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  • 2792 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

  • Posts

    • Summary: Allow flashlights to be placed in the world while turned on, functioning as small static light sources until the battery drains.   What the feature is Currently, flashlights in Project Zomboid only function as handheld items. This suggestion adds a simple interaction: Right‑click → “Place Flashlight (On)” Once placed, the flashlight would: emit the same light radius as when held continue draining battery normally remain on the ground or on a surface be retrievable at any time This mirrors how radios, TVs, candles, and campfires already work as world light sources.   Why it benefits gameplay 1. Emergency lighting during power outages Players could light up: stairwells hallways basements garages safehouse entrances Without needing a generator or candles. 2. More tactical night gameplay Placed flashlights would allow: hands‑free looting lighting a room while fighting marking a path in dark buildings illuminating workspaces (crafting, carpentry, metalworking) 3. Realistic survival behavior In real life, people absolutely set flashlights down to work with both hands. It’s intuitive and immersive.   Does it make the game too easy? No, it’s a quality‑of‑life improvement, not a power boost. Batteries still drain Light radius is small It doesn’t replace generators or proper lighting It doesn’t remove danger from nighttime exploration It simply gives players a realistic tool they should logically have.   Is it realistic? Yes, extremely. Placing a flashlight on the ground or on a shelf is one of the most basic survival behaviors.   Does it require a massive rewrite? No. The game already supports: placing items as world objects toggling items on/off battery drain static light sources (radios, TVs, candles, campfires, lamps) This feature would reuse existing systems with minimal new logic.   Closing thought This is a small, intuitive feature that fits perfectly with Project Zomboid’s grounded survival design. It adds immersion, tactical options, and realism without upsetting balance or requiring major engine/coding changes.
    • Hey everyone, I'm opening this topic to share an important decision regarding my SNES game development. From now on, I will no longer post weekly updates or scattered dev logs. My focus will be entirely on bringing these projects to completion, and I will only share results when each individual game is fully finished and concluded. I want to come back to you with a complete product, not a work in progress. See you at the finish line!
    • The errors at the end of the file seem to be caused by "Take A Bath And Shower [SP/MP]"   Having a lot of items on the ground has been known to cause out of memory crashes.
    • Build / Environment Game version: Build 42.19 (also previously observed on earlier B42 versions such as 42.15) Mode: Singleplayer Sandbox Operating system: Windows 10/11 Mods: ~10 mods enabled (not a heavy modpack) Debug mode: Game launched with -debug Java heap: Increased manually to 16 GB via JVM args     Summary I’m experiencing a severe issue involving animal duplication/corruption in chicken zones, which appears to cascade into: duplicated chickens (real entities, not UI-only), wrong animal counts in zones/hutches,   The issue persists across new characters in the same world, suggesting the problem is tied to the world save / animal data rather than a single character. extreme hutch dirt accumulation, mass death of chickens, periodic game stutters every 4–6 seconds, and repeated Java heap OutOfMemory crashes.   Detailed Observations 1. Chicken duplication / corruption   Chickens in multiple animal zones became duplicated. The duplicates are real entities, not just duplicated UI entries. Examples observed: Baby chickens with the same name/ID appearing twice (e.g. “Baby Chicken 1234” listed twice). Hens also becoming duplicated. Cockerels were not duplicated so far, but there are very few cockerels in the world. It looked like existing chickens were being renamed/overwritten into duplicates, rather than entirely new random chickens spawning. Animal counts in the zone became incorrect. Example: Real visible chickens: about 12–13 Zone/Hutch reported: 17 chickens After relogging, the duplicates persisted.   2. Hutch behaviour becoming corrupted   A newly built chicken hutch initially worked correctly. Later, after leaving the base area and returning, the same hutch suddenly had 74% dirt despite having been cleaned only a few in-game hours earlier. At that moment, nearly all chickens in that zone were dead inside the hutch. One surviving chicken (at ~38% health) was rescued from the zone, and it was one of the previously duplicated animals. Before this collapse, hutch usage and dirt behaviour had temporarily returned to normal after rebuilding the hutch, so the problem appears intermittent rather than permanently broken from the start.   3. Periodic stutters   The game develops periodic micro-freezes approximately every 4–6 seconds, lasting around 0.5 seconds each time. Important observation: when all animals are alive and behaving normally, I generally do not notice these stutters. When the animal zone becomes corrupted (duplicates, dead chickens, exploding dirt values), the stutters return consistently. This makes me suspect the periodic stutters may be tied to the animal zone update system.   4. Java heap OutOfMemory crashes I have encountered multiple java.lang.OutOfMemoryError: Java heap space crashes at different code paths, including: Player save path Save thumbnail/screenshot path   Notably, these crashes occur even though the JVM heap was increased to 16 GB.     5. Additional related oddities observed in the same world   Some moodles temporarily disappeared entirely during gameplay and returned after relogging. Jukebox/radio state behaved inconsistently across relogs. At one point, a healthy character appeared to die almost instantly after being knocked down by a zombie vaulting a fence, though I cannot prove that this was directly related to the animal issue.This happpened twice to me ,same world, same save file. Restarted once again with proper Backup file then.   Relevant Console Messages Some recurring warnings/errors from console.txt: I can provide the full console.txt and a backup of the affected save if needed.   Steps That Seem To Trigger / Correlate   Maintain chicken zones with breeding (hens + chicks). Play for several in-game days/hours. At some point, chickens begin duplicating. Hutch dirt values escalate abnormally fast. Periodic 4–6 second stutters begin. Eventually, mass chicken death and/or Java heap crashes occur.   Why I’m Reporting This This does not look like a normal gameplay issue or simple mod conflict. The key reason I’m reporting it is that: the duplicated chickens are real persistent entities, the corruption affects multiple animal zones,   I’m happy to provide: full console.txt, mods list, and a zipped copy of the affected savegame.   +  Savegame available on request due to forum size limitations.   it survives new characters in the same world, and it appears correlated with severe performance degradation and heap exhaustion.         console.txt
    • Oh, this is going to be a long one...   Personally, my take on the firearms specifically is they should add more of what the players want rather than delving deep into a whole "we need to uphold its theme" being the early 90's and guns literally from the 19th century like the recent lever actions.   Personally my dissatisfaction with the devs can be described in a simple sentence while on the topic of lever actions. "if its a cowboy gun you gotta shoot the cowboy caliber". While 30-30 was also a caliber used by cowboys I'd imagine, its certainly not the one that was the most common or named the "cowboy caliber" which is the 45-70. Or at least the 45-70 was the most popular even if not common idk I'm not too educated on this topic.   And its these small choices they make that upset me. Sure, its not a big deal but its almost like scratching that one itch with the smooth surface of a sponge instead of the rough side, it just doesn't work. But again, that is my take on it that its these small nuances that make or break the gameplay and feel for me. For example how the MSR's used to have 3+1 but now are 4+1 being more accurate to a fully loaded bolt action. Small detail, but it matters a lot, at least to me since i probably have some OCD response when it comes to guns.   Generally, the best way to put it is their controversy. I haven't been on here long but i haven't read or heard anyone request a lever action, let alone two in different calibers. So this was definitely the developers choice and not a highly requested one. (i think)   So then the question goes, why these guns and not something else? For example the trapper gun. First i read about that first thing i thought of was a makeshift gun you can craft yourself, not a manufactured one. And if they state its unreliable, then again why add it? aren't people going to avoid it because its unreliable and honestly no better than the standard 1911 since it has compatible mags from it? This is what i mean by their controversy.   If i were to make a suggestion list, or a wishlist if you will. It would be to add not just random weapons to fill in blanks, but to also base the on category. Categories such as "modern, rugged, old" or whatever you'd want to name them. So, we'd have a few firearms that are the most modern, the ones that revolutionized things in the early 90's such as glock and p226 for example since revolvers were still a big thing.   Then you'd have the rugged selection, things that are battle proven like the newest m16 for the time, or some M4 carbine at the time like model 733 or something of the kind. Alternatively something foreign like AK or FN FAL etc. Just something that will not let you down in the toughest of conditions, but guns that are also considered bone stock essentially since "attachment compatibility" wasn't the main focus most of the time besides a scope at best.   Lastly you'd have the old guns, such as the lever actions, maybe some old rifles and revolvers like carcano's or the colt SAA etc.   I missed over some small details for this list so let me explain it quickly. "Modern" would be the latest and greatest firearm's for the time as close to the '93 timeline, and the most customizable. "Rugged" would be the stock guns you cant customize or are very limited to, such as the AK, FAL, M14, Enfield's, Garand etc. Guns that you could only really put a scope on at most if you got lucky. And lastly "old" which as stated, its too old to even customize as it just didn't have that at the time. And unless we get some crazy attachments like a modern picatinny rail (which wasn't even invented yet) for the lever actions, i don't imagine we'd be able to customize them.    * So while you'd have this category list (these are just temporary names for the categories), you'd now have numerous of firearms within them. Such as "modern" maybe having the glock, p226, newest m16/m4, mp5, m249 etc. One gun would have a major advantage over the next, but all can be applied still to fit multiple roles. The m16 or m4, the all rounder. Mp5, the compact. Glock, the light weight. P226, the reliable. M249, the herd thinner. But all can still share the same role, like you could still technically use the mp5 for room clearing as well as the m249 and vice versa. That's what i mean by all can be applied still to fit multiple roles even if its just one extra role the gun would be possible to do with, even if less practical but not outright impossible. *   Edit: or like i described Mp5, the compact. Glock, the light weight. How those could also be mixed together since both are compact and lightweight, and the main difference wouldn't be their role but the guns capabilities such as mp5 for longer range and slightly higher damage from bullet velocity, while the glock would be more more like your average pistol right now in the game. Kind of like a hierarchy of a gun that does it "good - better - best" while still intended for the same roles. like the glock would be the "good", mp5 would be the "better" and whatever else could be the "best" if the caliber allows for such an advancement. :Edit   This is to not have limitations such as the MSR's being good only for one thing and one thing only and that's keeping distance and not going on big horde killing spree's with it at once. Its about finding the balance of "can i use this in X role as well as Y?" This makes firearm selection more flexible both for the player in game, as well as for what can be implemented. Because what's the point of a black powder musket for example? Or one of those old cap revolvers like the colt walker? Sure, those guns could be added but more as a secondary not as the primary focus. And by secondary i mean for players who want those guns as a collectible or for fun and not a serious role. Like maybe once in a while reenacting a firing squad execution with the muskets or something equally ridiculous considering the theme the game goes for otherwise.
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