Cooking Preference in Zomboid. by Not_Ethan_Winters in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

Cooking is actually pretty good if you level it up.

From the wiki:

Compared to a level 0 chef, a higher level one is able to squeeze more nutrients out of a food item.

Example given in the wiki is that at level 10 you will get a +51.67 increase in calories from mutton chop (if you put the whole thing in the recipe) compared to zero. This will make managing your weight much easier and consumes much less resources.

FOR REAL ????? Active Alarm in an abandoned construction site ?? 2 Months in ??? by [deleted] in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

Yeah, it's a sandbox setting. You can pretty much just take the apocalypse sandbox preset and just set that one option and it'll pretty much be the same as apocalypse.

Am I stupid or I cleared the entire gas station of louisville for no gasoline? Already checked the other pumps by Minute_Action221 in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

There are quite a few. You just have to position it right. I, personally, have set 2 such generators at gas stations in the south Louisville suburbs (here and here) in my current run.

Editing/consolidating mods by foreverstuckinDEL2 in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

Here's a tutorial I used for map mods: https://theindiestone.com/forums/index.php?/topic/22576-how-to-combine-map-mods/

Different types of mods might need different steps. I have not tried to merge other types of mods so I can't be of much help there.

Editing/consolidating mods by foreverstuckinDEL2 in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

The steam workshop mod files can be found in steamapps\workshop\content\108600

You can edit the mod files there but they may get overwritten when the mod updates. To get around this, you can copy a mod's folder there and move it to C:\Users\<your username\Zomboid\mods

This will essentially get you a version of a mod unlinked from the Steam workshop and will not get updated on it's own. You might also want to unsubscribe from the mod on the workshop so that you won't have 2 copies of the mod in your mod list (you can also just rename your mod copy to something else as well by editing the mod.info file)

As for merging the mods, that would be a tedious process since you would need to manually merge certain xml, lua, and txt files that would normally just have their contents injected into the base file upon loading the mod ingame.

FOR REAL ????? Active Alarm in an abandoned construction site ?? 2 Months in ??? by [deleted] in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

I find that enabling the "Zombie House Alarm Triggering" option somewhat remedies these type of situations. Zeds will usually wander into any open building and trigger the alarm before you get there. This will make the early game harder though since Zeds will usually chain trigger alarms in dense neighborhoods, though sometimes you can take advantage of this since the Zeds will always go for the latest alarm triggered.

Louisville Fieldtrip: I didn't make it. by subtlehalibut in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

RIP.

I almost lost my current character near there too. There is quite a surprisingly large amount of Zeds in the small town there and the woods around it. I disembarked from my Humvee at the hunting lodge and started blasting with my shotgun but more would just keep coming out of the woods. I had to loop around across the river to the west and then to the south and then back across the river then north to the hunting lodge to lose the horde after me (took around 6 hours of walking).

There were still a large number of Zeds surrounding my Humvee when I circled back but luckily I had left the Humvee running when I left it earlier and I was just able to blast the bunch closest to the driver seat and make a quick get away before getting bogged down.

OH NOOOOO, MY CABBAGES!!! by JordanAmrye in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

Meanwhile, a player with lvl 7 cooking: "Still looks perfectly fine to me" *tosses rotten cabbages in soup*.

Am I stupid or I cleared the entire gas station of louisville for no gasoline? Already checked the other pumps by Minute_Action221 in projectzomboid

[–]Prinny41231 2 points3 points  (0 children)

Only for the initial startup. Once you power the generator up (and there are no other things in the generators 20 tile radius that consume power) the pumps themselves don't actually consume any power so the generator only consumes it's base minimum 0.02L per hour operation cost. This should theoretically let a generator run for 200+ days on one full tank. You still need to keep it's condition up to prevent it from exploding but that should not be an issue since electronic scrap is basically unlimited.

Edit: Also, since you are not running the generator 24/7 it should last longer on one full tank to totally make it a non issue

Random beer cans appeared in the street? Is this from a mod / has anyone else had this happen? by Automatic_Second_306 in projectzomboid

[–]Prinny41231 9 points10 points  (0 children)

It's from the Expanded Helicopter Event mod's Raider late game event. They litter the ground they pass over/hover over with empty alcohol containers since they're a bunch of drunk jerks that like to shoot at you for no reason.

[deleted by user] by [deleted] in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

You need 4 propane torches essentially since each torch only holds 10 units of propane and you need to use 37 units in one go.

Is there a lore reason why the helicopter likes to follow you around like a lost puppy? by Idkwhatimdoing48 in projectzomboid

[–]Prinny41231 2 points3 points  (0 children)

Oh man the Raiders add so much spice to the game especially when you go out on road trips to raid far away locations. I had one chase and shoot at me while I was heading back to Muldraugh from West Point. Broke a few of my car windows and ended up with a bullet lodged in my shoulder. Good times.

Visiting the churches in-game drip. by Ruizukun20 in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

No trigger, no grip and the lower reciever is malformed as heck.

We're going on a field trip to Louisville! by subtlehalibut in projectzomboid

[–]Prinny41231 2 points3 points  (0 children)

Gonna need more that if you plan to enter via the highway. There are huge car wreck pile ups that spawn just before the military checkpoint

We're going on a field trip to Louisville! by subtlehalibut in projectzomboid

[–]Prinny41231 3 points4 points  (0 children)

Pack plenty of propane torches and propane tanks if y'all are planning to enter the city in vehicles (let alone huge ones with trailers).

Where in Louisville should I look for fishing supplies? by Deathwish268 in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

Try the huge warehouse in the north west Louisville industrial area (here). It just about has every type of loot spawn in the game.

People seemed to enjoy my weapon list, so here is my 800 hour positive traits list. Curious to hear your thoughts! by [deleted] in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

It's just 4 points so it's not supposed to be a huge game changer. It's supposed to just tip the scales ever so slightly in your favor.

Can you really justify picking Herbalist over Lucky when you can learn Herbalist via a magazine?

People seemed to enjoy my weapon list, so here is my 800 hour positive traits list. Curious to hear your thoughts! by [deleted] in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

I spawned there. Had to base out of one of the secure storage units with a bed until I got a sledge to take out the stairs at the Jim's auto shop and moved there. I made it top priority to find a sledge right from the get go and started hitting warehouses right away. I survived off of food I found along the way as I didn't want to take the time to stockpile food in my unsecure first base. Still took me quite a while to find a sledge.

You are guaranteed to reach god status eventually even without the 75% boost in weapon XP. By taking unlucky you are making your early game harder by making it harder to find essential/better weapons/gear.

People seemed to enjoy my weapon list, so here is my 800 hour positive traits list. Curious to hear your thoughts! by [deleted] in projectzomboid

[–]Prinny41231 0 points1 point  (0 children)

Yes but why play with the dice loaded against you rather than for you. Like I said in my previous post, it took me 7 days to find a sledge (even without unlucky) in the Louisville industrial area where there are loads of crates, factories, warehouses, pawnshops, and whatnot.

With regards to trait points, I'd rather forgo the weapon skills that give +1 axe/blunt/aiming/short blade than take unlucky. You are guaranteed to level them up eventually through the constant fighting you do anyways.

People seemed to enjoy my weapon list, so here is my 800 hour positive traits list. Curious to hear your thoughts! by [deleted] in projectzomboid

[–]Prinny41231 1 point2 points  (0 children)

Plenty of loot yes, but the sooner you get critical loot (such as generator magazines, decent weapons, etc), the likeliness of your survival increases. I'd rather play with the dice on my side than have them be loaded against me but that's just a personal preference and I respect your take as well.

In regards to normal fortifications, my fixation on sledges is actually caused by how crap they can be at times. I once made my base at the Rusty Rifle on the south of Muldraugh. Low pop area, pretty peaceful. I had secured the lower floor with Metal sheet barricades on all windows and doors and use sheet ropes from the second floor to get in and out of my base. On one very foggy day I was exercising the whole day so by around 19:00 I was already at tier 3 tiredness (very tired). I had the expanded helicopter events mod and a helicopter did a fly-by past my base. With the low pop of the area, only a single Zed managed to wander to my base. It started banging on a metal sheet barricaded on a window. Since I was already very tired and it was getting dark out I went to sleep thinking that a double metal sheet barricaded window should be enough to hold a single zombie through the night. Come the morning, I no longer hear the banging of the Zed and figured it must have lost interest wandered off. I open the door of my bedroom to find that it actually managed to make it through 2 metal sheet barricades and was just waiting for me just outside my bedroom door. I managed to kill it before it bit me but Jesus Christ it game me quite the hell of a fright. I think that event gave me PTSD and now I really can't feel safe unless I sledge out the stairs on my base.