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RELEASED: Build 35.26


RobertJohnson

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I've got a question on metalworking.

 

We have a player on our server who started as a metal worker. He is now level 5 metalworking and wants to build a "big wired fence" but can not. He has all of the materials, but can not place the fence and actually build it. It always remains red and can not be placed on any tile. When selecting the 'big wired fence' from his metalworking context menu, it shows all the necessary ingredients and the ingredients are all green. Just when trying to actually place the fence it remains red on every tile.

 

He can build other metalworking objects like 'small wired fences' etc just not the big ones.

 

Anyone have any insight or solutions?

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Its a bit uncomfortable (Specially when you are new to the game and you are not familiar with the item's icons) that the "category" column category is always bigger than the "type" (name of the item) column, noted while resizing the inventory ui window, it always shrinks the items names more than the items types.

 

The column category mostly contains words like "weapon", "container", "food", "item", "clothing", "amunition" and its specially usefull when looting for specifics you can sort by column category and take only the ones that says "food", or "item", which is wonderfully realistic, when you are in need of painkillers or disinfectant bottle, or medic stuff, you go to the bathrooms and know that some kind of items should be there and not in the kitchen, etc.. same goes to searching for something specific, you open the kitchen cabinets and you are looking for cans, food, and tend to ignore any other kind of items that you are not currently looking for (in a hurry). 

 

Problem with the current sorting is that it seems to be alphabetical, not a kind of cicle among the categories types available.   i mean (1 clic to sort the column should set the criteria to "food", next clic, to items, next clic to weapong, and so forth... and it should remember the setup you last selected as sorting criteria.

 

Also, the size distribution of the inventory window gives this category way too much space, and the name of the objects (which is displayed at the end of the name of the item with numbers gets very little so i am constantly adjusting the lenght of the columns to see what kind of object is and the number of that there are.  

you could change the item quantity to display at the begining of the name not at th end, and add more lenght to the type column thant the category column, that would be great.

 

Also the inventory windows should be a bit more transparent or displayed in a way that wont block the gaming view.

Somethings you need to monitor stuff like looting zombies to see if they have anything of interesting, or if you are injured to check on your bandages, and is really unconfortable and unrealistic to have a huge black windows blocking the view of important things you should be paying atention in the game, like zombies here an there..   would be a nice add to have some kind of icons only display of "on view item" (like when the inventory window populates with the items a zombie corps has on it by walking near by or click it) without having to open the ui or keep the containers inventory view open all the time just to do a quick look of the items that are nearby.

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Hello there! i am new to the forum, not played Project Zomboid since 2011 :D and a im astonished about how this game has evolved and how cool and entertaining can it get.

Well, i have tryied to post some sugestions and reply's in the forum but this is one of the only places it actually let me write dont know why.

 

I had a bug/sugestion about the inventory ui which i already posted and is waiting for aproval, and have a little few sugestions for

the next release. (since i clic on the "sugestions goes in here" and got me to this topic i asume its the right place for it.

 

1) Clothing should have something to do with emotions, getting bored, melancolic, sad, etc.
it should make you happier to change clothes, or even use clothes that are in great condition but as you use them, swet them, kill zombies with them, they get dirty and damaged like any other thing in the world, so changing clothes is a must, also, clothing should make you less prone to scratches and bitting.    its a bit of a waste having clothes only to serve as sheet ropes etc and some not even that.

2) Perfume as a decoy for zombies, you should be able to throw a perfume bottle and make them attack themselves, or follow you by the smell, or simply getting them to form a horde, and try to get their attention while staying grouped driven by the smell. Also, a town or place with dead bodies in the streets should have a hell of a smell, the smell of death, so a pefume can be some very powerfull item both for strategy and emotionaly for the character.   it should make you happier to live in a place that smells good and avoid getting depressed.

Also just as the need to sleep is the need to take baths, also it should be important for healing and for happiness to take a shower now an then..

3) Some clothes like should act as containers, pants and have pockets and carry small objects like ammo and shells.  you could add some other kind of wearable bags like the waist pack, that could carry very little weight to keep stuff like the lighters, ammo,  maybe a gun knifes, things that are little, like the screwdriver, tissue, pills, can openers,


4) Fight system: Be more realistic about bites. it should be very hard for a zombie to actually bit you or even scratch when you are a lone with him, you have reflexes that help you to avoid getting injuried by other person, (like fire that gets you instantly move away your hand), in a one to one, face to face with a zombie or person you use your hands, push, take your hand away, etc, i would suggest that bites were only posible if you get into a fight with minimum two zombies,  that is more likely to happend that one zombie restrain you so the other be able to bite you.    Imaging a fight with another guy and try to bite or try to scratch him, would be very hard and that is humans are fast, zombies are slow, can't remember fight training, or something that make them inmobilice you, etc.  so bites sould be made very very improbable, only if you get restrained long enought, because even if you are put into the ground in real life you would still be kicking and swinging, and pushing and moven your arms and legs to avoid getting grabbed pushing the attacker away, so getting bitten is a long shot.      The real danger in the zombie apolalipse is not the zombie its their numbers.

This goes for the unrealistc way many people die for gameplay dinamics (trying to one move kill something with a knife that its not there (missing the zombie is unrealistic) and its just because of the view or perspective of the game or the mouse position or just for a bad keypress dealing with 1 zombie).

5) Vehicles:  In a Zombie apocalipses most vehicles get abbandoned in highways trying to leave the cities, or people crash driving in panic or getting our of their cars because then thing they hit a person and its a zombie, and get killed and the car stays right there ignited until it runs out of gas.   Same goes to motorcicles.  Vehicles that are there parked for too long, (leave your car alone for a month or two and see what happends ) vehicles wont start again without some major maintainace, car batteries also die, the oil gets bad and needs to be replaced,  the tires gets flat and damaged for lack of movement, to say a few so unless you would create a mechanic profesion, and a whole new system of car parts, and skills and all that, the only vehicle that should be at hand is the bicicle, but it sould have its cons, you could cover more distance faster and without getting tired but you cant carry very much weitght, or you would be more prone to fall from the bike, get injured. Game controls should de made harder when driving a bike, so driving a bike across a dispersed bunch of zombies (just like you do right now while runing thru the crowd trying to herd them would be practically a suicide, as you are likely to fall from the bike and that take some time to get onto your feed or too injured to run).

 

About the items of the world, i think they sould be more realisticaly distributed, a zombie apocalipse its an apocalipse not because the lack of food, but the lack of capital goods, the free market system requieres so many diferent specialiced activies that most of the items we use, would be imposible to produce, so its an involution to a more primitive state of things, but that doesnt mean that the world will turn to scarcity right away.   (by the way, i just think sparklers are very scarse and the sould not be, and some items that are so common can't be made scarse or "rare" finds. ) i want my aerosol bombs to be easiear to come by. 

6) Reading books is not boring, i read some of my favorite economics books in a matter of days, because its so interesting to do so.  There are some books that are read in seconds and take away your boredom and books that give you skills takes a lot of time to read and get you bored... which makes no sense.    It would be better that those books (skills) be read in a diferent way, like getting N number pages read at the time,  if the book is in your inventory when you go to sleep, which is what most of us do, get your book, read some pages to get spleepy and fall aspleep.  That way you could read many books of many skills as a going to sleep routine.

7) NPC's.    I like the NPC idea but they should be made more agressive and less likely to group or friendyou as the item scarcity gets deeper, just take a look on Venezuela and every place socialism has hit how shortages impact human behaviour, lets not say what happend when social peace is disrupted not by human criminals but by zombies..  
So...  long NPC frienship should be created or made during the initial stages of the game, as time goes by surviver groups would form already and they would be unlikely to accept new members, as trust is a very importantt component of a "family of survivor", but groups should be able to make some group trading, food, meds, everything can be money as money is just the most comonly accepted medium of exchange.    An last, some groups of survivors will be parasitic and try to steal from you, kill you, sabotage your base, luring zombies in your direction, etc.

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Build IWBUMS 35.18

 

[New]
[MP] Removed /grantadmin and /removeadmin commands, use now /setaccesslevel "username" "none" to remove an access level
[MP] Now close every windows opened with the player stats panel when closing it
[MP] Added a "display name" for users, can be changed by admin (your username/loggin/save still remain the same, but the name shown to the others player can be changed)
[MP] Admin staff will now have UI box when something important occurs in the world (detected cheats, player killed in pvp...) and can teleport to the place via a simple button
[MP] Added an admin panel, press "escape" while in game and click on "admin panel":

  • In this panel you can have a little SGBD: see/modify the database (only moderators and admin can modify)
  • Admin staff can also enable carpentry cheat: construct anything in carpentry menu instantly without materials (more "cheat" for admin are coming)

[MP] Added a transactionID on players, should stop copying/pasting save in multiplayer (server option: SaveTransactionID, default false)
[MP] Added a server option to save the player status after he gets hit (PlayerSaveOnDamage option)
[MP] Added users log:

  • Everytime something weird occurs (lua checksum, cheat detected...) a log is added, admin staff can see them easily in the admin panel
  • Admin can also add log to keep trace of stuff
  • Added also a warning points system: admin staff can add warning point to a user (with a reason) so they can have a trace of players having bad behavior

Added a Multiplayer tab in the option screen:

  • You can display or not your username (works only for you, others will always see your username if the server options said so)
  • Change your username/speach color (it's now persistant!)

 

[Balance]
Worked a lot on the check stats panel to make it way more user friendly

 

[Bug Fix]
Fixed lots of admin "check stats" UI bugs
Fixed some infos not synced between admin and players
Fixed a bug in the public server screen when losing sync
Fixed custom color on objects not being save when rebooting the server
Fixed some bug with the alarm clock in multiplayer (players not waking up...)
Added the missing server options to the server settings UI
Fixed a bug where admin staff couldn't use /roll or /card without having dice or cards
Fixed commands not working for client (non admin)

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it would be great when you dismantle a radio/walkie, the battery appears in the same way that other components...

 

On 23/9/2016 at 3:56 PM, RobertJohnson said:

Display a "% full" of a zone when foraging

 

Please, add to the fishing too.

And a question; how long does it take an area to filled again?

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LuaEventManager: adding unknown event "OnTileRemoved"
Init ISContextManager
-------------------------------------------------------------
attempted index: x of non-table: null
-----------------------------------------
STACK TRACE
-----------------------------------------
function: instantiate -- file: MainScreen.lua line # 730
function: addToUIManager -- file: ISUIElement.lua line # 883
function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1609
function: LoadMainScreenPanelIngame -- file: MainScreen.lua line # 1601
java.lang.RuntimeException: attempted index: x of non-table: null
        at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549)
        at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:473)
        at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
        at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
        at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
        at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
        at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
        at zombie.Lua.Event.trigger(Event.java:37)
        at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
        at zombie.gameStates.IngameState.enter(IngameState.java:551)
        at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:145)
        at zombie.GameWindow.logic(GameWindow.java:633)
        at zombie.GameWindow.run(GameWindow.java:1238)
        at zombie.GameWindow.maina(GameWindow.java:1018)
        at zombie.gameStates.MainScreenState.main(MainScreenState.java:177)
-----------------------------------------
STACK TRACE
-----------------------------------------
function: instantiate -- file: MainScreen.lua line # 730
function: addToUIManager -- file: ISUIElement.lua line # 883
function: LoadMainScreenPanelInt -- file: MainScreen.lua line # 1609
function: LoadMainScreenPanelIngame -- file: MainScreen.lua line # 1601

I get this error In coop mode.

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9 minutes ago, ZoolooS said:

I have a question, why window frame was removed from game? Or it is a bug? I have only door frame to build and it is now not possible to make window.

It's a 2 part build now.  You have to build a Wooden Wall Frame.  Then you can build a Wall or Window on that frame.

 

I don't know if it is an intended feature, but apparently you can use the wooden wall frame to then build a Metal Wall/Window, or vice versa.

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Maybe a bug?  Not sure what the intention surrounding XP gains are.  Never played with XP multiplier before, but I made a sandbox with it set to 1000 (max).  I found that my skills gained at an incredible rate, but my Strength and Fitness XP did not. 

 

Example:  I pick up a few kitchen chairs (around 30lbs) and go for a run.
When my Sprinting would jump by 1000xp, my Fitness would increase by 1xp and my Strength by 3xp.

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1 hour ago, steiger said:

It's a 2 part build now.  You have to build a Wooden Wall Frame.  Then you can build a Wall or Window on that frame.

 

I don't know if it is an intended feature, but apparently you can use the wooden wall frame to then build a Metal Wall/Window, or vice versa.

Thank you! will try that.

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