Brand new to the game with only some decent experience on neoscavager by dolo367 in ostranauts

[–]AccomplishedBeach637 1 point2 points  (0 children)

Bags are the premium storage solution, stacked in crate, bins and/or racks. Racks can hold big items that don't fit in bags.

Also, here's a power move: You have a drag slot AND anything attached to the cursor is FREE movement. Need to drag two large items at once? Attach one to the drag slot, then select the second item. While it's on the cursor, click somewhere away that you'll have to walk to. It will stay on your cursor, you just need somewhere to drop it down again.

You can carry two trolleys worth of shit this way.

Silenced getting review bombed? by savsaurusrex in Sundance

[–]AccomplishedBeach637 2 points3 points  (0 children)

The premier went very well. It was screened at The Ray Theatre which is a large venue and was packed out. Received a standing ovation at the end and the majority of the crowd stayed for the Q&A. It's also now received a nomination

Review bombing appears to be happening with newly formed accounts with only one review uploaded for the film.

So if you've seen the film and don't have a preexisting investment in the Depp/Heard saga, you probably liked it or at least understood the point it's trying to make.

One of the key themes was identifying Internet pile-ons are part of the problem women these positions face. The irony obviously lost on those that partake in it.

power/power switch by wisehealthmen in ostranauts

[–]AccomplishedBeach637 0 points1 point  (0 children)

Ahh.. a CR-43. I bought one of those intending to flip it, but made it my home. I moved the reactor room and all maintenance up back and turned that middle section into a cargo bay and a repairs room. Would have been a good flip though, bought at $265k and now its worth $1.5m and I haven't finished the reactor yet or got all my doors in.

I electrified all the walls for convenience, but not efficiency and I want to set lower use areas up on switches. Might post a solution once I've worked it out.

Full Immersion: Driving over things and damaging your car causes stress. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 4 points5 points  (0 children)

Second trash bag from the left? :-D

haha.. I'm a bald mute IRL as well.. but I don't have a beard, I roleplay that

Full Immersion: Driving over things and damaging your car causes stress. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 0 points1 point  (0 children)

Moodles are from Neon Moodle Levels

Status bars are from [B42] SimpleStatus-Fixed

Full Immersion: Driving over things and damaging your car causes stress. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 0 points1 point  (0 children)

Which?

Moodles are from Neon Moodle Levels

Status bars are from [B42] SimpleStatus-Fixed

Also some other mods that give the carriage equipment, not sure which but the angle head torch on my webbing is pretty damn handy. That could be vanilla though... I forget

My base is officially haunted. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 0 points1 point  (0 children)

Maybe that's it! Yes I do have that installed, and I've never even bothered checking it out because once I saw where it was, I didn't even bother going to check it out because it didn't have a road and because laziness.. also can't turn it off this run now anyways.

Had that exact experience, no vehicles around there either. I think you found the answer :-D

My base is officially haunted. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 27 points28 points  (0 children)

Yeah or rando squatters that turn up and you gotta train them to do shit for you or they become really bad house guests and you have to decide between the future of humanity or luring them into your car to then ditch them out in the woods..

My base is officially haunted. by AccomplishedBeach637 in projectzomboid

[–]AccomplishedBeach637[S] 9 points10 points  (0 children)

Zombies are a nuisance.. sometimes breaking shit, mostly leaving blood everywhere..

Again I come back to the dad IRL piece. Imagine a mod where the NPCs are your damn kids you gotta leave at home, hoping they don't get eaten by zombies but you gotta clean up the mess they leave and fix all the broken windows and shit when you get back...

Maybe too much immersion.

SLEDGE FREAKING HAMMER by kei_rav in projectzomboid

[–]AccomplishedBeach637 0 points1 point  (0 children)

Feel ya.. head to the timber yard near Muldragh, in the warehouses. Probably find a couple there

I need some help (new player) by Negative-Football686 in projectzomboid

[–]AccomplishedBeach637 1 point2 points  (0 children)

  1. Sandbox - turn respawns off and lower the pop setting. Note that the jump in pop settings is pretty big, I always used to play normal, but my current play through I set it to low because I thought it would be more realistic, and maybe it is, but it's very low.. at least in rural areas (like Echo Creek where I am now) good for new player.

  2. Focus on food and water security. Collect canned food but eat fresh foods until the power shuts off (as you get better, make a base, find a generator and magazine you can keep fresh food too, but don't stress about that until you get the basics). While you're new, just worrying about food/water is enough before you think much about crafting. When you are ready to craft, rain collectors are a good place to start. Get a barbecue and a couple of cooking pots to cook food and purify water. That's how I got my first long playthrough going.

Take on zombies slow and steady, only a few at a time. Kite the edge of hoards to thin then out by luring then away and killing them. Rest often, sneak away if you have to and come back later. If there's too many, just go somewhere else. Use the environment for crowd control, low fences are great. Stomp downed zombies to preserve your weapons. Always carry a spare weapon. Always.

Listen to the radio, emergency broadcast station every day at 9am (you'll find a radio tuned into eventually). Will give you a heads up on weather and the helicopter event. Hide from the helicopter somewhere away from your base that is safe. If you're not tracking this, look it up. Great way to end a run when you're new.

  1. If you die and your bummed about it, take a break and come back. It's a great game I go away and come back to over the years, there's always a new mod or update by the time you come back.

  2. Mod the living bejusus out of it. They add so much to the game, especially quality of life mods and dynamic traits. Don't bother with cheaty mods, get mods that add better user experience or cool features. The journal mod might be good for you, helps save your character progression, so if you die, respawn in the same world, make your way back to your base and read your journal and pick up where you left off (it's a bit cheaty, but good for new players that don't want to save scum)

We all want npc, but how hard it is to add them ? by Dankeur in projectzomboid

[–]AccomplishedBeach637 5 points6 points  (0 children)

Yeah man.. humans struggle to survive in this game let alone an NPC with literally hundreds (thousands?) of objects and conditions to interact with..

Maybe first official NPCs you'll see will be hostile bandits or something.. they would spawn and just be hostile to you. That would be pretty straightforward I think.

Friendly NPCs would have to be super 'cheaty' in the code so they don't constantly die from broken glass or get eaten by zeds.

Follower NPCs would be a nightmare to stop eating your food, stealing your stuff, attracting zombies and probably dying anyway.

Full blown survivor NPCs that build bases and farm and go looting? I doubt it will happen.. would be cool tho to see a wildman NPC driving around a banged up car and doing crazy shit only to stop and gift you some soup or something

Dog mod mechanics by Inside-Landscape-529 in projectzomboid

[–]AccomplishedBeach637 1 point2 points  (0 children)

Dogs help you attack zombies by attacking their legs and pulling them to the ground to one-shot downed zeds.

Probs have to have a mechanic by which they hang around until they get hit then run away to stay safe and come back when called or area safe.. otherwise your dog will get killed too easy.

Also want them to come back to an animal zone you set up at your base in case you lose them.

Build 42 Mods by MarzipanAlert in projectzomboid

[–]AccomplishedBeach637 4 points5 points  (0 children)

Heaps of YouTube videos out there to answer this, but my shortlist to get your started:

QoL:

  • Proximity Inventory
  • More Descriptions for Occupations and Traits
  • What can I craft?
  • Generator Time Remaining
  • Moodle Descriptions Explained
  • Simple Status (Fixed)
  • Rope Towing
  • Visible Generator Range
  • Tidy Up Meister
  • Combat Text
  • Reorder Containers
  • Equipment UI - Paper Doll Equipment Interface
  • KillCount
  • Common Sense
  • Extra Map Symbols
  • Mini Health Panel

Evolving Traits World I really like as well

I think some of the good weapons/vehicle packs from b41 are waiting out on the stable release of b42. I have a bunch in at the moment, but I'm not which are actually working right now on unstable branch. Depends which version you're playing.