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Found 21 results

  1. Hey hey hey I know it's me again with yet an other safehouse suggestion. Suggestion Allow owner to assign member roles. - Co-owner, similar to owner but cannot kick owner and cannot promote member to co-owner. - Member, give access to the safehouse as a member, allow respawn. - Visitor, default role allow the player to sleep, drink from tap water and use doors, disallow respawn and looting.
  2. Hello there again, So custom safehouse set by admin are a great feature that we appreciate alot but when player accidentally un-claim the safehouse the job needs to be done again. Suggestion Added a special variable to an admin defined safehouse so that when it is un-claimed it is not deleted but marked as not claimed and self-claimable again. Result People who abandon or accidentally un-claim a custom safehouse area, will be able to re-claim again as if this was a normal safehouse.
  3. Hello there, The way safehouse works is that it select a whole building and set the area 2 square out each side and doesn't check for the Z axis at all. Suggestion Add a Z axis to the safehouse, by default self-claimed safehouse would still be from zero to the maximum stories. But admin custom safehouse would have the possibility to set the starting Z and ending Z axis when defining the zone. Result Gives the possibility to divide apartments into multiple different safehouses, manually by an admin.
  4. It's annoying when people can so easily hotwire cars in MP and steal other players cars. I think cars should be safe when inside our safehouse and other players cannot enter/interact with our cars just like safehouse loot.
  5. • Version? 41.65 and 41.66 • Singleplayer/Multiplayer? Multi • Host or dedicated? Host • Mods? Oh so many • Reproduction steps: 1) Make a Safehouse with player 1 2) Place items or bags on the floor 3) Bring a second player that is not invited to the safehouse 4) Enable search mode for foraging 5) Click the stuff you wanna steal 6) Profit
  6. Hi my name is Felix and i'm a brazilian's fan of PZ. I've a suggestion for safe house/npc mechanics. If u have played state of decay 1 or 2 you might to know what i talking, change control betwen group members! But first you need to do a AI... please >.< ...after you can implement a system to manage a safe house or camp or whatever and change betwen group members, make some interesting npc’s rng skills and traits, and if my char is not fited to the job i swap to other char npc, this can work whit death too. Make some bad guys driving in highways, a good AI is required, do a code to generate some groups whit survivors around the map. And a new line of traits/stats will good ( Diplomat / speach :v ). I whant to do some tasks to this groups or trade... yeah quests... but not need complex >.> Love u XOXO, Felix. Art by: himanol
  7. Flanua

    Mansion, KY

    Created for the fresh game version 40.40 and 40.43. I aslo uploaded this mod on NEXUS here is the link: Download from Nexus I also attached this mod in this post. Mansion - On the outskirts of Kentucky, in the middle of a forest is located a huge mansion. This private property on its territory has a garage, steel fence, fresh air, storage unit and even greenhouse in case the fridge is almost empty. This is one of the nicest, safest and peaceful places you could ever find in the whole Kentucky! In case you ran out of supplies you could visit a convenience store, only several miles away! In game tutorial is great and by having that kind of a mansion it would be much easier for newbies to learn how stuff works in this game and safer from the start. P.S: Game engine doesn't like walls completely made from (glass) windows and because of that it will be a little tricky to use a greenhouse. P.S.S. To developers: I would be so glad and honored to see this mansion as a part of the game in the final game. Or at least as a challenge map. Or both. My intention was to build a vanilla mansion on the outskirts of Kentucky. Because many houses too close to the town. Many work and testing was done. Plus a cell aligned with adjacent cells. I will gladly share my source files to the developers if needed, just ask me by using my email address: flanua@gmail.com PZ Mansion KY.zip
  8. IP: Port: 16261 Server description: New Hope is hardcore PVP russian server, recommended for expirienced players. Also it has PVE Zone (Shelter), several RP factions, and fixed spawn spot - KNOX Prison. New Hope Modpack includes some popular mods (Nolan's armor and traps, Immersive Overlays e.g.) and has own scripts, created and improved by server admins and players. Server was created at July 2017, active and experienced admins, discord support. Join us if you like hardcore and difficult tasks. Server settings: Xp multiplier - 1.0 Loot respawn - 12 hours (real-time) Zombie respawn - ON Infection morality - blood and saliva (wild garlic ant antibiotics help and cure) Destruction by sledgehammer - OFF (call admins if you need to destroy walls) Fire spread - OFF (prevention of cheating) Factions - ON (day survived to create - 0) Safehouse - ON (faction leader only) Max accounts per user - 1 (admins create additional account for roleplay and events if you need it) Balance settings: Cold climate, farming plants don't grow if temperature below 0. Shorted foraging season: may-semptember for forest food, june-augus for medical plants. Cold and high temperature, depression (moodles), toxic rain - hurt your health. Zombie settings: fast shamblers, superhuman strength, tough, eagle sight, normal hearing, poor smell. Poor loot respawn, no fresh food, no sledehammer, zombie loot - almost trash. Special [resource spots]: gas, propane, components - once per game day. Extended craft: smithing, weaving, skill books, pills (and antibiotics), industrial craft and more. Useful professions: trapping for feathers and leather (arrows and armor craft), fishing for glue, cooking (sugar, vinegar, alcohol, weight control) and so on. Faction leader creates safehouse, 40 building squares per faction member. Fixed spawn zone - Prison. You should works for cigaretts and pay for prison escape. Local RP factions [KNOX] - jailers, [ABT] - prisoners. Shelter PVE zone - helpful beginner quests, trade, jobs, located near West Point [Picnic Area]. Discord Steam server guide (RU) Online players and statistics
  9. Hi I want to add custom safehouse locations to an existing multiplayer server. After some thinking and searching I figured it would probably be easiest to use a map mod. The goal is to add a claimable safehouse and if possible not provide anything more than a bare minimum foundation for the player to claim and then build their own house on top of. No free walls etc. if possible. Plan is as follows: Download and get map editor working - Done Create a 1x1 cell map - half done, I think I understand the basics Figure out how to import map and lot information from the Muldraug map for a specific sector Figure out minimum requirements for a safehouse to be claimed Add my new safehouse Fire up and test the mod as a package If it was possible I would prefer to just mod the lot information for a sector and add that into a mod, but I am not sure that is possible. If it is, please let me know. I am currently stuck on trying to import the lot information for the location I have chosen. I find the coordinates and what sector to copy from the gamefiles using the coordinate system at map.projectzomboid.com, but I am not sure how to import that information into my custom map. The information itself seems to be located under the game folder here: media\maps\Muldraugh, KY I am also unsure whether I can get away with only changing the lot information or if I actually need to provide the entire sector as is from the game files to ensure it does not mess up the map itself. If this belongs under the help section, please let me know.
  10. We have a new aussie server called [AU]Black Talons|AIZ 2|Hydrocraft|XPx10 Featuring AIZ Enhanced 2! This is many of the community maps combined to make one BIG map, lots to explore and loot! Also featuring the popular mod which adds many, many features including lots of professions/skills/crafting. Hydrocraft We have other great mods which can be found on our mod collection page! Full list of mods: Mod collection Player accounts are limited to 1 each. XP gain is at x10. Transmission is turned off for now. Zombies are slow shamblers. Loot respawn is at 48 hrs to encourage exploration, this may be increased if requested. Safe houses are enabled. For those who like pvp you can enable it and for those who don't just leave it off. New characters start with custom loadout. Join our Discord for more info: https://discord.gg/wWZbWJC
  11. Hello everyone, I haven't visited the Forums properly for quite some time. But, I have recently updated the game and found the addition of "Safehouse" and "Faction" creation to be really interesting. Sadly though there is one thing I dislike about said "Safehouse" creation, it doesn't work on non-residential buildings. It also doesn't work when you have zombies set to "0", in an attempt to setup a Faction stronghold for possible Roleplay. Anyway, I thought to myself that there wouldn't be a better place than the Forums to ask for such a Modification. Any help is appreciated, thank you for your time.
  12. So I bought a server 2 days ago and for the last 2 days I've been trying to set it up properly. Basically my only issue right now is the 'PlayerSafehouse' option. I have PlayerSafehouse=true AdminSafehouse=false But players still cannot claim safehouses. Can someone please help me out with this, its all incredibly annoying.
  13. Hello, I constructed a house and realized, I can't claim it. Now I am sad. Will it be possible in future to claim constructions? Or are the server settings the problem? Greetings
  14. Good day sirs! So I am very new to this game and I just started a new run. I was roaming around looting houses and trying to find a safe house. Every time I make one though, I wake up to a hoard of zombies! I guess you could say I don't know very much about safe houses. So I was wondering where the best place for a safe house is! Please tell me where they are and if they are in WP or Muldraugh. If you could use the interactive map to take a screenshot, it would be much appreciated. Thank you and happy Zomboiding! P.S. any tips on how to better my defences are very welcome!
  15. Just a quick question, my survival character of 3 months (in-game) just had his face chewed off by a toilet-zombie so I've decided to start a new map. Because of I've chosen to set up shop in West Point, what's a good base of operations (permanent) that's near the centre of West Point. I've already spent too many years holed up in the cabins; they get very boring after a while. Thanks
  16. Soo this occured to me. I believe a nice addition to the game would be that you can remove blood stains inside a house using rags. The simple reason behind this is - now that you can move corpses (and with the new release burn them unless you want to become unhealthy and depressed) all those nasty stains still stay there which are just as demoralizing as the corpses themselves. Recepie for this could be - tear any type of clothing similar to bandages to create 2-4 rags, which will be called "Rag" use this on the surface you want cleaned by right clicking - then it becomes a "Dirty Rag" or "Stained Rag" - then you can burn these as well as the bodies (either in a campfire to provide 0.01 fuel?). I would LOVE this as to be honest it pisses me off when a nicely painted safehouse gets blood stains because someones left the front door open and a zombie wanders in. This would be a FULLY cosmetic update feature, which could be thrown into one of those small releases before we get our dream NPC's ^^ Please say I am not the only one who was thinking this? P.s. blood stains on my lovely farm could also be washed away by rain maybe? Or disappear after a while (4-7 days). That also makes my OCD on edge sometimes ^^
  17. Over a two months (game time), Hundreds of supply runs, few close deaths by falling down, and many killed zombies, I managed to do this. I didn't know, should I post this here.
  18. What do people think of the idea of players using bleach to cover their scent? As water becomes more and more scarce, hygiene is likely to suffer and a human running around in the sun, fighting zombies, building fortifications and so on is going to smell pretty bad after just a few days without bathing. Eventually zombies must be able to pick up that smell, particularly in places where humans spend a lot of time. I'd like to see a feature (possibly a mod?) where bleach can be splashed around your safehouse to cover your character's scent. Correct me if I'm wrong, but I think Will Smith's character in I Am Legend used bleach (or similar) to disguise his home from the monsters. This feature could also be used to deter dogs (owned either by NPCs or other players) from tracking you. What do you think? Could this be a feasible inclusion to the game or would it require an entirely new "scent signature" process to be built?
  19. So I took a little time out from my safehouse construction to read the Mondoid and I'm super happy to see the guys are working on fixing the 2nd floor building and stairs bugs, good luck to Chris on dealing with that "really big mess" direct quote from RJ! In the meantime, i'm working on ideas, interiors and getting my carpentry up to lvl4 for those all important rain barrels. This all in aid of my plan for a new fort nicknamed "Skybridge"! The plan is to have the warehouses linked by a bridge, with 2 entrances to each building and effectively making each one an independant safe house with it's own garden/water/food. The emergency exit at the back of the south (left) building has been converted into a staircase, and the shack on the roof will eventually become my main residence, provided I can get up the stairs once the bugs are fixed! What plans do you guys have for forts, engineering works and crazy builds when we can once again reach for the skies?
  20. With the NPC survivor system coming out, I'm curious what kind of thought has been given to how any groups formed will be handling supplies among themselves. I've been reading a bit in the forums and the blog on how NPC interactions will work, so I don't want to get in to that too terribly much here, but have been chafing a bit during my sandbox mode of play in ways that I think could be a real headache if one was dealing with a community of folks. For example: I've been working on walling off a section of a neighborhood block to start a fortress of sorts large enough for a small group of folks to live, farm, and otherwise survive in. At its most straightforward, the player and NPCs could just move in to the existing houses, storing their own supplies where they live, and that's that. However, when it comes to maintaining supplies more generally, that doesn't sound particularly efficient. Light eaters, for example, could really stretch their food supply while big eaters would run out relatively quickly. As any group requires some give and take, it would seem reasonable that a general pool of supplies would be established to manage the differences in what's retained in individual houses. Weapons will follow a similar concerns whereas some folks are going to want differing amounts of personal weapons and ammunition to defend themselves and their families, but at the same time it makes sense to establish a community pool to draw on in emergencies. Along similar lines, building supplies would not be particularly efficient distributed across multiples houses within the community. Rather than having to collect a handful of planks, nails, door knobs, hinges, etc, from each house(some of whom may not even need or use them in the first place), it seems reasonable to establish a centralized location for these supplies where raw materials are dropped off autonomously and which is automatically the first point supplies are drawn from for community building projects. With all of that in mind, such a depot needs to be efficient and easy to both manage and interact with. Understand, I'm all for realism in a game like this. I appreciate that an important part of the game is time management and both distributed resources and efficient storage are not trivial components to the suspense and mood of the game. That said, I also appreciate that time management for the player character should not lead to tedium for the player. For example: I established an interim base in one of the big warehouses and have spent an exorbitant amount of time emptying crates, moving the items to other crates, destroying the original crates, building new crates, then moving the supplies into the new crates to organize types of supplies into general areas for future use. It's tedious both for me the player, and the character(they're constantly getting board despite me putting them to work smashing crates all day). Moreover, each crate's storage limit(while perhaps realistic) means I have to have a large number of crates(less than the warehouse originally had, but still quite a lot) to hold everything, making remembering where everything is later a real pain. I'd suggest a system whereby a room, or pile of crates, could be designated a cache or depot. This could be represented by a graphic(maybe that changes according to how many items are stored there) of the pile of crates. You don't have the ability to interact with the individual crates anymore(or the room just fills up with them), as it is treated as a single storage object with either have an unlimited storage limit, or at least a limit that is very high. Time management could be handled by assigning a timer to how long it takes to pull something out as a factor of how many items are stored there modified by how many different types of items. If it's a cache containing 200+ items ranging from matches, to food, to wooden planks, the "access time" to pull out one plank could well be quite high. However, if it contains 200+ planks alone, pulling out one plank would be pretty quick as you wouldn't need to sort through everything else(pulling the matches and 30 cans of food off the pile of planks) to get that one plank. With the addition of wheel-barrows or the like to get supplies from the cache to work sites, community building and management would be a lot less tedious. When NPCs come into play, they could be made aware of any caches that have been established in their area and set to interact with them autonomously as determined by their personalities and traits. Standard actions would be to drop extra supplies off in accordance with what kind of cache it is, but other interactions could include stealing from it(to the detriment of the community), organizing it(reducing access times), guarding it(reducing theft), distributing supplies to work sites(allowing workers to keep working and not waste time fetching), or cataloging them(leading to one or more survivors being a record keeper or being able to tell others where remote caches are and what they contain for later supply runs).
  21. Hello everyone, just registering to share a printable safehouse checklist I created to keep track of my progress while playing the game. http://i.imgur.com/FwAgUXZ.png (Print it in landscape format) An interactive online version is now available. Credit to "Hamburger" for the following two pages:
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