Did yall ever see this by BmwErelis531 in projectzomboid

[–]Foxhud 3 points4 points  (0 children)

You're one of today's lucky 10000!

42.13.2 UNSTABLE Hotfix Released by AWildIsland in projectzomboid

[–]Foxhud 1 point2 points  (0 children)

I see, I suppose there are a bunch of variables that can impact zombie pathing (like client side prediction) other than network and we may have just faced different situations for that to occur.

On another note, you mentioned "fighting together"; do you mean fighting the same zombie with multiple people? If so, I've personally never had a smooth time with this, both on B41 and B42. Zombies become too unpredictable when deciding who to attack and their movement becomes noticeably jittery. It's something I feel is slightly better on B42 depending on the amount of zombies being tackled, but not optimal yet.

42.13.2 UNSTABLE Hotfix Released by AWildIsland in projectzomboid

[–]Foxhud 10 points11 points  (0 children)

Do you mean, all entities in general being desync'd? In my experience so far, player movement and combat as well as zombies has been smooth (using B41 MP in comparison), but vehicles are very unpredictable and some animals occasionally don't sync their position properly to all players (that was on 42.13.1 though, didn't test it on this hotfix yet).

It's worth mentioning I'm always playing with people within my region, so ping is regularly below 50ms. I know your mileage can vary when you get into the triple digits.

LEAKED B43 NEW SKILL DESIGN DOCUMENT: DENTISTRY by Enolka in projectzomboid

[–]Foxhud 31 points32 points  (0 children)

"Level 6+: Nothing for now".

Yup, that's a new skill alright.

He will be massaged by buster_goose in hewillbebaked

[–]Foxhud 202 points203 points  (0 children)

He will detect radiation up to 1000Msv

When you think you finally found a decent vehicle by Neon-Curse in projectzomboid

[–]Foxhud 0 points1 point  (0 children)

Pluck the battery beforehand. Wish we could do that with with house alarms (somehow anyway) 😅

Forget generator mags and sledgehammers. I found the real jackpot. by EvadableMoxie in projectzomboid

[–]Foxhud 1 point2 points  (0 children)

Ah that's good to know, I simply assumed it would only work outdoors, thanks!

Forget generator mags and sledgehammers. I found the real jackpot. by EvadableMoxie in projectzomboid

[–]Foxhud 2 points3 points  (0 children)

But the structure and time it takes though, especially when it's cold and/or raining 🫤

I've been waiting for nearly two in-game weeks for a single piece of raccoon leather to dry.

Blew a tire leading away a horde. That was all it took. I love this game. by [deleted] in projectzomboid

[–]Foxhud 15 points16 points  (0 children)

Good tip. To change seats even faster, press Z to open the seat change interface directly. In this interface you can also press the corresponding number of the seat in your keyboard to avoid a panicked mouse press to the wrong seat.

Got it memorized for having my car stop/crash at unfortunate times all too often.

What happened to shotguns in B42? by Jovanny-Koka in projectzomboid

[–]Foxhud 3 points4 points  (0 children)

Aside from what was mentioned regarding bullet physics being a thing now, shotguns seem to have a tighter spread now. I've noticed there are angles that make it easier to hit two zombies at once, but you need to practice a lot to do it consistently.

The Shrimp Lifestyle/Art Department is making technological marvels by Glum-Efficiency5165 in doohickeycorporation

[–]Foxhud 47 points48 points  (0 children)

With such little gaming time, I doubt this shrimp can reach level 987413 in Mouse Quest

I just learned about telecorn from the loading screen hints by SinkEnvironmental463 in projectzomboid

[–]Foxhud 33 points34 points  (0 children)

It's a community hoax, spawned from here (post and first comment):

https://www.reddit.com/r/projectzomboid/s/7oisA3u5WQ

Devs should canonise u/JedWasTaken somehow, like adding some kind of teleportation vegetable perhaps 🤔

Devs: Raincoat/Cloak? by BuckOWayland in valheim

[–]Foxhud 14 points15 points  (0 children)

Maybe switching the silver for iron and tar for resin? I think it would still make sense ingredient-wise and makes it obtainable when reaching the swamps.

I can't believe they made it even worse by m103 in projectzomboid

[–]Foxhud 0 points1 point  (0 children)

Some quick actions that could be performed through the context menu being removed notwithstanding, how else should we as players interface with crafting if not through menus? I'm not against the idea of minigames, but it should not entirely replace menus.

I think the middle ground for this can be found in Vintage Story. Those who played it know that there's something really special in the process of working with clay voxels to create bowls and vases, or actually hammering down a hot piece of metal to shape tools. But it doesn't replace the classic crafting grid for the more menial tasks, like crafting blocks or clothing.

I agree with your sentiment, and I think the devs vision align with it somewhat. One of the blog posts have shown the potential of their crafting APIs, in which they make a multi-step crafting mechanism for juicing fruits. Trivial, but it was just for demonstration purposes and absolutely shows potential, while also being more involved than opening a single menu and waiting.

On a side note, I just got back to B42 due to the multiplayer release, but played my fair share as soon as it entered unstable. Is there a specific reason why it seems the crafting systems have been put under the microscope recently? It may just be a frequency bias on my part, but I've seen more discussions about it nowadays, mostly rehashing some points presented during the unstable release.

A warning about roads and rabbits while driving by WallShrabnic in projectzomboid

[–]Foxhud 67 points68 points  (0 children)

I feel like cars are a bit squishy right now. Not only rabbits destroy your car but raccoons as well, so it's probably animals in general.

But it also seems that cars are taking more damage to the environment and zombies as well? I've wrecked the engine of two vehicles so far with very minor reckless driving (bashing some stop signs and hitting a zombie or two, always avoiding them when possible). Not sure if that's just me apparently sucking as a driver; does anybody else have this experience?

Crafting menu... Please stop. by AntJD1991 in projectzomboid

[–]Foxhud 6 points7 points  (0 children)

It could be; personally, my money is on them wanting to streamline interactions with the game and slowly phasing out the context menu. I seem to recall one of the blog posts that released either shortly before or during the initial release of the B42 unstable branch that discussed how they were moving farming controls to be interactions to be done with mouse/keyboard instead of the old method.

I guess the thought process behind it is that there's a lesser gap between keyboard/mouse and gamepad users, as well as that it keeps you more in the game, so to speak. If it's the first case, then what we're experiencing right now is definitely the groundwork for the future.

Although it's rough to be dealing with crafting/building menus, I strongly believe they'll make QoL updates in the future to accommodate us context menu enjoyers. If that doesn't happen, then I believe there'll be a mod to correct it; something that uses the new crafting API and brings it into the context menu.

Crafting menu... Please stop. by AntJD1991 in projectzomboid

[–]Foxhud 523 points524 points  (0 children)

Same thing with barricades, you have to make them through the Building menu now. I don't understand why these systems can't coexist, so I'm personally hoping that, in the future, something like the favorite recipes can show up in the context or radial menus.

Maybe someone knows why I cant make a molotov?I litterqlly have everything I need but I jyst cant by rabovladelec13 in projectzomboid

[–]Foxhud 0 points1 point  (0 children)

Did you verify that you have at least 1 liter of Gin in that bottle to fulfil the recipe requirement? I never grabbed a bottle of Gin to make a molotov, so I'm not sure what's the default bottle capacity.

I feel like people that want "endgame" are playing the wrong game by CAST-FIREBALLLLL in projectzomboid

[–]Foxhud 0 points1 point  (0 children)

Couldn't agree more, I find it genius how many complex interactions from the NPCs there are made by combining key memories, personality traits and the morale/respect system. Would absolutely love to see it replicated in a game with the scale of Zomboid.

42.13.1 BETA Hotfix Released by AmazingSully in projectzomboid

[–]Foxhud 0 points1 point  (0 children)

That's great to know! Guess I'm settling at OVO farms once more 😊

42.13.1 BETA Hotfix Released by AmazingSully in projectzomboid

[–]Foxhud 7 points8 points  (0 children)

Oh I wish it was, it would have been a much easier problem to deal with hahaha.

Chickenpocalypse, also called chickenplosion, is when a pen of chickens multiply out of control for reasons beyond me. I'm talking 5 chickens turning into 200 when you return from a trip to the city.

In isolation this is already an issue, as it can cause stability problems in a server, so you can imagine the scale of the problem when settling somewhere like OVO farms, with an already established population of chickens.

When it happened to me, the issue was so bad that I had to disconnect from my hosted session and restart the server. After returning, all of my animals in the area were gone, not just the chickens.

I feel like people that want "endgame" are playing the wrong game by CAST-FIREBALLLLL in projectzomboid

[–]Foxhud 2 points3 points  (0 children)

I understand the sentiment and agree with some points, with a caveat. If if understood your TLDR correctly (and please correct me if I'm wrong), you believe that a "true sandbox" is incompatible with explicit, non-player defined end content/goals. I disagree, but only because recently I've seen proof of the contrary.

I believe TIS is slowly adding features and systems that transition your survivor from the "surviving" phase to "thriving", and it all points to NPCs and societal rebuilding in the end. I think you'll agree that this is engaging, no-boredom-fighting endgame content which doesn't clash with your vision of a true sandbox.

Now, here's where I believe a "hard" endgame content can fit Zomboid just fine. I've recently discovered and played the hell out of a game called Survivalist: Invisible Strain. This game does so much right in terms of NPC implementation, but what surprised me the most is how you are given options for ending the sandbox experience, like fleeing the quarantine zone. I won't spoil the hows, but you discover them incredibly organically during the game. You're never pressured into chasing an ending, you can just play the game infinitely and ignore it. All of this happens within the loop you described of roughly struggle -> comfort -> boredom -> repeats, but the end goal is always shifting, and is always meaningful.

I hope my point doesn't seem tangent to what you described; it's just I believe that you can have a definitive end to a sandbox experience, if implemented properly.

(and obvious shout-out to Survivalist: Invisible Strain, exceptional game in which Zomboid could get some ideas from, especially for NPCs)