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Found 17 results

  1. soylentgreenfood

    Build 40 Map Release

    When will we get the new build 40 map updated on the map project website? i have found new areas down by rosewood that are not on the build 39 map? Has anyone else found these new areas?
  2. I am building a a single story structure at the 3 lakes north of the warehouses out of town POI and it seems I cannot place wooden doors. I have tried removing door frames and rebuilding them. Door remains red. There isn't any obstructions to keep door from being built. I have also gone into admin and used build cheat to build multiple door frames and no doors could be placed.
  3. Can allow build because this furniture not set canBeAlwaysPlaced = false. but if set this string to false. Can't place anywhere. I think ISSimpleFurniture needs an extra validation to set canBeAlwaysPlaced to false(in this furniture), and let it place only on not occuppied walls.
  4. Ʀocky

    Buldings for Wild West

    Hi, here from time to time I will attach buildings that will be added to the server "Wild West", I will be glad if someone adds their own buildings that I will also gladly add to the server
  5. http://undeniable.info/pz/CharacterPlanner.php I Made this so you can show people what builds you use easily or you could also plan a build with it. Just choose your Profession and Traits and the link in your URL bar will automatically update so you can just copy it once your done, and share the link with someone to show them your build. So as an example, here is my main build: http://undeniable.info/pz/CharacterPlanner.php#veteran,Strong,Organized,Dextrous,ProneToIllness,SlowHealer,HighThirst,NeedsMoreSleep,WeakStomach,SlowReader,Clumsy Show us your favorite builds!
  6. http://undeniable.info/pz/CharacterPlanner.php Would be useful if you want an easy way to show people what build you use, or to check or try builds without having to open up PZ and start a new game. Its not finished yet. It does not update the link when changing things yet, and does not show the experience effects yet but otherwise working. And since i have this info in the database I also added traits and professions to the lists pages where it will show you everything a trait or occupation does such as experience boosts, recipes taught and free traits added from occupations. List of Traits List of Professions I know these trait and occupation lists exist on the official wiki but since this system works by reading the game files you can always be sure it's gonna be up to date.
  7. Ragerin

    Planning and pipeline

    Hey all! I'd like to give mapping a shot. As I've been experimenting and learning the various tools, I started wondering how you guys usually plan the map? Do you just jot down some streets and forests in your graphics-software? Do you use reference-images? I'm especially interested in how you accomodate for sizing? As in, "how long should I draw this road?" or "I need room for three houses here". Besides the planning phase, I'm also interested in hearing your build pipelines. I'm usually doing software development, and use Git for version controlling my code. Besides that I automate as much as possible, with either local build-scripts or dedicated continous integration-systems. Is it possible to automate any part of the pipeline in building a map? Can WorldEd and the other tools be used from console? I can't seem to find any documentation regarding this... Also, do you version control your projects? Also, any tips you feel I should know, before I jump in? Thanks a bunch, for your time! I hope you're enjoying the holidays. Best regards, Ragerin
  8. nobodyClaimedThis

    Build overhaul - Suggestion. With more.

    Hello! Thanks a lot for creating such an awesome game! Even though it's still unfinished it's clearly one of the best games I've played so far. That being said, I have some suggestions that I think could improve the game in the future, especally concerning the 'Build' system. I apologise if you've gotten some of these suggestions already. The 'Build' system could use major improvements The problems with the 'build' system as it is now, is; - It's hard to navigate through the list - Most of the time, the screen crops some of the list, so you won't be able to see it all - When building your base from scratch there's not many possibilities regarding funiture, and they usually end up looking a little dull. - Carpentry lvl 5 is basically useless. - It takes little to no time to build a fortress. - Window frames are mostly useless for anything else than sheet ropes. - After a base is built, it just stands there, defenseless, when you're not there to protect it. - Locks on cabinets, doors, etc. isn't a thing. Which is why, I'd like to suggest a few improvements, such as; - The list should be replaced by a full-screen menu (or adjustable size, like the skill window etc.) with different categories. Perhaps some more advanced ones you can unlock with higher carpentry level, and eventually combined with other skills too. A menu would make it easier to navigate, the screen won't crop it, it would be easier to have an overview, and if/when new things are added to 'Build', the game wouldn't end up with a very, very long list that would definitely get cropped. - When in high carpentry level, an 'Info' option could be cool, for seeing how much health your wall has left, like with the plants you farm. - More funiture such as cabinets, potted plants, sofas, candle holders, weapon racks, improvised stoves, heat sources, etc. - Being able to put something in the window frames would be nice. Maybe by using tools to take a window from a house and move it, or in some way craft one. - Building traps to catch/kill zombies and other survivors. There's a spade in-game and using it to do some real digging, like big holes that zombies can fall into, could be cool. Other things that'd work would be; Pointy sticks to place around your base (running into them causes damage), beartraps, some kind of creative trap with rope and a gun (like tripping wire things), more suggestions are welcome. Maybe the more advanced traps could use both carpentry and trapping skill. - Salvageable padlocks, craftable locks, etc. When you're in multiplayer it's really annoying when some person shows up and steals everything from your base when you're not there. Of course it adds a bit of realism, but there's absolutely no way to prevent loss of items. Which is why being able to lock your stuff in would be really nice. An idea for that would be that, locking a thing would spawn a key and you won't be able to unlock certain container without the key in your inventory. To add some realism, a lockpicking skill for that would be cool too. Locks would also be nice when the NPCs come around, assumed they can run off with your things. - Painting the wood. There's not much use for paint in the game, except for painting arrows and skulls, and the option to paint a wall or a piece of funiture could be a fun addition for the more crafty types. - Signs in game are also a little dull. Writing on them could be cool, maybe a little bit like the notes. You right click, a 'write' option shows up below the 'paint' option and you can write on it like you write on a note, but with paint instead. To read it, you could right click and 'read sign'. Signs would be more useful, especially in multiplayer. Other suggestions that could improve the games realism and possibly increase the diffuculty; - Gasoline could be used for generators to temporarily get electricity in a bulding. - Dirty/clean water: All water in the game seems to be drinkable, and having to clean water/get a clean water source would make things a lot more interesting. - A hygiene moodlet could make a use for the soap, toothbrush, toothpaste and towel. Bad hygiene could make the character more prone to diseases. - And with the previous one; More diseases such as pneumonia, sepsis, concussions, flu, etc. - Jackets, coats, raincoats, sandals, shorts, hats, glasses. Also some sort of improvised armor, that could protect from scratches/bites. Improvised armor could be; Duct tape wrapped around wherever you want it (and maybe the option to tape stuff to yourself to protect you), helmets and the like. - Wildlife. I know that would be a pretty huge thing to add to the game, as they'd need AI and stuff, but it could be really cool if you could do some actual hunting for deer and the like. Wolves could be an interesting addition too. - Someone told me it was added to the game already, but I can't seem to figure out how to use it? If it isn't then the option to use bleach and other poisons such as berries and mushrooms to poison food would be an interesting addition, both for multiplayer and when the NPCs come around. - Another fun addition would be if characters can trip and fall over things. Especially when drunk. The decreased aim is one thing, but someone who's completely plastered, go out and kill 50 zombies with a shutgun, without dying or tripping or anything is a little unrealistic. I might add some more in the future, sorry for the large amount of text! I hope it's useful c: I look so much forward to seeing what happens to this game in the future!
  9. 13thGeneral

    Carpentry Skill - Beds

    So, I was thinking; it would be nice to be able to build some kind of bed or cot - even just a makeshift matress on the floor would suffice - for sleeping when there is no other means present. We already have tents, which is noce, but they're kind of odd to have for sleeping indoors. I couldn't find this suggested anywhere {though the search function results always leaves much to be desired} and figured it was high time I made a suggestion topic. The reasoning seems self explanitory, and the purpose is justified. For example, the Large Warehouse is a popular place to build a safehouse, but it has no bed. Many just set up a tent on the roof, but that's just not my style. Why not be able to make a bed? It'd work much the same as building tables and chairs, etc. You can construct a really shoddy frame at first, and then a really nice one at advanced carpentry skill levels. For a standard bed, all you would need are; PlanksNailsHammerPillowSheetPossibly also: Rags, Pillows, or Newspaper (for mattress stuffing)Sheet Rope, or Rope (to hold up the mattress)For a crate bed (on the floor) you would need; PlanksNailsHammerPillowSheetPossibly also: Rags, Pillows, Newspaper, or Sand Bags (for mattress stuffing)For a folding hammock you would need; PlanksNailsHammerPillowSheetSheet Rope, or RopeTent PegsFor a suspended hammock you would need; Sheet Rope, or RopePillowSheetFor a suspended Tent Hammock you would need; Tent KitSheet Rope, or RopePlanks or Sturdy SticksPillowSheetFor a Cot (folding) you would need; Planks or Sturdy SticksNailsHammerDoor HingesSheet Rope (to make canvas)PillowSheetFor a Tented Cot (folding) you would need; Planks or Sturdy SticksNailsHammerDoor HingesTent KitPillowSheetAlternatively, the current in-game Cots could also be an item you can find and take with you.
  10. Hello. I just wish to play in single player, but with Admin ability with the tools just like these. http://theindiestone.com/forums/index.php/topic/8149-server-admin-toolsv2/ That admin mod won't work in single player, yet I wish to be able to use the abilities of the mod just to build some stuff for fun. Just to make The Sandbox, More Sandboxy.
  11. GeneralRambler

    Vehicles: Variety?

    I have not heard much details on the upcoming addition of vehicles to Project Zomboid, so I just wanted to get some clarification. When "vehicles" make their way into the game, will that just exclusively include cars, or should we expect a variety of different vehicles. From engine-powered vehicles such as cars, trucks, motorcycles, mopeds, etc. To quieter, man-propelled vehicles such as bicycles, skateboards, etc. If so, would we see a large variety of vehicles on Day 1 of vehicle implementation, or will they be released few by few over time.
  12. tyler77189

    How to build fire Build 26

    How do you build a fire in build 26? I make a campfire kit and then it just turns into campfire materials and it doesn't let me make kindling either with a sturdy stick and notched board.
  13. MAL22

    Unable to connect to server

    I tried running a server with the new build 26 but alas, it prints out this error everytime someone tries to log in. I tried using my external and internal IP without success. Tried hosting it on two different machines. - I5-3570K | 8GB RAM | HD7950 and Athlon 2650e | 1.5GB RAM | Mobility X1200 - Windows 8.1 X64 and Windows Home Server 2008 R2 - ~30mbps for both upload and download - Used steam to verify the integrity, deleted my server files and started a new one from scratch - Here is the code printed when I try to log : ID_NEW_INCOMING_CONNECTIONid=0 guid=81065501593803479User Xorg is trying to connect.java.lang.NullPointerException at zombie.network.ServerWorldDatabase.authClient(ServerWorldDatabase.java:239) at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:1056) at zombie.network.GameServer.main(GameServer.java:271)ID_DISCONNECTION_NOTIFICATION-The server runs on a physical machine.
  14. To mark where the fallen spent their last moments. I'm thinking an ability to right click>Build>GraveMarker/Cross/Whatever. It would use 2 planks and 2 nails. just a simple wooden cross that could be placed standing out of the ground (think fence post) that you could put where you previously died as a memorial, or just use to make your home/fort/shack look more imposing. A neat thing that might be able to be with this is have them attract Zeds the same way a campfire does. Or maybe attract them if you have more than 3 built in close proximity. Don't know if it could be done (My modding ability consists of item creation and recipes. Strictly .txt script work. haven't figured out the Lua...) but I think it would be nice to have a mod for.
  15. booner352

    Simple Construction Request

    So today I was building a second floor and I couldn't really tell where I built floor and where I hadn't built floor. There is a little shading difference between the tiles on the active floor, and the floor below. This is a suggestion to make the tiles on the floor below a little darker so you know where there are/aren't floor tiles. http://i.imgur.com/DJU4GIy.png This picture is a bad example because I have build over all the hard to tell tiles. I feel as though it is good enough to get my point across.
  16. Maklane

    Maklane's Buildings

    New thread to keep the buildings organized Last Updated: 09/02/2014 Yippee-Ki-Yay! [Hotel: The Key added (stores #4-7). Project Chernarus Plaza finished] The next buildings are free, you can use, change, share or whatever you want to do whit them. Just remember to add me in the credits and a link to this post. Thanks you! Bloody Restaurant Spoiler Download: https://www.dropbox.com/s/96fp3s8u81xygas/Bloody_Restaurant.rar House #1 Spoiler Download: https://www.dropbox.com/s/wxm6rcpii8ofjl0/House_1.rar Chernarus Bar - Store 1 Spoiler Download: https://www.dropbox.com/s/y4rlugcyk8coq3l/Chernarus_Bar.rar Stores 2-3 (the numbers are for the project, if you follow the buildings and want to put them in order) Spoiler This pack has a Book Store, a Laundry, the Spiffo's Bar up stairs and a bathroom, warehouse for the bar and an office. Download: https://www.dropbox.com/s/yrubgji3ocjzurf/Stores_2-3.rar Chernarus School Spoiler Download: https://www.dropbox.com/s/qmzwhn1cq4hrbcc/Misc_School.rar Industrial Warehouse 1 Spoiler Download: https://www.dropbox.com/s/gn4155gd122cz60/Industrial_warehouse_1.rar Industrial Office 1 Spoiler Download: https://www.dropbox.com/s/xl2x60tj0q8c6tt/Industrial_office_1.rar Hotel: The Key - The missing tiles at the left bottom are because this building was made for the project "chernarus plaza". The empty space it's exactly for the "Chernarus Bar" at the left, bottom corner, and the "Stores #2-3" goes in the next place, after the bar. Spoiler Download: https://www.dropbox.com/s/yqje4i4vnd3f3gx/Hotel_plaza.rar If do you want to place all the buildings in the correct order, see this picture: You need the following buildings: Hotel: The key + Clothes Store + Hair Dresser place + Public Bathrooms + Plaza + Stores #2-3 + Chernarus Bar I made a pack for you. You just need to download this pack, and you will get all the buildings listed above. Place them in your map and have fun! The size of the whole pack together: 62x35 tiles Download the pack: https://www.dropbox.com/s/8y17wds2jpgwjfh/Chernarus_pack_1.rar I'm working in making buildings for the Chernarus Map Project of grivcin. Check it! http://theindiestone.com/forums/index.php/topic/5122-project-cherno-wip-updated-with-new-images/ If you are working in a map or another project and you need buildings, you can tell me and we will see what we can do For everyone but mostly spanish people: Un usuario de Youtube (ditoseadio) está haciendo una serie sobre el mapa Bedford Falls en modo Hardcore y con voz en Castellano. Si quieres ver el mapa hecho por la comunidad, entre ellos mis edificios y una entretenida serie con zombies y muchos analgésicos de por medio te animo a que te pases por su canal y eches un ojo a sus videos https://www.youtube.com/user/ditoseadio
  17. Kerilynne

    Building won't work?

    So my game updated to the new beta build, 23, which is fine! Everything seemed to be working properly. When I tried to build a wall, however, there was no see-through "guide", and on my screen appeared: Left Rorate Right Rorate When I tried to build something else (ANYTHING else), it automatically placed the guide somewhere and began building. I loaded an older save (version 17) in which I knew building had worked, it updated to the new version, and bam... same thing happened. I can't build anything! Please help, this is a tough game to survive when you can't build. (Barricading works fine, at least )