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Found 10 results

  1. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1992785456 Description [02/16/2020] - Tested on Build 40 and IWBUMS Build 41. Tested on Build 40.43 Multiplayer. Added simple Language Translations. --- Set the spawn percentage chance of each zombie type. Zombies have a chance to become a Crawler, Shambler, Fast Shambler, or a Runner. They also have a chance to be in a Fake Dead state. --- Build 41.26 Update: https://pzwiki.net/wiki/Build_41#IWBUMS_Build_41.26 --- Build 41.26+ IWBUMS has a revamped mod system. Each save file has their own list of mods. If you do want to use this mod for your old saves on that build, go to the title screen, click "Load", click on the file you want to load but don't start the game. There's a "More..." button on the bottom right the screen for each save file, click on that. Click "Choose Mods...". After that, find and Enable this mod. Click "Back" and load the save file. It should now work on the old save file. To change this mod's settings, go to the title screen or pause menu if in-game. Click on "Options". On the top-left, click on "CZombie". If you are in-game, you must reload the save file to see the changes take effect. On a server, this mod will use the host's settings. If you are the host, it will use your settings. Mod Features: These are the default settings. 2% chance to spawn in a Fake Dead state 5% chance to become Crawler 47% chance to become Shambler 47% chance to become Fast Shambler 1% chance to become Runner Language Translations: Finished Translations - AF, AR, CH, CN, CS, DA, DE, EE, EN, FR, HU, IT, JP, KO, NL, NO, PL, PT, PTBR, RU, TH, TR. If you want to improve or add better translations, let me know here: https://steamcommunity.com/workshop/filedetails/discussion/1992785456/3540329659709473797/ . Bugs/Issues: Bug: [Build 41 IWBUMS] - If the Sandbox Option for ZombieLore is set to "Sprinter" or "Random", the Shamblers and Fast Shamblers set by this mod might randomly trip. Bug: [Build 40] - If set to "Sprinter" or "Random", the zombies may not spawn with the correct speed.
  2. I made a mod that flashes the light bars of Emergency Service Vehicles such as police cars, ambulances, and firetrucks. Just thought I'd share it for anyone who's interested. Steam Workshop Link: https://steamcommunity.com/sharedfiles/filedetails/?id=1970747513 Description [02/14/2020] - Tested on Build 40 and IWBUMS Build 41. Tested on Build 40.43 Multiplayer. Added simple Language Translations. This mod's purpose is to have police, fire, and ambulance vehicles feel like they responded to zombie incidents and have abandoned their vehicles for whatever reason. --- Build 41.26 Link: https://pzwiki.net/wiki/Build_41#IWBUMS_Build_41.26 --- Build 41.26+ IWBUMS has a revamped mod system. Each save file has their own list of mods. If you do want to use this mod for your old saves on that build, go to the title screen, click "Load", click on the file you want to load but don't start the game. There's a "More..." button on the bottom right the screen for each save file, click on that. Click "Choose Mods...". After that, find and Enable this mod. Click "Back" and load the save file. It should now work on the old save file. To change this mod's settings, go to the title screen or pause menu if in-game. Click on "Options". On the top-left, click on "FLightBars". If it is not there, click on the small arrow icon on the top-left. This should reveal the tab if it's off-screen. If you are in-game, save and reload the saved game once you apply the new settings. On a server, this mod will use the host's settings. If you are the host, it will use your settings. Mod Features: Emergency Service Vehicles have a 99% chance (5% in parking lots) to have their light bars flashing. As time passes, both flash chances listed above will slowly decrease to 0% which takes 2 months. Has the option for keys to be somewhere near or inside vehicles with their light bars flashing. The default setting is false. Custom sandbox option "Months Since The Apocalypse" determines how much time has already passed. It is located in the "World" tab when starting a new game. (Note: Playing the mode "Six Months Later" will set this to 6.) Language Translations: Finished Translations - AF, AR, CH, CN, CS, DA, DE, EE, EN, FR, HU, IT, JP, KO, NL, NO, PL, PT, PTBR, RU, TH, TR. If you want to improve or add better translations, let me know here: https://steamcommunity.com/workshop/filedetails/discussion/1970747513/3540329465446088992/ .
  3. I was testing out the day/night activity settings in zombie options for Sandbox, so I could attempt a playthrough where zombies are active only at night. It seems to work initially, zombies are only walking. However, zombies will start sprinting within the first minute. And as soon as more than a few zombies begin to sprint, it's as if the zombie options are immediately switched to sprinters, so now every zombie is sprinting during the day.
  4. Reverse Decomposition, or Composition if you will. Essentially add an option for zombies to get stronger over time. 3 options ideally. Time increases: Speed, up to runners. Strength, up to superhuman. Or both, up to death incarnates. We already have an option to stop decay, so why not have an ever increasing threat. And on that note, a modifier to determine how long until 'max' decomp (Or comp) effects are reached? Like 1 week, 1 month, 6 months, 8 months, 1 year, etc. I'm doing something similar in sandbox and it's pretty fun. I'm using the respawn to (If I did it right) start with no zombies and by day 100 I should have Class 4 populations of zombies!
  5. I suggest adding a [Advanced] checkbox somewhere in sandbox menus. If checked it would allow setting certain things not by presets (High, Very High etc.) but by numbers ex. Very High spawn rate is 4.0, such option would allow a player to set it to anything they want like 10,0 or 0. It would be a very nice addition to the game for those who want to customize their game to the max without hackish mods.
  6. I am interested in finding out what customization options most people use. This will be useful for general statistics but also for mod creation.
  7. 1. Cause of death. tell the player what killed them. i was in good health no injuries well fed and on day like 37 and just dropped dead...no reason, no explanation. 2. mapping besides "bread crumbing". 3. better first aid/more info in the health panel. such as splinting, antibiotics, amputation, listing disease status. 4. non over powered vehicles such as wheelchairs, skateboards, scooters, mo-peds? 5. co-op activities (for amputees wheel barrow using a gun while friend pushes?) climbing, co-carry bags or things like furniture 6. perhaps make it so crafting recipes register even when items are in separate equipped inventory bags on your person.
  8. I suggested this on the old forums but wanted to repeat it here... Way back when the pistol and reloading mechanism was a mod, not part of the vanilla game, the "hardcore" reloading style was the only one available. Although realistic, it was rather buggy and definitely not user-friendly, and I definitely support making the "style" of reloading an option in PZ's settings rather than forcing one set style (easy, normal, hardcore) on the player. However, the old mod version of reloading had something that I don't think was included when it was incorporated into the vanilla game version: shotguns had to be "pumped" between shots. If you hadn't tried it, it sounds dreadful and annoying, right? But I recall that once I got used to it, it was such a visceral, cool-feeling concept of shooting, whacking space to rack the shotgun slide, shoot, repeat. It did take getting used to, but it made the shotgun feel more "real" to me than any shotgun in any other game. It also balanced out the power/capacity of the gun (especially compared to the pistol) nicely, IMO. What I'd LOVE to see is this added back in. Not forced, because I'm sure loads of new players would utterly hate it, but with added via a menu option (below "Reloading" in the Options menu?) to let the player choose between: Easy: Shotguns are all semi-auto (as the game is now)Normal/Hardcore: Shotguns must be pumped before each shot (as described above) Keeping this option separate from the pistol reloading would satisfy players (like me) who wanted one but not the other. Ideally, this would only affect the current shotgun in the game ("pump action"), so at some point in the future, either vanilla or via a mod, a new double-barrel shotgun (never needs to be pumped but only holds two shots) could be added for balance and variety. It would also allow for bolt-action rifles to be added to the game at some point too. All that is "future stuff" that doesn't need to be worried about now, yes, but getting the basis of a "cock/rack before each shot" gun mechanism into the game at this point would make such future additions more viable as well as making shotguns more realistic (right now, why ever use a pistol instead of a shotgun?).
  9. Id like some sort of option to turn down the music for the entire game maybe more options people think of.
  10. Pretty much as title said, I like the soundtrack but there is times where I want to play while I'm watching something on the other monitor and the thunder from the soundtrack is blowing out my ear drums. I know this is only in the menu (using "M" when in game) but sometimes it takes me a little longer to plan out my character Muting the whole program from windows is not an option as I do use the sound effects in game, alarms and meta game heli/gunshots are loud enough to be heard while listening to music or whatever. Atm I am in fact muting and unmuting the whole program until game starts but it just seems silly.
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