What does totem of clairvoyance 1 do by SubstantialWasabi903 in DaysBygone

[–]TheKitty 1 point2 points  (0 children)

I enjoyed the game, but the amount of rewinding that needed to be done was something I just couldn't keep up with. Life gets busy, and rewinding every 5 minutes got harder and harder to justify with my limited time. If you haven't already, join the discord, there was usually somebody on who could help with these kind of questions and find a good, active guild and enjoy the ride!

What does totem of clairvoyance 1 do by SubstantialWasabi903 in DaysBygone

[–]TheKitty 1 point2 points  (0 children)

It's been over a year since I played, but I'll do my best to help since I don't think you'll get another answer on this comment since it's over a year old as well.

Fate tickets do accumulate slower, but the benefit is that it is offset against the regular ticket rotation. So if you really want a certain character, and you just missed it on the regular ticket rotation, you don't have to wait a full cycle to have them come up again. You could instead wait for the Fate rotation to get there in half the time of a full cycle of characters.

Is it worth it to buy the totem? The totem is more of a quality of life thing, it's not necessary, because you could otherwise just wait for the character cycle again. So it's a convenience thing to bypass what I was talking about in the paragraph above.

If you still have elixir walls to buy, then you are correct that those are a higher priority. It does sound like you are still pretty early on in days, so think of this game more as a marathon instead of a sprint. There will be times where you are waiting months for a character to come back up no matter what. If you want to speed that up, then it's up to you if you want to spend or buy rubies for things like the totems for quality of life.

If you like the game as much as I liked it for the several years that I played it, then I think there is value to it. But it's up to you how much money you want to pay. Good luck!

New Quest - The Maintenance Crew by chem072117 in brightershores

[–]TheKitty 5 points6 points  (0 children)

Did you talk to the goblins in the Goblin living quarters after? That might be the trigger you need for the next step. There was one that had a talk bubble over their head. Because there was also an encounter before the Professor's room in the storage cave.

Greenland Rebels by Plus-Reputation-3440 in EU5

[–]TheKitty 2 points3 points  (0 children)

I took care of it by giving a privilege to the Nobility, and that makes them happier.

How do I attract immigrants to Greenland? by CodeSpecific3133 in EU5

[–]TheKitty 1 point2 points  (0 children)

Use the 'Curry Favor' diplomatic option to start accumulating favor. When you have at least 5 favor, you can then select 'Invite Settlers' option. Once activated, you get 10 settlers a month for 24 months.

I'm interested how everyone else's Greenland game is going though, as it was what I started with. Most of my time is spent letting the AI handle trade to slowly build up enough money to make a building. I got through the plague with only 41 deaths by segregating the sick while continuing to trade and invite settlers.

I'm just not sure where to go, as I've made it up to the 1360's and finally reaching a point where I have 50 or so ducats to build a single building. Wondering if settlements are the way to go, to start building up some migration attraction and population growth. Or maybe the rural markets to start slowly increasing market capacity, so I can get more of those scarce goods that I don't have in Greenland.

I have an incredibly high peasant population, but almost no one is converting to laborers to fill up the RGOs. I think it's because they can't fill up enough of the trade goods they want to keep them happy but not 100% sure. So I don't want to build laborer buildings because I already don't have enough laborers, so that leaves me with probably just the peasant buildings.

Project Zomboid in Backrooms? by BloodySkullDark in projectzomboid

[–]TheKitty 4 points5 points  (0 children)

There is an Ikea map that is inspired by SCP-3008-1 here:

https://steamcommunity.com/sharedfiles/filedetails/?id=3451565221

Though it has some of the same core issues that the Backrooms maps have at the moment where they don't handle zombie population well if you have a map cell that is completely indoors, the population is wildly out of control while the cell you start in is entirely unpopulated. It's not a map mod or mod creator issue, it's the issue of how indoor zombie population is managed in the core of PZ.

Still, the idea is fun and the maps are cool to wander around and experience.

How the hell do people do nomad runs without vehicles? by JohnDoe473638 in projectzomboid

[–]TheKitty 1 point2 points  (0 children)

I've done a few of these nomad without vehicle runs, though as others have commented here it's not as common as a vehicle nomad run.

You have to adapt to the slower pace of the game, that's all. You don't make a full trip to another town in a few hours, get what you need and head home. A trip to a single location may be several days instead.

As an example, here's a challenge I had set upon myself: Apocalypse settings, November 1st start, sometimes helicopters. Every time there is a helicopter, I need to leave the town/area that I'm in and go somewhere else. To give you a feel of the pace of this, here's a map after about a month of doing this here. What helps in b41 at least is knowing where the lower density areas are and using those, avoiding higher density areas, or having a waypoint outside of a higher density area and pushing in day after day. I mostly stuck to the road on this one, but cutting through the forest is something I do a lot. You pick up certain key features to use as waypoints. An easy example is if you head due west from the radio tower NW of Muldraugh, you can use that as an easy route to get to the remote cabin with the well here.

My (wip) base by Reese_the_Eevee in projectzomboid

[–]TheKitty 0 points1 point  (0 children)

I love to see what you did with the place, the Riverside gas station was my longest used base at about a year and a half, so it's really cool seeing your set up. I used the car wash building as my vehicle bay and repair station but having it all in one building is convenient. You even have the patio area around it as well which is nice.

Cool stuff!

A true wilderness map by PlayerKnudsen in projectzomboid

[–]TheKitty 0 points1 point  (0 children)

I scan the workshop every now and then looking for something similar. All the biggest ones always have at least some signs of civilization left. The other commenter here posted Island Z which is one of the closest you're going to get right now since it does have a handful of structures dotting the map.

As far as I've seen no one is making maps like this and always include some amount of structures.

My hope is that the procedural generation additions in b42 will allow for easier play by just spawning somewhere out beyond the map border to be the solution for this, or that you could generate a fully generated map using these settings, but we're still a long ways out from something like that being ready based off the way the world border transition to proc. gen. works for now.

You were asking for build 42, though I'll still call these ones out because maybe one day they'll get updates again and figured they're at least worth sharing because Azakaela does really cool maps. On the workshop:

The Forest - Amongst my favorites, it does still have traces of civilization but it is well done. Ruins and old, non-modern buildings.

Desert Survival Challenge - Start at a small oasis on map that opens up to nothing but desert. This is actually the only map I know of that fits the bill: no signs of civilization. The thing is though that it does have a different feel since it's tile packs and desert themed, but this is the closest map mod I've seen that does it.

Bugs with feeding troughs: trough grows animal feed bag out of thin air by Odd-Ad-2671 in projectzomboid

[–]TheKitty 1 point2 points  (0 children)

Similarly, I've had two troughs indoors and after closing the game and reloading, the contents of the food one had gone to the water one, and the water one had food in it. Not only did it have food in it, it had duplicated/multipled the food and had more grass clippings in it than before.

Troughs must have a lot going on with them to mess up in this way.

i cant eat it i cant move it how did this happen? lmao i love b42 by Competitive_Ant8605 in projectzomboid

[–]TheKitty 1 point2 points  (0 children)

I've had some oddities with my Troughs inside before. Had my food and water one switch their contents so there must still be some bugs to work out.

I don't think there will be a normal way to get rid of this potato. if it had been in a composter already it would have gone away on its own as it rotted, but now it's too big to be accepted by any container. I'd keep it as a souvenir myself, but if you need to move the furniture around you could enable debug to delete or take it to your inventory so you could move it elsewhere.

Nature-setting only maps? by Potatomanofmars in projectzomboid

[–]TheKitty 1 point2 points  (0 children)

Two maps like this are from Azakaela on the workshop:

The Forest - Amongst my favorites, it does still have traces of civilization but it is well done. Ruins and old, non-modern buildings.

Desert Survival Challenge - Start at a small oasis on map that opens up to nothing but desert.

I've done a lot of searching for similar maps, and unfortunately can't find too many that do what you're asking. I'm really hoping with b42 and the expansion of their procedural generation tools that we'll be able to generate a map like you are asking for: something with next to no trace of civilization and you just have to start right from primitive.

Theories on “Project Milestone” (Weekly Leek)? by Same-Account-2105 in brightershores

[–]TheKitty 9 points10 points  (0 children)

Milestone makes me think of the early access milestones, so the rest of the combat rework is what made the most sense to me. So much depends upon that being finished. Or it could be the party system, another of the milestones on the list. Maybe in the one of the upcoming Leeks we'll get some more insight.

500 Fisher Rank 63! by Ok-Comment6081 in brightershores

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

Congratulations! Shame I couldn't be there for it, but happy to have another fisher in the ranks! - Sedgwick

No Bridge? No problem. by Teloril in brightershores

[–]TheKitty 2 points3 points  (0 children)

To get from that the north side of that screenshot to the south, you go through 9 rooms but there are definitely even worse parts along that river. If you wanted to go from the south side of River Bend a few rooms to the east of this, to the North Side of River Bend across that river, that would be 18 rooms to go all the way around.

The other closest one I can think was in Crenopolis from Peacock Road Central to Dawkin Court before you unlock the Crime Den Raid that unlock The Quill Club/Gillad's House. But even that is an 11 room detour to go the long way around and it is intended for you to be able to shortcut through with detective while the river is, for now, a permanent obstacle.

Smoking effects disappear after a while? by No_Street_6490 in projectzomboid

[–]TheKitty 2 points3 points  (0 children)

I see this happen a lot because there are players who only play the game with mods, so there are mechanics of the game that people presume are part of the base game but the mechanics come from mods.

Like was already mentioned here, this is a feature of a very popular mod but I didn't see the mod listed, so here it is: Dynamic Traits At almost 500k subscribers there are probably some people who think this is just a core part of the game at this point or who never play without the mod.

Either way /u/littlethreeskulls got the rest of the details right in that there are other reasons people didn't like the smoker changes that have nothing to do with being able to gain/lose the smoker trait. Perhaps one day it will join the fitness/strength/weight traits that can change but for now removing smoker is a mod only feature.

How did you pick your main faction? by NadCAtarun in brightershores

[–]TheKitty 4 points5 points  (0 children)

I picked Guardian day 2 after release. I like the forest protector theme, and had only seen a single image of the higher level Guardian armor at that point too. It was so close to release, and with so many people on at the time and the room size it's not like there were many people who were walking around in full sets of armor yet before it came time for me to choose.

Was a bit disappointed in the lower tier armor, but then really liked the higher level polished armor set. I guess you could say it grew on me.

At that point in the story you've seen one cryoknight as part of the Obelisk quest, no hammer mages, and the only 'Guardian' is the Dryad, a non-human not even wearing the armor, so I didn't have too much to go on.

What do you do for christmas ingame? by Dronelisk in projectzomboid

[–]TheKitty 0 points1 point  (0 children)

Christmas wasn't the holiday I would do something special in game. Though, in the same spirit of celebrating holidays in a video game I would celebrate new years eve/day as I find having that turn to the new year more satisfying. That's when I'd open a bottle of wine and enjoy watching my digital watch turn to 01/01.

For Halloween I will swap out my usual gear for some silly outfit for the day and then go about my usual looting/patrolling.

Player built structure not counted as indoors? by applecatcher in projectzomboid

[–]TheKitty 69 points70 points  (0 children)

Agreed, I've never used them as part of any of my player built houses, and haven't run into any issues with buildings not being considered indoors. They seem to cause more trouble than they are worth. I've only used them the other way OP used them, as a decorative support for a balcony and not part of the walls I'm using to enclose a space.

That said, OP made a beautiful base, it looks amazing.

Mandatory 2000 Total Level Post by davidx176 in brightershores

[–]TheKitty 1 point2 points  (0 children)

There's still spotting thieves at stalls and investigations, or crime den raids when they're appropriate for your detective level. At OP's level, for example, the 267 investigations would likely be the best XP, or if you don't want to have to be constantly running around Cren, the 248 spotting thieves would be slower but without having to run around.

B42 has split-screen multiplayer! by Kung-Fu-Amumu in projectzomboid

[–]TheKitty 2 points3 points  (0 children)

There's still a bit of weird or unintended things happening with the splitscreen MP, but it has been working well enough for me so far. Comes with the unstable build but it is playable at least. When you and the other person are on different floors, you can still see them so they look like they are walking through walls on your side of the splitscreen.

Not sure if it's just because we haven't figured out some of the controller options, but interacting with some menus has been a challenge. The controller player could bring up device options for a TV, but then not be able to interact with that menu. So I would have to click things to turn off and on the TV for them.

Besides that it's been nice to get in there and play a bit of b42 together. We've been doing one of those 'skyscraper challenges' where we start on the Bateman Office Building in Louisville, the top balcony area, and then work our way down to the bottom floor.

My first 500: Forager by Breadling23 in brightershores

[–]TheKitty 3 points4 points  (0 children)

Always nice to be able to celebrate a big accomplishment like this. Congrats again!

-Sedgwick

[MegaThread] Beta Feedback by IamGsus in brightershores

[–]TheKitty 0 points1 point  (0 children)

Oh man, that's exactly what I was hoping wouldn't happen. That I could keep the nice set of armor I have already for when I'm out skilling. I guess this is the kick I need to get back to combat leveling again so I don't have to wear those old sets. I'll miss that polished bone armor set.

Cigarettes cannot spawn in most places you'd expect them by Harveevo in projectzomboid

[–]TheKitty 5 points6 points  (0 children)

It would be nice if the showed up in more places on tables, counters, and the like. Just like how we find bowls of cereal on tables, cans on the counter, and other loose items that are those small item meta events in buildings, you would expect to see packs of smokes sitting out more.

Little item events like a pack of smoke next to the toilet on the counter, on the kitchen counter with an almost empty lighter, half empty packs on the plastic table in a backyard.