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dnk3912

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Posts posted by dnk3912

  1. 20 hours ago, Tatty said:

    -snip-

     

    1. I can't use light switches in houses anymore.

    2. Running zombies over doesn't count as a kill in your "Zombies Killed" counter.

    3. Have to drag the car information window slightly before I can close it by pressing the X.

    4. Being able to sleep in the car at any time, including whilst driving.

    5. Gas tank is labeled as "Battery" in the information panel.

    6. The world load table or whatever you want to call it is off. Barg-n-Clothes sells a lot of nails, tissues and flashlights for example.

    7. You can speed up time whilst driving, which causes all the Z's around you to move as if you're in a benny hill chase scene.

    8. If you allow the car to essentially go onto cruise control by not pressing any buttons then after a while the engine will stop. Not sure if bug or feature.

    EDIT: 9. Not sure if a bug or not but many exterior and interior doors are locked. More so than usual.

     

    -snip-

     

    I've had issues with 1, 6, and 9 also. Most of my containers seem to only want to spawn books or closet items. On the bright side, my personal library is complete. Refrigerators, dressers, wardrobes, and crates are still spawning the correct loot. I've also been unable to remove glass from some broken windows.

     

    I can't turn on the car while asleep but I can activate other options, like the A/C, on the menu while sleeping.

     

    The cars are really easy to control and I really like the radial menu. As a suggestion, I think it would be cool if there was resistance (for at least some cars) when driving on non-roads, such as a speed reduction. A bit like Simcity 4 when you drive on grass. The game also doesn't appear to have any penalty when driving drunk (swerving etc.).

  2. My feelings regarding the challenges -

     

     

    I've been playing with the challenge modes, mostly "Winter is Coming", and so far I'm liking it. I died the first time after getting snagged by a horde, but restarted on the same save. Winter set in after about 6 days, instead of 3. I'm up to 22 days and I've killed 137 zombies, so I've been using a more stealthy method.

     

    As far as zombie amounts, I'm siding with those in favor. I like the little (sometimes rather large) pockets of hordes. I feel it makes the game more complicated and involved. I like that I now have to worry about a horde breezing through and leveling my "base" (if it can really be called that). I like that I never feel completely safe. I like that I should now have a backup plan when things do go south. It's great that things now have to be planned based on the current situation, which seems more dire. What I really like is that the game is a challenge again. With over 1100 hours put into this game, I was getting too comfortable. Personally, I don't think one should ever feel comfortable in a zombie apocalypse. 

     

    The spawn point being only in Muldraugh is kind of a blessing and a curse. There are definitely less zombies (trust me, I tried to relocate to West Point, which is what killed me the first time through...). But, there is no body of water to fish or get water from. However, there are still wells at a few locations. For this reason, my next move is to relocate to the farm on the far west side of Muldraugh.

     

    Apart from the zombie amounts/spawns, "Winter is Coming" has other difficulties. The item spawns are pretty low. Some of the most commonly spawned items, perishable food, provide no support or reassurance as they are all rotten. This provides a challenge in itself as some of us heavily rely on that source early in the game, saving the nonperishables for winter. With the added amounts of zombies, every scavenged resource becomes precious.

     

    The only thing that's really bothering me is that the zombies appear to be completely unaffected by the cold, and I wasn't sure if it was intentional or an oversight (if so, I'll put it in the tracker. Just wanted to be sure first!). I think this adds to the challenge, but may be a little unfair, especially to those with lower sprinting capabilities. I chose the fitness instructor profession along with the "fit" trait and I'm still having a hard time when the "Hypothermic" moodle pops up. The zombies seem like they're moving at the same speed as they would in neutral conditions.

     

    Overall, I'm really liking the challenges so far. I've tried the other new ones, "You Have One Day" and "Opening Hours". I managed to live over 6 days in "You Have One Day", there is a spot on the tallest building where you can stand and over 90% of the zombies will walk off the edge trying to get to you. Those that manage to reach the player can sometimes be pushed off. On the same building, there is a railing against the outer wall of the building which can be jumped over, in and out of the wall. The game eventually got so many zombies that it lagged out. When I restarted, all of my nonperishables were gone, all of my water I had left on the ground was gone, and my perishables were reset and no longer rotten. The same lag happened during the "Opening Hours" challenge. I adjusted the settings, which helped a bit, but I didn't last very long.

  3. I wait to find out if I'm actually infected, but since I usually play with the "hypochondriac" and "prone to illness" traits it almost always results in an infection.

     

    At that point, I drop everything on my person for the next character to find. Then I proceed to run into a large horde... in my undergarments.

  4. I could imagine one reason water in containers (at least uncovered containers) would "go bad": Insects and parasites. At least here in Pennsylvania, if you leave water uncovered outdoors for so much as a day you can expect to find mosquito larvae, among other things, swimming in it the next morning. From what I've seen this also applies to lakes, rivers, ponds etc. especially in areas where the water is still. This definitely applies in spring and summer, but I'm not sure about the winter. I'd imagine there are some parasites that would remain dormant during this time.

     

    Granted, nobody would want to drink a glass full of baby mosquitoes, but what about less obvious parasites that could be found in the water, like Giardia? There are also other parasitic diseases that can be caused by contaminated water. Not trying to invalidate anyone's thoughts, but personally I would think water contamination would be rampant during the apocalypse.

  5. Really cool so far, haven't had a chance to explore everything as I just installed it this morning. Noticed one little thing though: the sprite that displays for "Hairspray" is actually a hairdryer.

     

    I'm really looking forward to the rest of this mod, so I'll keep playing with it and let you know if I find anything else!

     

    Thanks a bunch!

  6. Figured out that it occurs in any container recognized as an oven. A pot of dirty water can be placed inside and then removed to give another full pot of water. The new pot of water has the option to "pour on ground" which results in a drainable full pot of dirty water. This can be done an infinite amount of times, resulting in an infinite water/cooking pot exploit. This also applies to microwaves, but doesn't apply when using a clean pot of water.

  7. Really great! I'm liking it so far but I did run into a few problems.

     

    Boiling the water doesn't seem to work in a campfire (at least not with a pot). It does work in a silver grill, which I'm guessing is because it's recognized as an "oven".

     

    I also somehow managed to get 2 pots of dirty water. I'm not sure how/where that happened but I'll try to reproduce it and let you know.

  8. Locked framerate is set to 30.  I'm playing a new sandbox game (started today with build 30.8) with proper zombies set, everything unchanged except for day length, which I set to 2 hours.  No mods at the moment.  My character's stats are Strong, Athletic, Short Sighted, Light Drinker, Prone to Illness, and Hypochondriac.  I've managed to kill 22 zombies on the first day using a baseball bat.  I'm not certain, but I think windows are a bigger threat :P.  There were two zombies I was able to kill while moderately exhausted, one shambler and on fast shambler, though I haven't tried to kill more as of yet.  

     

    My character became tired while resting, not sure if this is intentional and it's not that big of deal to me personally.  But my moderate exhaustion disappeared before the bar filled.  Am I correct in assuming this is because I was not fully exhausted?  

     

    Zombies seem to be much more aware of the player than in previous versions. They often notice me more quickly than I notice them (knowing me this would probably be pretty accurate) and from further away than they used to.

     

    I think it's not quick enough, in the sense that if this were actually me trying to smash the skulls of 22 undead people with a baseball bat I would get more exhausted at a quicker rate.  I'm sure some others would disagree.  This build appears more realistic than previously, where I killed over 300 zombies in a matter of 6 days using a bat.  In a short matter of time the zombies became not-so-threatening because, as others have stated, it was relatively easy to take down a large mass of them if given the space. As of right now I think the new exhaustion system is pretty good, but I'll be playing with it a lot more to try and get a better feel for it.

  9. You're welcome!  Though I'm not a man  :P if I were my anatomy would be quite awkward!  It was fun to be able to dry fruits and vegetables, but it wasn't fun to not be able to rip sheets or craft anything.  I went looking into the files and, sure enough, found the "recipes" file.  I remember reading somewhere, pretty sure it was by RoboMat but don't quote me on it, that if you name the mod's recipe file "recipes" it interferes with the base recipes file of the game.  I guess it replaces the base file when loading, depending on which comes last maybe? 

  10. Here's a fixed mod file for anybody who wants a version that works with build 27. You're welcome! :D

     

    Edit: Fully converted code into build 27 code, and also added in all the other fruits/veggies 'cept berries and watermelons, due to bugs

     

    Not to intentionally bump up an older thread, but anyone wanting to use this fixed version needs to rename the "recipes" file within the scripts folder.  Otherwise, no other recipes are going to work the way they're supposed to (at least none that I tried).  Changing "recipes" to "dfrecipes" worked just fine for me.  I am enjoying the new items though  :) 

  11. I've played over 700 hours... on single player XD... I've tried playing the game with my sister on a private server I made.  I ran into some issues (mostly caused by misunderstandings made by myself) and haven't played multiplayer since.  Other than that I don't have any experience with the multiplayer.  I usually avoid public multiplayer on any game because of some of the other players.    But I really want to help out.  So I'll do it... FOR SCIENCE!

     

    Embarrassing and informative failure here I come!

  12. Even though it's not specifically made for Build 29, I did notice a problem in that build when the character wakes up.  When falling asleep in build 29, the screen fades out to black.  When waking up, visibility should be restored.  Unfortunately with sleeping overhaul active it remains black until the user exits to the main menu and reenters.  It may just be me having this issue, but I thought this was the appropriate place to post the issue, please correct me if needed! :) Thank you!

  13. I'm very excited for the addition of new sounds!  I think it's really going to add to the atmosphere. And after watching some of Twiggy's live stream, I've become even more excited about the addition of the remastered music, and music that looks like it was removed from previous versions (if I'm not mistaken).

  14. Canned strawberries still need to be fixed in this update.  To fix it, go into the scripts folder and open the canning.txt file.

     

    Replace This:

     

    recipe Can Large Strawberry Jam
        {
            Strawberry=8,
            destroy masonjarlgwater,
            pectin,
            keep KitchenKnife,
           
            Result:strawberrylg,
            Time:500.0,
        }

        recipe Can Small Strawberry Jam
        {
            Strawberry=4,
            destroy masonjarsmwater,
            pectin,
            keep KitchenKnife,
           
            Result:strawberrysm,
            Time:500.0,
        }

     

    With This:

     

    recipe Can Large Strawberry Jam
        {
            Strewberrie=8,
            destroy masonjarlgwater,
            pectin,
            keep KitchenKnife,
           
            Result:strawberrylg,
            Time:500.0,
        }

        recipe Can Small Strawberry Jam
        {
            Strewberrie=4,
            destroy masonjarsmwater,
            pectin,
            keep KitchenKnife,
           
            Result:strawberrysm,
            Time:500.0,
        }

     

    After that, you should be able to can strawberries.

  15. I've been trying to build Pittsburgh for a while now.  Keep putting it off because crap keeps coming up (And I keep playing project zomboid...). I'm also pretty new to it, so I'm not entirely sure how some things work.  I have serious issues with creating attractive roofs.

     

    Leolvanov's prison does look just like the one in TWD, I think you could get away with a bit of bragging :P

  16. Actually, I did manage to get Highlander's Canning Mod to work.  Though I can't (nor will I) take credit for anything, try giving This a read if you still want to use the Canning Mod.  I'm not sure I have permission to go into details about exactly where to place files, and seeing as I don't know very much about modding (as I'm new to it I couldn't be much use) I wouldn't be able to help with any bugs.

     

    And yes, there's sauerkraut :)

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