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Found 20 results

  1. I was playing just a minute ago and I just passed through a window with a dinning room table in my inventory. I sugest: Doors, windows and narrow passage tiles could have blocking values that react with your character size values and with values of things on hands. So a fridge would have a SIZE of 1x1x2 value, a dinning room table would have a 2x2x1 size (x,y and height) so if it would pass a window (0.5x1) neither would pass, but both could pass a door (1×2). The same logic could apply to long items as spears. Some containers could also use "size limiters" for example, you cant put a small fridge (1 area x 1.5 height) inside a slim locker (0.5 area x 2 height), but slim lockers could fit spears, bats, etc. I know all items have the value that represents a volume and weight, but I think it would be nice running through forest or jumping a window and getting stuck because a long or big item or funiture got stuck. I also sugest: TOLERANT "stuck values" - A spear on your back has a chance to slow you down as it would stuck on doors / windows/ tree branches --> TOLERANT means that this just slows you down a bit but rarely could make your spear drop or make you trip. ABSOLUTE "stuck" values --> you cant absolutely not never pass the big fridge though the tiny window. A SIMPLE APPROACH --> An encumbrance value, if it reaches a limit: Frige = 2 window = 1 So it would not pass, and in transit it would immediatelly drop the item or make you trip. Closer values like "small fridge = 1.5" and Medium window = 1.6" would slowly pass with a timing buildup, as it would represent a struggle to pass stuff through doors, like carryng new fridge to our home in real zedless life. I think containers and bags could also have a shape liming value, so a tip of the spear is outside your camping bag but you cant store a table inside the bag. As papers fly or get wet and destroyed, I think a local umidity value could react with item materials, as book left ouside or electric households would have a damaging buildup etc.
  2. I've attached a pic: for interior doors two things are a little off. There are red question marks next to all of them, no matter where I place them. I also notice that the ground near the door looks like outdoor floor tiles. Can anyone help me figure out what I am missing? EDIT: Fixed, see below
  3. Version: [b41multiplayer] - 41.64 Solo - Host / Offline No Mods - On Linux How to reproduce: Trying to disassemble a door when northwest or northeast of it while the door is closed. Reproduce-able with any door. Wasn't able to get in a few places where I could've easily disassembled a door to get past. Example:
  4. I apologize in advance for my English, it is not my first language. My suggestion is a set of animations to open and close the door, so that the character has to take the knob to turn and open it slowly making less noise, with some doors creaking, or open quickly with more noise, to give more suspense than is behind her, i also feel that it is very easy to outwit zeds by making a horde enter a house and easily with a button to close them inside gaining a very easy time, as this would be a more challenging task. I feel it would bring much more challenge and excitement to open each door.
  5. I was wondering if there is any way to edit interior doors so they can be locked? I am designing a large apartman building and its just odd for all doors to be open.
  6. I was wondering if there is any way to edit interior doors so they can be locked? I am designing a large apartman building and its just odd for all doors to be open.
  7. the bathroom door opens and a wall appears. can still walk through it. the first image shows the door OPENED, not closed
  8. I had a fully loaded police truck when I saved and exited the game. It was parked and turned off about 20ft from my location. Loaded up a few hours later and the car was gone. This was parked by the rear exit to the movie theater by the mall. EDIT: Another odd effect. The backdoor to the movie theater is now locked and it was NOT when I last played. As far as I can see, the pile of dead zombies I was disposing out back are still there. So, car and contents vanished, door locked itself. The trunk was nearly full with a few tote bags, a school bag, and a hiking bag loaded mostly non perishable food, building supplies, tools and some guns and ammo.
  9. It's currently difficult to close a North-East-facing outer door. When you exit, the tiles behind black out, making the door unclickable. Turning around doesn't immediately make the door visible again. The only way to then close the door is to walk towards the open space where the door should be and click it before you get too close.
  10. This idea popped in my mind as I was barricading one of my safe house exits and didn't really want to do it because I would be essentially going to deny my way out from that direction. So the idea is wooden door latches that could be built on the inside of doors and would allow you to open them from the inside only. something that would look like this: You'd need 2-3 wooden planks and 2-4 nails to build it. It would reinforce the door as much as a normal barricade and the one plank would be removable (when opening). This could also be the only way you could lock a self made door. Now atm doors open south and east? directions so all doors wouldn't work "realistically". so that's why there could be three vertical "bars" one on each side of the door and one on the door, then you'd just place the last plank as a barricade between the bars. This way if the door opens outwards NPCs aren't able to pull it open and it's also harder for the zombies to push it in. Now I think this goes above my mod making skills for now so that's why I put it as a suggestion if someone more experienced in coding could make this happen. I wouldn't mind it in vanilla but I decided to approach it this way... I've got some clydes stashed in my crib that I could share with ya fellas... Here's a taste:
  11. Going up the stairs I can go through the closed door. In the previous version of the game, you could not build this door in the frame, it can be used but it does not work. That's how it looks - non-public movie on yt
  12. ORIGINAL POST BY: basedpraetorian I discovered this after I created the compound in the attached image. Upon coming back to base I would find that the double door that I left out of would sometimes be locked for a time. For example, it could be locked on both sides for a few in-game hours, then function as normal.
  13. Hi everyone, During my last session I realized for the first time that garage doors were not big enough to let cars go in. Is there a plan to get the door bigger?
  14. You ever had door where you cant find the key for? Why do we have to tear down the door and build a new one to just change the Key for a door? It would be nice to just exchange the lock/door knob of a door instead of the entire door.
  15. Bonjour all, I have put this thread up in the past but seeing all the new animation stuff going on I thought it was worth putting up again! Hope you'll agree this feature would add immense feel to the game!
  16. Reading the most recent Mondoid, the devs mentioned wanting the world to feel more authentic and less "Cookie cutter" was the term they used. As they said no changes have been made yet, I feel now is the perfect time to suggest any ideas for changes. Right away, instead of zombies just bashing down doors into a pile of planks hinges and doorknobs, make it so zombies will bash /open/ doors. Instead of the door collapsing into a pile of loot, just let the doorknob break so the door would swing freely. This way if the door is loosely swinging you could still barricade it closed the same as the current barricading works. A door with a destroyed doorknob would open as a player or zombie walks through the doorway, but could be swung closed to block off vision much like a closed curtain, though it would be easy to open right back up. This would also remove all the clutter that inevitably gathers around doorways as the apocalypse goes on. To repair an existing door with a broken doorknob, they could add the current doorknobs to the existing loot tables in warehouses or hardware stores. Eventually though, some doors would break and collapse the current way if enough pressure was behind a barricaded door or the player axed it down Thoughts? To expand on this, they could add the ability to simply kick the door down, benifiting from the player's strength stat. Kicking would instantly destroy the doorknob and cause it to swing open loosely. This would add a benefit to playing as a firefighter or police officer as the starting profession.
  17. Just some suggestions I've thought of since I started playing again. Ability to hotkey any item in the inventory. Ability to hotkey to primary, secondary, or both hands. Ability to lock camera in certain direction, ex: while running from West Point to Muldraugh it would be cool to set the camera so it hangs to the southwest so I can have a heads-up if someone is coming from the other direction without having to aim. I believe this would balance itself out because you would lose visibility to the rear. Ability to paint doors. It's cool to plaster constructed walls then paint them, but then having the constructed door looks lame. I thought of these while playing multiplayer. It really is a lot more fun than I expected, I usually stick to singleplayer.
  18. I find it to be rather dumb that doors are locked from the inside. But I actually like the idea of keys, but you should be able to open any door from the inside as I have never seen a door that could not be unlocked from the inside in my entire life. I hope this is just a bug and will be fixed in a patch.
  19. I was going to build a wall around my place and then realized that it would be more beneficial to just create a bunch of doorways, place doors in them, and barricade the doors (except one, of course). Now you might ask why! Here's the kicker! Zombies will only try to break through doors and not walls (at least what I have experienced so far). So if I build all walls around my one door, when a horde comes they will only attack this one door and easily break it down. If I build many doors, the zombies will be more evenly spread out, making it harder for them to break through. Also, this would cause me to have to maintain my walls (an idea, if not one already) or else the next time a horde comes, I will have weak spots in my walls. TL;DR - Zombies should attack walls so you don't have to create a wall of doors.
  20. Just curious how to use crowbar as a lockpick to open locked doors. I dont want to use crowbar as a weapon to open door, because I want door to be safe after it has been unlocked. Does anyone know where to click?
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