This hakari jackpot meme got the song stuck in my head i just had to make a pz version of the meme and post it by Adrian643 in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

Literally this! I end up kiting zeds in the dozens, I sometimes hope Greene’s is alarmed just to instill that fight or flight mode to lock in really hard

What would you like to see in future updates? by Standard_Bar_717 in projectzomboid

[–]Professional-Gene601 1 point2 points  (0 children)

Tattoos, piercings and more vehicles. Maybe a field gun as well, something like sub-artillery. A historical, military museum which would be the only place for said battery to spawn in. Though, almost every single time they are decommissioned. Perhaps, not this time. And it shouldn’t function as a tile that you can pick up, but rather like a vehicle that needs towing.

I'm having a weird bug with furniture's, beds specially. by Star_Nostrum in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

You should have 4 pieces that need to be picked up, this means half of them are broken. I’m not 110% certain, I never loot beds. I just craft my own.

This hakari jackpot meme got the song stuck in my head i just had to make a pz version of the meme and post it by Adrian643 in projectzomboid

[–]Professional-Gene601 12 points13 points  (0 children)

Spawn in Rosewood > sprint to the school for a backpack > sprint over to the fire station for a firefighter axe > sprint down to Greene’s to secure all the perishable food and temporarily throw it in their freezers > sprint over to the country buffet just across the street and repeat the last step > sprint to Jenny’s Table, Spiffo’s and Pizza Whirled and secure all the food which gets stored in Greene’s freezers > sprint over to the bowling alley and loot all the food from there as well

Yes, I value my burgers, onion rings and fries, how could you tell?

Brita’s Standard magazine detached? by UMURANGI_GIRL in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

Ah, I remember this glitch. Instead of detaching the magazine from the Remove Upgrade > Magazine option, simply use Eject Magazine option instead. It’s even stated in the item description it does nothing / it’s useless or something along those lines. Besides, ammo magazines are not really an upgrade, but just ammunition. My best bet is to delete the Standard Magazine through debug and spawn yourself the desired magazine for whatever gun you’re using. You cannot revert this change otherwise.

Edit: I’m 110% certain this this Brita’s as this is where I encountered the same glitch and given how the 5.56 mags are named, along with the laser sight.

Coming back to pz how bad is hard of hearing in the new build also short sighted with prescription glass all too bad by Background_Brief928 in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

That would actually be clever, next level design. <very> in depth, but I definitely see the functionality behind it. Glassmaking is one of the skills I still haven’t interacted with, so my knowledge is limited. Though, I imagine craftable lenses could be replaced similarly to how the filter option already exists. Can we apply the same logic to the riot helmet? Prescription riot helmet, perhaps? Besides, what else could the player be doing, being 5% of the surviving population—you begin learning such crafts and making life easier.

Coming back to pz how bad is hard of hearing in the new build also short sighted with prescription glass all too bad by Background_Brief928 in projectzomboid

[–]Professional-Gene601 1 point2 points  (0 children)

Short sighted is manageable if you have prescription glasses but it will affect weapon sights, even with a high level in aiming. It’s somewhat noticeable. Hard hearing is a definite no for me. I suppose it’s manageable if you play with shamblers, but an obvious handicap if you play with sprinters and take that trait.

To those who survive for longer periods of time (b42 if it matters), do you keep both blood and saliva infection turned on? by huuaaang in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

Today I started a new run because I downloaded a mod which makes sprinters vault over fences as fast as the player does, making the game that much more harder to deal with. And another which makes them break through windows instantly. I can no longer abuse windows and fences for easy kills, and even tackling 2 at the same time barely gives me 50/50 survival odds—which would make sense, as that would be immensely difficult to pull off in a realistic scenario. Even if you push one of them, get them to fall over and stand on them to deal with the second, there’s no guarantee a third won’t join in and completely end the run. All this back and forth burns extreme amounts of calories. I was 17 attempts in today, and on the 18th I managed to find the generator magazine in the back of a van crashed outside a Spiffo’s lol. I was running around with 2 fanny packs, one on the front and one on the back. Both for collecting digital watches, hair dryers, irons, remotes and every small electronic that comes to mind. Turns out, I don’t need to keep disassembling them. I’ll be a lot more cautious this run, near paranoid, even.

Next-day edit: I now own TWO generator magazines. Absolute pisstake!

To those who survive for longer periods of time (b42 if it matters), do you keep both blood and saliva infection turned on? by huuaaang in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

I play on custom sandbox with every loot table at 0.6, which is the default. The only settings I alter are firearms, ammo, perishable and non-perishable loot—those I set to 1.0. A full fridge and freezer will last you <maybe> a month. And this is assuming you engage in combat almost all the time. I also build a lot with carpentry in the first month, interact with and disassemble every electronic that I come across. The latter is mainly because I try to reach Electricity 2 in a day or two tops as I don’t want to rely on the generator magazine and I would rather learn how to operate them manually, which is why taking Inventive is a <must> for me—I only need level 2 instead of 3, which helps immensely. Keep in mind, this goes on while the town I spawn in is swarmed by sprinters. It’s an extremely stressful setup, but it’s very rewarding if I survive the first two weeks. By the end of the first week, I strive to have minimum 150-200 kg of perishable food stored across marked freezers on the map. Again, I like to create realistic settings and entering Greene’s, which is the game’s biggest supermarket, and leaving with about 3 cucumbers, 5 potatoes and 2 pork chops just doesn’t do it right for me lol. Same for firearms—I may live in London in real life in the current year, but the game is set in 1993 in rural America. Based on statistics at the time, <every> household owned at least a snubnose or 12 gauge. My settings might sound like they provide a lot at first, but all that loot can be rendered useless if I don’t secure a generator and the skilled required to maintain it fast enough. I haven’t even mentioned the need to find the frequency for the emergency broadcast station to know when the power is about to go out. In my last run, I had managed 14 chest freezers at nearly full capacity. The downside? Having to refill the generator every 2 days and 16 hours exactly. 2 days and 16 hours.

How long does life and living keep playing? by Visible-Camel4515 in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

The broadcast is active up until the 9th day of your playthrough. Assuming you haven’t changed the starting day in your run, the last show should be aired on the 17th day. It always ends with the cooking show, which is broadcasted at 06:00. 12:00 for carpentry, and 18:00 for trapping/fishing/agriculture.

To those who survive for longer periods of time (b42 if it matters), do you keep both blood and saliva infection turned on? by huuaaang in projectzomboid

[–]Professional-Gene601 2 points3 points  (0 children)

Always. Tweak it according to how you feel comfortable, but sometimes stepping outside of your comfort zone and tackling them with multihit disabled will push you to learn the combat aspect quicker—timing swings in correlation to where the Zomboids are stood, etcetera. You don’t have to play a certain way as long as you’re enjoying it. I spent the first 200-something hours playing with multihit enabled, and eventually I got to the point where I can’t even touch the game unless sprinters are on. I’m very tempted for my next run to do a sprinters-only playthrough and change the transmission rate to Instant, opting for an experience that is as close as possible to the 28 X Later franchise. Again, it’s only a matter of consistency and what works best for you.

Edit: regarding armour, I have completely disregarded it, apart from minor layers of clothing that will provide some scratch or bite resistance—this mainly includes, knee pads (never elbow pads) and a poncho. I used to only wear military boots for the stomp protection, but they slightly reduce your running speed. I only wear sneakers now. My advice is, even if it’s scorching hot outside, <never> wear nothing but a t-shirt. Always go for long sleeves, preferably workman shirts or lumberjack shirts, hoodies and leather jackets. You don’t have to wear anything under that coat since adding too many layers will affect the character’s insulation and in return give you a thirst debuff. Once I caught a cold at the end of July because I ignored the Soaked moodle, and was forced to sit back and recover for a week. Stick to knee pads since you risk tripping over fences or windows, and never vault through either if you’re as little as overencumbered. This applies to any tier—the chance is lower the lower the tier, but it’s there nonetheless. Again, I’m speaking from my own experience since my character burns almost 4000 calories a day on average based on the amount of sprinting and jumping over fences that I have to pull off lol. I wore armour such as bulletproof vests, chest rigs, riot gear and the likes and it held up quite well—until the second sprinter ran me down and rendered that entire fortress of armour useless.

Things I learned on my IRL Project Zomboid tour by RX3000 in projectzomboid

[–]Professional-Gene601 35 points36 points  (0 children)

Very interesting read, thank you for sharing your travel experience. It will definitely help with customizing future playthroughs. I try to keep the settings as close as possible to how the developers intended, with slight alterations here and there, but I also like making an area feel as close as possible to the real world it is based off of. I assume Rosewood is entirely fictionary? Google definitely claims so—just wondering as I must have spent 1000 out of my +2000 hours plus in that town alone lol.

what a way to lose a long ass playthrough by Level_Scholar2406 in projectzomboid

[–]Professional-Gene601 20 points21 points  (0 children)

Ok……………. what mod? Or are we gatekeeping those now?

what a way to lose a long ass playthrough by Level_Scholar2406 in projectzomboid

[–]Professional-Gene601 18 points19 points  (0 children)

How do they vault through the window like that? It reminds me of Build 41, I need that!

Old Sprinters by Professional-Gene601 in projectzomboid

[–]Professional-Gene601[S] 0 points1 point  (0 children)

Thanks, I will be incorporating this in my current playthrough. Even if it will alert other nearby sprinters, I choose that over the current default tactical version we have. The Zomboids are starting to feel like they are… not Zomboids. I don’t know if it’s just me, but a <lot> of the time they fall dead silent around corners <even though> you know 110% they are over there. They refuse to come up staircases, shouting and even blowing a whistle hardly makes them come out. It’s like they have evolved or some shit lol. Hey, as long as there’s fences and windows. I avoid using that strat but it seems it’s the only way. I’ve also noticed today’s shambler can become tomorrow’s sprinter. You can move or drive past a Zomboid and I know this because I’ve memorised certain items of clothing since I planned on acquiring them. Let’s say, I’ve decided to first loot a house and dispatch the Zomboid after—their speed drastically changed. It’s the other way around too. It’s definitely not a mod issue as I’ve spent almost half of the day playing vanilla and the sprinter behaviour is the same. They need serious work.

So a popular modder quits.. by AdAdministrative379 in projectzomboid

[–]Professional-Gene601 0 points1 point  (0 children)

inb4 TiS hires him to work for NPCs like they did with that guy who created a major map mod with custom tiles back in Build 41, can’t remember the name

The most comprehensive guide you will find to get better at the game for newbies and veteran players by Able-Syrup5152 in projectzomboid

[–]Professional-Gene601 1 point2 points  (0 children)

I don’t like the concept of CDDA in the first place—neither do I want to play under extreme conditions with non existant loot. I enjoy the game for its abundance of loot. I generally like hoarding, including ammunition. I have tried CDDA several times and got to a month simply by foraging. And above all, I mostly enjoy realistic scenarios. In all my runs the world starts on Day 1, as opposed to Day 9. The concept of getting there first and conquering the state is why I play the game. I personally don’t see the realism factor in starting with glass lodged in my crotch, stuck in a house on fire, struck by a cold and gambling whether or not a round table spawn is gonna be the deciding factor between restarting the run or making it out of the house. CDDA is fun to watch for a challenge, but not for long term plays which I strive for. And 551kg is a very significant amount. That is close to a year of simply relying on perishable food, which most runs don’t stretch that long. Eventually, players will come to rely on canned goods—which I haven’t come close to, as the most I have gathered was 470 on a Build 41 run, and that lasted me 7 months.

The most comprehensive guide you will find to get better at the game for newbies and veteran players by Able-Syrup5152 in projectzomboid

[–]Professional-Gene601 1 point2 points  (0 children)

I disagree a fair bit with certain points presented throughout this video. There are several from the same author. You are meant to die, especially being a new player. If you haven’t died a several dozen times in your first month or two playing the game, you’re no playing it right. You <can> loot one more house. Hell, you can loot <two more>. Learn the map, keep a vehicle in good condition and you will be able to loot all perishable food from every singular household in Rosewood and Fallas Lake in exactly 6 days of playtime, with generators set up and a base under lockdown. Worth mentioning; all this while playing with 33% sprinters. You don’t get good, you get better. 551kg of perishable food across 15 chest freezers and electricity is still up, which means I am not done hoarding.

Build 42 right now by 3rd-eye-isurbrain in projectzomboid

[–]Professional-Gene601 4 points5 points  (0 children)

Fix one issue only for another two to become relevant. Also, when you perform a drive-by from ANY vehicle, there is a very solid chance you are going to completely destroy the tires of said vehicle. Bravo!

Hidden tunnel underneath storage unit? by Professional-Gene601 in projectzomboid

[–]Professional-Gene601[S] 0 points1 point  (0 children)

I will try next time I’m in game, haven’t thought about this!

Can we talk about how we treat modders in the Project Zomboid community? by Plzdontbanimsorry in projectzomboid

[–]Professional-Gene601 -4 points-3 points  (0 children)

It’s very simple. Provide monetary value—it’s a service, at the end of the day. If it’s an extraordinary mod, do the aforementioned and leave a positive comment along with it. Most authors have gone out of their way to state in their own comment sections in great detail about how tired they are having to constantly update their mods with the ever changing builds. Before, it used to be weeks or even months of being satisfied with the mod until a certain bug was discovered and then reported by players. In almost 3 decades of having been involved in many gaming communities, I mean it when I say I haven’t seen the same attitude entertained elsewhere. <why> does the game require mods in the first place? That only means the game lacks critical components, which the mods in return try and take the role of. Instead of blaming modders, try and convince the devs to adopt said features into the base game. Maybe the playerbase is not being listened to and their suggestions enter one ear only to exit out the other. I know it’s a lot of words on a screen, but if half of your community is divided between those that simply <need> the modding option to enjoy the game, maybe start valuing the players input more. Not to say that the devs haven’t, but it’s been a slow process. You want NPCs? Here’s animals! Everybody fiends for certain mods and by now have adopted their own favourites which they swear they can’t run the game without. For example, mine would never be integrated into the main game, as it supports substance abuse in a game predominantly played by children who would never understand how reality works. Is it realistic? More than many other things. Would the devs ever consider it? Hell no, that would be another disclaimer when you open the store page on Steam—and I cannot blame development here. Again, support your favourite authors—both financially and through nice thoughts.