes recently, so pwetty please TIS :D?
  23. Like
    Geras reacted to turkler in Let us move and place more stuff from the game's world   
    fair enough
    while on the topic actually, I went around and did a bit of testing and it's really inconsistent
     


     
    for example, I thought these red tiles looked pretty so I went to pick a few for my garden, but couldn't. except the white tiles that are inside the building can be picked up just fine.
    I mean, most of zomboid's current end-game is building and maintaining a base, so I'd love if we could pick these up as well. I'm sure that the game won't be any easier because the players can pick up red tiles from the floor.
  24. Like
    Geras reacted to MrModules in Additions to cars   
    Hey all, ive been out of the loop for the last year (only recently checking MP status) and just thought (unless posted/modded already) some additions to car mechanics. its a rough bare bone idea so please add what you want to make these more developed.
    Firstly the wheels/tyres, i thought that there could be two parts to wheels. keeping a whole wheel (on cars found and where ever they spawn) then adding the wheel and tyre as seperate items.
    EG. you find a car thats been in a crash, front wheels are banged up but the tyres look salvageable with a few patches. you find either a new wheel/tyre ready to go or take the tyre off, patch up with new tyre patch kits (as a balance these tyres can wear faster/suddenly pop again (depending on mechanic skill that did the fixing)) after getting a tyre, you can use teh same or a new wheel and use a new machine that joins the two together, or via hand which is slower (requiring a tool i think?) (inflating it can be debated on)
    Tyres could also be stacked forming a small pile of tyres 3-4 high, or as a pile carelessly thrown ontop of each other becoming storage and a wall type structure/barrier.
     
     
    Thanks for reading, throw in what ever you think would be appropiate as i havent kept up to date with quite a lot.
  25. Like
    Geras reacted to Faalagorn in Sprinter Apocalypse as one of the default scenarios   
    I;d say placing the scenarios 28 days and weeks aprat would make for a nice easter eggs; there's alredy a mall challenge
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