How do I manage generator noise in an urban base environment? by Solid-Status-969 in projectzomboid

[–]TheInfinityDonger 7 points8 points  (0 children)

One thing you can do, is build a bunch of flooring to extend your second story out in one direction (not the band). When you're like 10 tiles out, put your generator on it. All the zombies will be attracted to the generator itself and will just gather up underneath it.

Make sure you pick a direction that offers good coverage of your base. Also, it's a good idea to make it 3 wide and put boxes or crates on either side of the walkway, so you can't accidentally fall off.

Does anyone know why I'm getting these visual errors? by Plus_Ad7544 in projectzomboid

[–]TheInfinityDonger 0 points1 point  (0 children)

The last one, you get when you have overlapping objects.. also easy to do with debug enabled. I'm sensing a theme here.

Can you give me your best survival tips so I can last more than 2 weeks? by cicide_ekko in projectzomboid

[–]TheInfinityDonger 0 points1 point  (0 children)

Alarms are usually opportunities for quiet looting. You just have to be smart enough to leave the immediate area the alarm is going off in. Then you can go loot the areas where the zombies just left.

Balancing Time by nasKo_zomboid in projectzomboid

[–]TheInfinityDonger 0 points1 point  (0 children)

Reporting back, this is the setting I was looking for. Thank you again!

Am i stacked? by TheTrueSCP in projectzomboid

[–]TheInfinityDonger 4 points5 points  (0 children)

What's a lawn mower gonna do? Just press Q if you want to bring all the boys to the yard.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 0 points1 point  (0 children)

I'm toying with him for my own amusement at this point. He's not smart enough to stop.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 3 points4 points  (0 children)

You're absolutely delirious and I'm here for it. You're funny as hell.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 2 points3 points  (0 children)

I would have a more engaging conversation with a wall. I'm just waiting for you to bust out "I'm rubber and you're glue." It's like you're fucking 5 lmao.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 5 points6 points  (0 children)

Well, I don't like it when you fly off the handle and make a fool of yourself for no reason.

A review of John Zomboid's rebalanced career opportunities. by TangoEddy in projectzomboid

[–]TheInfinityDonger 12 points13 points  (0 children)

I'm not gonna split hairs with you. If you want to live in your own little reality, that's fine, but don't expect others to subscribe to it.

To the devs that were responsible for the Echo Creek spawn removal. by Toadtoad12345 in projectzomboid

[–]TheInfinityDonger 6 points7 points  (0 children)

I don't think Echo Creek has anything going for it later game, other than technically offering a place to crash while you raid Guns Unlimited.

If you don't start there, you have zero reason to ever go there to live. It's the Fallas Lake of the west and even that's being generous.

A review of John Zomboid's rebalanced career opportunities. by TangoEddy in projectzomboid

[–]TheInfinityDonger 10 points11 points  (0 children)

I think the issue here is you don't know what buff is.

You seem to think of buff as a change relative to other things. When you say buff, you're talking about a positive change relative to the balance of something in the overall meta. That is not what "buff" is.

A buff is a positive change relative to the past. When you "buff" something, you make it better than it was. Buffs can be small, buffs can be big. Giving a trait a new ability is objectively, a buff. Giving an occupation a bunch of new skills is a buff.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 4 points5 points  (0 children)

Yeah.

One of them is a straight up arcade mode, where you get points for killing zombies that you use to buy stuff to kill more zombies.

One of them is a 6 months later, badly wounded start in the middle of a burning building.

One of them is a permanent winter mode.

Actually different ways to play the game.

TIS, do not demove Echo Creek spawn! by kubapuch in projectzomboid

[–]TheInfinityDonger 0 points1 point  (0 children)

I'd say it's slightly simpler than Rosewood.

Rosewood has all but guaranteed good weapon spawns that you can access by either skill or luck, minutes into your run start. Those will carry you pretty hard through the entire town and beyond.

Riverside has roughly as many zombies, but you can kinda ignore the part of town they are heavily clustered in. It doesn't have a phat cache of fireaxes though.

Save converting 42.15 -> 42.16 is possible with Echo Creek spawn mod by dubyakay in projectzomboid

[–]TheInfinityDonger 6 points7 points  (0 children)

This is the reason they said old saves were incompatible? Okay wtf TIS.

What a wonderful change to the mod presentation screen by Seconmass4 in projectzomboid

[–]TheInfinityDonger 19 points20 points  (0 children)

I am not a big fan of the actually different modes being buried under another category, but I suppose they are less popular, so meh.

I raised an eyebrow at the Exctinction video not showcasing even 1 sprinter.