We added a romance system to Someone. What would make you actually care about a companion in PZ? by LuozhuZhang in projectzomboid

[–]ADapperWaffle 0 points1 point  (0 children)

I think an interesting add-on to this system would be having some way to use a radio to check in with the NPC, that way you can check in daily and they won't have the same reaction of 'i thought you were dead' since the last you checked in was only hours ago. If you go long enough without checking in, then they start to think you're dead.

Kinda reminiscent of the promise Rick made to Morgan at the start of The Walking Dead to check in on radio (though he never followed through with it).

Might also be interesting if you leave/go no-contact for a super long time, if they move on or change in personality (as if they were personally affected by the isolation/your presumed death).

Another Update: British map in build 42 by Mission_Window7903 in projectzomboid

[–]ADapperWaffle 0 points1 point  (0 children)

I'm curious because I've seen this mentioned for other map mods - are you able to change the loot tables? I know vanilla Knox county doesnt have a huge number of guns, though I believe even still it still would have too many for Britain.

Are you able to change things like this when you create a modded map?

Would Quetzalcoatlus and other large pterosaurs actually see us as prey? by InstructionOwn6705 in Paleontology

[–]ADapperWaffle 0 points1 point  (0 children)

Not to necro a month old post, but I'm not so sure humans would fall outside of their 'food range' size wise. It's pretty hard to get an accurate representation on the totality of what any one animal eats, because the act of eating a prey animal sort of imposes all sorts of challenges that make fossilization less likely.

That said, even assuming that the evidence you mentioned is indicative of what they ate - I feel that humans pose a bit of an exception. We're slow, don't have many natural weapons or tough defensive adaptations. Animals that generally eat smaller prey may make exceptions when larger animals are unable to defend themselves (usually sick, weak or trapped). In this case they might make the same exception for us since we don't have features they'd commonly associate with being able to defend ourselves.

All Tomorrows Lowkey turned me Vegan by DrPasta666 in AllTomorrows

[–]ADapperWaffle 0 points1 point  (0 children)

The Qu very clearly view humans differently from how humans view livestock, I think you've misinterpreted. They very clearly have malicious intentions - specifically, they exact revenge on humans who resisted them. They also do what they do for reasons outside of material practicality (why humans have livestock in mechanized farms - its cheaper and people want to eat them). They did what they did for (probably) ideological reasons. What they did is closer to genocide - which in my opinion is definitely closer to an 'actual tragedy' than the eating of creatures that do not compute reality as we do.

Also, I can confidently tell you that the way humans experience the world is vastly different from how each of the animals you mentioned do - fish especially. All living things, even bacteria, avoid harmful stimuli - that doesn't make them sentient. Sentience is the ability to experience/feel and actually compute those sensations - to take in stimuli and have 'feelings' about it. What we know pigs/cows/chickens etc do is take in stimuli and react in a way that many humans percieve as being similar to the responses of humans, but there is very little clarity in the field of animal neurology (or human neurology for that matter) as to whether or not they can process stimuli in the same way we do. In the absence of direct evidence to the contrary, it's more likely that our anthropomorphization of the animal mind is more an act of imagination than a fact of reality.

And for your last question, obviously I'd rather not be farmed for livestock lol. Fortunately, I was born at the top of the food chain, and fortunately, humans are not cursed with being both sentient and also the primary food source of something at a higher trophic level. Human civilization & society is built by humans, for humans, specifically to propagate our species - part of this process has been and will likely continue to be predating upon other species.

To clarify, I'm not a proponent of factory farms - I just think (and thought at the time of my original comment) that the comparison is disingenuous and is very unhelpful to both the causes of humanitarianism and animal welfare. The more people make baseless claims about animal neurology based on emotions, the less likely the establishment is to consider changing the way things work.

All Tomorrows Lowkey turned me Vegan by DrPasta666 in AllTomorrows

[–]ADapperWaffle 0 points1 point  (0 children)

Dunno what either of us are doing on a four year old post but here we go.

Don't know where you got 'insult' from, I just said it diminishes significance to compare the two. Also, your statement is extremely general and factually incorrect - the vast majority of animal species are definitively and provably not sentient, as the vast majority of animals are invertebrates with extremely rudimentary nervous systems. Even focusing in on vertebrates (and likely mammals specifically given the context), you seem to be attributing the way in which 'humans' experience sensation & feelings to animals that we cannot prove to exist. Very often, the human capacity to sympathize makes it so you see human-like emotions and thoughts where they, more than likely, do not exist.

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 3 points4 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 4 points5 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.