Showing posts with label projectzomboid. Show all posts
Showing posts with label projectzomboid. Show all posts

Monday, November 20, 2017

Favorite base in Muldraugh? projectzomboid

I always go for the restaurant near the south edge of town: http://ift.tt/2zU3uxG

It's pretty much an ideal starter base. There are 2 refrigerators and a ton of cabinet space. The utility room is usually good for at least a hammer and maybe some weapons, and there's a lot of furniture to take apart for carpentry xp. I barricade off the dining room and just use the kitchen as living space, I'll grab a mattress or army cot from the nearby trailer park as a better bed and sleep in the little office. If there's a decent amount of time before the power goes out, you can hit up the grocery store up the road, there's also a bookstore, police station, and 2 small warehouses nearby. Plus you're right at the edge of town for when the time comes to bug out (helicopter), and if you're feeling really brave you can try your luck with the "warehouses out of town" a little ways to the west (though for some reason there's always a crap ton of zombies there whenever I try it)



Submitted November 21, 2017 at 09:50AM by kalish34 http://ift.tt/2hGyU00 projectzomboid

Monday, July 11, 2016

Generator Script/Lua projectzomboid

Hey I wanted to change some settings with generators, I wanted to make it so the more you have on in a house, the more gas that the generator takes. But I cant find the script/lua file that lowers the gas in the generator. Any ideas?

Also random question on top of that: Can you move freezers? I know you can move refrigerators if you have the electrician levels and a screwdriver, but what about freezers?



Submitted July 12, 2016 at 05:43AM by Chris0135 http://ift.tt/29AzRCJ projectzomboid

Thursday, April 28, 2016

15 days and no power, I find this fresh chicken? projectzomboid

The power has been out for about a week and I found this fresh chicken sitting inside an oven. The food that had been inside the refrigerator of the same house was already rotten. The chicken must have been in the oven since the beginning and its still fresh and cooked?



Submitted April 29, 2016 at 02:47AM by JohnFromEPA http://ift.tt/1WtDYmN projectzomboid

Friday, December 11, 2015

Generator Electrical Question? projectzomboid

Has anyone been able to get items that have been picked up and placed to work with a generator? i.e. A refrigerator or microwave or is this something that atm doesn't work at all?



Submitted December 12, 2015 at 03:24AM by Abbyssmaul http://ift.tt/1ReZ5ba projectzomboid

Monday, November 9, 2015

Question for build 33. projectzomboid

Am I going to be able to move working refrigerators (while the electricity is on) and keep them running moving them to a new building that doesn't have one?

Then when the electricity goes off, will I be able to run a generator to run the refrigerator?



Submitted November 10, 2015 at 09:07AM by Bonesnapcall http://ift.tt/1O0CZ8r projectzomboid

Question for build 33. projectzomboid

Am I going to be able to move working refrigerators (while the electricity is on) and keep them running moving them to a new building that doesn't have one?

Then when the electricity goes off, will I be able to run a generator to run the refrigerator?



Submitted November 10, 2015 at 09:07AM by Bonesnapcall http://ift.tt/1O0CZ8r projectzomboid

Wednesday, July 8, 2015

(Server question) How do i wipe just the items in the world? projectzomboid

Ive been looking for a guide but cant find one, I can wipe the world and I can wipe zombies. But how do I get rid of all the items still sitting in random places like rotten food in refrigerators etc...



Submitted July 09, 2015 at 06:26AM by Zekeol http://ift.tt/1HOtt8H projectzomboid

Tuesday, June 9, 2015

So I survived my first holdup in MP. projectzomboid

Hello Everyone!

I was playing last week on Zeek's server (a great server with lots of active players) when I had arranged to meet someone at gas 2 go as I was only my way to Westpoint to try and setup a base and to team up with a survivor. On my way to the station I saw that he had been killed but didn't really take too much notice to it, my character was on the highway without any shelter, hungry and wet. I needed shelter, so I managed to dive into the drive through and towel him down, then I pressed on to the gas 2 go. For those of you that have made the trip, especially on MP will know how exposed you are when travelling that road as there are always zeds spawning in, the risk of being exposed to the elements and the danger of bandits.

My character finally got the the crossroads where there is a restaurant and the gas 2 go station and I slowly made my way into the gas station that was surrounded on the east side by zeds. Mistakenly I did not survey the area and presumed that unless I made a racket whilst looting the station that I would be pretty safe to continue my journey / find out what happened to the guy that I was meeting. I managed to land a couple of bottles or orange soda (a life saver at the time as my character was low on food and also couldn't scavenge the nearby trees for food due to the marathon he had had to run to get here since the highways were packed with zeds) some nails, magazines and canned food.

I proceeded to spin my character round to check for zeds when looking ahead of me there was a man stood there with what appeared to be a varmint rifle. "Don't move, turn around and take off your backpack" he said, at the same moment his partner came inside the gas station using the service door to the side rather than the main entrance me and the bandit had used, he also had a rifle or a shogun. I stood there weighing up my options, I could bolt for the door, take a swing at them with my axe, quickly change out to my pistol and try and get a shot off whilst they were busy robbing me or I could stand there and co-operate. I always thought should I get robbed or come across a bandit that I would be ruthless and die with a weapon in hand but as I had grown to love my character (3 days in) and after the rigors of the highway journey I didn't want to lose him. "Take your fucking backpack off now!" the second bandit shouted out. I had no time to get the nails into my inventory or the spare axe, pistol, can opener, the pistol and its meagre ammo I had for it or anything that I needed for that matter. "They'll loot me and kill me." It was all I could think whilst I was standing there, "O.K. don't shoot let me take it off." "Hurry up!" "Hey" "Wait", their patience would quickly wear thin and I was as good as dead, little did they know that the "Hey" I had said earlier was a shout, I had cried out for help in the vain hope that it would come, the bandits were so focussed on me that they hadn't seen the zombies clambering into the station from the east, or the one that had come though the door, there was also a zombie that had started banging on the service door to the side.

They had no idea that my shout for help was a plea for the zombies outside and I had managed to mask the shout with an immediate message, that was their first mistake. Their second was their own making, they were so focused on me and my loot that the gas station had quickly been overwhelmed by a small group of zombies and luckily for me I was stood behind the counter on the west side of the station. Both these guys realised too late, the zombies took a chunk out of the first bandit, he spun around and fired the first of the many shots, the second bandit had a zombie on him almost straight away and as I watched him spin to help his friend I made a bolt for the service door. The first door was wide open so as soon as I managed to get to it I made another yell "HEY YOU", the zombies that had started swarming in though the main entrance must have heard it and sung around to go for me, I slammed the door, checked the outer door was locked, 'Yes, yes!' I said laughing in front of my computer, immediately I barricaded the inner service door shut.

More shots were fired 'That's your third mistake lads' I said to myself as I swung the outer service door open and opened a zed head with my axe, I ran north as fast as I could and found a thicket of forest that would conceal me should these bandits have survived the attack. From that point I spent an hour or more hiding in the trees and then made an emergence, the zombies had spread. I chased a few out of the gas station so that I could claim my prize. There they were, two bandits lying with the inners spilled, their guns ammunition and backpacks full of stolen loot set beside them.

Never had a such a wide grin on my face whilst I was playing a game. I ended up looting their corpses and going to the nearby restaurant where I found their base of operations, two generators, running water, refrigerators full of food, a sheet rope to the roof with look out posts onto the cross roads and an arsenal of weapons, this place was their fort, so I pillaged it. I pillaged it something rotten knowing that these guys would be walking from Wp or Mul, I disconnected everything and gorged myself on their food, I took their generators and stashed them far out in the forest, I took their arsenal and gave it to a group of trees, I broke their base up, I smashed their barricades and I cut their sheet ropes, I threw everything to the wind and went into hiding. Then I broke my leg......

So the situation as it stands now is me, in their storehouse with what was left of the food nursing a broken leg and boredom. Nothing will beat that, Project Zomboid served me up some of the best gameplay I have had out of a game, I have had heaps of it thus far and I will continue to gorge on it and on the processed cheese and ketchup that are all I have remaining in my barricaded storehouse.

Thank you PZ, I keep up the good work and most of all, thank you to the bandits that died a less than gracious death.



Submitted June 10, 2015 at 08:42AM by Swainoez http://ift.tt/1MGVFZy projectzomboid

Monday, March 16, 2015

Mondoid Mar. 16: Back to Russia projectzomboid


banner image


Welcome to the second part of the great Russian PZ question-o-thon! First, however, the usual ‘current build housekeeping’. We could really do with a snappier title than that…


31 continues to have fixes and changes thrown at it, and we will look to get it released as soon as possible. However, there are a lot of big balance and game progression changes we’ve put into it, and on one hand we want to make sure we don’t make a lot of people grumpy when it is released, but on the other want to separate out more ‘don’t like change’ complaints or misunderstandings from real balance issues we need to address, as the general direction of the new skills and trait systems are something we feel important and a big step in the right direction, and don’t want to dial back changes that will be complemented by the upcoming skill / recipe update (people’s reliance on carpentry, for one). This one may take a while to graduate, we’ll see how it goes, but as soon as it does we’ll get Desura out there too.


Now, onto out second bout of questions from the good russian-speaking PZ survivors of this world. These Mondoids have been fantastic for us, as previously we hadn’t quite realised the extent of the good work put in by Oneline and the ups and downs that the community had faced before it reached its current size, stability and inherent ace-ness. So if you’re a Muscovite and Vladivostockian (?) or anything in between we urge you to visit http://ift.tt/1EVUsgf and http://playzomboid.ru/ and join in the fun.


Are we ever going to know what has happened before the outbreak fell upon earth? It feels impossible for everyone to turn into zombies suddenly, since the infection takes at least a few days to turn their host into one, according to “standard” sandbox settings. [Fedor Ushanov]

WP: My radio and TV broadcasts should be going into the game, I’d imagine, in Build 32 or 33 to provide a little back story and something to tune into while going about your survival business. For the first seven days in any case, after which point transmissions will become a little more sporadic. The ‘everyone’s suddenly a zombie’ issue certainly provides a challenge, as it does in an awful lot of other zombie/plague fiction, but I’ve spoken to two specialists in real world outbreaks and pandemics at London universities and I think we now have many explanations (many false, one real, some plausible, some not) to hint at and play with while you listen in on the world going to shit.


Was there a reason to replacing the old exhaustion system? (Sergey Malkovich)

LEM:Yes, pretty much. In playing the game, and watching others play, we noticed that all that the exhaustion ever did was stop gameplay for 5-10 seconds before resetting to as if it didn’t exist. It didn’t really lead to any interesting choices or considerations beyond ‘I should stop running now for 10 seconds’ or ‘I should back away from these zombies for 10 seconds’. Watching zombie clear-outs on YouTube were frighteningly drawn out and dull – which it shouldn’t have been happening. The new system uses energy more like a commodity or resource that the player can use wisely or waste, and this feels much more interesting.


. Will there be military among the NPCs and, if yes, will they behave any different from the normal citizens? Will they interact with the vehicles – when they are added in, of course? (Evgeniy Karpenko) LEM: They are certainly planned / desired, and if they are added they will for sure have differing AI and interactions than normal citizens. At this stage though the NPCs are so long coming that we don’t want to promise anything specific more than survivor NPCs until they are done and out there.


Will there be Steam Achievements? LEM:Yes there will be, for sure. However, we didn’t think the majority of people would appreciate us spending all the time coding the achievement code when there were many things we still need to do that we’ve promised since day 1, as much as we appreciate many do want achievements. Also we can’t plan for what functionality we’ll one day have to tie achievements to, so it seems wise to leave this until the final lead-up to 1.0.


Will you add voice chat to multiplayer? LEM: We will certainly try! We still plan to get Steamworks integrated properly, that’s kind of a must for 1.0 (but is tricky due to the whole java thing), and at this point we could explore the possibility of VOIP communication. The thing stopping us doing VOIP at the moment is the same difficulties that make multiplayer a bit of a chore to set up. To use VOIP we need NAT punch through so clients can talk to each other directly, or the port opening required would get really silly.


Are there plans to be able to sever your limbs? [Alexander Vasilyev] LEM: This is something we’d love to do, and now we have a dedicated animator it is a lot more plausible with the 3D models. However, It just gets a bit tricky with trying to retain compatibility with the 2D only system. Just know that it’s something we feel is an important last ditch attempt to save your character (with a tiny chance of not bleeding out) so will do all we can to get it in there.


Will there be romantic relationships between players and NPCs? (I’ve found a lot of jewellery but never understood what they were there for.) LEM: Probably not. We’ll leave these kinda things for mods! We will always make such things possible in the modding, if at all possible. However, its likely we’ll have a lot of preexisting relationships. It’s a must to be able to run into husband / wife / brother / sisters in NPC groups. Maybe its even something the player could pick in character creation.


Are there ideas on picking zombies off from a higher place? I’ve always dreamt of picking zombie heads off from the window of a second floor. LEM:Yep this should be possible, it’s more a bug than a missing feature at the moment!


About the NPCs. Will they be as advanced as everyone expects? Will they create diaries and be capable of making any kind of relationship with you and other NPCs? It’s just that many, many games like these have NPCs comparable to mindless, soulless bots and it’d truly become a great instalment if NPCs are this advanced. (Sergey Gamanin) LEM: ‘Advanced’ is a loaded question. We’ll make them as advanced as we possibly can, and may subtly cheat to accomplish our goals to make up any remaining distance the NPC intelligence can’t deal with alone. NPCs will form relationships with you and each other, and these will be altered by events that transpire in-game. This kind of stuff is not the behavioural AI stuff we’ve demoed in the previous videos but more ‘soft-scripted’ branching story event chains, so while it may seem ridiculously ambitious – if you look at Crusader Kings 2 you’ll see a rather clever way of handling all this character driven stuff that we’ve been heavily inspired by. (Of course it’s still bloody ambitious, hence the WHY NO NPCs still. Aggg. We’ll get there though. :))


It’s essentially a combination of behaviour trees defining the NPCs movement and moment to moment decision making, while the NPCs main ‘story’ and moral choices / decisions etc are played on a higher, simpler world model involving character traits and relationships, with events modifying these and triggering dialogue. The difficulty comes from fitting all these together! The level we’re aiming for is higher than in any game we can think of, truth be told. We may not hit the height we are aiming for but as they say ‘shoot for the stars, hit the moon’. We won’t be satisfied or release until we have something we think the community will think is worth the wait. This is why it’s taking so damn long.


How is the map development going on? What are your plans on it’s overall size and how far do you plan to develop it in terms of territory? (Alexey Leshyov) RNG(lol): Map development continues apace, with almost all of the road/building layouts and vegetation leading to the City of Louisville (from just North of West Point) in its “first draft” state. That’s currently 85+ completely new and unseen cells, a lot of which will be more dense with buildings than any cells previously seen (excluding its surrounds, Muldraugh is 9 cells, for comparison). The overall size of the map should end up being somewhere between 1000 – 1200 cells (only including south of the River) which equates to roughly 100 square kilometres. In terms of territory, after the Louisville outskirts are complete, it will be on to the city of Louisville itself, and then South of Muldraugh towards the army barracks.


Very important question to me – can we expect high rise apartments and office towers, higher than existing 8 floors? (Pavel Kotov) LEM: It’s possible we’ll have to increase the building sizes for the inner city. There are performance ramifications to consider though (it used to be 16, we actually reduced it) so we’d have to consider some alternative methods so increasing it would only impact performances in those areas. It’s easier said than done because you can’t take for granted the height of the world from area to area. In short – we’d very much like to and will look to, but even if we did it we’d use it sparingly, and it would unlikely be 50 floor buildings.


Will you ever add cellars into the game, 2.5 meters under the ground, able to hold optimal refrigerator temperature of 0-5C even in the hottest summer days? I don’t care if it takes a huge loads of resources and 5th level of carpentry to create, because it’s a very, very important and valuable thing. Also, will yoube able to keep your food outside during winter temperatures to freeze it? (Maxim Ilyin) LEM: As above it’s feasible and we’d like to, but presents technical challenge as the engine and tools and everything are built upon the assumption that floor 0 is the ground floor. There are potentially ways to change this, work around it even, and its definitely something we’d like to do, but we’re being careful of making promises we can’t end up keeping. There are certainly plenty of other things we have to do before we could consider something like this. The outside temp in cold weather being used as refrigeration is an interesting idea we should look into. Depends to an extent on Kentucky weather how feasible this would be.


That’s pretty much it for this week! Before we go, would just like to say a big LOVE YOU to all the wonderful people we met, first time or not, at Rezzed. You’re all super.


Today’s header image is courtesy of Lament If you’ve got that newsletter feeling, then click here







Submitted March 17, 2015 at 12:22AM by EnigmaGrey http://ift.tt/1GepVYm projectzomboid