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  1. Revised the original post in 09/01/2020 since some of my conclusion are no longer accurate. Please read NonexistentDistable's post below, the analysis is way better and accurate than the original post I made here. ----------------------------------------------------------------------------------------------------Original Post below------------------------------------------------------------------------------------- Hi guys, I am confused by the generator gas consumption in PZ but answers in internet are kind of contradict, so I designed a little research and want to share the results with the community. Just scroll down to see summary if you are not interested in experiment data Setting: · Cheat enabled to destroy the electrical devices in the house more easily and reset starting time of each experiment to 0000 at the beginning. · Identical save copies from my survival world were used for different experiments. Power and water were cut off at the time. · Test area: A three-houses region with farmland in the northwest of riverside, only surrounding log walls and barricade are made by player. · Generator would be reset to 100% gas and >90% condition after each use. · Generator gas consumption set as normal in the world setting. · Version: Build 41.24 (IWBUMS) Experiment 1: Tried to turn on on a generator in test area without connecting it, failed. Experiment 2: When a generator is connected in test area, · With all electrical devices (including indoor and outdoor lamps) on and all Indoor ceiling lights turn on, 24hrs pass = 100% -> 64% · With all Indoor ceiling lights and indoor & outdoor lamps turn off, all electrical devices turn on, 24hrs pass = 100% -> 64% · With all electrical devices (including outdoor and indoor lamps) destroyed & all Indoor ceiling lights turn off, 24hrs pass = 100% -> 88% Experiment 3: When a generator is connected in test area, · Destroy a white fridge in the house, turn all electrical devices (including indoor and outdoor lamps) and all Indoor ceiling lights on, 24hrs pass = 100% -> 64% · Continue to destroy a Popsicle fridge and left remaining devices on, 24hrs pass = 100% -> 76% · Continue to destroy a modern oven and left remaining devices on, 24hrs pass = 100% -> 76% · Continue to destroy a white microwave and left remaining devices on, 24hrs pass =100% -> 88% · Indoor and outdoor lamps were cancelled to be destroy since they seems to be not consuming any power. Experiment 4: When two generators connected in test area in close proximity (one block next to each other), with all electrical devices (including indoor and outdoor lamps) turn on and all Indoor ceiling lights turn on, 24hrs pass, · Original generator: 100% -> 64% · Additional generator: 100% -> 64% Experiment 5: Bring a generator to faraway forest region and connect it, 24hrs pass, · Original generator: 100% -> 88% Quick summary: 1. Generator would consume 12% of gas per day without any electrical device connecting to it. So theoretically a generator could run for around 8 days without refilling gas in maximum. 2. Indoor ceiling light, indoor and outdoor lamps, modern oven and white fridge do not affect gas consumption. 3. Popsicle fridge and white microwave increase 12% of gas consumption per day. 4. Each additional electrical device seems to consume another 12% of gas per day. Which device would consume extra gas remain to be explore. 5. Double generator waste double amount of gas. 6. It remains unknown that if the generator condition contributed to the power consumption, although it seems to be unlikely. Hope you guys find it useful, happy dying
  2. When generator was taken frome the ground, log record does not occur. It occurs when the generator is installed, when it is destroyed by a sledgehammer, or when the generator is moved into a container. But the action of taking the generator from the ground goes unnoticed. If you install the generator on the ground, then an entry appears in the log If you break the generator with a sledgehammer, then an entry appears in the log If you put the generator in a container and pick it up back, the following entries will appear in the log But nothing will be written to the log if you take the generator from the ground.
  3. Little idea : display room light I read many post on electricity with interresting idea, many are on objects, some talk about connection. i start this page to give my opinion and try to centralize "network" idea ex : I think an other solution, for realism with simplicity : Each square and wall could be declared energizable if a wire is posed on it. Pose or pick a wire with screwdriver + tool of surface (hammer for wood, trowel for dirt, blowtorch for metal). Auto generation for houses : wires from each wall with switch, square with electric object and garage to a mandatory point (ie close to front door). 2 energizable square (with wires) are connected by one of the four edge. An electric object is connected if placed on a energizable square or wall A variable for each square and wall : Watt = -1 : no-energizable (no wire) 0 : energizable (wired) 1-9 : static variable, like central powered (infinite) or court circuit 10+ : Watt on wire (wired and power) If Watt change, check if one of the four edge is energizable , then share to close square Watt. Powering : Powering object add to Watt (on square) like generator ( ie +3000) and change state to switched on. If Watt = 0 switch off Mandatory point Watt = 1-9 Consumer : TV, radio, etc... If < Watt of square, switch on and decrease Watt If > Watt of square, stay off and Watt = 0 if Watt = 0 switch off For generator = 3000, oven = 2800, tv= 500 Switch on tv : Watt = 2500 If add oven Watt = 0 Everything switch off hided wire system, viewable at electricity skill 4 with show/hide layer option. court circuit can destroy object. this system allow good possibilities in futur. more : Active an other layer at lvl 8, big wire, high tension network between houses/shop (mandatory point) and "power plant" who become infinite (Watt1-9) Switchboard on mandatory point of house : If Watt1-9 on big wire then (on house) Watt = consumption else Watt = 0 If Watt decrease, then add to Watt (switch on tv) If Watt increase, then decrease to Watt (switch off object) Menu on switchboard like radio/tv : switch off and consumption displayed. "Real switch", display room light, allow to control remotely object (ie motor, contactor) differents color for wire to cross without connection switch + detector to automatise What is your opinion or idea ?
  4. Is it possible to connect a generator to a gas station to pump gas after power goes out? Would be helpful with cars.
  5. TL/DR : Get new electrical cable in game (14/2 gage), be able to make makeshift electrical post, connect generator from a safe distance. I was reading some posts in steam discussion and I thought that this would be a good idea : having some electrical cable and being able to connect a generator far from one's base. Right now, you need to connect generator close to your base or at least where you keep your food. This has two major drawbacks : (1) noise attrack zombies, (2) risk of explosion (when condition is low). Seems to me in a zombie appocalipse, as soon I'd notice a zombie lurking near my generator I'd move it as far as is reasonable from my base. If possible I'd put it on a now dead electrical tower and run a rope bridge or some such to it so I can reach it safely without crossing zombies... but that's just me. I was thinking along the lines of making some electical posts (like lamp post, but with cable attached to it). Would require pretty much the same thing as a lamp post, but the lamp (and rope?) would be replaced by electrical cable and 1-2 extra (bent) nails to hold the cable in place. The cable required would definitely not be the one in game, it's too small and weight next to nothing. I'm talking about standard 14/2 cable that could be found mostly at hardware store and in garages. According to the info I found, it's about half a pound (232 grams) per meter including the spindle. That's to simplify things (because they have maximum recommended intensity and minimal operating temperature). If we wanted more realism and keep on track with the scavenging part of the game, we could chop down old electrical post to get log and higher grade of cable. Now, to keep it simple, I'd suggest that you'd need one post every few squares (5?) that would effectively extend the range of the generator of 5 in both direction of that post. Any thoughts?
  6. I usually having a hard time to get enough gas before electricity shut down, so why not getting it this way by farming some maize and able to make ethanol fuel? (required a lab station maybe, also able to make meds in the future with a new chemist carreer)
  7. Anyone else think the actual generator gimic is REDICULOUS and useless? Collecting gas from gas station pump seem good. But why we cannot power those pump after electricity shutdown? And why there's no pump gas value to prevent infinite collecting ect? Now the only way to play and use a generator is to rush scarvenging gas can at the begening and trying to find and collect generator just to fill them and refill our gas can! This is ridiculous!!! Generator are suposed to give us some options and provide new gameplay. now they being useless endgame because there is no way to collect more gas from unpowered gas station. I feel like dev are developing potentialy cool features but ending up ruined them and providing poor gameplay... what the point of working on generator if they are barely usefull in game. Please work on concrete stuff and give us more option and gameplay instead of releashing "bummer and broken" stuff! What do you guys think of the situation? We should give them presure to fix this assap, because now the thing is just a frustrating waste of time and "half" useless build 32.
  8. Dear developers. When will you add animals? Please add the ability to merge gas from gas station when you have already connected the generator (with fuel).
  9. Intro To The Idea: My friend and I were talking today when out of nowhere he came up with an amazing suggestion for Project Zomboid. I am sending it out to y'all for him as he isn't the greatest zomboid fan (having only 5 hours in). His idea was the possibility of finding back-up generators scattered throughout muldraugh. If TIS (The Indie Stone) does end up adding negative zed levels, ie basements, then there will have to be something occupying these spaces other than a garbage can or a couple of spare nails. Imagine you have spent several weeks on a new character, preparing for the oncoming winter months of starvation, when suddenly the power goes out. You don't worry about it as you have stocked up on canned goods. Just moments later you hear a low humming coming from a near-by home. Running in to find the noise, you see a staircase downward, at the bottom: a backup generator. You rush to turn it off but know the zed have heard and are already on their way... This would add so much to the game as it would influence the player to loot nearby houses as some people (like myself) don't do that in fear of an alarm sounding. These generators wouldn't be too common but not too rare, just over the frequency of alarms. The player staying in a nearby home would be tempted to raid and check for a backup generator just to make sure hoardes wouldn't flood their area once the power went out. The Backup Generator Details: To prevent the misuse of said Generators, they will only be able to be turned off. Due to the utter gamey-ness of so many players, this will be beneficial towards the game. It wouldn't be able to be moved as it would have been welded or attached quite snuggly into the house with a Co2 filter. They would; however, be able to be siphoned from to fill up your own gas tanks. Other than that they will do nothing else. This may seem like a bummer but combined with the rest of the game it is quite potential. Conclusion: I would love to see what y'all think and hope to see this along with many other things added to the official game. Thank you for reading this and comment below on what you think.
  10. I read in the mondoid, that generators would be indoors. It's deadly to operate a generator indoors. If you want to simulate carbon monoxide poisoning, though, that would be cool. otherwise, put it outside away from open/broken windows. connect the generator with an extension cord of some sort, or just for simplicity, select the generator outside, select an option to plug it into a house... If you did add carbon monoxide, it would be cool to have to open garage doors when cars are running or else have to install an air exhaust system in the room... I bet a fire station might already have something like that installed... add sliding fire station poles too I guess... PLEASE don't run generators in doors. PLEASE don't run cars in doors. The bonuses of the generator being outside include: You won't die in your sleep! You won't fall asleep and die! -carbon monoxide, the silent killer
  11. Maybe one mod can add a sort of generator and a lead system. Which works with gas. And so to have electricity again. Or at least the duration of the Gas. I know. This will make noise... So we can put a little away from our base and connect the cables. Maybe it's a little complicated to make and use. Perhaps Can need more items. But I think it's a good idea and that maybe in the future can work. Well... that's all. And if my english is bad, Sorry. But i don't speak much english. Greetings.
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