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  1. Topic says it. Couldn't find a similar suggestion. Also, maybe a package of tent pegs...
  2. So can anyone explain me with details how i can edit spawn chance of certains items? For example i would like to increase number of empty jars but what's those numbers mean excatly? So numbers after name of items are spawn chances but what they mean excatly? "Base.Mirror", 3, - is it mean that mirror has spawn chance of 30% or 3% or something different? How number of rolls interact with those number next to item's name. I would like to remove some items from spawning at all. How do it?
  3. With the addition of "ConstuctionStopsLootRespawn" (EasyPickins, great thanks!) We have noticed a new problem. Because they can now construct and not affect the loot spawn, they stay nearby (like a building away from the police station, etc) From my knowledge this will stop/reset the timer for the loot respawn in the whole zone because a portion of it is seen. ------------------------------- My suggestion: Add another server option: "SeenChunkStopsLootRespawn" or Make a more intuitive option that allows the timer to tick at half rate when the zone is currently being seen, instead of resetting the time or stopping it. ex. Loot respawn set to 6 hours. If players are inside the zone and its been free of players for 5 hours, it will then take 2 hours more (instead of 1) to spawn loot, then if the zone stays seen and the respawn time starts over, it will start counting to 12 hours, instead of 6. But if the player leaves the zone it will go back to 6 hours. ------------------------------- This would work because the player could sit there for 6 hours and get nothing. Then leave, once the zone is unseen it will half the amount of time. So the time would then be 3 hours instead of 6. Then it would only take 3 more hours for the default loot spawn value to spawn more loot. But if the player stays in the zone the rest of the time it will take 6 more hours instead of 3 hours. This encourages players not to camp, or they slow their loot spawn a lot. If they do decide to camp the location, others will surely clear them out. With 34 players this is an issue for places like Gigamart and Pharmahug as well as the Hardware store which are essential loot spawn areas. We intend to up our server cap as well so it will only cascade the problem. Setting the loot respawn lower will make less used places spawn too much loot. Just a suggestion as a balance for multiplayer. Edit: This can also apply to zombie spawns. Instead of having a timer that resets make it count down and if it hits 0 and it's time to respawn zombie... pause it till the chunk has been unloaded by all players, then add the zombies, timer resets.
  4. Hello PZ-Community In this post i only want to ask, how i can costumize the zombie spawns in my map. I made the smallest German island as a map in PZ and at this island do only live 11 people, so i leave the zombie_spawn.png complete black, but there are still spawning zombies, and a lot more than 11, so my island becomes very unrealistic. Did anyone know if i can edit the spawns better as example in lua? Thanks for your time reading my post And i hope you understand me, because my native language is german so my english isn't that nice. MrGoldenLP
  5. Hello everyone! That's my first post in the forum, since i discovered PZ not so long ago. I've been amazed by the map tools, and i started doing some early experiments: however, i would like to do even much taller and wider buildings, where the player(s) can explore and fight zombies in the floors. However, i'm worried about the spawn rules: do zombies spawn inside the buildings? What about multi - story buildings? do zombies spawn in each floor with the same chance? I understand that the same question might be asked in the past but: 1 - i did some search and i got no answers 2 - the game is developing really fast, and things might have been changed. Besides, probably i'm doing it wrong, Anyways, when i try to "play" a last stand with my map, i can see my buildings but when i try to approach them they disappear. Is that a common error due to a common mistake? Thanks for your time and comprehension. I'm an enthusiastic newcomer, but still extremely noob. Cheers Jack
  6. This mod simply adds items to a players inventory upon starting a new game with a specific profession. Made by request of the community. Mod Features Fire Officer;Fire axe Police Officer;Pistol9mm Bullets Park Ranger;Matches, Tent, Campfire kit, Kindling, Water Bottle Construction Worker;HammerSawBox of nailsBox of screwsScrewdriver(Will include toolbelt container on next update) Security Guard;Baseball Bat (Possibly change to custom baton on next update)TorchBattery Baseball bat Vitamins It was suggested that each player spawn with a utility style belt to hold the items/tools they start with, so that feature may be implemented. Mod was built on stable build 23, however it should work or any other version you are running. Download v.1
  7. (I made the sprites, yay) They spawn in a-lot of places. Some are weak while others are deadly. Bugs: (kind of) Can't do carpentry with them, I tried renaming the normal ones Hammers, hoping that the game would recognize them as Hammers, like some of the items can do, but it didn't work.. So use these hammers to kill things with and the vanilla hammer for construction (these ones can barricade though). Hammers Added: Tire Hammer Weak unless a charged swing but faster with good knockdown.Upholsterers Hammer Weaker than normal hammers but faster with average knockdown.Machinist Hammer Weaker than normal hammers but faster with average knockdown.Ball Pein Hammer Weaker than normal hammers but faster with average knockdown.Straight Claw Hammer As close to the vanilla hammer as you can get.Masons Hammer Strong, a little heavy and slow with good knockdown.Mallet Hammer Strong, a little heavy and slow with a big swing radius with good knockdown.Dead Blow Hammer Strong, a little heavy and slow with good knockdown.German Hammer Very strong, heavy and slow with good knockdown.Maul Hammer Very strong, heavy and slow with a big swing radius with good knockdown.Splitting Maul Hammer Very strong, heavy and slow with a big swing radius with good knockdown. DOWNLOAD: Main (PZ-Mods) || Mirror (My Dropbox)
  8. I kinda agree with this, it seems that wherever you are zombies just begin to eventually spawn. I could be wrong but the meta game events seem spread around the player, which causes any meta game event to draw zombies into your area. If you go to the western farm, and stay there minding your own business, farming crops and building walls, then the odds of a large horde arriving should be minimal. It could have course happen. But it should be rare. Right now it seems that wherever you settle, a big horde will arrive on your doorstep in a few days. The spawning is also a little off. I even had a zombie spawn inside my fence once, I was gardning with my back turned to a blind fence that surrounded a very small and uncluttered area, then suddenly a zombie appeared behind me. Even Ezio Auditore could not have repeated that feat. Great way to keep me on my toes. But not as realistic as I'd hope. If a zombie is inside my walls, I expect the barrier to be broken. Ok so I posted this to the forum, went to bed in the northern farm, not a zombie in sight. The next morning I wake up, save, reload, brush my teeth, look out over my new porch and shat my pants. I don't understand why they're there or have any idea on how to get rid of them. I've heard no gunshots or other meta game events, and even if I had, I'd figure I'd be out of earshot. Maybe 2 or three would show up but that would be it. The area was deserted, I walked around to be sure. I arrived at the farm two days before the screenshot. I wanted to build a fortress here and go for a long term self sufficiency game staying away from the town and just laying low, trying to finally get some seeds to grow. The day before I chopped some wood and broke the door to the hen house because there was one of those deadheads hiding in there. I also planted some seeds and watered them. I'm posting this in bugs, to hopefully raise this functionality to bug status, because I very much doubt that just planting 100 zombies in formation in the players backyard is intended. I'm sure there are better ways of doing it. If it were the first time I'd see this I'd consider it a fluke, but it isn't, this happens a lot (See quoted post). And to be honest, it ruined this game for me. I could roll with the punches and go someplace else. But I keep doing that, the game before this one the same thing happened, I wanted to try my hands at base building. But I'm pretty sure that if I go someplace else and start building in just a few days I'll find a horde parked outside in a similar fashion.
  9. So ya, is there a better way than below to spawn items? I've been running into Swap Buffer errors when starting games and sometimes loading a save-game (maybe one in every 20 starts error out, but I start hundreds of games daily, testing stuff out..), only with a load of items mods that spawn a massive amount of stuff. table.insert(SuburbsDistributions["all"]["bin"].items, "EntomophagyMod.KMDragonFly1");table.insert(SuburbsDistributions["all"]["bin"].items, 1.7);
  10. Any way this can be done? I'm trying to make stuff spawn on the ground like they do in containers. Like truffles,.
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