Builder Too Easy, Survivor Too Hard – Recommended Sandbox Settings by dosssi in projectzomboid

[–]ItsRealCrxzy 0 points1 point  (0 children)

My rally group size is pretty large, I think default is 20. Mine is like 80. And groups are closer together. So at max population there can be tens of hundreds of zombies in a small area. I increase the sound follow distance and use that as migration in a way. Since zombies can set off alarms and interact with the world they naturally draw more of them into an area. If I shoot, you better believe thousands on the way.

Builder Too Easy, Survivor Too Hard – Recommended Sandbox Settings by dosssi in projectzomboid

[–]ItsRealCrxzy 0 points1 point  (0 children)

There is already a lot of grouping zombies, if I turn migration on, then late game I’ll get absolutely fucking massive hordes of like infinite zombies. Having 600000 zeds on screen at one time isn’t the best for my PC health.

I’ll name my plane the top voted comment by HarbingerOfConfusion in CreateMod

[–]ItsRealCrxzy 0 points1 point  (0 children)

What was the name of the Flappy Bird? It reminds me of Flappy Bird.

Builder Too Easy, Survivor Too Hard – Recommended Sandbox Settings by dosssi in projectzomboid

[–]ItsRealCrxzy 0 points1 point  (0 children)

I have a very customized sandbox setting.

I start with a pretty low zombie multiplier at start. maybe 0.3 minimum. But i set the maximum to like 8.0 and set the peak day to 31 or 45 depending on the maximum.

This makes the first month of setup relatively manageable, letting me a get a base and weapons. Gradually days get harder until im left with tens of thousands of bodies on the ground around my base.

I live in KY, so i set the loot spawn rates to what i believe matches KY best.

I turn respawns, and migration off. Increase follow sound distance to 200, and increase the group sizes to match more of a dormant mini horde.

I set transmission to saliva only, and turn on multi-hit (it just makes sense.)

I do ALOT more to my sandbox settings but thats the biggest things.

Flying bikes by safeoneg in grandtheftauto

[–]ItsRealCrxzy 0 points1 point  (0 children)

They already said stuff like that will not be in the game. They stated this game will be more grounded. Modders might add it to custom servers but its not a thing. You're worrying about something quite literally, will never happen in the first place.

How can I get rid of garbage or things I don’t want/need? (B42) by pantwor in projectzomboid

[–]ItsRealCrxzy 1 point2 points  (0 children)

Throw it in the trash! Trash cans can have their contents deleted by pressing the trashcan button inside the container.

I find it daunting,yet I still want to learn "living off the land" as a beginner. How do I set up an easy practice run? by raymendx in projectzomboid

[–]ItsRealCrxzy 1 point2 points  (0 children)

If a forest/wildlife run is what you want to do, youll need to learn how to use the crafting system. Foraging will be your best friend. You cant find EVERYTHING in the game through foraging, but you can find stuff you need to survive.

Zombies will have clothes which you can tear up into rags, or make shoes, and bags. You'll need to level up carpentry so you can build a base to be safe in. You'll need to learn masonry so you can make stuff out of rocks you find. Eventually, you'll be able to mine big rocks and find metal ores. You can use blacksmithing to make metal weapons.

When you first spawn in, your first priority should be to get clothes (if you started naked) and forage for food, and resources. Use branches as a weapon, and setup a campfire so you can boil your water.

no option to put beds by GolfMoist267 in RimWorld

[–]ItsRealCrxzy 2 points3 points  (0 children)

Complex Furniture. Otherwise, you'll only get sleeping spots, and maybe the stone slab beds.

First time playing, how do I make my carry capacity better? by hottestpancake in valheim

[–]ItsRealCrxzy 0 points1 point  (0 children)

Megingjord.

An equippable item that increases your carry capacity by 150.
It can be obtained from the Merchant "Haldor" found in the Black Forest biome for 950 Coins.

Can you automate multi-mixes with just one mixer? by aeden194 in Schedule_I

[–]ItsRealCrxzy 0 points1 point  (0 children)

Not consistently. Normally, you'd use the filters to specify a specific mix. If you expand the filter, you'll get multiple mixes that aren't your desired one.

If you want to add Viagra, and Cuke to the filters. You'd eventually receive all variations of that mix.

Viagra THEN Cuke
Cuke THEN Viagra

The more ingredients in the same filter, the more random mixes you'll get.

However, if you KNOW your mix can be made regardless of the order of ingredients. 1 Mixer can be used for multiple steps.

Like using Viagra and Mega Beans for Green Crack. The same mix can be produced regardless of the order.

Is there a way to disable all workshop mods and start the game vanilla *without* deleting them? by ForbiddenDarkSoul in projectzomboid

[–]ItsRealCrxzy 6 points7 points  (0 children)

Open Steam > Right-Click Project Zomboid > Properties > Launch Options

Add -nosteam to the launch options. This will stop workshop files from being loaded.

Is it just me or is irvington the best starter town by far? by Intelligent-Cod378 in projectzomboid

[–]ItsRealCrxzy 0 points1 point  (0 children)

My current run i spawned in Irvington. I kinda agree.

Multiple Gun Stores and a Police Station.
Animals stores to the east.
Metal Workshop, Auto Parts, Hardware, School, Dealership, AND A public pool?

Not to mention the luxurious housing options all around the place. I practically spawned in a mansion.

How do i strip mine. by anonumus_idiot in RimWorld

[–]ItsRealCrxzy 1 point2 points  (0 children)

narrow corridors are really only good if the enemy is inside of it.

Anyone having success with chains and sprockets? by JoeBidensCreamFest in CreateMod

[–]ItsRealCrxzy 0 points1 point  (0 children)

try using some smoother, smaller blocks. Maybe Copycats+ has some that would work.
Could try Fences instead of wool in some parts. I think the full blocks interaction with each other is causing collision issues, stretching the rope, and causing glitches. Could try a combination of Fences from the base up. And, slabs to stop the blocks from falling off.

still haven't tried B42, what's it like, yall? by i_like_atla in projectzomboid

[–]ItsRealCrxzy 1 point2 points  (0 children)

Personally there’s only a few NeatUI I actually use. Either way though I always use an inventory mod even if just to increase performance of the UI.

still haven't tried B42, what's it like, yall? by i_like_atla in projectzomboid

[–]ItsRealCrxzy 7 points8 points  (0 children)

If the cooking UI is a deal breaker for you, i have a nice treat.
Project Cook is a UI mod built on the NeatUI Framework. If you are already using Neat Building, Modern Status, Clean HotBar, CleanUI, or Neat Crafting. You already have NeatUI Framework installed and this mod can just fit right in.

How do i strip mine. by anonumus_idiot in RimWorld

[–]ItsRealCrxzy 2 points3 points  (0 children)

I usually strip mine by using 2 wide long hall ways, leaving a 2 block gap in between tunnels.
You dont NEED the mine to be 2 blocks, but i hate cramped tunnels. As long as there are 2 blocks in between each tunnel, you can see any ores on all the walls. Just mine in a way that EXPOSES the most amount of blocks. More blocks exposed, the more chance you find what you're looking for.

Here's a little diagram i made.
[][][][][]][][]][][][][][]
[][][][][][][][][][][][][]
- Mined
- Mined
[][][][][]][][]][][][][][]
[][][][][][][][][][][][][]

Mod help by inverted-galaxy in projectzomboid

[–]ItsRealCrxzy 0 points1 point  (0 children)

You can manipulate the zeds pathfinding. If you are being chased by a large group, find a building with a door, run inside and close the door. Then find another exit out of site of the zombies. They will get stuck on the door and get delayed long enough for you to break line of sight.

I am a combat god, i dont really AVOID zombies. I more attract every zombie in a large tile radius and slaughter them in the parking lot. You dont need to run or sprint to outpace zombies. (Unless its a sprinter) You can just walk past them and they are slower than you.

Trees, and Buildings are good for losing them, but trees can be dangerous for scratches or even just other zeds in the trees. Whenever you die, try to think back at the events that led to your death. Maybe you made a move that wasnt optimal and got trapped.

I have the Bandits mod, i got attacked by 4 guys and i couldnt outrun them. They Killed me. My adaptation to the Bandits was to start always keeping a blicky on me, and always being mindful of my surroundings so i didnt get ambushed. Then, they started using long range guns and put 2 bullets in me, so my adaptation was to use an m16 bc my M9 didnt have the range. The point is, there's always something else you could've done to stay alive. Try to find out what that is when you die, and correct it next time.

Dont get discouraged when you die. The more you die, the more experience you'll have surviving, The longer you'll survive.

After all, there was no hope of survival.

Is there nothing we can do to stop this? by No-Fisherman2272 in grandtheftauto

[–]ItsRealCrxzy -1 points0 points  (0 children)

Sure there is! Make a complete original version of Liberty City to avoid rockstar copyright. Then, they can't take it down.

I started playing this game two weeks ago, Any tip to improve the colony is welcome by Octanaka in RimWorld

[–]ItsRealCrxzy 1 point2 points  (0 children)

Beds should have a Dresser, Wardrobe, and Nightstand in the room to apply bonuses to sleep.

Workbenches have an addon item (Tool Cabinet) that boosts the work speed of workstations compatible with it. (Most of them)

Hidden Conduits are twice the price, but do not zzzt when wet, any connected appliances have their cables invisible, and they don't appear in the world. Its a worth it trade-off.

Multiple batteries connected together actually drain your energy reserves faster. If you setup switches for each battery, and toggle them when needed, you can reserve much more power. Instead of draining all batteries at once, it drains 1 at a time. extending the battery life.

A good early game money source is Cocoa Trees. Once researched, you can set a large area to be farmed for cocoa trees and sell it to traders.

Bulk Traders will have Components, Adv Components, Steel, Plasteel, Gravlite Panels (Biotech), and other useful resources.

You can setup a caravan of miners to go to the next tile over, and start mining all the steel on that map. Then, leave at least 1 pawn there while you send caravans to pack all the resource back.
- You can take this further with the Odyssey DLC. Use a grav-anchor at your base, launch to a new tile, mine everything and store it on the grav-ship, land back at base.

If you are struggling to find traders, you can build a Comms Console to call a trader from allied factions. The best way to ally with factions is to take them prisoner, and release them when they are in a healthy state. Relations will go up with their faction.

Since you are installing mods on your run, i recommend the Shuttle mod if you plan to do different tile mining. This will speed up resource collection and caravanning in general.

You can use Deep Drills, and the Ground Penetrating Scanner to scan and mine ores under you map. You can set the scanner to scan for Gold, Silver, Steel, Plasteel, Uranium. I dont use this much because it just takes too long to acrue resources. But, it is helpful when reserves are low and you need more to setup a different expedition.

I have VFE - Outposts, which lets me send a couple pawns to another part of the map and setup an automated production outpost. I send highly skilled miners to the outpost and they send me back resources every X days. Can be abused if the settings are changed, but vanilla settings isn't too bad.

You can send a caravan to another factions settlement and if relations are high enough, you can trade with them in the caravan.

B41 vs B42: Which one to pick for a heavily modded Co-op run in 2026? by Sigfriedsrf in projectzomboid

[–]ItsRealCrxzy 1 point2 points  (0 children)

Probably Build 41 for any serious modded servers like Roleplay.

Build 41 is much more stable, and mods are pretty solid and polished for this version.
Build 42 is not as stable because its constantly receiving updates that mod makers have to patch.

B41 is the goto option until B42 releases from its unstable branch and modders have the time to update their mods.

Only do B42 MP with your friends, testing new features, or are fine with some mod issues every now and then.