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  1. I think we should retain our helmets if we don a poncho. I play with "Little Tykes" settings but I see it as a massive usefulness for those who use stronger settings. I think we should be able to as well.
  2. I'm getting spammed by the log every 5 seconds, the it rains with this: ----------------------------------------- function: update -- file: SMetalDrumGlobalObject.lua line # 192 function: checkRain -- file: SMetalDrumSystem.lua line # 44 function: EveryTenMinutes -- file: SMetalDrumSystem.lua line # 124 ERROR: General , 1633145397750> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __lt not defined for operand at KahluaUtil.fail line:82. ERROR: General , 1633145397750> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __lt not defined for operand at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:900) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139) at zombie.Lua.Event.trigger(Event.java:64) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61) at zombie.GameTime.update(GameTime.java:657) at zombie.gameStates.IngameState.UpdateStuff(IngameState.java:550) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1655) at zombie.gameStates.IngameState.update(IngameState.java:1356) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:285) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:726) at zombie.GameWindow.run_ez(GameWindow.java:642) at zombie.GameWindow.mainThread(GameWindow.java:471) at java.base/java.lang.Thread.run(Unknown Source) LOG : General ,
  3. Not sure if this was addressed earlier. If it was, let me know. With that behind, I suggest icing on roads to form as a result of freezing temperatures after a rain or fog. I'm pretty sure there's a grip mechanic regarding tires so shouldn't be hard to implement (hopefully, I'm not a dev). This would add a bit more realism and challenge to driving a car. Imagine just casually driving and then losing control which ends with a glorious crash. Well technically even water on a road should decrease the grip in some way. Dirt roads could get muddy as well, slowing a car down. What is your opinion on this suggestion?
  4. EDIT: Found fix for this issue! My friend turned off 'Double size textures' option, we restarted the game and when we entered the server he could see snow on ground as well Hi, I am hosting a P2P server for my friend and I (version 40.43). When it snows we both see snow falling and trees being covered in it BUT only I can see the snow covering the ground, he can't. For him the ground looks normal. Could it be because of a certain setting, or is this a bug? He has tried disconnecting and connecting back again. We even tried restarting the server and turning Post-processing on and off. Still nothing. Also, when we are indoors we can see the rain/snow falling outside even though we're not watching trough the windows at that time. It feels like we're on a spaceship, flying trough the stars, kinda messes up with our eyesight, making us dizzy.
  5. Hi, this is not a real problem and shouldnt be on the priority list, its just something that i noticed and wanted to share. (english is not my main language so sorry if its hard to read ) So, i noticed that the Thunder Soundtrack was recorded inside of a building or something like that because you can hear water dripping on the ground right after a thunder if you listen carefuly. (imagine a broken pipe from where water drops down on the concrete inside a building, while you listen to the rain with a open window) Its not that big of a deal, but if you are walking outside of a building, like a forest or so, and hear the water drop on concrete, it will sound odd. I mean you can clearly hear that sound, and i analysed it for some time now so thats why i'm making this post. It would be great if the Team could like "remove" this backgroundsound from the Thunder Soundtrack or something like that. (sory for this strange post lol)
  6. Umbrella Mod (v0.11) This mod adds umbrellas to the world of Zomboid. Umbrellas keep you somewhat dry when it's raining. You might get a little damp, but no fear of catching cold anymore!! Use: As you find umbrellas they are closed and can be used as a very flimsy stabbing weapon. When you open an umbrella you can use it as cover from the rain by equipping it either in your primary or secondary slot. You can also close the umbrella to use it as a weapon again. This mod will only work from version 2.9.9.17 upwards. It has been tested on 2.9.9.17 (0014). Download from pz-mods.net Have fun!! Known bugs: You can open and close broken closed umbrellas for infinite use. Don't cheat!I'm sure there was something else that I'm forgetting... hmh..well. I guess it was nothing.Let me know if you find some!atm I'm using the OnPlayerUpdate event to launch the functions, so if you see a noticeable fps drop please contact me for a work-around. Changelog: Please feel free to contact me on anything conserning the mod or about pretty much anything else in life. Here comes the deadly small print! Muhahahahaa!! If I'm lost for at least 4 months this is up for grabs! In that case, remember to put credit where due. The zombie umbrella (poster) image is not to be distributed or used without specific permission from the author, even if the 4 months has passed. Special thanks: Kinyoshi: For getting me back on track with his code from the raincoat mod! RegularX, Kjulo: For making their mods so I could learn some lua! Aricane: For PZ-mods hosting and mods that I've used for learning lua! RoboMat: Extra-special thanks for guiding me through some of the high learning curve I've been up against and for great mods!!
  7. I'm shacked up at a warehouse on the main street in Muldraugh - used a sledge to destroy the railing - then built flooring - and it's raining inside despite having a roof. I had print screened out of pause menu w/e - but in the first shot you can still clearly see the bounds of the rain -- hadn't noticed anything like that with other weather patterns though. Also - just to clarify, my guy does get wet in that area. Edit: Also - just remembered - earlier in the playthrough, I had placed a T.V. in the floored area - and no matter where it was placed in that area, it wouldn't receive power - but if placed on the pre-made floor, it would. Edit: Tried removing the final railing and some floors to see if that had an effect -- also tried making flooring on the roof - in case it wasn't registering the roof -- well the final screenshot has a roof made over it - floor tiles placed on the existing roof - and you can see in the SS that any tile that had been removed is counted as inside the building - where ones that have floor tiles - even rebuilt after removal of railing - are counted as outside
  8. Good afternoon. After having discussed an issue on the General Thread, several people revealed to me that I am experiencing a bug instead of ignorance. You can also see the issue by clicking this link. Thank you for any assistance you may have. -TURTLESHROOM
  9. tezeka

    Rain bug

    Playing with my friend on Easy Co-Op server i found something strange, im not sure if its a bug or it is intended to be like this. When i left some cooking pots on the ground so they get filled with rain, when they get filled and i leave my base for some time, when i came back (the rain has stopped), i found that they are all empty, but get filled when rains again. I took some screenshots of it.
  10. Hi, I've been looking for a mod that adds weather control options, either for admins or all players. Being more specific I need snow! It is so rare that it is impossible to test ideas that depend on it.
  11. Yes, Project Zomboid is not some uber-life-simulator, of course, however, making some things more realistic means that they also make more sense for the player and player feels more comfortable with their presence and how they operate, and most of what I have to suggest is not extreme either, so here comes this: getting wet & getting the cold. Facts: Getting damp, wet, soaking or drenched does not significantly increase chances of catching a cold (the increase in chance is minimal and due to other factors primarily). Human rhinoviruses require other humans to spread, so without human interaction there is no infection (if you want to add zombies here or not is up to you). What to do? Getting wet should not directly affect chances of catching a cold in any way shape or form; only indirectly (explained below). Getting wet should affect player's speed, mood, agility, happiness, stress level, endurance and in extreme situations possibility to develop hypothermia. Levels of wetness should primarily affect mood, bad moods can make people's immune systems drop and they can get the symptoms due to that (implying they already have the virus). The Outdoorsman trait should minimize these effects, primarily on mood/happiness due to harsh weather conditions. The Resilient trait here should minimize the chances of developing symptoms. What about the cold itself? Having a Cold and having a Nasty Cold should also affect mood/happiness of character, as it tends to in real life. The Resilient trait could help here. Affecting Precision, Endurance, Agility should also be considered. Stress level could also be affected. In the end, the emphasis should not be on catching the cold, it should instead be on dealing with the cold. Common cold can turn into a serious fever and it can even help others diseases developer from weakened immune system. Since it is a virus, antibiotics are of no help and primary way of healing is making your immune system be able to do it. Antiviral medicines can help, but only marginally and they're not very common and only against certain strains, if you ever decide to have them in-game.
  12. I don't know if its an oversight or a bug, but for some reason Kettles don't collect rain water. If its a bug, fine, but if its a design choice it makes no sense for the simple fact that it would be logical for a person when placing a Kettle outside to get water would remove the top. Just because the icon used has one doesn't mean its always there.
  13. Simply i want raincoats in the vanilla game without using an mod some to find and some as an crafting item
  14. In the game NEO Scavenger, you can scavenge 'water sources' (Like rivers, lakes and...Puddles) well I'm not suggesting the rivers and lakes, but what about scavenging puddles of water when it rains (And for a few hours after it rains) to fill water bottles with (Or when really desperate, to drink directly from)? I remember reading on the forums a character who ended up dying of thirst in a rainstorm in the woods. Seems like it could be fixed.
  15. If I understand current rain mechanics, clothing doesn't affects character's wetness. I suggest to fix this with some kind of "Sponge" mechanic. I'll explain. When character stands outside under the rain, clothing (Top layer first, low layer last) would become wet first (Absorbing, like 90% of wetness). When clothing's wetness bar fills up, only then character becomes wet at 100% rate. And, when the rain is over, clothing would slowly give it's wetness points to the character making him wet again. So character would have to remove clothing to leave it, until it dries (Like towel) or find a heat source for additional drying speed. Especially amazing would be to have different clothing with different absorbing speed and wetness bars. So, warm clothing like sweater would be the worse, as it's carrying a lot of water in it and absorbs fast.
  16. The character you play as should be able to observe the sky and predict what kind of weather they may experience. Just add another tab to the health/skills/info panels for "observations". Observations could include more than just weather but for this example I will stick solely to weather. This can be a passive skill that increases the more time you spend in the outdoors, as well as a buff/detriment you can pick at the very beginning.. It would work something like this: Lvl 1: There are clouds. There isn't wind. Visibility is fine. Lvl 5: It's fairly cloudy today, it could rain. The air's cooler than it usually is. The wind seems pretty mild. Visibility is decent, though the low temp could possibly lead to fog later. Lvl 10: It's fairly cloudy today, it smells like the rain might set in sometime in the afternoon or later. The air's a bit cooler than it usually is, and it might continue to drop. The wind is mild, but if it gets any colder that wind will be bitter. Visibility is decent, but fog might roll in and block vision.
  17. Simply put, it would be pretty neat to see more visual weather effects/ambience other than just rain and thunder. I think these would be great and I have complied a list below of the effects. Snow/Blizzard Description: Basically what rain is, except it's white dots of snow falling to the ground. If the weather is more harsh, then a blizzard will occur which will have greater effects on the player. Effects on Player: Same effects already put in when it snows, if a blizzard, the player will feels these effects even more. Visual Effects: White dots of snow, if blizzard, more dense pieces of snow falling. Fog Description: Fog is pretty much what might occur after a thunderstorm/rain, or randomly during the seasons/months. Effects on Player: Reduced sight (Not as bad as night time, but perhaps 15-30% of that) and the chance of slight panic/anxious if your outside for too long. Visual Effects: Transparent grey visual with a slow, creepy animation. Ambience Description: Basically just more ambience to bring the place to life. Perhaps some trees could drop leaves and those said leaves could be seen blowing throughout the city. Some items such as Newspapers, Papers, various garbage, etc. should also blow in the wind. Would be nice to see some of the tall grass have an animation even if it's subtle of some weather occurring. Let's hear some wind blowing if its thunder storming or if it's a bad storm, let's see more visuals of the wind blowing water on the roads (if it isn't too much, if so, its fine.) Effects on Player: A more immersive experience. Visual Effects: Self-explanitory. I believe little touches like this can really give a heartbeat to a beautiful game such as Project Zomboid. Tell me whatcha think!
  18. So from browsing around the forums it seems like there are a few main issues with collecting water. Some people (myself included) are of the opinion that being able to get a large amount of fresh water from houses after the water goes out is unrealistic (yes I know zombies are unrealistic, shh), and makes the late game too easy given the sheer amount of water fixtures in the world. Barring that, you have to either rely on carpentry or start in West Point. I would change water collecting in two ways: First, nerf the gathering of fresh water from houses - make it so that instead of getting, say, 4 bottles worth of water from each water source in the house, you get 4 bottles worth of water from the entire house regardless of which source(s) you gather from. Second, allow mugs, bowls, pots, jars, buckets, pans, etc. to be placed in the world as rain collectors with different maximum capacities respectively. This scene from 28 Days Later comes to mind: The rain collectors made with the carpentry skill would have course gather much more water and use much less space. Now, I don't know the way the game is coded, but it seems like you'd just have to replicate the functionality of the current rain collector object, but add a parameter for which item was used, and set the max capacity accordingly. The art is already in the game, just use the same sprites as when dropping a pot/mug/bowl/etc. on the ground. (Ideally one tile would fit more than one mug/bowl/pot/etc. but I feel like that would add a huge amount of complexity to the code.) Please let me know what you think of my idea!
  19. I'm not sure if this has been suggested before, but I would really like to see rain slowly wash blood away from grass and concrete. Love the current bleach option for interior cleaning.
  20. seriously is very useful garment like this in a zombie apocalypse, very useful to avoid getting wet, why deverian put the raincoat? enrealidad is a garment much use to move from one place to another in the rain, to work without getting wet between many and many benefits that might exist, I hope you like my suggestion, and please take it into account, because it is seriously very discouraging to find in the forest and proundo Enter a torrential storm that we wet the whole body, and unfortunately sick with a cold, * Would be very good to add this garment, and put it on some business of clothing (usually if garments business project Zomboid) * Use the impermiable (I caundo not raining), will produce Hyperthermia * Waterproof wing tends to do very striking sight, the zombies can see us from far more easily and chase i speack spanish i use translate google enserio es muy útil una prenda como esta en un apocalipsis zombie, muy útil para evitar mojarnos, ¿ porque deverian poner el impermeable? enrealidad es una prenda demasiada utilidad para poder movernos de un lugar a otro en plena lluvia, poder trabajar sin mojarnos entre muchas y muchas ventajas que podria existir, espero que mi sugerencia les guste, y por favor que la tengan en cuenta, porque enserio es muy desalentador encontrarte en pleno bosque proundo y que empieze una tormenta torrencial que nos moje todo el cuerpo, y desafortunadamente enfermar con un resfriado, * seria muy excelente poder agregar esta prenda de vestir, y ponerla en algun negocio de prendas de vestir (que usualmente si hay negocios de prendas en project zomboid) * al usar el impermeable cuando no llueve, produciria la hipertermia al personaje *el impermeable tiende hacer muy llamativa ala vista, los zombies nos pueden ver con mayor facilidad desde lejos y perseguirnos MI SUGERENCIA HECHA EN PAINT XD MY SUGGESTION MADE IN PAINT XD
  21. So according to PZ, to survive a Kentucky winter without power or any kind of indoor heat source, all you need are shoes (no socks), pants, and a sweater. No hat, gloves, or coat required. That's ok with me, it can be reasonably explained. However, I believe if you happen to get caught outdoors in a rain storm during the cold weather months (November - March), it should have some kind of effect on your status besides being dampish or drenched. This is my suggestion: - As a character's "wetness" level increases, the "warmth" factor of clothing should decrease. Being damp would only cause a slight decrease in warmth, if at all. But, being drenched would negate the "warmth" factor; in essence, when drenched, it would be like you weren't wearing any clothes at all (except you still have their weight on you). So, if the game temperature is cold enough to cause you hypothermia without your clothing's warmth factor, then if you're drenched, you'll get hypothermia anyway. This would make player's run indoors once the rain starts during the cold season; just like they would do in real life. - Of course, if the dev's add a rain coat, then this would negate that, but that would just be CRAZY!
  22. Hi, it would be great if we could wear more clothes like gloves, hats(for winter), socks... -They could get dirty with the time and/or lose efficiency. -When it rains they would get wet and we would have to dry them (in front of a fire?) or we could get very cold. -With the rain, puddles could appear on the ground and if we walk or run into them, our shoes and socks (pants too?) gets wet. -Again with the rain, the grass would become muddy, and running or walking in it would wet our shoes & socks and we would run slower. -Running in the grass/forest we could fall (or if it's impossible, at least being slowed) due to a branch on the ground or a root ? Especially if we're tired or panicked... -Also there could be termites eating the wood sometimes ? For example we should check our log wall from time to time to see if it's not infected with termite and if we don't do anything the log wall could break or at least become very weak ?
  23. Don't know whether this has been brought up or not but i thought what would be really cool? If by a random chance that during a heavy storm or thunder storm that maybe,just maybe every now and then randomly Lightning strikes a tree or a house Resulting in it burning into a crisp and starting a fire or just instant crisp(with a tree or a wall frame or you know what i'm getting to) Also make like a lightning effect like how it is on the main menu. Would add to the apocalyptic feel and the im scared,alone and about to jump outta my pants feeling for some. (And yes i know i spelled Lightning wrong in the title haha very tired and running on little sleep)
  24. I know it is early in the game but there should be more ways to get water as well as access it. Also water is vital but there is so much more that could be added. What if there could be contaminated water. My ideas are in the list below. 1) Contaminated water-What if you get water from toilets then you have a chance for sickness or illness. It is realistic and logical but also making water a little more difficult to get. I know people who run into a bathroom and drink water from toilets over sinks just because it is closer. This would require players to think if the risk is worth it. This can be fixed by boiled water allowing for a few new types of water. The new types would be discolored, contaminated, clear, fresh, and murky. Fresh and clear would come from house sources and some times wells. Clear is the same but may result in illness. Murky, contaminated, and discolored can be found in rivers or toilets as well as in a well on rare occasions. 2) more access to water- Ponds, Pools, and Streams. What if you went to a house and saw a a pond full of water. It could be dangerous or it could be fine. There could be fish in it for food dead or alive. Pools could be filled with chemicals or filled with algae. The streams or river can now be taken from but is most likely contaminated. It adds a bit more as well as some new sources for food and water. 3) Showers and bath tubs- What if you could fill a bath tub full of water to save it after water goes out but it could become contaminated. Showers could be turned on for water but not filled. If showers and Tubs both work then it allows for new ways to relax. A tub can make you relaxed and sleepy but a shower could wake you up and make you a bit more alert. It adds new ways to relax but also uses a lot of water. It also will allow you to store some water. 4) Natures water source-I have learned that some types of plants like moss can store water and then be used to obtain fresh drinking water. This could allow players to have a safer trek into the woods. Mold also is attracted to water so having a bunch of water containers lying around would make it so it attracts dangerous mold into homes. It can be found in bathrooms and kitchens, as well as in water containers besides bottles. It would help and hinder a lot. 5) Rain-rain comes and goes but its a waste to just watch it. I used to as a kid go out and catch rain in my mouth and why cant we do that now. It would take a while to get enough to help and requires to stand generally still to. You would have to stand still for long amounts of time in the rain. It would help in an emergency. Also it would soak your clothes. 6) Wetness- When you go out in the rain you get wet but your clothes have no impact on that. I believe that you should be able to dry off faster when you take off your clothes and if you kept them on you would stay wet longer. This means you would need a change of clothes so you don't just ditch them all when raiding. Also when wet rags are used they should dry out over time but can be used to cool yourself down as well. 7)Water protection and drawbacks-You should be able to carry an umbrella as a secondary to protect yourself from rain or as a primary as a weapons. Ponchos could also be worn to fee both hands but will allow you to get wet. This process would take hours in order to get even slightly wet though. Rain boots would allow you to run normally in rain which brings me to my next point. When you get wet or rain comes you can now you may slow down in rain, lose your weapons from swinging, have diminished sight, or slide a bit. It makes rain a problem but adds a few good effects. These were just a few ideas i had on the topic and i would like to hear from you. Have a wonderful day.
  25. Had a bit of a brain wave today. Often, when playing PZ, I don't bother levelling up my carpenting skill that quickly. Even when the water supply konks out, I know there's enough charges left in nearby taps, showers and toilets to keep me going for a while. Often, I'll start filling buckets and cooking pots full of water, then haul them back to the safehouse for a nice little reserve to keep me going until I finally get around to learning to saw a log in half properly. This normally results in a container full of containers of water in the safehouse. So, I got to thinking about water management. I suggest that we be given the ability to empty containers of water into a rain barrel, and that some form of indicator be implemented to inform us how full a water barrel is (in addition to the visual feedback we get now). Say, when you're standing near a rain barrel, you right click on a bucket of water. You see a prompt 'Pour into container: Rain barrel, 75% full'. Click, and there the water goes, just like pouring water into the various empty bottles we have now. Why would this be useful? You might not be getting that much rain, but the full water barrel is a damned useful asset. So, you haul water. The water gets placed in a single, centralised location that you can use to fill up your watering cans, bottles, etc. without the ponderousness of having to fill them by pouring: Instead of having a full cooking pot and a bottle in your inventory, pouring water into the bottle, and storing the pot back in the cabinet, you can simply right-click on the rainbarrel and fill the bottle direct. Suddenly, a rainbarrel doesn't need to be crafted outside to be useful. You could store a large amount of water in a rainbarrel indoors, while your collection point is outside, or hidden elsewhere. Convenience. Maybe the external source of water (be it another barrel, a well, houses with water still in the pipes) has been cut of by zombies, or perhaps you don't want to erect a structure outside that screams 'safehouse' to avoid attracting other players on a PVP server. Or perhaps you're doing some gardening indoors, and walking back outside to fill the watering can is too much of a pain. Again, the convenience of having a large amount of water right there, where you need it. To further extend the concept, perhaps the player could craft a 'water barrel' or 'water tank'. Similar in capacity to the end-tier rain collecting barrel, but craftable at a much lower skill level. This water container would be inferior to even the first teir rain collector, or be incapable of collecting rainwater altogether, but would serve as a convenient place to stockpile water in and around the safehouse. A 'water barrel' could be cheaper in terms of resource expenditure too. You could argue that the large amount of garbage bags used in the construction of the existing rain collecting barrels are used to not only waterproof the container, but serve as a water catchment framework (i.e: Plastic funnel) to help collect water better. The 'water barrel' could then require less garbage bags to construct, as you're only making the barrel water tight. Or perhaps the amount of bags needed to make the high-end rain barrel (or both) could be raised to make storing hauled water more attractive. As a final alternative to consider, perhaps the 'water barrel' concept could be pushed towards the other extreme and become an expensive and very high capacity water storage vessel, ideal for storing all the usable water for a fortress. TL;DR The ability to pour water from containers back into a rain barrel would enable us to stockpile water inside rain barrels situated indoors, or during a dry spellBeing able to pour water from containers into rain barrels would make hauling water from nearby houses a much more attractive proposition, as you no longer need to collect a large amount of pots/buckets to store this hauled waterA new rain barrel ('water barrel') that is very bad/incapable of collecting water, has the same overall capacity, and is easier to craft than an end tier rain barrel would be highly useful. Stockpiling rain or hauled water indoors, or close to where it is needed (i.e: kitchen, indoor garden) would be most convenientEven when the ability to stockpile water in a bathtub (or similar pre-made container) is implemented, being able to build a water storage container (rain barrel or water barrel) wherever you want would give players more flexibility in how they set up their safehouses/supply caches.
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