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Found 16 results

  1. Post down any famous last words you or your friends said before dying or getting bitten
  2. Since I dont have time to map , I will release all my buildings to the community , in the pack you might find some stuff from community members (credits to them). 95% of the stuff is mine the rest of the stuff is from the community and former members of the Romero City Team (which is now defunct ) you will see their names in their folders. Anyways hope you guys find use to them, and dont forget to ADD THE CUSTOM TILEZ to tilezed !!!!!!! or you will end up with a bunch of ????????????????????? ... For some buildings you will still get them, because I lost the tilez i used in them, so either era
  3. So with the implementation of the random chance of starting injury (Which I think should also include random thirst/hunger/mood when NPC's arrive) there have been a few people who were less than accepting of the situation, and a few who love it. I suggest a compromise. A new trait, which costs 0 points called 'opt out'. All it does is give you standard starting stats for hunger/thirst/injury and mood. Everything else remains the same. (Potentially there could be a list as well, like remove random from hunger or thirst or mood or injury so you can still have some ran
  4. You can now spawn injured at the start of a survival game. It might not be fair but I think it is cool. I would like to have more random starts. Not all of these need to be bad! Spawn house- looted/empty good loot/job related loot on fire barricaded broken windows/doors Zombies- zombies in rooms of spawn house zombies banging on Windows/doors horde out side Character- injured any positive/negative moodles good/bad equipment Environment- different times of day different weather
  5. Hellow, thanks for read, thats the problem... i was trying to do something like that. any idea about how to do that? function Itemcool() local inv = getPlayer():getInventory(); it = inv:FindAndReturn("Base.Apple"); if it then inv:Remove("Apple"); A = random number between (0 to 100) -- Roll a number between 0 and 100 if A <= 30 then { Player Hunger-10} else {Player Hunger -20} -- 30% chance of lose 10 of hunger and 70% chance of lose 20 Hun
  6. Image created by Onkeen! Thanks! Do you like that everything you find is in mint condition? Do you think it's realistic that all pills you find are completely full? Then this mod is not for you! Everyone else, keep reading! What is Secondhand Loots? SL is a mod that randomizes the condition of weapons you find as well as the fill levels of pills, charcoal, lighters, everything with a "Remaining" bar in the tooltip! How does it do that? By hooking into the loot-generation code of the game. It also handles Lucky/Unlucky in a way that you get more items in perfect or broken condition.
  7. Can we get a "Random" option on the Map selector and Spawn location selector as well? It's pretty simple to code and as a former single-player gentleman, I'd really love this kind of (simple) feature! EDIT: I'm not looking for a way to randomize better the specific spawning points, I'm looking for a way to cycle through your "map library" randomly, this way I can play randomly in west point, or muldraugh, or bedford falls or New Denver etc etc.
  8. Tired of the same old character build? Want to try something new but don't know what? Have a great build that you want to re-use but will forget? FRET NO MORE! This mod adds a button to your Character Creation screen to create a random build for you! It will select a random profession, add up to 5 positive and up to 5 negative traits, and then wiggle those traits until there are between 0-3 positive skill points left to spend. Obligatory screenshot: It also adds the possibility to save character builds and re-load them later on! Also implements dropUp menus on the side Another obli
  9. Ok, so first of, this is more of an idea that went through my head as I was playing, more so than a suggestion, anyway, the core of the idea is pretty simple. Adding a craftable radio, or simply snatching one around from a house, a garage, a car(once and if they are in the game) the list could go on where you could get your hands on one. Essentially, after some time in the apocalypse, the only reasonable means of communication pretty much would be your old radio and the idea is once you would acquire one, your world would once in a while transmit some kind of conversation or just a message a
  10. Hi community, Random map generator for Project zomboid is only thing (with NPC's) that i would love to see added in game. It gets a little boring when you know whole map and you lose great experience when you first start a game and a first time you play on map. I would love option n singleplayer that you will be able to choose if you want to play known map or play a different map every playthrough. i love exploring so i would love that option. Few days ago i also tweet to developers with question about randomly generated maps in game. They tweet me back that they probably won't add this bu
  11. So I thought it would be good to have this, why? Because if you play the same map for a long time, you'll know where to go, what to do etc. and it ruins the experience in my opinion. It feels much more immersive if you have no clue where you are. How this would work? It's easy, certain sets of buildings being put in random locations, so it's not a huge mess with everything going everywhere. For example: - Set 1, 5 Civillian houses - Set 2, Police Station And gas station, with a few houses beside - Set 3, Pharmacy, Parking Lot and supermaket. These are not the best sets I could come up
  12. Hey everyone! (Sorry if this has already been created) I'm not sure how you would be notified of the event happening (on-screen notification, sound, visual indicator, etc) but there would be a whole bunch of random events that either brought you misfortune or prosperity. Maybe when NPCs are re-implemented there will also be random events for them.
  13. Go here http://orteil.dashnet.org/nested This is a simple procedural generation game; "The display is set up like a directory of nested folders. You click on a universe, which gives you access to a number of galaxies, each of which contains planets, asteroid belts, and such. You can click to explore planets, and if they harbor intelligent life, you can view the species and cultures, visit their museums, and even see their thoughts." For example, this is my game session: I started out by selecting a universe > galaxy > star system > asteroid belt > then into another galaxy >
  14. Ok this is the workflow of this game: 1.The user above you writes a word or term. 2.You take that and search on Google > images 3.The first picture you find there post it here 4.Then you write your own word or term, and so on... +++++++++++++++++++++++++++++++++++++++++++++++ First word: Random
  15. Hello, When I settle down somewhere and build myself a shelter. I usually clear the sorrounding area for zombies. And I get the impression that I never meet any more zombies at that location. What I would like to see in this game is random mobile zombie herds. - A pack of somewhere between 10 and 200 zombies - Entering at the edge of the map. - Perhaps every 3-7 days - Slowly walking across the map and exiting at the other side. - Or perhaps stopping at a random spot in town. This is an idea I got from the series, "The Walking Dead", where they have similar herds in different sizes tha
  16. Inspired by my friend Kajin I wanted to post a somewhat similar but different-enough-to-merit-its-own-post group of ideas. First (I think this has been mentioned in general before, but what better time to bring it up) the ability to randomize the type of infection you're having in your sandbox game. Why do we need that, you ask? Well, because when players know how the infection is going to work and when they know for sure their character is going to die they tend to entirely break immersion, carefully pack up their stuff for their next character, and commit suicide in a pointless way. So I
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