# Ridick

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1. ## Spearcrafting Bug

The way the formula that calculates the final condition for a spear with an additional weapon attached to it is causing unintended behavior. Spears with attachments never receive full condition upon crafting even if both weapons used in the crafting are in full condition. The highest amount of durability received is usually about half of the maximum even when both weapons used to craft it are in maximum condition themselves. The culprit are the following lines inside recipecode.lua: The problem is that the base crafted spear has a lower maximum condition than all of the spears with attachments, the same being also true for many of the blades used, yet the formula uses direct additions and subtractions instead of ratios. The ideal solution would be instead to take the proportion of the condition of the spear in relation to it's max condition [conditionMax = items:get(i):getCondition() / items:get(i):getConditionMax()], then do the same for the blade [conditionMax = conditionMax - math.abs( items:get(i):getCondition() / items:get(i):getConditionMax() - 1 )] and use the result to multiply for the maximum condition of the final spear [conditionMax = result:getConditionMax() * conditionMax] in order not to have inconsistencies while converting between different maximum conditions.
2. ## Project Zomboid: Is it worth it?

I have seem a lot of people saying that they have clocked 600+ hours in the game and still aren't bored with it. The map is really huge and you can spend as much time exploring and playing with it as you are willing to.
3. ## How does the Population Multiplier work?

That is the base multiplier. Start and peak multiplier will multiply on top of this initial multiplier. The formula for day one is ( Population Setting x Population Multiplier x Population Start Multiplier ) whereas the one for peak day is ( Population Setting x Population Multiplier x Population Peak Multiplier ).
4. ## How does the Population Multiplier work?

Unless they added something new with 41.73, then I don't remember there being such an option. What the 'peak day' settings does is define how long (in days) it takes until the the day where the peak multiplier takes full effect.
5. ## The question about spears

100% agree. I play with zombies set to "tough" health and spears still reliably kill most of them in 1 hit because my character is strong. They are so good that I don't even use guns because those actually take a bunch of hits to kill. xD
6. ## absurd mechanics

Yeah fire kinda of kills you instantly, it's a bit silly really. I figured it out the hard way myself when I tried tried to put out a fire using a cooking pan full of water and as my character auto-pathed towards the fire she stepped in the flame and instantly conflagrated in like 2 seconds. xD
7. ## How does the Population Multiplier work?

I'm pretty sure that if you set it to "none", then no zombies will spawn no matter the settings in the advanced tab. 1 x 0 = 0.
8. ## How does the Population Multiplier work?

It's pretty much exactly what it says on the tin; they are numbers that will multiply the amount of zombies spawned. The population multiplier alters the total amount of zombies that spawn, but it is important to remember that it is meant to be a modifier over the actual base setting of zombies at the "population" tab. It will multiply from THAT baseline (i.e. if you put that one on very high and leave the multiplier at 1.0, you will still get a lot of zombies). Also, I have noticed that if you slide it all the way down to zero, but don't set zombie population to "none", then you still get some zombies (specially inside buildings, where I think the spawn mechanics don't quite work the same way as in the open map). Start multiplier will further multiply the result from "Base Population Setting x Population Multiplier" at the starting days of the game, generally it is better to leave it at 1.0 if you don't want some extreme amount of zombies that setting the base multiplier to 4x won't suffice to achieve. Peak multiplier will further multiply population settings after the world reaches the peak day. It can be used to make the number of zombies that spawn in the world either increase or decrease over time. I don't know which population density you are aiming for, but personally I think the default spawn settings do feel very much like "horde mode". If you want a more realistic experience you should lower the base multiplier to something between 0.1 and 0.5 and leave the start multiplier at 1.0 and the population setting at 'normal'. But if what you want is simply the "normal density" +50%, then you probably should look at the population tab and make sure that it is set to "normal" and leave the start multiplier at 1.0.
9. ## A bit of a minor detail, but I really think drinking large amounts of bleach should instantly set your pain meter to max.

That would probably hurt worst than receiving a fatality in Mortal Kombat.
10. ## 41.73 Released

Only when the radio spawns as 'on', right? It did be pretty silly if radios that were turned off also had their battery totally drained. xD
11. ## A comprehensive breakdown of how damage and degradation of vehicle parts works.

That is an interesting question. I just did another test to confirm if this works or not. I started the game on debug mode and did a bit of modding beforehand to make tires instantly take damage when driving offroad, then I experimented with driving over all sorts of different surfaces and have learned the following: Only asphalt roads seen to count as roads to the game (there are 3 types of asphalt in-game, the black one for highways, the grayish one used on smaller roads and the light one used on rural roads, small neighborhoods, sidewalks, footpaths and such...). Roads made out of dirt, gravel and (probably, although I didn't test this one specifically) wooden floors do not count as roads, which leaves players without any materials with which to build valid roads. So, the short answer is no.
12. ## New carrying system

Putting a whole metal locker inside of your backpack sure isn't realistic, but I think the problem there is the size of the object rather than it's weight. A heavy but small object (like a car battery or a sledgehammer) should still fit inside of a backpack.