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  1. Hi survivors, on 27 genuary 2017 borns "The walking dead" project, a mod package containing all the main locations and not only, of the famous tv show. This locations will be reunited in just one mod that will side the server "The walking dead Project" season after season. Our intent is to live Project zomboid as a more immersive experience thanks to these exclusive locations. For every info visit the server's presentation thread. Thank you. CDM -Centre Disease Prevention- (WORK IN PROGRESS) Comparasion Hershel Ggreen's Family Farm Parking Parking Underground Atlanta City Control Room, final seasion one TWD Final Version? Hershel Green's Family Farm (WORK IN PROGRESS) Final Version? To be continued......
  2. I managed to load my custom tiles into TileZed. I'm trying to add my custom tiles to the building editor. I can find them if I go under the "tiles" tab and browse that way. What I'd like to do is create a new Category and select my tiles from the "ISO" tab instead for building. I went to my .TileZed folder and tried to modify the buildingtiles.txt but it gave me an error after modifying. So I'm obviously missing something......... here's my text But like I said still tossing me an error........ any suggestions?
  3. Hey all, I'm using the map tools to create a map based in the UK. The way the houses are set up leaves overlaps on the buildings, e.g sharing walls or fences. My issue is with the overlapping tiles of multiple buildings. When you place a building next to another, you have to place them on the map in the correct order so the overlap works correctly, otherwise you get a row of blank, black tiles. Now, I have no issue in placing the buildings in the correct order, but when I reload the cell in tilezed, it seems that the overlaps I have fixed, seem to have the same issue, so it appears tilezed isn't remembering the order buildings were placed in when a cell is loaded... As you can imagine it will cause a huge issue when upto 150 buildings are on a single cell... Is there something I can do to avoid this? I have tried experimenting with using different object layers, and placing the buildings on the correct layer, but that doesn't seem to have anything to do with which tile gets overwritten. [Screenshot attached] Any advice on this would be very much appreciated... any had this issue or found a way around it?
  4. It would be nice to have the ability to repair walls that you've put up before they are completely destroyed by zeds. Also, it would be cool to be able to pull up floor tiles that you've laid down in the same manner as the already existing tiles.
  5. I made a warehouse, it's my first actual project. You can download it, use it, modify it, whatever your heart desires. Just remember to give me credit. Also, i'd love to hear feedback and criticism! DOWNLOAD LINK: https://www.dropbox.com/s/8azkd7srpf7uhle/Warehouse.rar?dl=0
  6. I have been reading as all the updates on metalworking come in, eagerly awaiting the update that brings them. But that leaves something else that needs to be added in my opinion, and that is masonry. This would include the following things: Mason profession Masonry skills and perks Brick floors, walls, and fences Rock walls, fences, and floors Flagstone flooring Various masonry tools/weapons I personally think that masonry would expand the possibilities of project zomboid, allowing you to make nearly completely zombie proof structures. I would like to hear what you other apocalyptic survivors out there think. thanks for reading!
  7. Long-Term Crafting Projects (CrafTecs) This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such). Current state The mod is fully functional as of IWBUMS 34.something. Mechanics The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have). Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes. To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply. The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object. You can also require MULTIPLE professions / skilllevels for a single object. You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything! Download Download is available on github: https://github.com/blind-coder/pz-craftec/releases Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797 Demovideo Enjoy
  8. So I don't want to clutter up peoples mapping threads so im just going to post all my latest buildings here along with a Dropbox link so anyone can use them! Enjoy! Also make sure to like the building and comment if you use it! Figured out how spawnin' stuff works
  9. When i use the building tool and i select a wall to use all they are are a bunch of mixing textures, any help with this?
  10. So its been a while that ive been playing PZ and there is something that really tick me off, its not something really important, and im not quite sure if thats been already mention before, but I feel that they should add a visual to backpack on your character, if hes equipping it we should be able to see it on his back, or if he was holding it then we should see him holding it. and as for the other idea was, is are we going to be able to build house or other rooms with maybe bricks ? (Maybe reaching lvl 6 or 7) Whats your opinion about it.
  11. On Bedford Falls, I'm building a base in the large clearing east of the lake in the middle. With the latest build you can move lights, sinks and TV's etc, but because it isn't an existing house, the game doesn't supply power/ water to them.(yes the water and electricity are still on in game). So is there an easy way to mod the files either with the map editor or manually to make the game see those cells as having water/electricity? - I also want to do this to stop erosion from spawning grass and shrubs inside my base. I don't really expect a mod, just a quick fix until the devs implement this properly, but does anyone know how to edit these parameters in my existing game?
  12. Hey everyone, new here, and not a lot of hours. I've been exploring a lot more in the game lately and I found that a lot of large buildings don't feel large (I haven't gone to the mall). For example, the Giga-Mart to me just feels like walking into my local Walgreens instead of some zombie-infested supermarket (I play with common hordes, Fragile, poor sight, good hearing, insane smelling). I've been thinking lately and I came up with a way to possibly make large buildings more "tense," giving the player a more scarier and immersive experience. -More/darker Fog of War: Make shelves taller or have it feel like there's a twist at every turn. Zombies chilling near corners of shelves would definitely make the player freak out. -Large building ambience: Walking into a zombie-infested supermarket needs some music. A dark, heavy guitar and maybe some very light vocals/synth makes a good combination making someone feel like they're somewhere big. Max Payne 3 does this aspect well (it certainly isn't the same genre at all, but it can give some pointers on its soundtrack). -Large building "saferooms": In the event of an apocalypse, I'm certain at least I would establish a safe area for other survivors in a supermarket. A backroom could have a chance of being a saferoom: A very large amount of zombies in return for some canned goods, water, and maybe a tool or two. This should have no indication other than noise. It could also give more incentive to explore an entire area rather than grabbing food and hauling your behind. Now to keep this balanced, I think occupations should have different effects on the Fog of War and music. Police Officer: Little Fog of War effect outside and near the main entrance, with an eerie soundtrack. Security Guard: Little Fog of War effect inside the main area of the building, with a dark soundtrack. Repairman: Little Fog of War effect in the back area of the building, with a tense soundtrack. Farmer/Fisher: Little Fog of War effect around the back of the building (loading areas), with a deep soundtrack. Burger Flipper/Cook: Little Fog of War effect in the cooking/food areas of the building, with an eerie soundtrack.
  13. I have never seen any Asian maps in PZ. So I made these buildings just for idea. Houses: Japanese House https://www.dropbox.com/s/kw0qfjaf4php270/japanese%20House.tbx?dl=0 Chinese Restaurant https://www.dropbox.com/s/r0a07szahv8geim/chinese%20house.tbx?dl=0 Middle Eastern House https://www.dropbox.com/s/slaooyt36qzqwlg/oriental%20house.tbx?dl=0
  14. First of all, I would like to thank the whole team for this wonderful title! =D My suggestion is... well, its self explanatory, to expand the indoors exploration by adding extra level above e beneath the ground. As we know, Basements or attics are generally used as a utility space for a building where such items as the boiler, water heater, breaker panel or fuse box, car park, and air-conditioning system are located; so also are amenities such as the electrical distribution system, and cable television distribution point. In game terms, I belive it would be a repository referece for crafiting itens such carpentry ou eletrical eng. in the same way as the kitchen or the batromm use to be. moreover, the claustrophobic ambient is great for horror incidents. (pls forgive eventual writing mistakes, I´m no native) So long
  15. factory https://www.dropbox.com/s/kf3db7zuyao24s4/factory.tbx?dl=0 Warehouse (with mini maze) https://www.dropbox.com/s/6vgeimkv0ivhur3/warehouse%20with%20small%20maze.tbx?dl=0 Bridge (with strings) https://www.dropbox.com/s/pxe69orb2qspu35/golden%20gate%20new.tbx?dl=0 Hardware Store https://www.dropbox.com/s/bj48ozssq7sl3w0/hardware%20store.tbx?dl=0 Train Station https://www.dropbox.com/s/lgby4is75zex363/train%20station.tbx?dl=0 Modern house https://www.dropbox.com/s/roxhs72pgkuyg9g/Modern%20house%202.tbx?dl=0 Apartment https://www.dropbox.com/s/ilht77rm937iydw/apartment%202.tbx?dl=0 Mall 1 https://www.dropbox.com/s/15ewxwxoc142i8j/Mall.tbx?dl=0 House 1 https://www.dropbox.com/s/r2t0u784pa0w3up/house%201.tbx?dl=0 House 2 https://www.dropbox.com/s/ds7i4856h4cx3pa/house%202.tbx?dl=0 More comming soon. Have fun!
  16. Modern House https://www.dropbox.com/s/k823mfl3ccrsm0h/modern%20house.tbx?dl=0 Apartment for 12 people https://www.dropbox.com/s/rooy2gaomayf3pu/apartment%201.tbx?dl=0 Small office https://www.dropbox.com/s/uip12etd5rsvryd/office%201.tbx?dl=0 Bunk House https://www.dropbox.com/s/a7bq872y6j2ca6w/bunk%20house.tbx?dl=0 House 1 https://www.dropbox.com/s/jj3tf85i22p7x4m/house%201.tbx?dl=0 Monument 2 (maybe change the mannequin into soldier statues) https://www.dropbox.com/s/06xj3gsfs9h9s0f/monum%202.tbx?dl=0 House 2 https://www.dropbox.com/s/dtuuiw8g01lskma/house%202.tbx?dl=0 Police Stationhttps://www.dropbox.com/s/3wz3a7z6vn8bp5v/police%20station%202.tbx?dl=0 Park with food carthttps://www.dropbox.com/s/lmmy437zipttkiu/park.tbx?dl=0 Just the food carthttps://www.dropbox.com/s/dxriavtv7njq0e9/food%20cart.tbx?dl=0 Gondolahttps://www.dropbox.com/s/3k8yewqu71ln7c5/gondola.tbx?dl=0 Police Station with small courthttps://www.dropbox.com/s/q51kc4nj38v162n/police%20station.tbx?dl=0 Construction Sitehttps://www.dropbox.com/s/5f0shbk8ofw5y4k/construct.tbx?dl=0 More comming soon! Have fun ! I have just fixed modern house, police with court, and house 2. Please download the new link.
  17. Altough there is no marina in the vincinity of West Point there is a boat store (Boat Doktor inc. according to Google). It would be nice to have the buildings and furniture available for the upcoming creative mode (or at a later point). Even without functionnal boat, a marina is an interesting place to loot in a survival games (at least the big ones that act as boat store or simply a boat store if the locale has only small docks and boarding ramps). They usually carry the following items : - Food and drink (small restaurant and/or bar) - Fuel, cooling liquid and lubricants - Batteries, lamp, flashlight - Solar panel and small wind turbine - Generator and invertor - Small motor - Water treatement equipent (especially if it's close to saltwater) (edit : saltwater would be for creative map, re-edit : increased generation chance near saltwater) - Various pipes, spares parts and tools - Electrical navigation instrument or conventionnal (i.e. compass), wether for geopositioning or weather prediction - Radios - Ropes and pulley - Sails And the list could go on. The list assume that the marina service both sailboat and powerboat. In addition, there is large vehicules used to move things around, making it as good a looting spot as a construction site. Some of these items are already in game (food/drink, fuel, batteries/flashlight, generator, pipes). Others are obvious additions or are to be released soon (i.e. radios). For the ropes, it could be an opportunity to have access to higher grade of ropes. For now, that is not an issue, but if gravity and material stress/breakage where to be introduced, it would make a difference as mooring lines are made to withstand tremendous stress. Some ''ropes'' that goes into stabilizing a sailboat mast are now made with woven stainless steel strand. Some of these items would have obvious uses (i.e. pulley and ropes), while other may spark quite a few crafting suggestions.
  18. Download: https://www.dropbox.com/s/206rep4zuxbxhkk/Power%20plant.tbx?dl=0 Image: Note:This place is good for cooking a lot of food because this is a coal powerplant. Enjoy it for free.
  19. Docters

    Trash

    Hello, I am docters I do not speak English I'm building a house ¿Where to go the trash? FloorGrime FloorOverlayFloor
  20. https://www.dropbox.com/s/glld441oqgxyeo1/hockey%20stadium.tbx?dl=0 My first building. Enjoy it for free! Images: https://www.dropbox.com/s/ll1y7p89j635yhm/stad.JPG?dl=0 https://www.dropbox.com/s/ct1n2wspvs6yc0a/stad%203.JPG?dl=0 https://www.dropbox.com/s/vv8b5vcyyndcm0u/stad%201.JPG?dl=0
  21. I'm sure this must not happen to ppl to often, but have you ever been bothered by those piles of garbage that litter some places of the game? I never had before, until I made my safehouse in that Dinner that's between Muldraugh and West Point (the one next to Dixie Trailer Park). Place's a real cool base; has a fully-covered tall-fenced backyard, two freezers and plenty of places around to store your stuff. While being far enough from both cities that Zeds aren't that common. Problem is, that cool fenced backyard is full of garbage piles. Garbage piles you can't remove with ANYTHING (tried Sledgehammers, shovels, spades, building a wooden floor over them. Nothing works) and that cover the place where I want to make crops. So, just like we can remove bushes and grass, as well as clean Zed blood off the walls, and even remove said walls.... why can't we get rid of that annoying garbage? Maybe you'd need a plastic bag or a garbage bag to remove it; that'd be cool. I just want a way to remove all that stuff from my backyard.
  22. Hello everyone, I am looking at producing my own buildings and hopefully (Eventually) a map, but I need a bit of help understanding Sprites and tiles and I have a few questions. They are shown below: 1) When placing objects using tilemode on the building editor, if I place a wall tile on the door layer, furniture layer or roof layer, will it behave differently or behave exactly the same no matter what? For example would you still collide with it no matter what layer and could you still demolish it with a sledgehammer no matter what layer. 2) If I place furniture objects in tile-mode rather than using the furniture tool will they still behave the same? E.G if i place a 2 tile wide cupboard using tilemode will it still appear in world as two lootable sections and spawn loot normally. 3) I cannot find some tiles/sprites in the building editor despite them clearly appearing in the zomboid map. Some notable examples are the mannequins found in the mall at http://pzmap.crash-override.net/#0.8355907133538171,0.19491794658321468,1255.3734309738713 and the elevator also found there http://pzmap.crash-override.net/#0.8331898134094702,0.19476161261440364,1506.4481171686452 4) Some people are creating awesome custom sprites and posting them on the forums (http://theindiestone.com/forums/index.php/topic/7280-where-do-i-post-sprites-maybe-here/?hl=+sprites Credit DoubleBrain) How does one go adding these to the building editor and if someone wants to use a map with these objects in will they have to be downloaded seperately beforehand (Like a mod) or are they automatically added by downloading the map. Lots of questions some of which I'm sure have obvious answers but I woul appreciate some help Thanks in advance
  23. Hello, yesterday I looked at my safehouse and thought "I could use more buildable stuff" well, this and there was a suggestion I liked some time ago, so, I've decided to figure out how to add some. I stared at some .lua scripts for about 6 hours and managed to understand enough to mod a few buildable objects in. The mod is WIP, right now I'm adding stuff that could be crafted by a skilled carpenter with the right tools and items. What I need to do in order: - Finish adding stuff - Set proper resource requirements - Probably add in a few items and possibly tools - Figure out some tooltip related stuff - Testing I started this mod with 0 knowledge of coding and to my amazement picked up on the basics fairly quickly unless something goes horribly wrong I'll try to get this out by the end of next week. Screenshot:
  24. Detailed stat building Each Attribute breaks down into multiple skills. Then, each Skill breaks down into multiple Techniques. And then, each Technique reveals the Endurance and Stamina of the body parts it directly uses. But, you should only be allowed to level up Techniques by choice. Beyond that, everything should really be leveled up through your bare actions. Attributes. The attributes should be simple, Intelligence and Physique, that's it. Since inherently, we are just a Brain and a Body. Skills. Intelligence and Physique influences ALL skills. This just makes it easier to categorize the Techniques. Techniques. Each Skill should have two Techniques. One, will be the Intellectual part of the skill, and the other will be the Physical part. Basically, the Techniques are the parts of the Skills that the Attributes directly influence. And like I said, Techniques should be the only things you have a choice in building. They still build up through your bare actions though, but only because the choice still needs bare action to reveal itself. Endurance & Stamina. Based on your Techniques, each part of your Body (in your own prefence of detail of course) should have an Indicator. Just like in my last Suggestion in, "Fixing, Mr. Fixit," we should have an Indication of when the Body Parts are Healthy and when they're Infected. AND, Indicators for each Body Parts Endurance and Stamina. Your most used Body Parts will fair the best against your obstacles. And I'm talking about the Brain, and the other Organs as well. So besides building up your Endurance & Stamina for say, your Arms or Legs, you could. . . develop your reading skills, or build up a drinking tolerance, that sort of thing. Specialities. Each and every Item and Body Part we are able to use, should give you a temporary buff to the Techniques they use, but only while you're using them. So, whatever it is that you use the most, will give you the biggest Bonus. And I'm still talking about the Brain, and the other Organs as well. Plus, if you've ever played "Borderlands," you might have an idea of what I mean (Minus the Body Parts). Karma & Luck. I'm a firm believer in "What Goes Around, Comes Around." You do good things; good things happen to you, and the opposite. Professions. Detailed Attributes, Skills, Techniques, Endurance, Stamina, and Specialities that you start off with. Because that's what you got paid for before the outbreak. Traits. Traits should involve everything on this list. So we can have very detailed starting points. And I personally would love a long character creation. Gaining & Losing XP. Don't Shame your Pain, because if you don't Use it, you Lose it. (To an extent.) Detailed Details Attributes. Intelligence and Physique Skills & Techniques. ex. Skill (Meaning)= Techniques (Usage). Learning (Rate at which you absorb experiences.)= Brain Memory (Rate at which the Intelligence Attribute increases.) and Body Memory (Rate at which the Physique Attribute increases.). Willpower (Ability to stay Conscious and Calm)= Adrenal Glands (Brain Juice) and Heart & Lungs (Blood & Air Flow). (Survivalist) Foraging (General Searching & Finding), Fishing (Water Foraging), Trapping (Animal Foraging), Reading (Word Foraging)= Comprehension (Quantity Understanded) and Strength (Limit at a Time). (Crafts) Farming (Grow Food), Cooking (Prepare Food), First Aid (Exterior Healing), Living Anatomy B & R (Interior Healing), Carpentry (Wood Work), Stonework (Stone Work), Metalsmithing (Metal Work), Engineering (Work with Moving Parts), Chemistry (Chemical Work), Electronics B & R (Metal & Electricity Work)= Coordination (Quality Work) and Strength (Speed). (Movement) Running (Fast & Loud), Sneaking (Slow & Quiet), Swimming (Horizontal Quad-Strength), and Climbing (Vertical Quad-Strength)= Coordination (Gracefulness) and Strength (Speed). (Combat) Unarmed (Bare Bodied Weapons), Edged Weapons (Stabbing and/or Cutting Objects), Bashing Weapons (Blunt Objects), Combustion Weapons (Explosive Momentum Projectiles), Sling Weapons (String Momentum Projectiles), and Throwing Weapons (Hand Momentum Projectiles)= Perception (Gracefulness and Critical Hits) and Strength (Speed and Weapon Handling). (AND, with both Perception and Strength, Ranged gets more Accuracy. PLUS, Melee and Throwing get more Accuracy and Damage.) Other Stuff Punching. With the Mental and Physical Abilities we have access to, Punching would give us the Capability to knock out Living People. Done just like weapon attacks, but not as damaging though. And significently faster, especially if you're Punching with Both Hands. Plus, it might be cool to have a means of using some Brass/Spiked Nuckles or something. No Profession. Instead of picking one job to focus on in life, you bounced around a lot. So instead of having a certain build that you focused on from the biginning, in your Attributes, Skills, Techniques, Endurance, Stamina, and Specialities. . . you instead, start off with a tiny bit in everything. But, no matter how much of my opinions you don't agree with, that's okay. Because I know you all have Brilliant Ideas of you own that I didn't think of. And I know you're doing everything you can to continue to make this game awesome. And that's kind of why I love you all, peace.
  25. With the firearms overhaul a while back and the medical overhaul a few patches ago, I would very much love to see a carpentry overhaul worked into an update. Keep in mind, I am suggesting an entire overhaul, not a small change or addition; i'm not asking them to add everything I have suggested in the next update, I understand that some/all of these suggestions will take lots of time and may not even be possible to add to the game. That being said, please read on. What I would like to see included in this overhaul: Completely redo the carpentry system (and the skill books as well). In order to be able to craft certain things you must read a skill book, these books will "teach" you how to create certain objects/structures (meaning they will no longer be grayed out in the crafting window ) allowing you to create more and better structures Perhaps metalworking (unless your character was employed as a metalworker in his past life, he will have to read a few carpentry books to learn how), welding, electricity work (add an "electrician" character, some books on electric work, etc.), and other things like this could be added to the game. Some more recipes like: different sizes of boxes/crates (have a different inventory count and take up different amounts of space), the ability to add wooden/metal security bars to doors, craft-able ladders and hatches, reinforcing doors/walls/windows/ with metal bars (you will have to know how to weld, skill books! ), and concrete/brick walls (again, skill books... or just choose to be a construction worker when you're creating a character). The construction worker should spawn with a few levels of carpentry already unlocked (do this with the other jobs as well, like a police officer, doctor, etc.). New tools like drills, jackhammers (not sure what we'll do with this, would be cool tho ), wrenches, chainsaws, box cutters, tire irons, mallets, hatchets, sheers... those are all that are coming to mind currently :/. Tool boxes: contains several tools, nails/screws, and other items like wire, twine etc.That is really all that I can think of/want to include in my suggestion. If you want to add to this suggestion, ask me to remove an item from this suggestion, or whatevs please post a comment. PS: I know that they wouldn't have made a suggestions thread without wanting people to suggest things, but writing this suggestion made me feel selfish D: ... Thank you devs for creating such a great game and for taking suggestions, love what you all have created for us! PPS: The " :P" face may have been overused... . This was the first thing I posted on here btw, please be nice peeps! ALSO: I'm sure some of these may have already been suggested so sorry for re-suggesting them. These were just my suggestions, not trying to steal somebody else's idea or spam the forums.
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