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Cap1139

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  1. Like
    Cap1139 reacted to Blasted_Taco in The patch 33 anticipation / theoretical gambling thread   
    I been playing The Long Dark again because now it feels like playing Skyrim placing items in my cozy home, feels comfy as fuck mane
  2. Like
    Cap1139 reacted to CalmUnity in Immersion involving items...   
    Now, I understand these are tiny issues, but they have bugged me for a long time. 
     
    I live in the US and there are a few issues with the vocabulary and items that detract from the "I'm an American living in the Southern Midwest" vibe.
     
    First, Americans call a "spade" a "shovel."  I understand they are two words for the same thing, but it is true.
    EDIT: It was illustrated in this thread that a spade and shovel are two different things, but the in-game art is in fact a shovel.
     
    Second, few Americans have any idea what remoulade is.  It would be more realistic as tartar sauce. While a form of remoulade, it is significantly more common in the US.
     
    Third, almost every American household has ketchup and the rarity of this item is disproportionate, especially when compared to remoulade.
     
    Fourth, I've admittedly never left the country, but here in the US pickles are almost exclusively sold in jars. And, as such, it is my opinion that they should leave an empty jar behind.
     
    I appreciate everything the devs are doing, I really like the direction this game has been going, and I understand there is a lot on their plates.  Thanks for taking the time to read my short rant, I'll update with anything else I happen to find.
     
    EDIT: Also, there should also be sounds from cooking popcorn.  Potentially, cooking in general creates smells that attract zombies.
     
    EDIT (again): Also, in the US a 'vest' is called either a 'tank top' or and 'A-shirt' (less common).
  3. Like
    Cap1139 reacted to syfy in The Silver Lining of NPC Delays Etc   
    don't act like you are talking for the community. you're not.
     
    some of us understand the value in letting Lemmy do what needs to be done without constantly asking when they will be coming.
     
    they will be ready when they are ready.
  4. Like
    Cap1139 reacted to Jonientz in The Silver Lining of NPC Delays Etc   
    To be honest this video game's probably had more of an impact on me than is within realms of most people's understanding,especially considering I only play it. Having battled depression my entire life probably since I was like 8,I've had to find countless coping mechanisms, doubly so since almost none of my anti depressants helped. Zomboid became a very major one after I had seen robbaz do a let's play. It helps grant a serious sense of escapism, while escapism isn't exactly the best coping mechanism a reprieve from the existence of permanently having bipolar + depression is ecstasy after periods of bad mental health. Sorry for the person dump. Really glad yall are taking your time on npcs. Every member of the community worth their salt should definitely recognize why its takeing so long. Love all you developers, guys are rad as heck.
  5. Like
    Cap1139 reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  6. Like
    Cap1139 got a reaction from KorruptkSwades in Hydrocraft Mod   
    Great mod. I just have two questions, what are the wood shingles used for and how do you use them?
  7. Like
    Cap1139 reacted to King jjwpenguin in Passive Safe House Defences!   
    having a sliding gate would be neat, also things like shutting garage doors, those old pull down attic things, and stuff like that.
  8. Like
    Cap1139 reacted to RVPatrick in Passive Safe House Defences!   
    Passive Safe House Defences!
    Over the years of planning my perfect zombie safe house I have come up with some ideas that I think would be nice to be implemented. Not all of them may be practical mind you but a few would be and the rest would at least spark some other ideas within the community. I do understand that some of these ideas while being true to real life could make the game easier or even too easy for players to survive but that would then at least prompt the developers to devise new ways to make the game interesting such as implementing deterioration through wear and tear on buildings instead of just weapons.
    1 The ability to dig a moat!
    Now having a moat or a deep pit around your home would prevent most zombies from gaining access much like a wall would. Having a big hole outside your home creates other issues however creating the need for such things as draw bridges and the ability to raise and lower it from both sides. This could also allow you to have a safe haven from other survivors in a PvP multiplayer map but then you would have to be able to create a type of control for the drawbridge that you could carry with you preventing others from gaining access to your house. Issues in constructing the pit like constructing stairs to get in and out while you dig it and then destroying them once you are finished, bracing for the sides of the pit so it doesn't collapse in on you, having to maintain it over time due to wear and tear or damage caused by zombies, having hordes of zombies in it over time could cause your player to become scared as they walk over it making them un-easy as they cross affecting controls, The zombie corpse once killed could be made into a stackable item so that other roaming zombies could climb onto their backs so they could climb out of the pit, etc...
    2 A Community above ground level!
    One of my ideas is to have a building which is completely sealed off at ground level where the only access is via a stair case that descends from the next story up accessed by a grabbing hook carried on your character or via a pull cord. This would raise you above the zombie hordes allowing you to sit out on the deck sipping tea while they are unable to reach you. As part of this idea, you could build bridges between buildings, (in more densely built locations), so that you can travel from location to location easily gaining supplies as and when you need them. This gives an added bonus that if one of your building does become overrun you can destroy the bridges,(this would mean that you would be able to destroy constructed floors which currently is not possible I believe, or the bridges could be a different item to be constructed aside from floors so they could then be destroyed), enabling you to segregate the rest of your safe house network from the infected building. This building technique would allow players to stay within the centre of town while having a safe location to stay within.
    3 Basements and Bunkers!
    If the ability to dig pits is implemented that the next logical step would be to allow the players to dig and build basements in existing buildings. Along with the issues of bracing the walls of the pit until you build retaining walls, columns to support the building above, possibly having to think about a pumping system either electrical or manual to pump out the basement if flooded by rain during and after construction etc ... How about the ability to build a bunker in the middle of nowhere. Having UV lights so you could grow plants within the bunker. Having the bunker underground could allow you to have a cool room deep down for storing foods that would normally need to be refrigerated. Multiple levels? You could build your entrance within the forest making it harder for zombies and other players to locate your safe house while in PvP games.
    4 Mobile walls and barricades.
    In a real zombie apocalypse most people would eventually create a safe zone of a few buildings, farm land and so on which are surrounded by high walls. An idea I had a few years ago was to take a derelict car, (due to its wheels, solid metal construction and ability to be dismantled and built in a different configuration with a bit of tinkering), and make it into a wall section on wheels that can be locked into place using the hand break but them moved out slowly into a new position, (along with others alongside it), allowing for the reclamation of land outside of the wall line while not exposing the players to the zombies beyond it. The players would then be able to clear new buildings or build new defensive walls behind this ever moving threshold allowing for the expansion of the safe zone.
    This idea would seem to work better in a multiplayer game where people could set up tribes, or guilds, or groups of survivors or whatever they wish to call themselves as they would need to work together to keep the wall in a single line so gaps do not appear which would allow the horde to break through. Again the need for maintenance, possibly having to swap out sections at a time so that they can be repaired, etc..
    With the addition of NPCs down the line and the possible increased numbers of zombies on the map to balance the scales if a few of these ideas in one form or another are implemented I believe the need for a safe location for the players and the NPCs to be located would be ideal. If the game started to lean towards the number of zombies that you see in Dawn or the Dead for example where they stretch as far as the characters can see in all directions then they won't feel safe running out into the mass of them and would find other ways to get around and survive.
    I hope these ideas spark people's imaginations and help to develop the game into a true work of art!
    Additional note. Would you be able to store your fridge/freezer food out in the snow during the winter months? Would it be possible to be snowed in for several weeks causing you to plan ahead and stock up on supplies, food, water, blankets, camp fire materials, etc... Risk of being attacked by wild animals, wolves, bears, etc... Could there be a risk of flooding? Part of the town is on a flood plain causing issue during extreme raining seasons or when the snow melts?
    Some things to think about.
    Comments welcome.
    Edit: Doors. We can already build doors for our safe house but with the screwdriver enabled why cant we unscrew existing doors and relocate them to new locations, for example your starting door that you have the keys for. In the real world people are more likely to reuse existing doors before they would attempt to build a new one hense the current crafting level of 3 to build a new door! Relocating a door could present its own problems, you would have to carry it in much the same way as you currently would carry a corpse or a generator. There could be different ways to carry the door with different animations to support them for example, you could carry the door on your back. This would require both hands, greatly reduce your movement speed, turning speed and field of vision as you would be bent over looking at your feet. This option would have the lowest risk of dammage to the door which could have the same maintanance properties as weapons even after installation. You could have two different was of putting the door down, slowly and carefully which would require time or just dump it instantly for a quick responce to zombies which would result in dammage to the door. The second way to carry the door would be to walk backwards dragging the door along the ground behind you. Again this would require both hands, have a slightly faster movement and turning speed than the last option but the risk of dammage to the door would be increased. Your field of vision would be where you are coming from as you are walking backwards making zombie detection more difficult. Those are the tradeoffs! The third option would be to throw a rope around it in the same way that you can with logs and just carry it behind you. This would provide faster moving and turning speeds along with normal vision but with the high risk of dammaging the door greatly. All of these ideas would require the player to rely on listning out for signs of zombies. These penalties could also apply to log moving to make it a little more realistic.
    RVPatrick.

  9. Like
    Cap1139 reacted to lerk in Hydrocraft Mod   
    Hydro?
    Do you can add please an way to make gasoline for generators? I hate that after an time generators get useless. Thank you
  10. Like
    Cap1139 reacted to DarkSlayerEX in Hydrocraft Mod   
    Potentially some form of biofuel, from crops for instance?
     
     
    Iron, Lime and some other materials could also work to make homemade gasoline.
    http://www.wikihow.com/Make-Your-Own-Gasoline
  11. Like
    Cap1139 reacted to Footmuffin in More skins, with more tones, tattoos, fat, tanlines, mod, etc.   
    I think it would be fantastic if zomboid had some more skins for differentiating survivors, especially skins with mid skin tones, farmer's tans, tattoos, noticeable scars, fat, or even jewelry on their faces or fingers! It would be a blessing for character design and MP/NPCs/RP, and would fit really gracefully in the clothing overhaul.
    Honestly, more games need stuff like this and I think this would actually suit the "everyday person" feel of zomboid since a lot of people have these attributes, and because the game revolves around roleplay.
  12. Like
    Cap1139 reacted to Kamekono in Hydrocraft Mod   
    @hydro: I have a suggestion.
    I think the weight of money, especially paper money, should be lowered; A LOT. To make a comparison, a box of nails weights 0.3 lbs in the game, the same as 3 coins or 3 bills.. an axe weights 3 lbs, the same as 30 bills.. As you can see, it's pretty unrealistic.
    One more thing: it would be nice if you could make "bundles" (not sure if it's the right word) of bills, maybe using a rubber band or a paperclip.. like every 20 or 40 bills, you make a bundle..
  13. Like
    Cap1139 reacted to Hydromancerx in Hydrocraft Mod   
    Good news! I got larger objects to show up as larger icons! Here are some examples of the Crate of Lumber, Wheelbarrow and Toy Wagon.
  14. Like
    Cap1139 reacted to Hydromancerx in Hydrocraft Mod   
    Here is a preview of all the updated potted plants. Now much larger and with new graphics.
    I try to release a new version each Friday.
  15. Like
    Cap1139 reacted to Zheo in Hydrocraft Mod   
    WOW this is awesome!
    I hope you have some more good ideas!
  16. Like
    Cap1139 reacted to Saprobic in Hydrocraft Mod   
    Ok I rarely say anything on these forums but I just needed to send out a huge thank you for this mod. You have done some amazing work here. Thanks!
  17. Like
    Cap1139 reacted to jass0 in can/can't vs. try -> succeed/fail   
    Hello,
     
    I thought I'd share an idea I thought would be:
    easy to implement logical rewarding interesting So, instead of being able/not able to craft a certain item at a certain level, it should be possible to try at any level. This is how real life works, so... it makes sense.
     
    The rate of success could follow an exponential function such as:
     

     
    Of course there must be a penalty for failure, right?
     
    Suggestions:
     
    crafting materials are destroyed crafting materials produce some unwanted product you hurt yourself  
    (clyde)
     
    ps. It could be even be made so that the "quality" of a produced item depends on the combination of your experience and luck, like it is in real life, but in a less "quantized" manner (level X != you always produce quality, level Y != if you have luck you may be able to exceed the typical quality of your level)
  18. Like
    Cap1139 reacted to CaptKaspar in What's your most antipated feature for PZ?   
    Random zombie hordes of varying density attacking my safe house and roaming the map. Animations. Sitting, visible backpacks, etc. Structures that need some sort of support. No more floating bases and catwalks. Every 4-5 tiles needs a wooden pillar or something to support the structure or it will fall down. Players/Zombies/NPCs can destroy these pillars and take the structure down. A fully interactive world. By this I mean that I want to be able to drive a car through a wall, blow up the gas pumps, knock out a powerline (see #7) and take the power out. Things like that. Throw a propane tank in a fire and watch it go boom The ability to move furniture and things like that. The ability to just sit down anywhere and rest. I don't need a chair. Vehicles. I don't even care if you can drive them, but the immersion aspect would be a big boost just having them there. Its weird that there are no vehicles anywhere on the map. Lots of roads, driveways, and parking lots all designed for cars, but there aren't any. Power/Telephone lines. Same issue as #6. NPCs A sensible way to extinguish fire. Sleep in MP I'd love to be able to burn my trash... The ability to wear socks!! Hunting/random animals both docile and aggressive. Deer, cows, pigs, chickens, coyotes, dogs, cats, spiffos, etc! This was more of brainstorm than a definitive list in a set order.
  19. Like
    Cap1139 reacted to Svarog in Weapon Nerf Mod   
    A rather simple mod that Nerfs all melee weapons, disabling the ability to hit more than 1 zombie at a time. It also disables the ability to push away 3 zombies at a time.

    Created for the sole purpose of making the game harder and making running away a default reaction to seeing a horde bigger than 3 zombies. With this mod, having an Axe won't make you a zombie killing machine and you shouldn't even dare to try taking on more than 3 zombies as they WILL get you and kill you.

    Download: http://pz-mods.net/gameplay/WeaponNerf/

    Required Version: Project Zomboid Early Access Build 31.13

    EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  20. Like
    Cap1139 reacted to Neutz in You know you play too much Project Zomboid When...   
    You know you play to much Zomboid when your friend asks you to pass the hammer so you throw it on the ground.
  21. Like
    Cap1139 reacted to LeoIvanov 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.
  22. Like
    Cap1139 reacted to zoyd in They're Crawling Out!   
    Hi!
     
    I agree, the sound is unnecessary here, and it becomes annoying when the time is speeding up.. As for dirt squares.. yeah, it's ugly. I fixed sounds and dirt squares in v0.3 (download here). Anyway I think I'll add something in the future instead of dirt, like some clods for example on the tile.
     
    As for spawning inside of the base, it was the idea of the mod, to make the game more risky. In fact zombies always respawn in a distance from player to reduce the risk of a sudden attack. I can increase this distance a little.
  23. Like
    Cap1139 got a reaction from zoyd in They're Crawling Out!   
    Great mod! But I do have to agree with Evilwuun. The squares of bare dirt and the warning moan are the only things bad about this mod. Thanks for the cool mod Zoyd.
  24. Like
    Cap1139 reacted to zoyd in They're Crawling Out!   
    They're Crawling Out! PZ Mod v 0.1
     
    Killed all zombies in the area? 
    Happy with your impenetrable fortress? 
    Bored with living in a backwater all your life, cultivating carrots and daisies?
    (grim laughter)
    The forces of darkness have risen coprses lying for many years below ground.
    The dead and buried come to life.
    They are emerging from under the ground, crawling out, searching for the only survivor, smelling fresh meat!
    The deeper their grave is, the longer their way out from down below, and the stronger they are.
     
    -------------------------
     
    Well, enough pathetics
     
    The purpose of this mod is to vary the late game a bit. After some days of gameplay (their number can be modified in settings) new zombies start to appear not far from the player. Because they can't appear out of nowhere, I've decided that they should appear from under the ground, cause it's the only place (in theory) where corpses can be found after you cleared the area (yeah, I know, it's dragged in by the head and shoulders, but .. why not?). So be careful, they can appear inside your fortress. Anyway, they can't break through house floor or asphalt road. If there's much asphalt/floor/water in the area, it would be unlikely for a zombie to find the way out. The plants also stay intact (because the soil was digged up already and no corpses were found).
    The time between zombie appearances can be modified in mod settings. New zombies walk towards player position. 
    As time goes by, new zombies become more tough (this can also be turned on/off in settings).
     
    A little bonus: as the groung becomes digged up while zombie is crawling out, sometimes a worm or two can be found near..
     
     
    Installation:
    Unpack into \Users\<Username>\Zomboid\mods\
     
    Settings:
    Mod settings are kept in file "settings.ini" in mod folder. 
     
    Notes:
    As it's my first mod and I spent only a couple of days making it, it's a bit ugly and must have some bugs. So be careful with your long-played-games. Anyway, it works for me.
    As i play only single player, I have no idea how it'll work in MP.
    As I'm using VirtualZombieManager, the zeds are not permanent. If someone could help me making them permanent on the map and/or modifying their stats (except health), that would be very much appreciated
     
    Download:
    Latest version v0.3 is here.
     
    Thanks:
    To all modders & devs, I learned a lot from their source code
  25. Like
    Cap1139 reacted to Evilwuun in They're Crawling Out!   
    Alrighty, I finally had a chance to install and test this mod for a few hours last night.  Backed up my save, cranked the zombie reanimation time to 1 hour in the settings, and set time before reanimation begins to 1 day.  I then spent a few days in my stronghold, reading books, staying fed, and sleeping, just to let the mod do it's business and see what happens.
     
    Within two or three days, there were about two dozen zeds banging on my windows and doors.  Not enough, were I to manage them as they showed up, to pose a serious threat...but enough to take time away from daily tasks in order to keep the population down.
     
    A few small things I noticed: 
     
    Zombies brought to life with this mod do not seem to handle speeding up time well, repeatedly getting "stuck" in a back and forth motion after spawning in.  Click back to real-time and they correct themselves, functioning normally once more.  This may also be true of "vanilla" zeds; I couldn't honestly tell you since I don't think I've ever upped the speed with zombies around before.
     
    There were a few that "reanimated" inside of my walls, but that's only because the eastern end of my parking lot is a garden, with one tile in between each row of potatoes.  I assume they are supposed to pop up ANYWHERE there is dirt or grass, so this seems to function as intended.
     
    I'm pretty sure that every time a new zed popped up (or a group, hard to keep track of exactly how many come each cycle), the game emitted a very loud, player-centered zombie sound effect.  This may be my biggest gripe with this mod.  There isn't much surprise or sense of unknown danger when there's a (seemingly) automated audio cue along with each reanimation.  Remove this (if you can) and you're a step closer to what some of us are looking for.
     
    The "dug-up" look in the terrain around my stronghold is just...ugly.  I would personally prefer there be no effect on the landscape.  I understand WHY you added that in, since obviously a zombie digging up through the earth is going to mess with the ground, but it isn't visually pleasing to see perfectly square patches of dirt where they came from.  I'd rather this function be removed altogether.
     
     
    It should be noted that, while this seemed to function pretty well for my needs, I built my base in the warehouse on the south-east end of West Point.  Hardly any grass within my walls, which pretty much forced the zeds to spawn outside of my walls, adding to that "they're coming from out there to get in here" feeling we all know and love and hide from in zombie lore.  A person that build their base in the middle of the forest, for example, would probably find themselves with zombies within the walls almost constantly.  That does fit the "lore" of the mod, but I think is one of the things people are trying to stay away from with zombie repopulation: we want INSIDE our walls to be safe, with the OUTSIDE pressing in.
     
    All in all, this mod fixes the complacency that comes with sitting inside of your base, since they WILL come to get you.  The spawn mechanic is a little too game-y, but compared to the vanilla system (build, clear, farm and boil water while you wait for...um...nothing...) it adds a bit of pressure back to being home.  If at all possible, remove the "alert" moaning when reanimation happens. That's my biggest gripe.
     
    I may start a new save, set the reanimation to happen after a week or two, and see how it feels when the mechanic is in place from the start of the game.  If I do, I'll let you know how it feels.
     
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