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batmap

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Everything posted by batmap

  1. As far as your issue, I have not confirmed whether this is true or not. I think the intent for best results is use each ingredient only one time per recipe. If you are gathering ingredients from ALL sources (farming, looting, and foraging) constantly, you will have enough raw/fresh ingredients and spices to keep your 'food production' engine fueled; for two or more players, increase as needed. Spices seem to 'maximize' recipe/meal happiness levels, so do not discount their importance.
  2. Oh, and btw might want to increase the "Max Total Size" of files uploaded. Had to put the 2nd screenshot for this on another reply, due to the file size of screenshot connected to my last reply being 2.4 MB.
  3. Can place this Green Wall Locker along walls of other buildings in the area, just not on floor tiles or outside tiles.
  4. Yeah, it seems the walls of this shed/building have some sort of permissions this Green Wall Locker has inherited. The Green Wall Locker can be placed along any of the walls inside or outside of this shed/building, but not on wood floor tiles within the shed or outside.
  5. 4MB file size uploaded exceeded, so here is the logs.zip file. logs.zip
  6. 41.78.16, single-player, not hosted or dedicated, sandbox map, no mods, old save (played on this map since March 2023). On the map, just west of Muldraugh, adjacent to the Well point of interest, the small shed/building (at the end of the road), the green wall locker in the shed at coords 8884x9205x0. Green Wall Locker at 8884x9205x0 seems to have an issue. It can be picked up and carried around and placed into another container. But, when you try to remove the Green Wall Locker from your inventory/place it upon the ground (at any other location other than at 8884x9205x0), placing it is prevented. It can be picked up and placed at 8884x9205x0 and an adjacent tile 1 tile over (west of 8884x9205x0), but it seems the Green Wall Locker has some sort of permissions/lock preventing placing it anywhere other than at those two tiles. If I had to guess, I would say this Green Wall Locker has broken permissions for any spot other than those two tiles inside the shed, where it is found.
  7. I have never had this issue (canned food, foraged food, or any other food disappearing) with build 41.78.16, so try the debug option to what is happening. It may also help if you follow the instructions here.
  8. This is not a new bug. I feel like the phrasing needed an update, thus the new post. The ONLY reason I built a garage was to test this out, because EVERY time I enter my vehicles, the temperature is a lot hotter than normal daily outside temperature and I wanted to get indoor temperature for the vehicle I use most often. Vehicles parked inside a building with indoor temperatures should inherit indoor temperature of the building it is parked in. Other posts on this topic say it happens in Winter as well, with cold temperatures (vehicle parked indoors do not inherit warmer/indoor temperature). I am playing solo in sandbox settings, no mods, 41.78.16, on Aug 22 @ 00:50 (just past midnight). The temperature outside is 70.7 degrees F. The temperature inside the garage is 71.6 degrees F. Vehicle parked outside, when entering the vehicle, the vehicle's interior temperature is 79.7 degrees F. Vehicle parked inside my player-built garage, when entering the vehicle, the vehicle's interior temperature is 79.7 degrees F. Essentially, there is no point (no benefit) of parking a vehicle inside a garage to keep the vehicle's interior temperature moderated by the indoor temperature. This makes zero sense. The vehicle should inherit the temperature around it while indoors inside a garage. The lighting is not great at night, but here are a couple screenshots, #1 standing inside garage (71.6 F) and #2 inside the vehicle parked inside garage (79.7 F).
  9. What exact coordinates were you located at. The southeast corner of that house has an east window. I imagine if you were next to the window, the zombie would be able to bite you without entering the house. https://map.projectzomboid.com/#10808x10079x15557
  10. And an additional note on tortilla spawn rate. Still not found any tortillas, but I have found at least 20 burrito. Adding ingredients to a looted burrito might also be a good thing. But yeah, a way to craft tortillas would make all this go away. And then, put some oil in a skillet and pop in a burrito, some shredded potatoes (hash browns), onion, chili, cheese, eggs, bacon, gravy, jalapenos, and other spices would make a great breakfast burrito meal.
  11. Are you sure it is not the same/similar issue I ran into with a skill book? The bug happened with Tailoring Vol 4. Pandorea (QA) said: "OK, it seems this is related/caused by some code that allows for better split-screen experience. Some version of this has been on our radar for a while - it will get fixed in the future. Thank you for the report, I'll update our internal bug-tracker"
  12. Ripped sheets are quite versatile. Sterilized rag and other first aid items like splint can be crafted. Fuel to start a fire. Tree branch, chipped stone, and ripped sheet are crafted into stone axe for cutting trees for log, sawed into planks and base building. Level tailoring with ripped sheets, a needle, and thread, then add leather strips to clothing as leather patches, increasing protection values, especially at level 10 tailoring. You even gain tailoring experience from ripping clothing into ripped sheets. Other option is convert the clothing into sheet rope, for climbing into upstairs windows, binding log walls, or carrying logs more efficiently.
  13. All rotten items have this or similar issue. For example, take a fresh watermelon and a knife allows you to slice into watermelon slices. Dead animals, watermelon, whole ham (unsliced), and many other items that can go into compost bin must be reduced into smaller pieces when the item is fresh; I am fairly certain when any of those items go stale or rotten can no longer be broken down into smaller pieces. This may be why egg carton when rotten can not be opened. Your option is to put it in the compost bin; some containers like cooking pot of rotten soup/rice/etc return cooking pot after compost cycle (2 weeks). Actually, on the meals in pots and pans, I would prefer an option to pour the contents into the compost bin, but I understand why they did it the way they did. Otherwise, if you poured the meal into the compost bin, they would have to add more code to potentially be able to remove the soup/rice/whatever meal and place back into the cooking pot/etc. With all that said, the extra weight of the cooking pan/pot/etc is not optimal all of it going into the compost bin. Even if you poured the meal onto the ground, you should be able to retrieve it from the ground and put into the compost bin; example; pot of rice, the cooked rice can be scooped up with a spatula, shovel, etc. And a note about stale and rotten eggs. Is this realistic? Not really sure stale eggs smell; and rotten eggs have to be very rotten to start smelling. When food items spawn, there needs to be a found 'fresh' date. Like, you take a black crayon and mark date and contents on frozen steak, so you know what it is (without having to unwrap the packaging) in real life. Or, something store bought has a label with contents and expiration date. Even if we have to create them or write it on the container, some way to guess at the freshness of food items is needed; based on experience doing this a few times with a type of food item, eggs for example, would increase your skill at guessing the expiration date of the item, as it progresses from fresh, to stale, and to rotten. Any of this making sense?
  14. I am fairly certain this is not actually a bug and only a complaint. Tortilla is a required item to craft a burrito; tortilla is a looted item; tortilla is probably the rarest item in the game, since I have played PZ since Feb 2023 and have never found a single tortilla. I have found plenty of very rare weapons like katana (6) and machete (3). There is no recipe to craft (cooking) a tortilla, but I imagine a simple recipe using flour, oil, egg, and salt, then add to a frying pan to yield 6 to 12 tortilla would be a good addition to the game. Taco shell then could be crafted by adding oil to a saucepan, put on stove, and using a fork or spatula to cook a few fresh tortilla to yield fresh taco shell. Sandwich requires bread dough, bake bread from it, slice bread, then you can make sandwich; or you can loot fresh bread from some kitchen counters in houses or restaurants. Salad crafting requires a bowl and ingredients (fruit, spices, cooked/prepared meat, etc).
  15. Think outside the box. Well, maybe you do not actually play the game, so idk, maybe you did not try all possibilities. The recipe window for metalworking shows the recipe greyed out when the welder mask is a favorite item. When the welder mask is not a favorite item, the recipe works. All other aspects of metalworking seem to work properly either way (favorite or not). And, just a feedback for making a 'new' save to test this requires metalworking skill level 4 to test out this (must have the magazine, read it, and unlock MW level 4) , so not really a viable option (to require us/players to test this type of thing with a new save) in all situations, in my opinion.
  16. Here is the logs.zip for my reply (above). logs.zip
  17. [41.78.16 (Steam)] [Solo/Sandbox] Favorite: Welder Mask Breaks Crafting Window No mods. This is not a map issue, but map coords are: 6086x5353x1534 (copied off PZ Map Project for my location; ground floor, so I guess that 1534 should be a zero/0). Because I included 2 screenshots, I will reply again to include the logs.zip file. Old Save. I have played on this save file/map for a couple months, since early in March 2023. I was about to start a new post for this, then found this one so replying. Agreed, the welder mask seems to have an issue when the item is added to favorite items/gold star on the item, causing metalworking recipes make metal sheet (4 small metal sheet, propane torch 2 units, and welder mask) and make small metal sheet (1 metal sheet, propane torch 2 units, and welder mask) to not work/become inactive/greyed out. Welder Mask (not favorite item/no gold star) recipe in crafting window becomes active. Welder Mask (favorite item/gold star) causes recipe to grey out/not work.
  18. You make meals for the days/weeks/months ahead. Maybe you freeze some of them or not. When you cooked/crafted those meals (to get the most out of cooking skill ups), you did so to ensure you have utilized those ingredients before they expire (ie become stale/rotten) and lose positive benefits. So, now fast forward days/weeks/months ahead, as you become hungry, a way to use/consume those meals while they are still fresh (ie not stale or rotten) seems to be something all players might be interested in doing. I would think that system would be something similar to what I have mentioned above: you mark each meal (ie rename the meal) with a date upon creation, so when you look at your meals ready to eat, you can now pick those meals from the 'oldest date' first, a 'first in, first out' kind of deal. Most flavorful is just a guess. Spices and extra items add some taste/flavor variation difference for the meal, but the most flavorful part is not required. I was attempting to describe/guess how the Indie Stone devs chose to add in spices to the name ie based on flavor, pungent, or by highest fraction of the total meal size (or possibly something else, idk). I also edited above to attempt to clarify only player crafted meals. Something you make yourself or maybe for your group, your cooking friend that makes all the meals, knowing which meals are freshest (ie will last longer than older meals) might be a good thing to know, so the older meals can be consumed first, thus helping prevent waste of resources. I mean, mistakes happen, so any rotten meals would go to the compost to be recycled into the food creation system, but that is not optimal.
  19. Cooking ingredients have a timer for how long they stay fresh and stale. In that same vein, when using those ingredients in a recipe, I rename the meal to give it relevance and precedence for use/consuming before 'older' meals. Two things: First, the default name for a meal seems to currently be coded to say type of meat, vegetable, and (this is a guess) most flavorful spices used. For example, "Beef Taco, with Bacon Bits, and Wild Garlic" or something like that. I rename it to "Jun22BeefBaconGarlicTaco". My suggestion is for the game to do something similar with meals the character cooks/creates (not necessarily meals spawned in the world as loot), leading with the <Current Month> then <Current Date>, then <type of meat used most>, then <type of vegetable used most>, then <most flavorful spice/spices>. An allowance of course is fit it all within the naming convention/restriction of 28 characters. I mean, I do not mind renaming all my meals manually, but it might be nice if it was automatic and gave each meal an expiration date (creation date), so to speak. Any time I find an 'older' meal I forgot in a vehicle or bag, I make sure to use that next versus something I recently cooked. Second, when I select a stew or soup pot and transfer that recipe into 2 or 4 bowls (normally I use 4, enabling more control over calorie consumption), the name from the stew or soup pot/cooked meal should inherit the 'rename' you assigned to the meal prior to transfer to the bowls. Or, allow rename of the meals in bowls; but really, that would only make it worse/more work. Oh, one more thing on the aspect of transferring a meal from cooking pot/saucepan/grill/etc; I would think being able to transfer all meals to bowls from more than just cooking pot might be good; I guess it depends on how many calories are in the meal. So, if you have more than -50 hunger in the fully cooked recipe/pot/saucepan/etc, then splitting that into 2 bowls or 4 bowls (or 8+ bowls for really huge meals) might be good. If you are confused, here is a screenshot. Oh, and another thing. Is there a plan to allow cooking Chicken Foot either by itself or in some recipe? edit: added text in an attempt to clarify which meals (ie player crafted only) need a creation date (ie month and date) added as a pre-fix to the recipe name upon creation.
  20. This is not a new suggestion, so take this with a grain of salt. Not trying to necro old suggestions, like: Weed/marijuana farming might be paired with tie-dye wearing pacifist or specialty cook, to keep your friends and yourself happy, paranoid, and hungry for snacks. Consuming weed products at 0420 on the clock would give you a bonus to happiness, paranoia, and hunger; or idk, maybe devs are trying not to introduce drugs/etc that can be political issues in some areas of the irl world. Pot brownies and rolled weed cigs (would need new recipe for brownies and new item: cigarette papers (actually, tons of paper is already in-game); maybe tobacco seeds also, to replenish cigarettes with farming) are non-perishable food, but the sources like the tobacco and weed plants can rot if not harvested; the products once harvested must be dried after harvest to become non-perishable item. So, I suppose a baking tray could be used in an oven to dry the harvested tobacco and weed leaves (maybe 250 degrees for 1 hour). Otherwise, some sort of drying rack or crafted item to dry them on would need to be added to game. As far as the weed papers goes, if the current in-game 'paper' items are not a viable use for rolling tobacco/weed from farming, maybe put a bunch of paper (maybe 40 sheets of paper) in a cooking pot of water, cook in oven for idk a couple hours, pour the wet paper slurry on a baking tray, bake that for 30 minutes, then use knife to cut into maybe 20 strips of cigarette papers. Then combine cigarette papers with harvested tobacco or weed. Am I way off or does any of this make sense?
  21. I tried what you suggested and the book continued from 194 of 340. No bonus beyond 12x was added, so there is no benefit to reading the book again. I am not using any mods. I posted how to get multiple characters on a map here. They are not playing the game at the same time. I do not know what private server means; I play the game solo. And one more thing, the time/date clock continues for whatever active player you select. Then, when you switch characters, that time/date you log out is the time/date the other character picks up at. Here is a screenshot of reading the book the 2nd time. The multiplier bonus 12x stayed the same, so the book seems to be the source of the issue, if I had to guess. The book updated 340 of 340 the second time around.
  22. Sandbox mode in Riverside. I have two characters, both are now Tailoring level 6 (6 is maxed; progression towards tailoring level 7). I used the book "Tailoring Vol. 4" (340 pages) and read all 340 pages on my alt character. Then, on my alt, I dropped the book on the ground, and switched to my main character. Picked up Tailoring Vol. 4 and read all 340 pages. Upon completion of page 340 on my main character (Bertram Buford), the tooltip now says for Number of Pages: 194 of 340. Also, Tailoring level 7 has multiplier 12. If I had to guess, the game knows I completed the book. But for some reason, the book does not know it. logs.zip
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