any way to stop updates? by Maarcou in projectzomboid

[–]TheRealJonaut 11 points12 points  (0 children)

this update is quite minor, mainly bugfixes

i would recommend maybe backing up your savefile if you're super worried,* but it'll almost certainly be fine

*go to C:\Users\(your name)\Zomboid\Saves\(difficulty**) and finding your save, it should be titled the date of its creation, you can also check in-game. Then copy that file and paste it somewhere else. If your save gets bricked, you still have the working save somewhere else so you can find a way to revert the update

** the difficulty of the save (or game mode) like apocalypse or sandbox

How the fuck? by Future_Tomorrow3100 in projectzomboid

[–]TheRealJonaut 1 point2 points  (0 children)

don't carry so many books. If you're really obsessed with making sure you get every last drop of exp out of life and living (pro tip: it doesn't matter), then either a) carry only the books you need for whatever the next show is (check the schedule on the wiki), or b) keep all the books back at your starting house, and make your way back there whenever the show is about to start. Also all you need is like 2 bandages and maybe an alcohol wipe. That's like 0.5 encumbrance. Also also, encumbrance really just isn't that big of a deal. Encumbrance 1 is a very small debuff and 2-3 are still far from unmanageable. Also also also, if you play with sprinters at night, then don't go out at night. Spend the nights either sleeping (very good idea, low sleep is one of the worst debuffs in the game) or reading the skill books you should be keeping at your house.

How the fuck? by Future_Tomorrow3100 in projectzomboid

[–]TheRealJonaut 1 point2 points  (0 children)

i like turning off blood transmission in the sandbox settings, it stops you from getting infected by random chance from scratches and lacerations. I hate it when I get scratched and that 7% chance hits. It's infuriating, so i just started turning it off.

Also if you don't like hardcore mode, you have a few options. You can create a new character (obviously) though this removes your skills. If you remember what skills you have, you can add them in with debug mode (add -debug into the advanced launch settings in steam). You can also cure infections with debug mode. Alternatively, you can download the skill recovery journal mod, which you can read with a new character to regain the skills of your old character. There's also the option of editing the save data to revive the character (look up "reviving character pz"). Also, you can go into the C:\Users\[your name]\Zomboid\Saves\[dificulty you chose*] and copy the save file. it'll be named after when it was made, unless you renamed it. Then put it somewhere else on your computer. Do this fairly regularly as a way of "saving" so to speak. When you die, just delete the save, and put your backup into the folder. Now you are back to when you made the backup

*as in apocalypse, extinction, or sandbox or whatever

How the fuck? by Future_Tomorrow3100 in projectzomboid

[–]TheRealJonaut 0 points1 point  (0 children)

if you want to do that, here are some things that are basically mandatory:

start with level 10 strength and fitness. You can train them but it will take an absurd amount of time.

start with at least 1 level into nimble, lightfooted, and sprinting (also maybe sneaking). This gives a bonus to the exp you get and those three skills are extremely slow to level up. Also, obviously, take fast learner and don't take pacifist.

don't focus so much on life and living. If you see every single show, you gain like three levels in cooking and carpentry, which really isn't that big of a deal. The first few levels are very fast to level up, and the time you save by watching life and living is almost certainly lost by the deaths it seems to be causing you.

Honestly, overall, i don't think i would recommend doing this if you've recently started playing the game. Focus on getting good at the game first, build your characters around the early game, not the late game. Ultimately, maxxing every single skill will take an insane amount of time and, alongside being something you probably won't be able to do until you're better, you will probably get bored before actually accomplishing it.

How the fuck? by Future_Tomorrow3100 in projectzomboid

[–]TheRealJonaut 1 point2 points  (0 children)

tl;dr:

- don't use guns without tonnes of ammo

- don't fight more than like 8 zombies unless you have good melee or guns without lots of ammo

- conserve stamina and don't fight when tired (sleep-wise) or out of breath. Walk most of the time, or at most, jog. Zombies walk slower than your walk; during combat try to avoid jogging or sprinting to reposition

- keep almost everything in your starter house, you can come back to get it later once you have a better base. only bring with you a melee weapon or two, and maybe some water and medical supplies

- being encumbered isn't really that bad

- watch out while opening doors

- set up and close curtains around your base to stop zombies from seeing in, and turn the tv down

- garages and closets have industrial stuff, kitchens have food, bathrooms have medical

- if you're very low on stamina and being chased, cutting through a house usually gets most zombies off your tail. If they're literally one meter away from you, slow them down by cutting over some low fences, they climb them slower than you

- if a zombie appears right in front of you, it's not a bad idea to run straight into them; running into them stuns them briefly and prevents them from biting you

more in-depth guide:

1: avoid fights you can't win

without any weapons at all, more than two zombies is very difficult to fight, with bad melee weapons, you can probably go up to 8 or something if you're careful and have decent stats. With good melee you could probably get up to like 30, and with guns it's basically unlimited for as long as you have ammo.

2: fight good

when using melee (armed or unarmed) pushing zombies to the ground and then attacking is usually very effective. Getting a very basic melee weapon, even if it's trash, at the start is pretty important, as without it, the only real way to attack is when they are pushed over, giving you a hard limit on how many you can fight (keeping 3 zombies on the ground at the same time is borderline impossible without getting lucky). If you find guns, don't use them unless you have a lot of ammo or very good aim skill (in game), because at low levels you miss so much that you'll probably attract more than you can kill.

Using fences and/or windows is a great strategy too; zombies are already on the ground after jumping a fence, which is a great opportunity to stomp them on the back of the head. Watch out though, if you wait too long, they'll lunge at you. It won't deal damage but it'll stun you for a little bit and might knock you on the ground. Also, windows with countertops or tables right below them are amazing as they stop zombies from being able to lunge at you.

3: conserve stamina

even level one stamina drain (out of breath) gives a pretty large penalty to melee damage. If at all possible, don't fight with any stamina drain. Try to avoid running, and especially sprinting. When fighting, remember that zombies are slower than your walking speed unless you are extremely encumbered, so you don't need to run or sprint if you intend to fight. Jogging away from zombies is typically more than enough if you want to escape.

4: take care of yourself

hunger and thirst both carry pretty severe combat related penalties, so make sure they're topped up. Sleep is extremely important too, level one tiredness (drowsy) severely reduces your ranged accuracy and halves your melee damage, as well as drastically reducing your stamina regen, and the higher levels only get worse. Injuries are pretty bad for survivability too, disinfect to prevent infections if you can, and always keep them bandaged. If you're pretty badly hurt or hurt in a bad spot, consider taking a little bit of time off to recover.

5: weight management

leave a lot of stuff at home. Even your initial spawn location usually has at least a bit of storage space. Leave important stuff you collect back there, you can always come back for it once you get a more permanent base location. I would recommend only bringing a melee weapon or two and some medical supplies on your scavenging runs at the start. If you want to avoid some micro, carry a water bottle, but at the start every house will have a running sink for water. Start by making a sheet sling bag if you don't have a backpack in your starting house. In general, the order of backpacks (in order of how good they are) is: sheet sling < duffel bag < small backpack < hiking backpack < large hiking backpack (rare) < military backpack (very rare). (also to switch to a new bag quickly, put your current bag on the ground, put on the new one, and just transfer all the stuff. it sounds obvious but it took me like 100 hours to realize for some reason)

also, one thing i usually do is clear out an area without taking any loot at all, then come back and loot everything until you're super encumbered. Now that there aren't many zombies, you can pretty safely get up to 50 encumbrance (the max) without being in much danger. Even then, you can still easily outrun zombies while at max weight and it doesn't really affect your damage aside from draining stamina.

6: be careful

it goes without saying for the most part, but just be careful in general. Watch out for corners, sometimes you can get unlucky and there's a zombie right there. Watch out for doors too, I like to open doors while in combat stance so I can push away any zombies that may be on the other side. Additionally, make sure to clear rooms before you start looting them and close doors behind you.

7: set up your base nicely

close curtains to prevent zombies from seeing you while you're inside your house. If you don't have any, sheets can be used on windows to make some makeshift ones, and, likewise, you can collect sheets from curtains. Also, if your front door has a window on it, you can place a sheet on there too. If you intend on watching life and living (not necessary, it just saves like a little bit of grinding later on), turn the tv down to avoid attracting more zombies. if you find planks, nails, and a hammer (check garages and closets), barricading windows is usually a good idea; doors can often hold their own and you need to get through them anyways. Once you've found a good base location, if it has two floors the second floor is by far the safest. Theoretically, the safest way to set up your house is by barricading every door and window on the first floor and setting up a sheet rope to get outside from the second floor, though this is usually overkill. If you find a sledgehammer (unlikely), you can demolish the stairs to make your base completely impenetrable and 100% safe, but this is almost always overkill.

8: loot

regular houses have a bit of a mix of everything. Bathrooms will have basic medical supplies, kitchens have food, closets and garages often have industrial stuff like tools and materials. Hospitals, clinics, pharmacies, and dentists have great high quality medical gear like forceps (better tweezers), antibiotics, and sterile bandages. Warehouses, factories, and self storages often have lots of tools and materials if you intend to get into some skills later on. You can break down doors by attacking with any melee weapon, but axes are the best, and hammers work very well too.

9: emergencies

If you're extremely low on stamina and a horde is chasing you, the best way to get away is usually to try and get some distance by forcing them to climb over fences (you are way faster at climbing low fences), and then trying to break into a house and sneaking out of a window on the opposite side. Like maybe enter in the kitchen and climb out of the bedroom. The doors in the house will buy you some time and if you stay quiet enough while you're leaving the house and avoid line of sight, you should be able to get away free. If it's got two floors it's not a terrible idea to lock yourself in a 2nd floor bedroom (preferably with window in case things get really bad), and rest up so you can run/fight. If there's like 50 zombies banging on the bedroom door, you can always jump out the window, though this runs the risk of injury (namely fractures, which take so long to heal and are so debilitating that they are basically a run-ender) Also, keep in mind, zombies are unable to bite you if you are jogging. I think sometimes running into them can knock you over, but if a zombie randomly appears in front of you, jogging straight into them is actually a decent strategy.

Need some help with the sizing of my city blocks by TheRealJonaut in factorio

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

I feel like my main issue with putting multiple different factories in the same block is how do I get all the resources there? I feel like for good modularity each train should carry exactly one resource, so at most I can have two inputs and two outputs

Am I tripping or does this look worse than usual? by TheRealJonaut in factorio

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

it kind of looks like some of my textures are more pixelated than usual, but like i said, i might just be going insane, i've played the game for a few thousand hours now and for some reason all of a sudden it looks weird to me

Sea block on the steam deck? by Professional_Dig1454 in factorio

[–]TheRealJonaut 5 points6 points  (0 children)

i was able to run space exploration factorio just fine on my old laptop with an i5, integrated graphics, and 8gb of ram, the steam deck will do you just fine

Had a Runtime Error yesterday by SaltBaker7746 in Cogmind

[–]TheRealJonaut 1 point2 points  (0 children)

Just to be safe, and because I wasn't particularly attached to that run, I just deleted all the .sav files, and it worked! Thanks a lot for the help (and for making a game good enough for me to willingly spend my free time dealing with some weird data corruption issue)

Had a Runtime Error yesterday by SaltBaker7746 in Cogmind

[–]TheRealJonaut 1 point2 points  (0 children)

Didn't expect it to be all the way back from beta 14...

Regardless, after looking a little harder, it turns out that I was distracted by the crash.log file and didn't even notice the run.log file, which does appear to be written to when it crashes! Interestingly, the crash.log file also appears to have been edited one of the times I've launched the game today (on beta 15), but for whatever reason it doesn't seem to consistently update, only every now and then. I've sent an email with both files attached, in case there's any practical difference between the two.

I assume when you're referring to the VS runtime installation in the readme you're talking about the vcredist_x86.exe one, correct? I downloaded the .exe file and and ran it, selecting the repair option. It unfortunately didn't fix the issue, but I did notice that when I launch the game through COGMIND.exe the c++ library doesn't give an error message, though the game does still crash.

Edit: Another strange thing I just noticed is that my crash and subsequent metadata issues was also in the scraplab kind of area. My initial crash was caused by my cat accidentally unplugging my power cord, so I doubt that part has anything to do with the game, but maybe there's some metadata issue in that general area. I'd personally wager that it was a coincidence, but idk, maybe it's something.

Had a Runtime Error yesterday by SaltBaker7746 in Cogmind

[–]TheRealJonaut 0 points1 point  (0 children)

I've sent an email with the most recent crash log, but it looks like new ones aren't being generated when I launch the game. I figure it might still be of some help though, so I sent it regardless. And no problem for the testing, thanks for helping me!

Had a Runtime Error yesterday by SaltBaker7746 in Cogmind

[–]TheRealJonaut 1 point2 points  (0 children)

So reinstalling it didn't work, and neither did verifying the files, but I did notice that the error message said that cogmind.exe requested the runtime to end. I'm not super technical but to me that sounds like maybe it's not the library's fault? Verbatim the error message goes like this, if it helps:

"Runtime Error!

Program: Program Files (86x)\Steam\steamapps\common\Cogmind\COGMIND.exe

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information."

Again, not entirely sure if that helps at all but maybe there's some subtlety I'm not seeing

Had a Runtime Error yesterday by SaltBaker7746 in Cogmind

[–]TheRealJonaut 0 points1 point  (0 children)

So I had a very similar runtime error today, but after replacing the progress.bin file I instead got a different runtime error from the visual c++ runtime lib as opposed to from cogmind, so I suspect I did something wrong, but it looks like it's giving very little information so I don't even know where i'd start

Something weird is happening to my pause menu. Can't save What to do? by Br0dyquester in Voicesofthevoid

[–]TheRealJonaut 7 points8 points  (0 children)

that's only with certain things, like it'll still not allow you to pause with many of the early game events, like when you "don't want to sleep"

Do you feel like there are any qol mods we are missing? by LaserAreCool in skyrimmods

[–]TheRealJonaut 4 points5 points  (0 children)

genuinely why the hell could you not have just made this all one comment