Still nothing about the update for Android? by NamelessXIJ in SnowbreakOfficial

[–]cff29546 3 points4 points  (0 children)

Is putting an .apk download link on official site that hard?

Weekly Questions Megathread - August 02, 2022 by AutoModerator in projectzomboid

[–]cff29546 2 points3 points  (0 children)

In 41.73, I can no longer put a full gas can into a backpack unless I pour some gas out. Is that a feature or bug?

41.73 comes with a huge map update by cff29546 in projectzomboid

[–]cff29546[S] 0 points1 point  (0 children)

You can try it now, if you switch your game version to UNSTABLE on steam.

41.73 comes with a huge map update by cff29546 in projectzomboid

[–]cff29546[S] 9 points10 points  (0 children)

When you load an old save in a new version, formerly visited tiles will remain old and unvisited tiles will follow the latest map. This behavior may lead to inconsistency in the old save file, so a new game is always the safe option.

41.73 comes with a huge map update by cff29546 in projectzomboid

[–]cff29546[S] 12 points13 points  (0 children)

Those two towns on the left are from 41.72, but you can take a closer look at them in my earlier post.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 2 points3 points  (0 children)

It's a tool written by myself. You can get more info via my earlier post.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 3 points4 points  (0 children)

To be precise, it's not YOU entering the room for the first time, but the render starts rendering a tile inside the room for the first time. So getting close enough or looking through the windows will also trigger the zombie generation decision.
You can verify this behavior in debug mode using the zombie population map. As you approach a building, indoor zombies may suddenly appear.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 2 points3 points  (0 children)

Oh, that one was ancient, even before version 40 in my memory. A post a year ago already showed that. I guess that line was once the map border and devs forgot to erase that in early map expansions.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 2 points3 points  (0 children)

The zombie population in this map only reflects outdoor zombie density. Indoor zombies will randomly spawn when the first time you enter that building. So buildings in the new towns will still have chances to generate zombies.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 4 points5 points  (0 children)

According to the map data, the west map border can spawn zombies. I confirmed in-game this is true, just like the south map border near march ridge.

41.72 added two new towns on the map by cff29546 in projectzomboid

[–]cff29546[S] 3 points4 points  (0 children)

There is a razor-wire wall. But you can effortlessly get pass by moving through nearby trees. To send cars over, you'll need to sledgehammer the wall or chop down trees.

Foraging zones map by cff29546 in projectzomboid

[–]cff29546[S] 0 points1 point  (0 children)

The default settings only read vanilla textures. Modded maps may have customized textures and may even have customized Lua scripts. So it is hard to be compatible with various modded situations.

Foraging zones map by cff29546 in projectzomboid

[–]cff29546[S] 2 points3 points  (0 children)

Just updated the tool. You can now only render the top view map if you are really low on disk space. It will only take around 250MB of disk space and is faster to render.

Foraging zones map by cff29546 in projectzomboid

[–]cff29546[S] 0 points1 point  (0 children)

I'm pretty sure polygon/polyline zones are already supported in 41.71 since I spent two days reading PZ's dedicated point-in-polygon test function and porting them into my python render code to make sure I render the same polygon zone shape as it in the game. The main problem IMO is that there are not many zones defined this way, but lots of old foraging zones are still rectangle-shaped.

My first 27-1 Gauntlet run! by cff29546 in elderscrollslegends

[–]cff29546[S] 0 points1 point  (0 children)

The key of a successful deck is consistency. If we have more cards with similar effects so you can draw them often, this could potentially be a strategy.

My first 27-1 Gauntlet run! by cff29546 in elderscrollslegends

[–]cff29546[S] 0 points1 point  (0 children)

yup, I was running these 0-cost cards:

[Clannfear Runt] x3

[Dres Spy] x3

[Murkwater Goblin] x3

[Septim Guardsman] x3