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duh7

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  1. Like
    duh7 got a reaction from Anorak2023 in Sewer Sub-Map   
    And ur wrong here. Devs said that they plan more layers on them map. I dont remember how much but we we will get sewers/basments and proper skycrapers. 
    Map update Got a strong kick last month and we Got new places to see. But npc update is more important right now.
  2. Like
    duh7 got a reaction from trombonaught in Car overall   
    Cars have simplifed mechanic as game focus on diffrent stuff than them. There are mods that can cover up what u want.
  3. Pie
    duh7 reacted to Nazarito22 in Pet Zombies   
    Stop watching Walking Dead 
  4. Like
    duh7 reacted to Shakesbeere in Mods error popup messages   
    I believe in debug mode it will show up automatically if you have break on error on. A stacktrace + file the error originated in should be included there if I remember correctly!
  5. Like
    duh7 got a reaction from Zombiologist in Skills being hidden and get discovered rather than all listed from the beginning   
    Idea was presented be4. I love it. People dont know in what they are good that info shuld be hiden.
    Occupation/trait system will get overhaul for more RPG one and there shuld be randomness.
    U can choice Occupation if there will be one from ur background but all other traits shuld be random and hiden.
    If u put all traits as importent nobody will feel as loosing from start as he can roll new hiden traits after his death.
    Loosing is fun.
    Game shuld automatic move time couple of days/weeks after each player character death on single player.
  6. Like
    duh7 reacted to Axezombie in Ideas for Implementation of Dogs   
    A HUD like that for skill points in obedience, loyalty... maybe but for hunger and health I don't think it would fit PZ, because it's supposed to be as realistic as possible, for health you could inspect it (like players being inspected by other players) and based on your level of first aid you would know what's wrong with your dog. For hunger you would know if it's hungry or not based on its reactions (animations and sounds like whimpering, barking...)  and/or you feed it always at the same hour of the day.
     
    You better train your dogs really good before going out with them, because if they bark... I don't have to explain what's going to happen.
     
    Either than that yes those are good ideas, there is so much to do with animals and especially dogs.
  7. Like
    duh7 reacted to Axezombie in Suggest to add Left-handed option in the character creation menu   
    The guy in charge of animations reading this "oh god..."
  8. Like
    duh7 reacted to Bullet_Magnate in Caffeinated Sodas   
    Much as I love orange soda, it'd be nice (and very realistic) to see a few other varieties of soft drink floating around Knox County -- especially if some of them had a little kick to them.  
     
    Maybe Spiffo Cola, and/or bright yellow-green bottles of something called "Mountain Day?" 
     
     
     
  9. Like
    duh7 reacted to Tails in Small but Important Suggestions Thread   
    1219. Allowing maggots to be used as a therapy for treating infected wounds.
    1220. Mushrooms should  be able to grow in the compost bins.
    1221. Lemon grass should be able to deter slugs for build 42 farming improvements.
    1222. Maggots in compost bin should have a good role for breaking down organic material to help rotten food decompose more faster.
     
     
  10. Like
    duh7 reacted to getstoopid in *-------------Fix Lightning bloom --------------------*   
    They actually were (somewhat) glowing - not that much - before a few updates ago. It somehow broke one day and the devs are aware of that.
  11. Pie
    duh7 reacted to agreubill in Add "Nutritionist" recipe in game   
    Very simple suggestion this time (as i've run a game with Nutrition active for change) :
     
    Add a Nutritionist book in game that learn you the skill (as "The Herbalist" or "How to branch a generator" magazine).
     
    Also add to the description of this item some sentence like the following line : "Learn to know food values and how to reach the 1500 cal./day* you need to stay in shape."
     
    * : it take me some research to exhume the 1500 cal. info (actually from a msg in Steam forum) that allow me to keep my characater near a stable weight... So, yes, it matters to know that particular info IG to stop gain/loss of weight.
     
    I'm still not sure you need to keep geting 1500 cal a day, but you indeed need to go for that amount at some point to reach the stable state on weight balance (in PZ world)...
  12. Pie
    duh7 reacted to DramaSetter in Add "Nutritionist" recipe in game   
    "Fitness Magazine" or "healthy eating".  Would be interesting. And also, this skill is not so useful for -4 points. -2/3 would be better.
  13. Like
    duh7 reacted to Neznajka in The Modders Wishlist   
    It would be nice if IsoObject:sendObjectChange("containers") would trigger an event like "OnContainerUpdate", so that clients get confused less often.
  14. Like
    duh7 reacted to Cirrus in Suggestion for game involving alcohol and sleeping   
    I think using alcohol as an impromptu way to sleep makes sense but it should have long term downsides if you do it too much.
    Drinking before going to sleep is a common way to develop insomnia, so in game after around 3-4 nights in a row of sleeping right after drinking it should make it harder to sleep in general or something
  15. Like
    duh7 reacted to EnigmaGrey in Clothes and Loot Automatically Left Behind After Corpse Rots Away   
    Would defeat the purpose of removing the corpses for performance reasons if they then spawned 5 - 10 3D items on the ground.

    Either way, you shouldn't feel compelled to raid every zombie in the ground and collect their items. I mean you can play it that way if you want, but it's a sort of self-created tedium.
     
    As is, it takes something like 2 weeks for them to be removed. You can probably create a new save with whatever settings you want then move the map_sand.bin to your existing save to disable it, however.
  16. Like
    duh7 reacted to TheUltiM8Guy in sanity and drunkenness   
    When it comes to drunkness, my friend told me that if you are drunk in PZ and get into a car and drive then your driving reaction time is reduced.
  17. Like
    duh7 reacted to getstoopid in Suggestion for ability to define player built structures with roomdef or roomid (whatever is required for it to use same features as rooms with definitions)   
    As I am no modder I don't have any idea what a roomdef/roomid does? Could you pls explain it to me?
  18. Like
    duh7 got a reaction from davixcz in blind zombies and the ability to grab player through the window or fence to the other side   
    So there are 2 ideas.
    1. I like to have option like that in sandbox. 
    2. Its hard to implement as zombies after destroing obstacle (door, window, planks) will reset path.
    Fences are fine i like it but we dont have animation to that to work and animation take most time to make.

     
  19. Like
    duh7 reacted to Bullet_Magnate in Strengh greatly afects aiming   
    Definitely a factor.  Agree that posture / skill is also a factor, but definitely a 100 lb person who can barely lift a rifle is going to have major trouble achieving any accuracy (unless they're resting / bracing it on something).  
  20. Like
    duh7 reacted to Avantex65 in Strengh greatly afects aiming   
    More strengh = less recoil
     
    I mean imagine using m16 at full auto when you are weak. 
  21. Pie
    duh7 reacted to TrailerParkThor in Skills being hidden and get discovered rather than all listed from the beginning   
    Definitely agree it would be much more immersive and accessible. Especially with all the new skills coming in B42 potentially more than doubling the number of skills we currently have. It would be satisfying for both noobs and veteran players. New players would be able to discover new game systems naturally as they encounter them in the world. Veteran players would get everything streamlined. They would be able to see their character progress through the skills slowly increasing in both level and quantity. Would be great for RP too.
  22. Pie
    duh7 reacted to Zombiologist in Skills being hidden and get discovered rather than all listed from the beginning   
    Currently the whole skill system and recipes are all visible from the start of the game. This isn't particularly bad, but it could be interesting and perhaps less overwhelming for new people if at least some skills and recipies had to be discovered in the world either through reading materials are by doing them before they are listed anywhere at least on default settings. This could also be a way to reintroduce the blacksmithing trait that iirc was briefly going to be put in the game but removed after.
  23. Like
    duh7 reacted to Axezombie in Armored Cars: Yes, No, Maybe so   
    it was planned, don't know if it's going to be a thing one day.
    https://projectzomboid.com/blog/news/2018/09/beeverdoid/
  24. Like
    duh7 reacted to SurvivalOfTheDumbest in Armored Cars: Yes, No, Maybe so   
    I've been playing Project Zomboid on and off for about a year now, and while I don't play it as much as I might like, I love watching others play it and seeing all of what it is, a very successful attempt to make a fun, yet mostly realistic and challenging depiction of what it would be like to be alone or be with very few people in a zombie apocalypse.
     
    One thing I've thought of for a long time is the way the car system works, and how easy it can be to just demolish your car with one mistake. I had the idea, and I'm not sure if this has been asked about or brought up before, of making an armored car. It would obviously be a very taxing endeavor, requiring a very high metalworking skill and a lot of metal to boot, but I think it could add something interesting to the game.
     
    Not only would the car become more durable to accidents, but it could also be another way to dispatch hordes. Cars are already used in such a way, but they break down so quickly before the fun can even start. I believe a feature like this would require a lot of balancing to be sure that its not overpowered, nor is it an entirely useless thing to do, but I think having as an option would add another thing to achieve for those who manage to survive for so long and find themselves without anything new to try or goals to reach.
     
    I'd love to hear any feedback on the idea, agreement, constructive, or even argumentative, but I just wanted to put my idea out there for this game that really lets me live out my fantasy of zombie survival.
  25. Like
    duh7 reacted to Zombiologist in Facades and building with bricks.   
    Currently you can't really make a building look like many of the existing buildings. Similar to paint perhaps at certain home improvement stores you can find facades that will allow you to finish off the outside walls with professional look.

    On a similar note both bricks and concrete mix are already scattered around the map you just can't do anything with the bricks. It's also actually fairly easy to make bricks and mortar from natural materials. Both working with and making bricks is a lot of work, hence why most builders opt for a simple brick facade now, but given their strength and fire proof aspect some players might find them appealing and worth the effort. There are also multiple ways to make bricks, there is the classic red brick which is popular, cinderblocks which are cheap to mass produce, mud bricks which come in many varieties and can be very strong if mixed with ~5% concrete powder during production, and also if you're a mycologist or fungi enthusiest you may even experiment with mycobricks, though I think mycomaterials of most types are beyond the scope of what an average person could do in the middle of a zombie apocalypse.
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