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Egg Bandage Boy

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  1. Like
    Egg Bandage Boy got a reaction from hunger john in DrivPZr   
    I would love to have a slider for "zombie response to firearms" and if possible a "food life" slider to include things like chips, chocolate and eventually even canned foods becoming inedible after long periods of time.
  2. Like
    Egg Bandage Boy reacted to Margera in DrivPZr   
    Yes you're right, there is no such option.
    But personally, I do not think that it is necessary, although we can have it in the game, if it does not cause difficulties to do so.
     
    By the way about innovations, i am read an old post in which it was offered to give to objects property of penetration by cars.
    Today i went into the game - the question is, is it so implemented or just a bug?
     

  3. Like
    Egg Bandage Boy got a reaction from Margera in DrivPZr   
    I would love to have a slider for "zombie response to firearms" and if possible a "food life" slider to include things like chips, chocolate and eventually even canned foods becoming inedible after long periods of time.
  4. Like
    Egg Bandage Boy reacted to TheWraithPlayer in More World Random Features   
    So, as of one of the latest updates, houses now randomize with stuff like barricades, being burnt down, and having just dead bodies.
    Here are a few ideas that I have to spice it up.
    (1), Having a Suicide note go along with some dead bodies (particularly the ones with guns next to them)
    (2), Bloody Hand prints on windows.
    (3), Stuff written in blood on the wall (Example=God Help Us)
    (4), Hung people
    (5), Banners in windows (Example=Help!)
    (6), Holes in walls (form explosions, car wrecks, etc.)
    (7), Blood pools
    (8), Gnawed on skeletons
    (9), Cracked windows (or windows with holes from gunshots in them, would make window weaker)
    (10), Warning/Awareness posters/signs
    Well, those are my ideas. tell me what you think, and thanks for reading.
  5. Like
    Egg Bandage Boy reacted to RobertJohnson in RELEASED: Build 35.26   
    Build IWBUMS 35.4:
     
    Fixed metal fences magazines not working Fixed missing icon on a metalworking magazine Fixed tiles properties on some metal items (fences, wall frame...) being incorrect (west wall instead of north, etc...) Wall frame are now hoppable Fixed pathfinding when trying to build a wall on a wall frame Fixed rain collector barrel couldn't be placed (it's basically fixing every craft that required an item which was also a container) You can now plaster a level 3 wall and window frame made from a wall frame Lowered the effect of skills level on disassembling time Fixed "can't climb through built windows frame by pressing context button" Now hide the clock if you don't have an alarm clock or a digital watch in your inventory Alarm clock and digital watch now show the current time Increrased digital watch spawn rate Renamed "Build" menu into "Carpentry"
  6. Like
    Egg Bandage Boy got a reaction from mieksta in RELEASED: Public Build 34.27   
    10 months after the end of civilisation and sandwiches are back on the menu at my safehouse. Thanks! 
  7. Like
    Egg Bandage Boy got a reaction from joaojotta in RELEASED: Public Build 34.27   
    10 months after the end of civilisation and sandwiches are back on the menu at my safehouse. Thanks! 
  8. Like
    Egg Bandage Boy reacted to EasyPickins in RELEASED: Public Build 34.27   
    Version 34.24
    Fixed exceptions when the server's SpawnPoint setting was improperly formatted. Added UseTCPForMapDownloads server setting.  This enables the old way clients received map data from the server.  It may help the server run better when many clients are connected. Fixed plant diseases going over 100, and not being treatable if they were already 100 or greater. Fixed exceptions adding items to corpses in multiplayer. Starting the game in Compatiblity Mode forces 1x textures on. Added a "Soft Reset" button to the Host screen to do -Dsoftreset to the server's world. Adjusted fatigue to increase faster.  This was needed because sleeping was previously fixed to properly reduce fatigue all the way to zero.  Waking up at 7AM, the tired moodle should first appear near 11PM. Fixed food spawning as frozen in freezers without power (Six Months Later for example). Fixed poison from food not considering the amount of food that was eaten. Some people were getting a black screen in game.  This was due to the Lighting.dll failing to load, which was caused by 1 of 2 things: The system was missing Microsoft Visual C++ Runtime DLLs.  The game comes with the installer for those DLLs, but I'm guessing they only run the first time the game is installed.  So now the game itself will run those installers if the Lighting DLL couldn't be loaded. Some people's systems have bugged installations of the C++ Runtime 2012.  I rebuilt the Lighting DLL to use the newer C++ Runtime 2013 which didn't seem to have this problem.  
    Version 34.25
    Added PlayerRespawnWithSelf and PlayerRespawnWithOther server options to enable spawning where you died or at a splitscreen partner's location. Co-op hosts may always run server admin commands, even when the host's account is not admin. FIxed level-up sound being heard by other players in multiplayer. Updated client and server to this version.  
    Version 34.26
    Keep the controller listbox (the one you see in-game when first activating the controller) above other windows.  Removed blank space below the last item in the list. Fixed the game sometimes hanging in multiplayer after closing the window in-game. When creating new server settings, all currently-active Workshop mods are added to the new settings.  This also happens when starting a co-op server when the settings don't exist yet. When adding a map in the server-settings editor, that map's spawnpoints.lua file is automatically added to the spawn regions list.  Removing a map removes the spawnpoints.lua file from the spawn regions list. Fixed button tooltips not showing up if they cover the button (when the button is near the bottom of the screen). Co-op hosts connect to 127.0.0.1 for map downloads when UseTCPForMapDownloads=true. Steam co-op hosts don't log in as admin anymore.  This should be okay, since co-op hosts can now run admin commands whether they are admin or not. Fixed some garbage creation on the server with the new map-download code. Fixed username and speech text position over other players heads lagging in multiplayer. Removed the old PZServerSettings program. Avoid a possible NullPointerException in SwipeStatePlayer. Changed how player coordinates are reported in the server's PVP log (now uses x,y,z world coordinates).  
    Version 34.27
    Stop generalstore.other loot spawning in bin/clothingrack/filingcabinet/microwave. Fixed light radius shrinking when lights were placed above ground floor. Force the player awake after death if they will become a zombie. Fixed clicking on containers from far away displaying their contents. Fixed not being able to slice cooked Bread Dough. Fixed SpawnItems going to the wrong player or no player after respawning in-game. Fixed destroying floor at top of two adjacent staircases. Fixed CanBeDoneFromFloor recipes not removing items in bags on the ground on the server. Co-op hosts always see the admin buttons in the players list, even when not admin. Fixed invisible players and their chat text sometimes being visible to non-admins.
  9. Like
    Egg Bandage Boy reacted to EasyPickins in IWBUMS 34.20   
    IWBUMS 34.20  (Getting Closer To Public Release Edition)
     
    Hide the 'New Character' button after death when DropOffWhiteListAfterDeath=true (for perma-death servers). Fixed PVP cooldown taking 1/2 as long at 60 FPS compared to 30 FPS. Don't show ZzzZZZzzzz text in the chat window. Fixed 'Wake Up XYZ' not working on splitscreen players in multiplayer. Fixed radio/tv broadcasts in multiplayer only displaying the first line followed by static. (Issue #160) Stop radio/tv <bzzt> text being logged in the chat window. Fixed controller A button not adding/removing traits in character creation. Fixed not being able to dig with a shovel/trowel with hand injuries. Prevent thumping zombies getting pushed away by other zombies. (Issue #1459) With Mortality=Never, don't become infected, only fake-infected, otherwise the fever lasts forever. (Issue #157) Fixed tool-name translations of shovel/trowel in the furniture-moving info window. Added "Pour into" submenu so you can choose what to transfer water into. Doubled endurance regen while sleeping to match the Rest action. Hide ??? tiles when not in debug mode. Added many tooltips for various server options. Added a console message about possible server hangs before doing UPnP. Removed 'Slice Bread' recipe that uses uncooked Bread Dough. (Issue #161) Changed Six Months Later loot rarity to Rare instead of Normal. Fixed zombies not hurting sleeping players. Increased the damage zombies do when thumping when the clock is running fast. Made rain more transparent when the screen shader is used. Fixed 'Climb through' controller prompt not appearing for window frames without windows. Fixed holes in floors being valid places to stand for some actions. (Issue #163) Fixed moved woodstoves displaying fuel/fire sprites. (Issue #165) Fixed some tile-property bugs (sink position in the Sunstar Motel bathrooms). Fixed missing wall-vines in the Last Stand map (they used an old tileset).
  10. Like
    Egg Bandage Boy got a reaction from LeoIvanov in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  11. Like
    Egg Bandage Boy got a reaction from blindcoder in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  12. Like
    Egg Bandage Boy got a reaction from Realmkeeper in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  13. Like
    Egg Bandage Boy got a reaction from Gammlernoob in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  14. Like
    Egg Bandage Boy got a reaction from Peemore in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  15. Like
    Egg Bandage Boy got a reaction from EreWeGo in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  16. Like
    Egg Bandage Boy got a reaction from Suomiboi in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    If TIS were a band who would play which instrument? and what would you sound like?
  17. Like
    Egg Bandage Boy reacted to syfy in APZDTISA III - Ask Project Zomboid Developers The Indie Stone Anything   
    are there any current mods that are being looked at to be brought into the game?
  18. Like
    Egg Bandage Boy reacted to RubberTank in Fanart and other inspired zombie art   
    Here's something I did for the Zomboid Giveaway thread and just for fun.


     
     
    ETA: This is the sketch I started from.:

    Spoiler  
    And here's one I'm working on right now:
    Just a flesh wound. Hope that bite doesn't get infected though.

     
    I began to draw it yesterday. The first sketch looked like this   :

    Spoiler

    I'll update this thread with my progress and post new pictures. I think I'll stick to drawing zombies for a while.
  19. Like
    Egg Bandage Boy got a reaction from RedUkraine in Since when did Bleach become food?   
    Of course it's a cure for zombification, thats why its called disinfectant.
  20. Like
    Egg Bandage Boy reacted to RobertJohnson in RELEASED : Steam Hotfix : 10/12/13   
    Hello everyone,
     
    This hotfix has been released in the new 'Iwillbackupmysave' branch, and if everything is good, in the open beta one
     
    Here's the changelog !
     
    [bUGFIX]
    Fixed a bug in the "take some dirt" option. Fixed running on the spot zombies. Fixed some inventory bug ("grab" option always grab in your main inventory, not the open one, like a bag). Fixed a bug where the campfire light doesn't go away. Fixed some null pointer reload bug. Fixed smashing windows with firearm not working. Fixed a bug in the fixing system : even with 100% of success, you had 1% to fail. Fixed small rain barrel transforming into big one. Unequip the current weapon if it break and you have nothing else in your inventory (previously : the weapon was still equipped but you couldn't turn while it was equipped) Farming : Plants which require a water max (carrots for example), won't die if they have too much water, just lower a bit their health (not more than < 30). Farming : Now delay for only 30 hours the next growing in case of disease or too much water/water missing (previously : 50 hours). [NEW STUFF]
    Garbage bags can now have items inside them. Farming : You can know remove your plants with the hand shovel (and not just the spade).  
    [bALANCE]
    Better chance to find garbage bags inside bin. Lower the time needed to water the plants. Lowered the spawn rate of hammer (now Marina fixed bunch of shed/garage room name, we had tons of hammer...)
  21. Like
    Egg Bandage Boy reacted to turbotutone in Erosion - Nature takes over   
    The idea
     
    To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay.
     
    What will the mod do?
     
    Currently the planning is for Erosion to add the following effects to the game:
     
    Plantlife:Nature will slowly start to take over, popping up on natural tiles. Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum. Random special objects with a very low chance of spawning (imagine a dead campfire and the likes). Streets:Big cracks in the road that gradually become more intense. Patches of cracked road where grass and stuff grows through. More litter and garbage appearing over time. Random special objects with a very low chance of spawning (a pile of zombie corpses for example). Houses (exterior):Cracks that can appear on over time. Vines that slowly takover a part of a wall. Windows have a chance to be broken over time (idea by RobertJohnson) Doors have a tiny chance to pop open at some point. Random stuff like smudges and what not.  
     
    Textures by Thutzor
     
    Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor!
     
    build 27 version:
    pz build 27 click here
    Post 25 march 2014 steam update:
    pz build 26B click here
    Pre 25 march 2014 steam update:
    pz build 26A click here
     
    Download Erosion Alpha 0.1
     
     
    Modding Erosion
     
    Videos
     
    Screenshots
     
    Screenshots Archive
    Outdated screenshots from the very first functional version:
  22. Like
    Egg Bandage Boy reacted to RobertJohnson in BETA BRANCH RELEASED : 07/12/13   
    Hello,
     
    So yes, I do think this version will be in beta, once everything it's stable, we'll release in the normal Steam branch, that's why I try to focus on bug fixing and not adding things... But hey, you peeps have too much great idea I want to add
     
    PLEASE PLEASE PLEASE : Keep this thread clean untill it's released, then you could add your report, use this post only to talk/ask question about the UPCOMING FEATURES (no need to report bugs here, use the released thread instead).
    And now I'm gonna add this reminder for every thread I make to avoid any drama :
    English is not my native language, so please if you find any spelling/grammar errors and stuff, write it down there or send me a PM so I can fix it.
     
    NO ETA GIVEN.
     
    Hiyyaaaaaa (aka Changelog in Ninja) :
     
    [bUG FIX]
    No longer possible to equip a two handed weapon if it's broke. Some world convert fixes (still have some crash on certain save Will do more). Fixed a lot of farming bugs :When you harvest a plant, click on another (even dead) to have the last clicked plants vegetables (I fixed this for all the other actions) Some plants disapear. Fertilizer. Other minor fixes. Fixed sand bag walls : They were not hoppable and not acting as a wall. (now they block you, not your vision, and you can climb them). Fixed alarms saving. Fixed the mod loader bug (I thought we already made a hotfix for that, apologize !). Fixed the temperature of items after the electricity shut-off.  When crafting an of item of food - its age will be dependent on the average age of the foodstuffs that went into the recipe. What's more, if any of the food you used was rotten - then don't expect the results to be particularly edible either! This is a fix for crafted food that 'cured' the rot of what went into it - ramen etc The loot found on zombie bodies is no longer dependent on the room/area in which they were 'killed'. General UI polish. Ripping something into bandages that's inside a container won't have the side-effect of ripping up the clothes you're wearing. (Sorry!). Some typo fixes. You can now destroy non-player made stairs. Fixed bunchs of XP books bugs :No more xp reset if you stop/restart to read the book. Page read will be reset to 0 if you finish to read them (thanks gekkobear ). No more multiplier reset in the middle of the skill. No more "can't read last page bug". Hand made construction will now drop some materials used to build it if destroyed. Fixed the weapon tooltip. Food will also become rotten inside if put inside zombie body. Fixed a bug in the calcul of the rotten food when it was in a container you never open before. Some reloading fixing by our lovely Stormy ! Fixed a bug where the name of the plant wasn't in the info box in case of dead plant. [NEW STUFF]
    You can now find sand bag, gravel bag and empty gravel bag, you can click click on them to spill sand/gravel on the ground, adding a sand/gravel tile where you want. These bags can be used 4 times before giving you an empty bag, which, with a shovel can be filled with sand, gravel or soil by clicking on the right tile on the ground. Some new items : threads, garbage bags, gravel bag, watch, wooden glue... Not all of this item have a purpose right now, but they will really soon, that's why they are already in game. (think about people who already explored a lot of things, when this new items will have an utility, they'll have hard time to find them..). Added gravel bags walls in the carpentry menu (under "Fence sub menu). Fertilizer for farming (this was not really "new", but bugged and the fertilizer weren't spawned) : Use it up to 4 times on your plant (no more ! or it'll die...) to reduce by 20hours the next growing phase. Added a tiny icon (like the little orange round for the equipped item) for broken weapon. Empty gravel bag and garbage bags are container (you can equip them), they are big but with a really small weight reduction. Changed crate crafting: level 2 carpentry allows for rough/crap crates, level 4 lets you build proper ones. Player-created floors, like walls, now have three different textures to match your carpentry skill level. You can now pack 50 seeds into a seeds package - so it now works like boxing up nail. Campfire will now look like it’s alight when fired up. Some containers (school bag, plastic bag ...) will now have items spawned inside. A purse might contain lipstick etc. Berries will now rot. New message added to demo to underline to players that you start off infected. Crops in farm areas now have a chance to spawn corn. The container tooltip (for plastic bags, school bags..) will now display the icons of the 3 last items added inside it. 2 new traits : Lucky and Unlucky, they will influence thing as loot rate, chance of break your weapon, chance of success in fixing it... Fixing System ! Yay ! http://theindiestone.com/forums/index.php/topic/3735-the-fixing-system [bALANCED STUFF]
    Up a bit the loot rate of sand bags. Rain collector change : You now need to be carpentry lvl 2 to build a small rain collector, and then lvl 4 to build the big one (the current one). You also need garbage bags to build them now. Up the loot rate of the hand shovel (required for farming). Increased the likelihood of discovering tent pegs Lowered the potential for alarms to sound once the electricity has shut itself off. Name of a rotten food will now be displayed in red. [MODDING]
    Added a setCustomColor(ColorInfo) for IsoObject.  
    [TRANSLATIONS]
    Updated French, Polish, Italian and Russian translation.
  23. Like
    Egg Bandage Boy got a reaction from Zombiepupz in Since when did Bleach become food?   
    Of course it's a cure for zombification, thats why its called disinfectant.
  24. Like
    Egg Bandage Boy reacted to MashPotato in Is Incest Wrong During a Zombie Apocalypse?   
    My genetic knowledge is REALLY rusty, but I think it depends on the pairing. A brother-sister pair on average will share 50% of the same genes, but it could be less (as a visual example regarding skin colour, here's an article) or it could be more. The amount of genetic relatedness depends on the random egg/sperm combo. A child-parent pair, on the other hand, WILL share 50% of the same genes.  (note: I'm not taking into account the amount of difference an X/Y chromosome would cause).  Someone can correct me on this if my thinking is wrong
  25. Like
    Egg Bandage Boy reacted to TinnedEpic in Is Incest Wrong During a Zombie Apocalypse?   
    ..... Just.....
     
    Alright lets put aside the socially acceptable standards of humanity and look at the facts. Even if you weren't genetically related it's not really plausible to repopulate a species on just 2 genetic templates. You need Bio Diversity inorder to sustain a population otherwise that genetic template begins to degrade and break down. Within 3-5 generations your template would have degraded by about 30% and the offspring would be incapable of taking care of themselves eventually leading to the extinction of a race anyways.
     
    Now take the fact that you have 2 people of similar genetic traits you can expect this process to happen sooner where you can expect to see genetic degradation within 1 generation. The premise of only needing 2 of each species to ensure a species survival is an inaccurate assumption. Sexual reproduction evolved purely to speed up evolution and help creatures mix and combine genetic traits and create new and better strands of DNA in the offspring. As well as needing a substantial population you also need sufficient Bio Diversity to ensure a species survives.
     
    So in answer to your question no, my sister and I would remain very much separated. For the simple fact that on all fronts it would be implausible and impractical. But mainly because EWWWWWWWWWWWWWWWWWWWWWWWWWWWWW (no offense to her).
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