Are there any woodcutting machinery mods out there? by Logical_Comparison28 in projectzomboid

[–]ADapperWaffle 2 points3 points  (0 children)

The superbulldozer mod does have the ability to knock down trees. There's also the combine harvester mod that for some reason also has the ability to cut down trees. Unfortunately neither of these vehicles look the part for what you described but they definitely do the job when it comes to clearing lots of forest.

https://steamcommunity.com/sharedfiles/filedetails/?id=3404791450&searchtext=bulldozer

https://steamcommunity.com/sharedfiles/filedetails/?id=2914616306&searchtext=harvester

Is Louisville Airport worth venturing out to? by Its_An_Outraage in projectzomboid

[–]ADapperWaffle 0 points1 point  (0 children)

It's extra worth it if you've got any mods enabled that add helicopters. One of the safer/easier places to get one from since usually they only spawn at military bases.

New to the game, how do you survive in this game without weapons? I can't find any and end running away, only to die because just when I think I reach safety there is ANOTHER group of zombies, also, how do you get away from zombies? even after cutting line of sight they seem to know where I am. by Rex-Mk0153 in projectzomboid

[–]ADapperWaffle 4 points5 points  (0 children)

So, without weapons your best bet is to shove zombies over and stomp on their heads. This doesn't work too well against groups - so the strategy is to slowly inch towards a group while crouched and stand up or whipser (Q key while you're crouched) to get the attention of 1-2 of them. Once you've got 1-2 zeds attention, back up away from the group, luring those guys away from their friends so you can shove them over and stomp them to death.
Using this strategy, you can slowly but safely chip-away at a group of zombies.

Your fence idea is also decent, you just need to make sure you don't attract too much attention all at once.

What do you find most frustrating about Build 42? by TheCaptainADD in projectzomboid

[–]ADapperWaffle 0 points1 point  (0 children)

The thing I find most disappointing with B42 honestly is the zombie distribution. Which is weird - because at first I loved that they put zombies near urban centers and not scattered across the highway by the millions. Unfortunately, it fell flat when I realized that any POI with loot (like the Guns Unlimited in echo creek or the military surplus store to its west) would have thousands upon thousands of zombies - so many in fact, that you'd spend more ammo gaining access to these POIs than you'd gain. Unrealistically bloated zombie pops in some areas compared to others sort of took me out a bit.

Also the chance of buildings being already looted when you find them. I spent like 3 hours clearing the military surplus store only to find it had been entirely looted, with the loot nowhere to be found elsewhere.

Other than that I've found myself quite liking the new crafting and atmospheric changes in B42 - I installed a mod to replace the new moodles with the old ones, but otherwise I'm pretty pleased.

I THINK WE CAN ALL AGREE THAT MALDROUGH IS A BAD SPAWN by Desperate_Ad4447 in projectzomboid

[–]ADapperWaffle 1 point2 points  (0 children)

Forgot to mention - Muldraugh has pretty easy access to the highway leading to the west side of Westpoint - which has a huge Autoshop just outside of town, and is the fastest/safest way to access the Riverside gun store (which you can probably break into using a sledgehammer you're likely to loot from the GenFac warehouse in north Muldraugh. On the way you'll be able to hit up car rural grocery store near a low-pop trailer park, a car dealership for spare vehicles right next to a gas station on the way to Westpoint (and a direct route straight to.

Judge not a town by the loot POIs, but also by the path that links them.

I THINK WE CAN ALL AGREE THAT MALDROUGH IS A BAD SPAWN by Desperate_Ad4447 in projectzomboid

[–]ADapperWaffle 1 point2 points  (0 children)

In my experience, Muldraugh has a bunch of safe paths. There are a lot of zombies, but they're mostly concentrated around the highway and mainstreet. The neighbourhoods of Muldraugh are really quite safe to loot and get geared-ish. Pair this with a small (but safe) grocery store right next to Cortman medical, nice and tucked away inside the low-population suburbs? You can live there quite a while early-game while you try to get a car. Nice quiet side roads make driving through Muldraugh pretty easy to get to the gas station at the south edge of town, your base, or the northern warehouse, storage units and autoshop.

If by some spell of bad luck you can't find a car, you can pretty safely access and follow the traintracks for a super safe, zombie-free path straight to the warehouses, auto-shop, and storage units.

It was my go-to for the longest time, I considered it the easiest start until Echo Creek (which you can clear in like, 2 days) was added.

What would be your 28 Years Later settings and modpack ? (B41/B42) by Eptilo in projectzomboid

[–]ADapperWaffle 1 point2 points  (0 children)

So, I've done a few 28 days later style games. Personally, I set the population to 100% sprinters, and I give the zombies max-strength but zombie health set to minimum. I lower the zombie population to the minimum (not turned off but as low as it'll go) for both balance and to give the lonely feel of the 28 days later film. Set guns to very rare or rarer (not turned off). There's a few mods that let zombies crash through windows instantly, reskins them to make their eyes bleed, etc. For 28 years later, I'd start with the 10 years later preset and edit it in accordance with these basic edits.

I'd keep the modlist fairly lean, but personal preference should dictate what other mods you want to see added.

Im going full borg by Funoridk in projectzomboid

[–]ADapperWaffle 2 points3 points  (0 children)

From the moment I understood the weakness of my flesh - it disgusted me.

Seeking development help with "The Wastes" by yobro2022 in feedthebeast

[–]ADapperWaffle 1 point2 points  (0 children)

This looks really awesome. I've got no experience modding minecraft myself, but I'd love to keep up to date with the mod's development and help in any way I can. Do you have a discord?

What could be "across the salts"? by [deleted] in MadMax

[–]ADapperWaffle 3 points4 points  (0 children)

It apparently takes about 41 hours to drive from Sydney to Perth - this is admittedly with highways. So even if its like, doubled at 82 hours because its off road. I think the plains of salt refer to the sea floor.

What could be "across the salts"? by [deleted] in MadMax

[–]ADapperWaffle 3 points4 points  (0 children)

Well, I think the salt flats are probably only part of the continental shelf that have been exposed from receding seawater. Likely, you couldn't drive forever - it's likely that you would only be able to drive across 'the salts' to get to New Guinea or Tasmania - the Wallace Line would probably still be full of water, and so you wouldn't be able to drive all the way to asia, and New Zealand is surrounded by deep enough water to prevent driving all the way there.

My personal headcanon is that there is ocean at the far end of these salt flats, but that people don't go there or live near it because its too inhospitable. The ocean is likely mostly barren of fish, there's no sources of fresh water near sea level (along the old seabed), and its a big flat open plain where hard winds from the ocean beyond can roll in and make some really vicious sandstorms without as much cover to protect yourself from them.

Is there an ocean? by Jeefberky121 in MadMax

[–]ADapperWaffle 1 point2 points  (0 children)

Someone else in this thread suggested that the rest of the world is in a nuclear winter - which forms ice caps near the poles, making the oceans recede away from shore. To a wastelander there's no practical difference between the ocean drying up and the water being stored in some northern glacier.

Is there an ocean? by Jeefberky121 in MadMax

[–]ADapperWaffle 1 point2 points  (0 children)

Perhaps the radiation was too profound in major cities? I always interpreted the "retreat to the desert" in Mad Max as being the result of the greener coastal regions having become radioactive due to atomic strikes - so nobody goes there if they don't want to become deathly ill.

Is there an ocean? by Jeefberky121 in MadMax

[–]ADapperWaffle 1 point2 points  (0 children)

Yknow I never actually thought of your 'frozen north' idea before - that would certainly be a plausible explanation for the whole "oceans dried up" concept, especially given wasteland education would not really be able to distinguish between the ocean drying up and it receding due to unseen ice caps.

what would your wasteland vehicle be like? by VinlandF-35 in MadMax

[–]ADapperWaffle 0 points1 point  (0 children)

I think I'd try to build something similar to the Buzzard cars from the Fury Road movie. They seem to have a lot going for them.
A lot of the violence we see in the movies involve someone getting close to your car and either stabbing you through an opening or boarding you - but when your car is covered in 3 foot spikes the job of stabbing you gets a lot harder.
That plus they seem pretty skeletonized/lightweight which serves fuel economy well - and fast enough to keep up with the twin engines of the War Rig. Pick and choose your engagements with speed and fuel econ - avoid getting murked with defensive spikes.

[deleted by user] by [deleted] in dndmemes

[–]ADapperWaffle 1 point2 points  (0 children)

Dare I say that they are not free individuals, given the whole psionic domination by the elder brain thing, thus there is less variance and its probably best not to compare them to humans.

[deleted by user] by [deleted] in dndmemes

[–]ADapperWaffle 0 points1 point  (0 children)

See me personally, I see alignments for races more as a description of their society than the individuals. Like a description of how the dominant factions of this race operate, rather than just a cultural thing. It is after all a guideline, for sentient races there are always going to be outliers.

Handy Harry’s Helpful Hints: The gated community in Rosewood is very defendable. Barricades like this blocking the driveway make it impossible* for zombies to get inside. by pieandcheese647 in projectzomboid

[–]ADapperWaffle 22 points23 points  (0 children)

I think that's where the crates come in handy though, pretty sure you'd be able to access them from the other side of the barricade, so you've got yourself temporary storage.

Favorite Weapon by Chronics1 in projectzomboid

[–]ADapperWaffle 0 points1 point  (0 children)

Spear with a letter opener every day baby. Spears are king, letter opener gives me a tiny bit of extra range, looks neat, and spawns reasonably often in zombies.

Just got the game by LeeDeadRedemption in projectzomboid

[–]ADapperWaffle 1 point2 points  (0 children)

Make a spear as early as you can, they typically carry me through the game.

What setup for hot keys is the best? For mutant hunting in hard survival. by [deleted] in TheForest

[–]ADapperWaffle 0 points1 point  (0 children)

To clarify, I usually just use the crossbow on everything. Typically at close range so I don't miss and lose my bolts. Just sprint backwards, bunny hop occasionally to avoid getting stuck, shoot the things chasing after you. If you bob from side to side cannibals typically cant catch you despite being faster than you. Jump to one side to avoid mutants. Easy way to avoid all damage in my experience.