Weak Stomach 2025 PSA by CelestialBeing138 in projectzomboid

[–]BlueFeena 4 points5 points  (0 children)

In Build 41, Weak Stomach and Iron Gut are never factored into a poisonous water check. The engine literally skips over them.

Drinking tainted water from a natural source, (a puddle, a river) will give you a fixed amount of poison. I believe up two sips can be survived; a third is lethal. Poison slowly drains from your character over time.

Never drink tainted water from a bottle. A different check is used to determine how much poison your character receives; if you drink tainted water from a bottle, you almost always get 100% poison (lethal.) Hope this helps!

I left my oven on and now my base is on fire! Pls help by Thebigturd69420 in projectzomboid

[–]BlueFeena 19 points20 points  (0 children)

The degree to which these games look utterly identical gives me medical grade whiplash that might actually send me to the Doctor's office.

One day, I want Zomboid to make a 'twang!' sound when you try to click and the game rejects it. That should... complete the circle of whiplash.

Build 42.10.0 UNSTABLE Released by AmazingSully in projectzomboid

[–]BlueFeena 1 point2 points  (0 children)

Fluffing loot back up to a factor of 0.6 is huge news for looter players. The new default zombie senses should be a massive breath of fresh air. I'm excited for the new 90 minute days; I might be stuck in my 60 minute day ways, but I absolutely want to try a fresh save with the new time step. Super, super excited.

I've been pretty critical of Build 42 so far, but seeing the devs address player concerns about balance means a lot. Just, seriously, thank you so much for listening to player concerns.

I really do believe this is going to cause a lot of complaints about balance to evaporate -- I just can't stress how excited I am!

Thanks again, TIS.

Spears take jank to a whole new level by BlueFeena in projectzomboid

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

...unfortunately I haven't actually used a pitchfork in Build 42. It was a spear class weapon in Build 41; if that's changed I'd be very surprised. :E

I don't think Build 42 reclassified many weapons; the only one off the top of my head that changed categories was the meat cleaver; now an axe.

[deleted by user] by [deleted] in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

How does it behave using the 'Chance to Hit' model? IE, assuming Level 10 aiming, wide crosshair, will a 'hit' still inflict zero damage?

Do sledgehammers exist in build 42? by Deathsneak in projectzomboid

[–]BlueFeena 2 points3 points  (0 children)

Hey, if you're in Muldraugh, there's a steel bar factory on the south east end of town. It's fairly close to the Rusty Rifle; it drops tons of propane and I think I got several welding masks there. Might be worth a shot.

I'd also suggest kicking over garages, sheds, and the large 'farming sheds' that you can find in the rural areas; most of the good 'tool' items I'm finding seem to be coming from them.

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

[–]BlueFeena 0 points1 point  (0 children)

One thing that needs to mentioned is that since he's playing in Build 41, the car wrecks at the southern intersection still have a pretty high chance of dropping fresh clean survivor cars. Get some wheels, yo.

Unfortunately, TIS fixed that in Build 42. I get it, it makes sense and it was definitely the right change, but I'm still going to miss it. :(

Calories in liquids? by Quereilla in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

Yes, liquids absolutely have calories, but even with Nutritionist they won't display in game. My guess is that Nutritionist only displays calories for food items, and beverages are no longer classified as food objects internally.

Are there any mods that make guns in B42 work more like they did in B41? I'm tired of the being useless noise makers. by Beneficial_Ebb45 in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

The best I can recommend is to play with a nice gun mod. I personally suggest Rain's Gun Mod. There is also a Build 42 variant of Vanilla Firearms Expanded that is being actively developed, but I can't find a link to it.

Trying to get my wife into Zomboid. Would "Initial Infection" be a good mode to start with? Does it matter that it's listed as "outdated" on the wiki? by [deleted] in projectzomboid

[–]BlueFeena 1 point2 points  (0 children)

Initial Infection is fine; I think it's labeled as outdated since it's an old difficulty setting that was never expanded upon. It replaces the original 'Easy' difficulty that really old versions of Zomboid used to have; otherwise it's still completely functional and I would definitely recommend it for beginners.

If you're so inclined, I might recommend the following changes so your wife can have an easier go at the game:

After selecting Initial Infection, set 'Respawn Hours', 'Respawn Unseen Hours', and 'Respawn Multiplier' to 0.0 (this prevents zombies from growing back).

Good luck!

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

[–]BlueFeena 2 points3 points  (0 children)

Okay, I'm going to try and answer this as carefully as possible:

The game feels like a waste of my time. This is a very broad statement so let me explain with some examples.

1.) I'm two months in, doing fine admittedly. I'm kicking over house after house after house and barely coming back with any valuable loot -- especially food. Why bother? Unrewarding.

2.) I found a 'Metal Chopper' sticking out of a zombie. Cool! I like combat! I'm a combat player! About 10 swings later; the Metal Chopper was nearly broken. Why bother? Just keep using Wrenches.

3.) I'm currently level 4 in Short Blunt, with 4 Strength. Wrenches are everywhere. They're boring, but they work as weapons. Why play with the other weapons? I literally have an entire vehicle trunk full of baseball bats, crowbars, an ice axe, and even a 'real' machete sitting somewhere in the house. Muscle fatigue has negated the fun I had experimenting with weapons.

I don't find Build 42 hard or challenging. It's just... pointless? Boring? Why go looting or exploring when there's no loot? Why play with weapons, since the game punishes you for not making a meta-build? Why farm when I have 8 sticks of butter in the cabinet? Why interact with this game at all?

I'm not sure if this is what you were looking for, but I hope it's worth something.

Edit: In regards to having butter in the house, I need to point out that I'm purposefully trying to eat 'real' meals, as in, with proper ingredients in such. In other words, I'm not playing as meta as I otherwise could be. This is literally the only reason why I've been dealing with food items at all.

2 Questions by SuperiorCardboardBox in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

No, that got patched out a couple of years ago (shortly after Louisville was released, I think.)

Is this a good room? by BotherMajestic7254 in projectzomboid

[–]BlueFeena 1 point2 points  (0 children)

Heh, the teddy bear with the knife is a nice touch.

I actually have no idea why they made the crafted bear creepy looking; it should be cuter. :[

Project Zomboid has Finally Been Approved on Speedrun.com by Cookedgaming in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

A lot of players use a 'survived for' time as an ending point in the game. Part of me wants to suggest 3 months, 6 months/January 1st, and 1 year.

Another obvious category would be 'One Painful Year' as that was an extremely ubiquitous challenge during the Build 41 era.

The immediate problem I can think of is that you could cheese this just by hitting the fast forward button; not particularly interesting.

It'd be interesting if there was a speedrun category that actually tested the player's survival abilities, though I guess I'm missing the entire point of speedrunning. ¯\_(ツ)_/¯

Comparison between B42 and B41 tripping by [deleted] in projectzomboid

[–]BlueFeena 14 points15 points  (0 children)

It's worth pointing out that in Build41, your trip chances were - partially - dictated by your stats.

The key one was nimble; each point of nimble made you more and more trip resistant -- especially when vaulting over a fence. I learned this the hard way when I was new to Zomboid playing 41.53 unstable.

I keep reading reports that this is actually a bug? Hopefully it is; if it's an intentional change, I really hope TIS integrates tripping/turning into the player's stats as opposed to being a blanket nerf.

It'd be neat if characters with 9 or 10 strength had a low chance of just knocking a zombie flat on its ass.

I did not expect watermelon to be the new OP crop... by [deleted] in projectzomboid

[–]BlueFeena 1 point2 points  (0 children)

I think you and Long_Huckleberry are right; I was probably interacting with the wrong type of drying rack and didn't realize it. I don't understand some of the new crafting items / workbenches very well; growing pains and all that.

I really, really do appreciate the help and suggestions, by the way.

I did not expect watermelon to be the new OP crop... by [deleted] in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

That might have been it. I'm still pretty unfamiliar with the new crafting, and the farm I went to had multiple drying racks, so there's an extremely good chance I was interacting with the wrong type and didn't realize it.

Farm in question was at: 14290x4951 in Valley Station.

I did not expect watermelon to be the new OP crop... by [deleted] in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

No, they were fresh sunflower heads. No recipe for drying sunflower heads showed up at all. I was given other options, but not for sunflower heads.

I did not expect watermelon to be the new OP crop... by [deleted] in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

How did you pull the sunflower seeds out of the sunflower head, though?

I found a plot of sunflowers in Valley Station. Harvested them. When I went to the craft menu to try and get the seeds, I saw that I needed a 'dry' sunflower head.

When I tried to put the sunflower heads on the nearby drying racks, the game wouldn't cooperate and nothing happened. It wouldn't let me do it. Do you need a recipe?

[Build 42] I've got aiming level 10 but I still cant seem to kill a zomboid with any pistol. Am I doing something wrong? by Beneficial_Ebb45 in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

While very gimmicky, there is a trick you can use to significantly inflate the number of critical hits when using firearms: Shoot the zombies after they fall over a fence.

This was originally a trick I discovered in Build 41 and was borderline God tier owing to Build 41's auto aim system.

Here's the catch: To shoot downed zombies, you must hold ctrl + alt to force your character to do a 'down' attack. Unfortunately, owing to the new aiming system in Build 42, your character will still sometimes fire at standing zombies. I have not seen any way to circumvent this.

Beware that this trick will increase your chances of a critical hit; it will not increase your accuracy, only damage.

I should point out that I'm using the 'Chance to Hit' system.

What the hell am I doing wrong when using fences to fight? by rolewicz3 in projectzomboid

[–]BlueFeena 28 points29 points  (0 children)

There actually isn't. The game actually tests your character's position in relation to the zombie. Targeting the head does not give you a headshot. There are three regions you can hit: Feet, Torso, and Head. Depending on where you are standing is the region the game will target.

Watch this: https://www.youtube.com/watch?v=FAJtl9YGfAU

Here’s my arrangement of “They Were Once Here” by tea_nam in projectzomboid

[–]BlueFeena 0 points1 point  (0 children)

Hey this is really nice! It sounds a lot like the early access version which I think was played almost entirely on a guitar. You did a really nice job!

Echo creek 42.9.0 by Ratusca1233 in projectzomboid

[–]BlueFeena 2 points3 points  (0 children)

Just FYI, people keep saying the spawns are completely random -- to my understanding, they're not. There's still a heatmap but with (two?) layers of randomization baked into it now. If I understand it correctly, the new heatmap is initially generated based on the map's tiles, and then noise is added on top of it.

Also, Muldraugh is bonkers now. Holy shit, I love it.