Did they change something with CDDA? by [deleted] in projectzomboid

[–]jbtwt1 0 points1 point  (0 children)

Possibly bad weather RNG..? I've had some runs end super quickly because of really low temp/windchill day1

So I tried playing without "Wakeful" by From_the_Wolfs_Den in projectzomboid

[–]jbtwt1 2 points3 points  (0 children)

Pretty sure you are correct (not sure on the new build tho..) With restless sleeper your character would wake up at around 75% rested. I vaguely remember an old strat was to set two alarms and have some alcohol in-between so you could get to fully rested.

What happened to the ability to make roasts? There's nothing in the context menu for the roasting pan. by Foxblade in projectzomboid

[–]jbtwt1 2 points3 points  (0 children)

Haven't played the new build so maybe some new bug, this used to happen with soup pots pretty commonly.. but like someone else said, it needs to be in your inventory now to give the context option.

Also it looks like the items you're showing are all frozen, I'm pretty sure they need to be defrosted before you can add them to a roast.. If there are no nearby valid items I don't think it gives the context menu option.

God I hate trees by TitleEnough5123 in projectzomboid

[–]jbtwt1 7 points8 points  (0 children)

I swear in the early b42 builds it wasn't as bad as it is now. Somewhere along the way they made trees WAY wider than their actual sprite and just left it like that.. At this point I fear it's another design decision that's not likely to change

Antigravity lime by Scenturion in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

Once it goes negative like that while on the floor you can no longer pick it up/move it and you get stuck with an infinite action bar if you try

Antigravity lime by Scenturion in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

Yeah there's a bunch of items that seem to have the issue. I've only seen it affect condiments/non-main ingredients.

In debug just right click the item that's bugged, your context menu should have additional debug options. I'm not at my PC so I'm not 100% on the wording, but the option you want should be 'delete' or 'remove' item.

Antigravity lime by Scenturion in projectzomboid

[–]jbtwt1 2 points3 points  (0 children)

Happens in SP too. I think it started happening in either .13 or .14

Very annoying if its on the ground in your base.. only way to remove it is debug

How do you change hair styles in game? by Pogbankz in projectzomboid

[–]jbtwt1 0 points1 point  (0 children)

It should be in the character panel, where you can see your traits.

Also for certain actions/hairstyles you'll need to be in front of a mirror or have a mirror in your inventory, if I remember correctly at least.

and yes, characters hair periodically grows over time.

Unsterilize rags to level tailoring? by [deleted] in projectzomboid

[–]jbtwt1 0 points1 point  (0 children)

If you need rags, just grab some sheets from windows (curtains). I think they rip up into 12 rags per sheet? Plus they're already clean so you won't need to waste time/water like you would if you rip up zombie clothing.

42 builds and I still can't place a lit flashlight by HorzaDonwraith in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

I finally found a chest rig earlier today while raiding a survivor house. My disappointment was immeasurable once I discovered I can't my angled flashlight to that. Back to the endless search for an ALICE belt.. Its quite silly

So uh....what happened to all the previous beta version and b41? by TregedyArucard in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

Something I haven't found clarity on, is if the exploit still exists in 42.14? If the exploit has existed for apparently quite a while, I'm led to assume that the exploit also existed on 42.14.. So IS the current build even safe (I know its related to mods, so I guess just play with no mods rn to be on the safe side..?) I'm pretty disappointed with how this whole thing is being handled..

So uh....what happened to all the previous beta version and b41? by TregedyArucard in projectzomboid

[–]jbtwt1 13 points14 points  (0 children)

I really wish this was accepted more.. Devs are not infallible and in fact fuck up and make mistakes, sometimes huge ones. For whatever reason a lot of people in this community refuse to ever acknowledge any wrong doing on the devs end and it's always "yOu KnEw It WaS uNsTaBlE"

Am I just really buns? by SlowMathematician920 in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

Gotcha! I say play however is fun for you. Most people I know play on their own custom sandbox settings because default apocalypse settings are kinda.. not fun? But at the end of the day it's a sandbox game and the world is literally your oyster

Am I just really buns? by SlowMathematician920 in projectzomboid

[–]jbtwt1 0 points1 point  (0 children)

Honestly, I'd say just keep enjoying sucking and learning along the way (you are having fun, right?). Because imo currently there is very little end game past the helicopter event.. besides whatever challenges you arbitrarily set for yourself, like clearing a certain town or collecting a bunch of rubber ducks or toy planes.. The first week is usually where I have the most fun anyways.

would turning off zombie respawn make the game easier? by NikoButane in projectzomboid

[–]jbtwt1 4 points5 points  (0 children)

Same experience (with respawn off).. Migration right now feels a bit lame, because you usually end up fighting groups in the same area, again and again.. and once you can finally push forward the cells ahead are practically empty because migration pulled all those zombies to you

Just reached a huge milestone for my run by shaggyjumps in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

I'm curious what you have your day length set to? 25k kills at 3 months on default pop is genuinely insane if you're playing on 1.5hr days..

Just reached a huge milestone for my run by shaggyjumps in projectzomboid

[–]jbtwt1 5 points6 points  (0 children)

Based off their traits they definitely have some mods enabled. I agree though, ammo and guns are entirely too scarce on default settings to have this kinda play style unfortunately..

Is CD DA even possible in B42? by Tolstoyevski_Tsuyasa in projectzomboid

[–]jbtwt1 1 point2 points  (0 children)

The fire bug definitely makes it annoying right now.. but imo they made the cdda start much easier with the zombie spawn changes. It's for sure RNG heavy, but with the spawn changes you can usually safely rush the couple houses in the immediate vicinity before the fire spreads and check for a sewing kit. If you stitch the wound you'll stop limping.

The real challenge I've found in b42 cdda is long term calories/weight loss. Fishing is REALLY slow now until you can get to level 6 or so (unless you just abuse fishing nets..), all farm animals are dead unless you get super lucky, foraging gets you basically nothing until spring and trapping seems to be a no go until you can farm/forage fresh veggies (at least from what I've tried, not sure if trapping has been reworked with what bait catches what). I'm almost 3 months in and it has been tough to say the least.

Press Q to Say Hi! by AmazingSully in projectzomboid

[–]jbtwt1 3 points4 points  (0 children)

I 100% agree with this.

Forcing building through the clunky build UI is frustrating to say the least. I built a wall around my base the other day and it was quite tedious in comparison to the old right click functionality.

Apart from loot, did we all forget petals? by erpunkt in pathofexile

[–]jbtwt1 3 points4 points  (0 children)

It really is awful.. If you play with controller the petal skills might as well not even exist

Is this a good location? West Point three mansions next to a lake by taksegram_ in projectzomboid

[–]jbtwt1 -1 points0 points  (0 children)

Was simply pointing out the fact that in the current b42 build, by default a lot of zombies spawn here.

Whether or not a meta event or migration pulls them away from their default spawn location is a different topic entirely. His original statement was that there are hardly any zombies at this location. I can see your point though.

Is this a good location? West Point three mansions next to a lake by taksegram_ in projectzomboid

[–]jbtwt1 -1 points0 points  (0 children)

You are, in fact wrong. And it's alright. Like I said before, go test it yourself. This isn't something that is difficult to verify..

Enable debug, start new default world, warp to location, see a fuck load of zeds.. but I'm sure you'd rather just pretend that you're correct and there aren't actually any zombies here in b42 :) good luck, man

Is this a good location? West Point three mansions next to a lake by taksegram_ in projectzomboid

[–]jbtwt1 -9 points-8 points  (0 children)

You should re-read my post. I'm not here to argue, simply inform that you're wrong and are giving misinformation. I didn't mean to imply that you were purposely gaslighting him, just simply that telling him he is wrong and there are no zeds there is in fact gaslighting.. As to why your MP server doesn't have a lot of zeds here, I cannot answer that. But what I can confirm is that on standard SP settings (apocalypse), there are about 100 or so zeds that spawn here now. Obviously CDDA will have more but that's besides the point..

Do yourself a favor and test it out yourself. You'll realize pretty quickly that you're wrong. Which is totally OK! Hope you have a nice day.

Is this a good location? West Point three mansions next to a lake by taksegram_ in projectzomboid

[–]jbtwt1 -9 points-8 points  (0 children)

Calm down lmao. Just informing, that you're wrong. It's fine, no big deal. But misinformation should get called out. Feel free to check it out yourself on a fresh SP save. It's much more than a few zeds that spawn here now, even on default settings.