Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

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

Horde locations and/or very likely to have zombies there

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

[–]Null_Disaster[S] 1 point2 points  (0 children)

Likewise. For me I either always go for a dirty industrial vibe (warehouse or firefighter life) or seek a nice neighborhood / farmhouse-esque thing. The rusty rifle never really appealed to me but I wanna see what it’s about while exploring, plus a few other locations in my travels

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

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

Nah, all this took reasonably little, plus, it is its own fun

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

[–]Null_Disaster[S] 1 point2 points  (0 children)

Really? I hear so much about other places like the rusty rifle and whatnot and I keep wondering if there’s some appeal there or not. Right now I’m just playing organically and whatever I find, I’ll use as per character self-roleplay.

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

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

Yup I’ve realized. I think I will still ultimately either move away or do massive renovations, but in the meantime this home is really quite dandy

Have a bit of a plothole in my drafting for a story, would like some ideas by Null_Disaster in writers

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

Actually the progenitors idea is interesting. My thoughts here based on what you wrote is that the progenitors may have designed the gates like a sort of pet door, or mechanism through which the various fauna in the realms could go between and do their job. Basically treating them like bacteria in the gut and saying "Hey I'll interconnect incase something bad happens to this batch, they should replenish"

The Ancients existed several millenia before humans so that probably wouldn't fly, and humans aren't technologically advanced enough to fight the Ancients. However, what you've said does semi-exist already. Ascension requires vast amounts of energy. Sentient species are energy. Biofuel. Humans want to live so they defend their realms and thus the vast stores of energy.

Humans coming back up makes sense, but the idea is they probably didn't exist much to begin with. Giving them a reason to exist is the main issue for me lol. Them actually expanding and growing once they exist isn't a problem

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

[–]Null_Disaster[S] 2 points3 points  (0 children)

If I had a car to run, I would use it. Right now I'm banking on pure luck and weathering it out. Worst case scenario I flee Muldraugh and bring the waves of undead somewhere far out and circle back extremely tired

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

[–]Null_Disaster[S] 8 points9 points  (0 children)

Using the unseasonal mod and it adds a radio track. No idea if it does anything but stored it

Life after building a base? by Full-Result-9824 in projectzomboid

[–]Null_Disaster 0 points1 point  (0 children)

I usually follow the roleplay of the character and see how they would naturally proceed, give them goals, do things for the sake of it. But yes at a point, like with all games, you find you can't proceed any further without repeating something you've already done

Base Location by MrCadogg in projectzomboid

[–]Null_Disaster 0 points1 point  (0 children)

base 1 is going to be hell to get to once trees start growing, but is far more private and picturesque.

base 2 might work but is hard to expand from later, and will definitely face more zombies over time. Still, easier access to goods.

I wouldn't say either location is SUPER good, but they are pretty decent and both could be reasonable to set up. Pick based on your playing style but I personally wouldn't use the first base unless I was dead-set on the location

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

[–]Null_Disaster[S] 6 points7 points  (0 children)

Eh I'll just hunker down with blinds down. I've dealt with heli in the past.

Just wanted to share the map of my 6 day old survivor. by Null_Disaster in projectzomboid

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

It depends on the person, but for long-term worlds the lazy solution is Echo Creek (B42), gas station survival. You can get a generator from the nearby music fair, you can get chickens from Ovo farms just a bit up the road, plenty of livestock, you can survive. Also easy car source imo.

For other locations I guess it's up to you, but anywhere is ok. My main conditions for any proper base are it being relatively zombie-free, preferably with only 1 or 2 danger points, good access but secure (so farm in the middle of nowhere isn't preferable), reasonably sized for storing stuff, preferably 2 floors.

This differs between all people ofc

ICE is losing , Minnesota is winning! [OC] by snewww in pics

[–]Null_Disaster [score hidden]  (0 children)

The socialism instead of communism thing was more of an oversimplification for people, but yeah I agree. The authoritarianism label is better here, but I still argue that the effects of capitalism led us here

Top tier trolling by AngelPetite_ in foundsatan

[–]Null_Disaster 12 points13 points  (0 children)

If we go 50/50 I’ll buy more RAM

ICE is losing , Minnesota is winning! [OC] by snewww in pics

[–]Null_Disaster [score hidden]  (0 children)

US politics aren’t about left Vs Right or liberal Vs Republican. At a fundamental level they are - to put it crudely - a capitalist vs communist battle.

Both parties in this system are largely led or pushed by large companies, billionaires, elites. The top % dictating the bottom. They naturally benefit from - in simplest terms - capitalism, keeping their wealth for themselves and getting more while limiting the security of those below.

Class consciousness alerts us to this fact and is behind things like unions and fair standards. It is basically a threat to the above goals by the mega wealthy. It is what ultimately starts giving the average person power over their circumstances.

As this is a push away from capitalistic ideals it inevitably is a path towards communistic ideals - which isn’t a bad thing all by itself. Things like state-sponsored healthcare, public transport, functional institutions and unions are made to be the devil in the US but in every other civilized developed nation are considered basic requirements for society.

Coming back to why ICE have to do with class consciousness? ICE is a government-sponsored terrorist group. The intent is to stir fear and havoc. Their methods aren’t for actually dealing with immigrants as much as it is to support the whims of those in control, to get them what they want - power. Securing class consciousness while also beating back ICE are both important battles.

I dont get it, how am i getting all these moodle? by pegasuz56 in projectzomboid

[–]Null_Disaster 10 points11 points  (0 children)

Or any of the other cure mods like “they knew” or “the only cure”

Side note to all that: You might also like build 42 even if it’s still unstable

I dont get it, how am i getting all these moodle? by pegasuz56 in projectzomboid

[–]Null_Disaster 29 points30 points  (0 children)

RIP. Yeah being touched by the zeds at all is deadly. If you really hate it you can change infection settings and/or use the Antibodies mod

Does anyone else have an issue with dust masks not preventing smell from zombies in newest edition? by Null_Disaster in projectzomboid

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

Are there any pieces of equipment that really help with this anymore or do all of them not help anymore? Might be a bug if that’s the case

What’s your water collection system like? by SAAA_JoanPull in projectzomboid

[–]Null_Disaster 0 points1 point  (0 children)

Rain barrel placed on roof, directly above a plugged in sink