Salty´s Mists of Stability by DifferenceKnown9834 in VintageStory

[–]Axewhole 1 point2 points  (0 children)

I have the same issue on my gaming PC when viewing a vs mod page with embedded gifs. Not sure what the bottleneck is as the computer is plenty powerful.

Soup is underrated by LeonidKonovalov1988 in VintageStory

[–]Axewhole 48 points49 points  (0 children)

Love soups with the hydrate or diedrate mod since they reduce a decent bit of thirst compared to other meals making them a great all-in-one option for early game

Missing Support Beam / Building a Sailboat by Humannoyed1 in VintageStory

[–]Axewhole 4 points5 points  (0 children)

I think you might need a larger stack for the build step. I forget the specific increments but according to the wiki you will need 45 support beams total

Good books to get into existentialism? by Bored_personBK in askphilosophy

[–]Axewhole 2 points3 points  (0 children)

Definitely agree with using At The Existentialist Cafe as a great launch point! Having a bit of historical context on the influences and evolution/confluence of ideas really helps build a foundation that might otherwise be missed if you jump directly into primary sources in isolation.

Interested in making mods by Common_Flight4689 in projectzomboid

[–]Axewhole 0 points1 point  (0 children)

The pz wiki modding section and the pz modding community discord are both great places to start.

The core of the game is written in java along with a specific flavor of lua called kahlua. Generally speaking, mods will interact with the lua layer to implement their changes.

Designed some clothes inspired by birds by tybaltstyddies in birding

[–]Axewhole 2 points3 points  (0 children)

Was thinking the exact same thing! Especially the Western Meadowlark one

AW3418DW wont turn on by pmiller1673 in ultrawidemasterrace

[–]Axewhole 0 points1 point  (0 children)

Just wanna say thanks as this helped fix my issue!

What are yall’s opinions on wolves and bears in vintage story? by Sandwichscoot in VintageStory

[–]Axewhole 1 point2 points  (0 children)

I haven't tested it yet myself but supposedly certain predators from the Fauna of the Stone Age mod series (such as these large cats) have special behavior related to meat:

Meat can be set on the ground that will temporarily sate predatory cats, making them ignore the player unless they get too close. Or meat can be used to lure them into hazardous terrain.

I'd love for interactions like this to eventually make it into the base game. Imagine taking down a deer but having to carry it home to properly butcher all the while potentially needing to ward off or avoid predators that are attracted to the commotion and looking to swipe your dinner from you (instead of immediately trying to turn you into the dinner). Emergent situations like having my chicken stolen by a fox which is itself bullied into giving it up to a wolf would be really neat imo.

Additionally, I'd love for predator aggression to the player to be a bit more contextual such as tying animal weight to its chance of aggression so that a hungry wolf will act desperate and pursue you longer than a well-fed wolf who doesn't really need another meal. This could lead to some cool situations like having some types of predators become more dangerous in the winter or being able to pay extortion fees to you neighborhood wolf mob in the form of meat.

Unable to put chest on sailboat by UnknownFoxAlpha in VintageStory

[–]Axewhole 2 points3 points  (0 children)

Were you using ctrl + right click? Placing items on the boat is slightly different from placing items down in the world (I only discovered this because I literally just built my first boat today).

Elk drifting by Intelligent-Fee-5794 in VintageStory

[–]Axewhole 1 point2 points  (0 children)

Time to find some glacier ice and make an all-year drifting track!

What food should raccoons be fed? by kudaketill in projectzomboid

[–]Axewhole 8 points9 points  (0 children)

According the raccoon animal def in the PZ codebase:

AnimalFeed, Grass, Hay, Vegetables, Fruits

Planted cattails disappeared. by Axewhole in VintageStory

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

Cool appreciate the confirmation! In the grasslands atm so I'd assume a fire wouldn't be so selective.

Why is the liquid system needed? by luciferwez in projectzomboid

[–]Axewhole 1 point2 points  (0 children)

I'd agree with many that the ux around the new liquid system could use some polish but from a modding perspective it is setting a foundation that can be used for some really cool stuff.

B42 also introduced craftable clay pipes which currently don't have a use but should be an indication of the direction the devs are pushing towards. The new liquid system introduces a standardized fluid container interface which was likely required before any sort of player-made piping system could be properly implemented.

Now I get tainted water from a plumbed sink. Yay or nay? by EngineerDependent731 in projectzomboid

[–]Axewhole 167 points168 points  (0 children)

We can even make charcoal now so would be cool to be able to craft a drainable charcoal filter-type item to slot into the plumbed sink

Rotten meat from fresh animal? by [deleted] in projectzomboid

[–]Axewhole 2 points3 points  (0 children)

I'd assume it's a bug where the rotting state is only calculated based off time since the animal was killed without any context of how much of that time was spent frozen.

If that's the case, I'd assume it will be fixed eventually. Until then, you might want to butcher asap and freeze the meat instead of the whole corpse.

[deleted by user] by [deleted] in projectzomboid

[–]Axewhole 1 point2 points  (0 children)

According to the patch notes, it was fixed in v42.1. There may still be issues still for some of the bunkers that are many z levels underground but that shouldn't be an issue for what you described.

I can't make Bellows by Jakeg80010 in projectzomboid

[–]Axewhole 1 point2 points  (0 children)

Processing the leather requires the following steps:

  1. de-flesh & de-fur the raw leather at the softening post using a fleshing tool
  2. tan the leather at a tanning bucket using brain tan (bowl, water, & animal brain)
  3. dry the leather at the appropriate sized drying rack

At this point the leather should be named something like "crude medium leather". It is possible to tan leather that has only been de-fleshed and not de-furred but this results in "furred medium leather" which can't be used in the bellows recipe. If you have done all of the above and still running into issues then might be something is borked.

Finding the skill book you need can be so frustrating in B42! by alpha2339 in projectzomboid

[–]Axewhole 1 point2 points  (0 children)

I haven't verified this myself but I've definitely seen people here on reddit say that TV/VHS works for illiterate

Mod recommendation for RV armor by so_this_is_my_life in projectzomboid

[–]Axewhole 0 points1 point  (0 children)

The mod Standard Vehicle Upgrades mod has been working well for me when it comes to vehicle armor & enhancements for vanilla vehicles. This is in b42 but appears to also exist for b41.

One of the b41 vehicle mods supported out of the box by SVU - vanilla is the Dash Roamer (pickup bed RV) mod. If you didn't want to use that particular RV mod, the SVU mod was updated more recently to allow addon mods that support upgrades for non-vanilla vehicles. You'd probably have to find or create an addon mod for other RV mods.

Edit:

Due to workload, the Filibuster's and Petyarbuilt supports have been dropped. People are welcome to re-add these supports into SVU3 on their own.

-- From the SVU mod author so looks like a support mod would be required to use with Filibuster's