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Moose65

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  1. Like
    Moose65 got a reaction from Axezombie in Little Bait Fish (possible other cooked items)   
    The food cools off WAY too fast when taking it out of the oven. I watched it go from +2 happiness to -3 happiness within seconds of taking it out of the oven. It may be this particular food item, but it seems to be losing its Hot bonus way too fast.
  2. Pie
    Moose65 reacted to trombonaught in Project Zomboid Radio   
  3. Pie
    Moose65 reacted to trombonaught in Project Zomboid Radio   
    Do you wish we had real voiceover for the in-game radio broadcasts? Me too! All the interesting stuff happens in the first week while we're busy fighting for our lives, but who has time to sit down and read it?
     
    To help you out, I'm recording one of the most lore-heavy channels for you to listen to while you play. LBMW has 38 broadcasts, and I'm using a voice modulator to record them all for you myself.
     
    I've got the first few finished and I'm releasing a new one every week. Here's the first to get you started. Hope you enjoy!
     
  4. Like
    Moose65 got a reaction from gabriel rodrigues brandao in Its been a while since I've played, can someone bring me up to date?   
    Been awhile since I've read that book and I had forgotten that part. That's probably the main reason that they keep saying no to zombie camo like what they do on TWD.
  5. Like
    Moose65 got a reaction from Kuren in RVs   
    I see that vehicles are getting close to being released. The variety of vehicles is pretty impressive, but I'm really hoping for the possibility of an RV being included. Their a staple in almost any zombie genre, being a mobile home so to speak.
     
    What I'm hoping to see if/when they are implemented is something similar to how buildings work atm. An outside door (or maybe even the windows) allowing you access into the car, along with the standard vehicle entry there is currently. I would expect only a few tiles worth of space, but having access to a bed, power supply, light, and a tiny amount of storage space and counters to place small objects such as radios, mini-fridges, or very small tvs. They could even have sinks, but I imagine the water would get used up in them fairly quickly.
     
    Great job on the current vehicles, hopefully this is something that can be implemented soon. Customization is always good
  6. Like
    Moose65 got a reaction from Tails in RVs   
    I see that vehicles are getting close to being released. The variety of vehicles is pretty impressive, but I'm really hoping for the possibility of an RV being included. Their a staple in almost any zombie genre, being a mobile home so to speak.
     
    What I'm hoping to see if/when they are implemented is something similar to how buildings work atm. An outside door (or maybe even the windows) allowing you access into the car, along with the standard vehicle entry there is currently. I would expect only a few tiles worth of space, but having access to a bed, power supply, light, and a tiny amount of storage space and counters to place small objects such as radios, mini-fridges, or very small tvs. They could even have sinks, but I imagine the water would get used up in them fairly quickly.
     
    Great job on the current vehicles, hopefully this is something that can be implemented soon. Customization is always good
  7. Like
    Moose65 got a reaction from TheWraithPlayer in RVs   
    I see that vehicles are getting close to being released. The variety of vehicles is pretty impressive, but I'm really hoping for the possibility of an RV being included. Their a staple in almost any zombie genre, being a mobile home so to speak.
     
    What I'm hoping to see if/when they are implemented is something similar to how buildings work atm. An outside door (or maybe even the windows) allowing you access into the car, along with the standard vehicle entry there is currently. I would expect only a few tiles worth of space, but having access to a bed, power supply, light, and a tiny amount of storage space and counters to place small objects such as radios, mini-fridges, or very small tvs. They could even have sinks, but I imagine the water would get used up in them fairly quickly.
     
    Great job on the current vehicles, hopefully this is something that can be implemented soon. Customization is always good
  8. Like
    Moose65 got a reaction from Geras in RELEASED: Vehicle Test 41   
    Curious, are water tiles going to be addressed soon. Haven't played the latest vehicle builds yet, but its going to be kinda silly if you simply "wreck" by colliding with them. Also, hoping that some ATV will be added to make it worthwhile to seek out vehicles for players who don't like living in the city (specifically things like four wheelers).
  9. Like
    Moose65 got a reaction from Kuren in RELEASED: Vehicle Test 41   
    Curious, are water tiles going to be addressed soon. Haven't played the latest vehicle builds yet, but its going to be kinda silly if you simply "wreck" by colliding with them. Also, hoping that some ATV will be added to make it worthwhile to seek out vehicles for players who don't like living in the city (specifically things like four wheelers).
  10. Like
    Moose65 got a reaction from trombonaught in RELEASED: IWBUMS Build 38.29   
    Just curious, but does this apply to all items that you are able to remove? Currently you can go over max capacity when removing sheets, sheet ropes, batteries, etc.
  11. Like
    Moose65 got a reaction from DramaSetter in RELEASED: Vehicle Test 41   
    Curious, are water tiles going to be addressed soon. Haven't played the latest vehicle builds yet, but its going to be kinda silly if you simply "wreck" by colliding with them. Also, hoping that some ATV will be added to make it worthwhile to seek out vehicles for players who don't like living in the city (specifically things like four wheelers).
  12. Pie
    Moose65 reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.29   
    God, do I hate that ability . . . 
  13. Like
    Moose65 got a reaction from DramaSetter in RELEASED: IWBUMS Build 38.29   
    Please tell me this is going into the main game. If it does, you made winter survival that much more challenging since chefs can't stockpile tons and tons of rotten food to eat over the winter.
     
    Curious about the compost bins. Can they be exploited now to "preserve" rotten food if they leave the bin full of compost and store their rotten food in it? Or will the compost bin eventually delete the rotten food even if its full of compost?
  14. Like
    Moose65 got a reaction from Man_In_The_Purple_Hat in RELEASED: IWBUMS Build 38.29   
    Please tell me this is going into the main game. If it does, you made winter survival that much more challenging since chefs can't stockpile tons and tons of rotten food to eat over the winter.
     
    Curious about the compost bins. Can they be exploited now to "preserve" rotten food if they leave the bin full of compost and store their rotten food in it? Or will the compost bin eventually delete the rotten food even if its full of compost?
  15. Pie
    Moose65 reacted to EasyPickins in RELEASED: IWBUMS Build 38.29   
    There's a new Sandbox option under the World category, "Rotten-Food Removal".  This is the number of days after food becomes rotten that it is removed from the world.  It won't remove rotten food from Compost bins.
  16. Pie
    Moose65 reacted to lemmy101 in RELEASED: IWBUMS Build 38.29   
    Iwbums 38.26 released
     
    should have full ded server support, please let us know if there are any issues with it!!
     
    * [FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
    * [FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
    * [FIX] Fixed "Gode Mode" typo
    * [FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
    * [FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
    * [FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
    * [FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
    * [FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
    * [FIX] Fixed position of two tickboxes in the options screen at 1280x720.
    * [FIX] Fixed corpses sometimes stay highlighted (again).
    * [FIX] Optimized rendering the inventory windows to reduce garbage creation.
    * [FIX] The load-game screen displays an indicator next to dead-player savefiles.
    * [FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
    * [FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
    * [FIX] Fixed map screen not showing up when map is in the Loot Window.
    * [FIX] Fixed infinite icecream bug
  17. Like
    Moose65 reacted to EnigmaGrey in RELEASED: Build 38.22   
    One of the stupidest things about the modern zombie genre, yeah.
     
    One cut, one scratch, one errant cell and you're dead, unless the director says otherwise.
  18. Like
    Moose65 reacted to lemmy101 in RELEASED: IWBUMS Build 38.29   
    Released IWBUMS 38.25
     
    No dedicated server yet - apologies for delay
     
    * Fixed broken weapons sometimes not being marked broken after combat. (Issue 1206) This could happen with 2 hits in the same swing.
    * Fixed allowing stacked crates to exceed wall height with 2x. (Issue 1208)
    * Fixed IsoStove constructor adding to IsoCell.ProcessIsoObjects.
    * GrabItemAction calls InventoryItem:setWorldItem(nil)
    * Fixed some AlarmClock and rain-collecting-item issues.
    * Fixed stopping an AlarmClock not being synced in mp.
    * Fixed AlarmClock settings not changing on the server, only the clients.
    * Fixed fridge/freezer works when moved outside a room before hydro shuts off. (Issue 1204)
    * Dismantling a radio/walkie-talkie returns the battery and headphones. (Issue 1202)
    * Fixed stash system modifying buildings after they had been visited.
    * Fixed stash system not being reset after exiting a game and starting another.
    * Fixed stash system exception exiting mp game after playing a sp game.
    * Fixed non-working light in MP for other players after moving indoor or outdoor lamp.
    * Fixed LightingJNI exception during startup before ChunkMap was created.
    * Fixed IsoMetaChunk.removeZone() not removing reference to the removed zone.
    * Fixed errors with Pasta created from a spice.
    * Don't display savefile name in spawn-point ui in splitscreen.

     
  19. Pie
    Moose65 reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    You know what'd solve this, Kim? A cutting torch.

    We'll just cut these cars in half and weld them to other cars.
     


  20. Like
    Moose65 reacted to Magic Mark in RELEASED: Vehicle Test 41   
    I know the heart's in the right place, the concept just doesn't work logically for these specific vehicles.
     
    The reason why these vehicles shouldn't have a swappable trunk is the same reason why the pickup truck doesn't.
  21. Like
    Moose65 reacted to Magic Mark in RELEASED: Vehicle Test 41   
    @RobertJohnson I appreciate the kind words but that is not what I am trying to say.
     
    I can survive with the current system, but the whole trunk replacement system is just extremely inconsistent and doesn't make logical sense.
     
    I'd be willing to say "I'm fine with this" to just having trunk swaps be between compatible vehicles, but the implication that you are going to take the trunk compartment from a sedan and use it in a station wagon is the equivalent of removing space from the station wagon and stuffing in a container for basically no reason, while removing the rest of the space from the wagon.
     
    I'm with you on not making it overly complex but the level of detail here is highly inconsistent, trunk customization should only be for applicable vehicles, not cars that don't use separate compartments at all. Vehicles where the trunk should be a set space and not removable/swappable: Van, Stepvan, Pickup (and pickup with the shell), Station wagon). Everything else, yeah, okay, but not those vehicles, as it is illogical, counterproductive and removes individuality from those specific vehicles.
     
    The logic issue is that these vehicles do not have separate compartments for storage, therefore can't be removed and can't be replaced. This isn't even that it's weird to car guys, it just doesn't make sense overall.
     
     
  22. Like
    Moose65 reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Trunks
    Vehicles should have a  realistic, fixed "cargo space" that fits their real-life counterpart. Space should only be gained by removing the trunk lid or doors, assuming PZ is going to represent vertical space (fridges in trunks) Space should only be lost in a rear-end collision. The chance to lose items should only occur if the floor has rotted out or the cargo is not secure and a collision occurs We're really just talking about "repairing" a flawed trunk (welding torch + sheet metal, sheet metal + screws, tarp, hammer, or wood)  to plug gaps or remove a dent. Past a certain point, it would not be fixable. Replacing a trunk on a unibody car isn't possible. The only vehicle that'd let you swap the rear would be pickup trucks, but not in the way depicted in-game (e.g. adding a camper unit or a flat-bed), since most have a ridgid frame.  
     
    Tires
    What are these supposed to represent?
    Vintage: balloon, ply tire? Standard/modern: radial? Or is it supposed to be ...
    consumer enthusiast / racing / performance light commercial heavy-duty The first two  would only apply to cars. The third would be for small vans (including mail vans and delivery vans) and larger pickup trucks. The fourth would be for things like the firetruck or a large delivery truck.
     
    A few nice mechanic skills would be ...
    Checking a tire's pressure with a pressure gauge Removing the tire and plugging leaks Removing the inner-tube (if applicable) and replacing it) Removing the rim from a tire Placing a tire on a rim
    Batteries
    I take it "heavy duty" is just marketing? I don't know why you couldn't take the 12v battery out of a light-commercial van and install it in a sedan, but for some reason you can't.
     
    Batteries come in two flavors:
    wet cell batteries: these require the addition of electrolyte and water periodically, or they "dry out." They generate hydrogen gas while in use. Sealed batteries: these require little maintenance and will only vent  hydrogen gas under extreme duress, or leak only when rushed There's not really much you can do with them aside from ... 
    changing the battery cleaning the battery terminal checking the alternator output checking the voltage charging a battery (trickle or speed charging with a 120v appliance) jump starting a battery with another vehicle Moving the battery to a different location Adding additional battery(s) to run accessories  
    Brakes
     
    There's two kinds of brakes:
    Drum (common in all four wheels right up to the 80s) DIsk (common in the front of more modern, mid 80s cars) They can probably be swapped by changing the hub for most cars.
     
    Light-commercial brakes and truck brakes can't be swapped to cars, I imagine.
     
    Check brake fluid Bleed brake lines Replace brake pads (or shoes) Remove emergency brake (common to have them seize, needing welder to remove them) Seats
     
    Removing seats should increase storage capacity for that area

    Fancier seats should simply give the player more comfort or protection in a collision. They could simply be called "bucket," "racing," and "captain's"
     
    Windshield
     
    Reinstalling windshields is probably not practical for most players, including mechanics, excepting some much older cars. 
     
    Missing
    No exhaust system? These cars are noisy.
     
    Crappier cars should have crappy mufflers that need to be swapped. Not to mention removing the catalytic converter to increase engine performance (at the expense of back pressure in diesel vehicles).
     
    A faulty exhaust can be deadly, as can be a poorly altered one.
     
    Fuel injectors? Carburetors? Distributors (or electornic distributors)? Spark plugs? Oil pans? Oil changes? Radiators (the most likely thing to be broken in a collision with a zombie)? If we're going with the 70s - 90s line of cars, then having a nice mix of tech would be fun. Suspension?
  23. Pie
    Moose65 got a reaction from Legoland99 in RELEASED: Build 38.22   
    Zombie Virus on Skin =/= Zombie Virus in open, bleeding, wound. That has been the whole point of why I think bloody zombie clothes that are used as bandages by the player who is careless should have consequences.
  24. Pie
    Moose65 reacted to EnigmaGrey in RELEASED: Build 38.22   
    Agree.
     
    It'd be a nice bit of detail to have a chance of infection from bloody (zombified) bandages. It simply makes sense that wrapping an open wound in the blood of a zombie would transmit the disease.
  25. Like
    Moose65 got a reaction from Legoland99 in RELEASED: Build 38.22   
    Are you sure that isn't F? I'll admit I'm not super familiar with pressure cookers, but a quick google search shows them topping out at 250ºF, which is quite a bit different than 280ºC. Autoclaves don't even normally heat that high.
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