Keep an eye on http://projectzomboid.com/blog/, animation reworks (and thus a buttload of other featuers, including more clothing and weapons to name a few) are the main feature of the next upcoming build.
No ETA's on that of course.
I'm not lying about myself to impress you, if that's what you're worried about, sillybilly. Here's where they were a year ago (http://projectzomboid.com/blog/2014/07/its-an-npc-related-mondoid1-no-hype-pls/ -- all you have to do is google "zomboid NPC" and it's in the first few results). Your last point relies on a false dichotomy--you forgot at least one more possibility: "take as long as they need and release something amazing, probably with a few blemishes that will be patched soonafter". Here's a forum post from one of the programmers a couple months ago directed specially for people like you: http://theindiestone.com/forums/index.php/topic/14491-the-silver-lining-of-npc-delays-etc/ . Here's a nice excerpt: "... these NPCs are one of the most ambitious NPC systems in the history of games. " Chill out, dude. You don't know what you're talking about when it comes to programming AI, and that's okay so long as you don't pretend you do.
I feel the same way, because honestly? I've been checking back on this game irregularly since 2012, and for sure remember NPC's being a topic of discussion as far back as 2013, if not further.
Not to mention, they were supposed to be added at least around 2015 as the game was 'on it's final march toward 1.0'.
Lots of people here will defend the development with "Ugh, but did you read the mondoids? They halfway mentioned it once a few months ago!" but come on, they're basically vaporware at this point, we have dozens of tiny snippets showing them from years back, but not a single time have we seen anything tangible come out with them. It's easy to say "Well, they want to perfect them first", but that's just wishful thinking.
And people will also defend it with "Oh, but game development takes a long time!" which is true enough, but this game has been development for a long time. Even generally speaking, I think squatting on early access for such a long time (and having had paid alphas prior, mind you) is not okay for really any game, and I'm not going to give this one a pass because I would like this one to succeed. There's been a buy-in with expectation of a 1.0; 'releasing the game' doesn't mean halting development, but it does mean that at some point, we deserve a finished product, where missing features can't just be swept under the rug. And so far, that doesn't seem to be happening; which sucks, because I'd hate to see this game perpetually stuck in the comfort zone of early access, and simply die out before ever reaching release status.
I beleive this is coming in pretty soon! The last Mondoid Blog said so http://projectzomboid.com/blog/2015/02/yippee-ki-yay/
Reanimation
The return of the feature that would see infected survivors turning upon death – letting you watch your zed as it stumbles around – quite possibly attacking other players if you’re in MP.
-- speaking of Mondoids.. new one up :D
Interesting comment, although one thing I will say is that you're comparing two completely different games. This monoid talked about some new mechanics, etc, and showcased some progress.
If you look here, you'll see DayZ's most recent status report, complete with concept art for upcoming features, detailed explanation of said features, along with both images and video for both.
I love both games, and for me, development progress is sound. Neither are on-par speedwise with games like Space Engineers, but each update they give does wonders for content, especially things done behind the scenes which aren't necessarily visible to the players.
1: Yes, the developers often release a major update every 3-4 months, and often times you can play those updates much earlier in the sort of beta builds called IWBUMS, which are updated usually on a weekly or bi-weekly schedule. In fact the developers just released a major update recently adding vehicles and such to the game. The developers also release a weekly blog update about the game here
2: If you play on the normal branch, yes.
3: Indeed, there are numerous mods on the workshop and on the forums, some very large and some relatively minor.
Nice guide.
If I can make a recommendation, enable HTTPS on your site. You can get a free cert from LetsEncrypt. https://letsencrypt.org
Aside from helping to allow users that use the "Https everywhere" plugin, it will also help with SEO.
Scrap it? No fucking way. They said NPCs are an assured part of the game much like vehicles. It just takes time.
This is the state NPCs were in <strong>over a year ago</strong>.
You can read the mondoid and watch the other NPC test videos they released here.
As for when we'll actually these NPCs in the game we have no clue, as far as the devs tell us it'll be a little while yet.
Okay, I wasn't aware what build you are on and I believe that is the issue. When they released build 30 they completely overhauled the joystick/gamepad function and added local co-op (up to 4[2**??] players). I think your issue is directly related to using the demo build 26 which if i remember correctly is the build I was having issues with my controllers on.
EDIT: I strongly recommend purchasing zomboid, I have over 30 hours in it and expect that number to hit 100+ in the coming months, it was well worth the $12 to me. If you do, here is that added controller support mod I was talking about in my previous post: http://pinnaclegameprofiler.com/forum/showthread.php?31142-Project-Zomboid&p=79850#post79850
It's a program that allows you to mess around with your save games. Every game has at least one, and Zomboid isn't an exception.
I also went ahead and found one for you. It has exactly what you want.
https://www.moddb.com/games/project-zomboid/addons/save-editor
https://pzwiki.net/wiki/Version_history ctrl + f "stable release" will give you most of the dates, though it looks like the Wiki hasn't been updated lately.
This one provides a "just the highlights" look: http://projectzomboid.com/blog/2013/08/buildstatus/
Last stable build was released in July. The current IWBUMS has had 19 updates since August. It's definitely one of the longer periods PZ's gone without a stable release.
> Or perhaps it's just that the updates come in small bites rather than major content updates, and so the core game changes very slowly over time.
Yep, it's pretty rare there's any big, huge "Everything has changed!" build. Outside of maybe the original tech demo, the 2.0r series, the Steam build, build 27/28, and the July build, almost everything else is iterative, slowly changing over time. The exceptions to this is animations (which is the start of the NPC release cycle) and cars.
The game is largely mature at this point -- there's a couple things the devs want to tweak or expand, but it's not as though we're suddenly getting functional windows, multi-height carpentry, a skill system, the ability to craft and cook, multiplayer, or weather effects again.
It's much more underwhelming to say "food can now turn to compost over time!" vs "you can now grow plants and farm!"
TIS has been doing just that for as long as mods have been around - the terms and conditions have clauses to address feature incorporation and credit. Modded features selected for incorporation are not chosen by popularity (nor should they be!).
Just really slow, but new features keep coming with each new version. It might be slow, but I think it's looking pretty good so far.
Every monday they upload a post in which they explain what they are currently working on, what they are implementing next, etc. You can check it out here.
“And finally, I’ve also introduced padlocks! You can add a padlock onto your hand-made crates to secure them. They’ll be automatically unlocked if you have the key, but in MP others won’t be able to get inside them. Although, of course, if they have a crowbar that’s a different matter.” Source
Does no one read the patchnotes when they release updates?
http://projectzomboid.com/blog/2014/12/have-a-30-new-year/
New health system. Your wounds can get infected in Build 30. Even before build 30, if you have the Hypochondriac trait, you can develop "infection-like symptoms" even when you haven't been infected by the zombie virus.
Cars are being worked on.
The early access blurb on the steam page says this:
>Two major features are yet to be implemented into the game, both of which are currently in full-time uninterrupted development each with dedicated full-time developer support. These are:
>[...]
>Vehicles - Fully physics modelled 3D vehicles, siphoning petrol, mechanics skills.
And Here is a picture they released awhile back.
So yeah, cars are definitely going in, however, horses have never been mentioned.
This is probably the most complete listing we have from the dev's side: http://web.archive.org/web/20130306150320/http://projectzomboid.com/blog/index.php/tldr-just-give-me-the-jist
It's somewhat of a shame that it didn't transition to the new site.
Buy one of their other 'games':
http://projectzomboid.com/blog/index.php/buy-our-games/
Then forward your Google Checkout receipt email to
They'll reply with a username and password you can use to log in.
Eh, was just on my mind because I was recently watching this:
https://www.thegreatcourses.com/courses/ancient-civilizations-of-north-america
Wait, that was downvoted? Is the ancient history of Knox County really disliked? Okay…
HUGE FUCKING WATERMARK IN THE MIDDLE OF THE SCREEN (unless you pay money).
Do not recommend. Try Open Broadcaster instead. Free and no goddamn watermark. Same quality and performance.
So legit harassment (not a fucking one day ban "harassment" this idiot is throwing around, the actual dictionary definition of harassment: http://www.dictionary.com/browse/harassment) isn't banworthy? I guess we shouldn't ban anybody for anything on the forums then, let's just let it turn into a toxic 4chan shithole, people can post racist shit, sexist shit, shit that doesn't have anything to do with the game, and let's not forget about 'dose dayum sjws!' even when the situation has nothing to do with them! Let's even let people post child porn, since we wouldn't want to censor anything!
Ok, if you go to: http://theindiestone.com/forums/index.php/topic/7184-mods-updated-for-build-25/
1, Download the mod from the external link or the attached files near the bottom of that comment. In the case of NCYaw it should send you here: http://www.sendspace.com/file/6shhxc
2, Install into your user/zomboid/mods folder, not your steam folders.
3, Start Zomboid and check it in mods and close the game
4, Double check in your user/zomboid/mods folder that in the file named loaded the mod name is present...if it isn't add it manually
5, start a brand-new map and have a look around, if you find a standard pistol/shotgun/shells/rounds then you've done something wrong, haha
If you still have problems add me on steam and I'll talk you through it step-by-step
I'm not sure I understand your question.
There are settings to Save the world every X minutes in the config, it should also by default save whenever a Player updates, which should be quite often.
As an admin, you can also use the /save command to save the server whenever you need to. If you need to shut it down, it's recommended to use the /quit command on the server so it saves everything and shuts down gracefully. You can do this either if connected as the admin user via the game client, or if you have access to the server console directly, you can input the command there.
On some platforms, you can get scripts that do these things for you. I use LinuxGSM personally ( https://linuxgsm.com/lgsm/pzserver/ ) for a Linux server.
If your internet connection is the limiting factor, there are game server hosting platforms you can pay a small sum of money to host the server for you. It's less expensive than you'd think, especially if multiple players chip in a little each. It makes a big difference to performance.
Item crafting is mentioned in two or three spots from Jul 2011 up to the replacement of this website in 2014.
the way they've explained it in the past is that the NPCs and AI will integrate into almost all the other systems they build. so if they put everything into npcs now, every other non-trivial update/upgrade will require retooling of npcs/ai to work with them. otherwise, they might need to totally rewrite some parts due to unforeseen problems, and rewriting parts of the npc/ai system have far more consequences than rewriting the code for moving furntiure.
that said, npcs are coming, eventually. they've made that clear enough
edit: misremembered this. the way they used to have NPCs coded required a lot of rework
Quite a bit has changed over just the past few months, but u/DontFearTheReapers does a much better job covering things than I could: https://www.reddit.com/r/projectzomboid/comments/3eha7e/so_ive_been_out_of_this_game_for_about_a_year/ctf63an
If you'd like to be kept informed, we do have a mailing list: http://projectzomboid.com/lists/?p=subscribe&id=1 which receives the Mondoid blog posts directly, as well as changelogs.
If you look at the API check class zombie.inventory.InventoryItem is has a setCondition(int) and getCOndition() method. I assume 0 is broken and MAX is whatever you define as MAX.
In lua you could use it something like this: getPlayer():getInventory():FindAndReturn("Axe"):setCondition(0)
Water bottles, Foods and certain other items like duct tape are of type DrainableComboItem which is a subtype of InventoryItem. It offers methods like getUseDelta() and getUsedDelta() and the corresponding setters.
From the Build 29 announcement:
> Then, from these, you’ll be able to craft new stuff that’ll go all the way from stone axes – to really strong log walls.
In my experience, the main downside to log walls is that they take longer to build than standard carpentry walls. I'm unable to find any specific information about the health of log walls, but I can definitely say that log walls have more health than level 1 plank walls.
That being said, my advice to /u/Dumbass253 is that if you absolutely need walls now, build log walls, but if you can wait, stockpile as many different levels of the carpentry books as you can and do nothing but make planks. You can get to level 5 relatively easily on planks alone, leaving you with a huge stockpile of material and the skill to use it most effectively.
http://theindiestone.com/forums/ http://projectzomboid.com/blog/category/news-development/ Is a place to go to learn about updated mechanics, also I learn from logical experimentation, and from others who play the newer versions like ManBearPig.
It sure does, but lets hope they don't rush a release! To transfer your PZ to Steam is simple, just follow these instructions:
http://projectzomboid.com/blog/2013/09/steam-keys-available-to-all-customers/
I know that registration on theindiestone has an email updates option, but I didn't select it so I don't know how extensive it is.
I also know that somewhere I was able to sign up for updates on both stable and unstable releases... sorry I can't remember where that was though.
Edit:
Found it: http://projectzomboid.com/lists/?p=subscribe&id=1
(The link is on this forums post: http://theindiestone.com/forums/index.php/topic/8467-released-build-27/)
To quote today's mondoid: > We’ll be looking to get Desura updated tonight, providing nothing completely explodes in fireballs. Hurrah!!!
But you're not going to get massively frequent updates on Desura any time soon. Apparently the Desura upload and approval process is fairly arduous, and since there's no beta functionality similar to Steam, only stable versions can go on Desura.
You can see our rules here http://steamcommunity.com/app/108600/discussions/0/648811670543578065/
Specifically, "though we will still feel the need to step in to 'cool people off' with warnings and (if unheeded) temp bans when people break our main rule: "Be lovely" and are unnecessarily hostile to each other."
To reiterate: You're free to express yourself politely, but any hint of abuse followed by a refusal to correct your behavior after it's been requested that you do so won't be tolerated. A temporary cool-down period will ensue.
Though if you do wish to file a complaint, please do: http://projectzomboid.com/blog//about-us/ The mod team, developers, and other admins will get together and discuss it to determine if the mod action was inappropriate. If you're not comfortable with e-mails, please contact our community manager, nasKo, directly.
In the current build, a server reset removes all player created buildings. Your character is untouched, so all skills and xp gained remain. Also, anything you're currently carrying on your character will still be there.
That said, the latest mondoid talks a lot about the next upcoming build release which among other things will offer server hosts a soft reset. Basically leaving all player created buildings untouched, but refreshing loot spawns, zombie spawns and also cleaning up bodies and blood.
I picked up the game two weeks ago because of multiplayer and I'm absolutely loving it! Have fun!
Indeed. The way they're doing it is.. odd.
Basically, there's the Official Release which is .. 0.1.5d, I think. The prior Official Release is.. 0.1.4c or something like that, I forget.. that's free to download and play as a demo. It's missing some stuff from 1.5d.
That said, MOST people are playing the experimental build of 0.2.0q on the forums... or the EVEN MORE experimental weapons build which I don't even think has a version number.
Their versions are kinda getting all over the place, which is why I think they stopped releasing for a bit - they're trying to get Version Creep under control. That's my theory, at least.
Ah, I was right. Here's a link to the download pages. To play anything higher than 0.1.4c, you need to have purchased it. But 0.1.4c? Play it all you want.
edit Oh, the Roguelikes comment is more in the randomized loot aspect of the game, and the unfairness of it all as there is no mechanism preventing you from leaping off your constructed walkway to your death. The map is, unfortunately.. or fortunately.. static. Well, that is, the buildings don't move. Windows can be broken (and fixed by you) and doors can be destroyed (and fixed by you) and walls built and so on, but the base map is unchanging.
There is MiniDayZ, its basically the opposite of what you asked for. It like DayZ Mechanics with Project Zomboid graphics, still a really fun game if you're interested in Zombies!
So I just spent the last 15 minutes trying to find one that I remembered looking into, because apparently it's meant to be really easy to use. kdenlive. Not sure how the interface is, imo it doesn't look great, but the features are meant to be easy to use and it can probably do what you're asking of it. It's free too! Which is the main thing.
But honestly aside from that one, I really don't know of any though! Lemme know when you find one :)
Also I made another comment branching off here about performance issues and stuff. If you could shoot back at that when you get a minute I'd appreciate it.
I agree there. Replay value is a HUGE thing for me, and I love it when a game captures my interest for a long time. My current top Steam games are:
Terraria: 792 hours
XCOM Enemy Unknown: 380 hours
RimWorld: 374 hours
Fallout 4: 300 hours
X3 Albion Prelude: 235 hours
XCOM 2: 217 Hours
Empyrion - Galactic Survival: 203 hours
Space Pirates and Zombies: 189 hours
State of Decay: 179 hours
... and that's just Steam. I play a lot of games from GOG.com, which is where Zomboid was bought. I don't run their client, so I have no idea what my number of lost hours is to it - but I know it's high.
I think the black outline of the right,left and bottom should not be all black. When you look at the current in-game sprites they usually carry an outline color similar to the main color of the object, just darker.
If you take the image of that can and put it into photoshop and color pick the outline. You will see that it's a dark gray with what I think a touch of red. Also the image/text on the can should follow the curvature of the can itself. I would almost recommend to just take a can from PZ and alter it to get it to look like you want it. Just to don't break with the style.
This is a great pixel art tutorial
So, long story short I had a baby. The last 5 months have been amazing but its meant I've had little to no time to work on the app however, I belive the current version is usable and I've gone ahead and released it anyway. I plan on updating as soon as build 42 comes out. Anyway link below, feel free to download the app and let me know what you think. Thanks. https://play.google.com/store/apps/details?id=com.projectzomboidbuildcalculator.projectzomboidbuildcalculator
So, long story short I had a baby. The last 5 months have been amazing but its meant I've had little to no time to work on the app however, I belive the current version is usable and I've gone ahead and released it anyway. I plan on updating as soon as build 42 comes out. Anyway link below, feel free to download the app and let me know what you think. Thanks. https://play.google.com/store/apps/details?id=com.projectzomboidbuildcalculator.projectzomboidbuildcalculator
So, long story short I had a baby. The last 5 months have been amazing but its meant I've had little to no time to work on the app however, I belive the current version is usable and I've gone ahead and released it anyway. I plan on updating as soon as build 42 comes out. Anyway link below, feel free to download the app and let me know what you think. Thanks. https://play.google.com/store/apps/details?id=com.projectzomboidbuildcalculator.projectzomboidbuildcalculator
I never checked before I bought it a few days ago and then was worried since I didn’t check if there was any weird things. Honestly it’s cool and very based that the developers made a native Linux version! :D
Also it’s pretty based that you use Librewolf and Mullvad, by any chance are you a Mental Outlaw viewer?
Zomboid's weather has always sort of bugged me, so I decided to Google around for historical data on Louisville. At a glance it seems like the average stayed right around freezing in January 1994 with highs not getting far past it. Certainly not as cold as some places but definitely colder than the lower Southern USA.
I've not gotten to winter myself, but my personal observation is that Zomboid's depiction of summer is usually too cold. For July 1993, that same site gives 30C as the average with lows rarely getting below ~25C. I play in Fahrenheit and mostly ignore it so I don't have vague feelings and remembrances, but it seems like frequently I see mid-60s (~19C) and occasionally even 50s (low teens C).
It's possible the devs modeled it after several years and the real 1993 was an unusually warm outlier, but I always felt it was a shame there's very little gameplay around managing heat and then you barely see high temperatures outside of cars left in the sun.
It's not just this game. Here's the first result on amazon if you search 'bread knife', the thing is like a fucking machette.
I dunno, yogHurt sounds too painful for me!
I'm just messing with you. This book has a lot of humor you might appreciate - https://www.amazon.com/Mother-Tongue-English-How-That/dp/0380715430/ref=sr\_1\_1?crid=3HU85NOCC6LEZ&keywords=bill+bryson+mother+tongue&qid=1660461952&s=books&sprefix=billy+bryson+mother+tongue%2Cstripbooks-intl-ship%2C256&sr=1-1
I very much appreciate everyone who replied, I know it's not easy helping someone who doesn't even know what system they're running currently.
I like this. Think it'll work for PZ?
https://www.amazon.com/Dell-Optiplex-Computer-Processor-Wireless/dp/B09QXV435T/ref=psdc\_13896597011\_t2\_B09QZYWXYY
It took me a bit of trial and error. Commands are on the linuxgsm website under the install tab. https://linuxgsm.com/servers/pzserver/.
Volume link server-files to hazzie's /home/pzserver/serverfiles and server-data to /home/pzserver/Zomboid.
As per your suggestion, I've decided to setup my own server using LinuxGSM.
It was surprisingly easy, and it's already up and running better than the previous one. Thanks!
this: https://gyazo.com/7563434ea863050bcd501b119c6a383e is west point? this: https://gyazo.com/377c6a3211d3665e11779adf7513fb94 is muldraugh? where is the train yard and the logging co? and whats the big town in the middle?
It sure is! There was a time when this was not true of Soviet reactors, but early western reactors were generally substantially safer than early Soviet reactors. It had to do with the way the reaction was mediated. In fact, the Chernobyl disaster occured specifically because it was of a Soviet design whose uncontrolled position was 'explode'. You should read Midnight in Chernobyl if you want to learn more about it. Absolutely fascinating book.
So, I do this sort of things for a living, but there's several gotchas to take care of.
It's possible the game server is already running on all available IPs. It's kind of a default for many 'user-friendly' services. In a windows command prompt you can type netstat -ab
to see open ports. If a port the game is using displays as 0.0.0.0
it means it bound to every available IP it found when starting.
Another thing is the VPN port forwarding - some providers wont even allow it, and some only give you random ports (if you even get an actual public IP anyway). Mullvad for example will give you a port, but it's your job to a) run a service on that port and b) connect the remote client to that port. I have no idea if Zomboid client can pick a port to connect to a server, so that might be out as well.
In ye olden days to get friends to play with you we used Hamachi. Hamachi is now bought and pretty much dead, but there's alternatives like ZeroTier. In gist, you install it, join a network by providing a key to your client, and 'allow' all clients to join your network via the web admin interface. Then all clients are on the same network like they would be on LAN. Issues with the Zomboid game server binding to proper IPs remains though.
Let me know if I can help further.
If you can get this laptop on a sale, it will serve your zomboid needs and more. The price is just $100 more than a chromebook but have way better specs.
Refurbished/ Secondhand laptops are also a good idea, if you have a bit of knowledge in computers hardware.
You used to be able to change the save world item spawn chances but couldn't straight up spawn things. I believe you edit the world properties in notepad, though this was a couple builds back. edit: did some digging, czech this shit- http://www.gamefaqs.com/boards/641551-project-zomboid/67809805
https://web.archive.org/web/20110704122907/http://projectzomboid.com/blog/index.php/buy-our-games/
> However we are not legally bound to provide additional updates, and you are paying for the product as it stands now.
Have any experience with running this in Kubernetes? I used Kompose to convert the docker-compose file to a K8s manifest and attempt to run this on GKE autopilot - I keep getting the following error:
''' [Error] Can't access your server files directory. Check permissions on your mapped directory with /server-files."
I am assuming it is the missing step of chowning the the mounts. Tried to play with some SecurityContext settings in hopes of doing that without using something like an initContainer to run the chown commands. Curious if you have any ideas here given your familiarity with the base image? I have a feeling fsGroup is the appropriate setting on the Kubernetes side I need - https://kubernetes.io/docs/tasks/configure-pod-container/security-context/
This is for letting GOG players on your server: https://gog.com/game/project_zomboid
But as a result this would also allow pirates, yes. I put a password on my server so only friends can join anyway.
Found an interesting one from last year, an interview with developer Andy Hodgetts, quite interesting to hear his thoughts of the game, early access status etc.
You can always try this:
https://linuxgsm.com/
Make sure to edit the LinuxGSM default settings + edit the new PZ settings file that it creates as well.
Other than that I am not sure how the server isnt working for you if you are following the SteamCMD instructions, are there any errors?
For a while now, The city of Louisville has been teased by the devs. Theres map designers working on it currently and we haven't seen too much of it. All I can really remember is seeing is some sort of museum and the layout of the map, http://projectzomboid.com/blog/wp-content/uploads/2015/01/Louisville-outskirts.jpg Heres the layout but we don't know if the layout has changed or not since its been 4 years since that layout was posted/revealed.
If you haven't seen it already, the video from a couple mondoids ago showed some more clothes. Pause the last clip with the big group, you can see a few different things. http://projectzomboid.com/blog/2016/03/re-animator/
Not sure if the crowbar and visible bags will be part of that same update but I definitely recall TIS say they wanted them. I'd imagine they'll arrive at the same time/shortly after new animations hit.
That button just ultimately hides complexity: in place of port forwarding, there's UPnP (routers must support this) or hole punching (a server acting as intermediary).
Instead of simply launching the server program in a separate process, the button does this for you then connects you OR the program is already setup with the client/server paradigm in mind and simply allows more than one player onto the server.
Neither of these things are actually components of LAN, though. LAN servers do not require port forwarding or a simplified, in game, launch button.
To run the current game in a LAN, you run the start script and give out your LAN IP (the address your computer is given by the router, not the IP of the router on the Internet) to your friends, behind the same access point, to connect.
And . . . if you read the recent Mondoids, you'll see TIS has contracted General Arcade (the guys who did our Steam integration) to simplify the multiplayer processs further. They're adding UPnP support and some sort of co-op over Internet support: article
This isn't something TIS really needs a letter writing campaign on, as you can see.
It depends on generated weatherdata, which is somewhat different in every playthrough. There are no exact absolute dates where it stops/starts working, afaik. It depends on an individual temperature curve which can be harsh this year and farmfriendly the next or the other way round.
You can read more about that stuff in this modoid.
Foraging should be possible whole year round. Same as fishing.
A sandboxy survival game without farming, seasons, and a changing world, and with even slower map development sounds much worse than being accused of feature creep every few days. :)
If you don't think a steamlined mapping tool isn't a good thing for a game where the Loisveville map has taken most of the year, I don't know what to say. :/
I will give you an answer that is some closer, I remember them either saying mid fall to early spring, it is a large time span but it is less than 2 years.
EDIT: MOST RECENT NPC UPDATE HERE: http://projectzomboid.com/blog/2015/03/whats-in-the-box/
> It's the first time I'm seeing these items in the game.
Because you didn't read the damn patchnotes for Build 30. Project Zomboid updates and you don't bother checking to see what was updated?
Link to release announcement of Build 30:
http://projectzomboid.com/blog/2014/12/have-a-30-new-year/
Direct link to YouTube official video demonstrating the new features including the new health system:
Hi
Well this dev blog is probably the best one to read that gives you an idea of where they are up to with the getting to the final release!
http://projectzomboid.com/blog/2014/12/turbo-to-the-finishing-line/
It highlights that main features they are working on and roughly how long.
But the game as it stands now is indeed a 'complete game' since its been in development for many years now, unlike other 'early access' games which are a bag of nuts and bolts.
Its true that 'NPC's' and vehicles will make vast changes to the game, but as of right now its well worth jumping into, with a word of caution. Its not easy! gl
If you are on the IWBUMs branch you will always be updated to the latest one (26 released today) so your save file is fine, just have to revert back to 25c.
They added the [unstable] tags to builds to prevent new players from randomly choosing those over the current stable build or the build that is current IWBUMs build.
They actually discuss this (and how to save your safe file I believe) in the latest mondoid ( http://projectzomboid.com/blog/2014/04/get-your-iwbums-out/ )
New versions will almost always break save games so try to keep your save dedicated to that specific build if possible.
The upcoming update looks like it may have a new map: http://projectzomboid.com/blog/2014/03/road-to-unification/
http://projectzomboid.com/blog/wp-content/uploads/2014/03/post-66-0-08316200-1393792681-1024x505.jpg
Hey, I tried getting some PC/Mac multiplayer going last night with no luck. To my understanding, PC/Mac multiplayer is not possible currently. For whatever reason, the builds released for the Mac and PC online test betas are different (25 vs 24).
Searching the indiestone forums it seems that this won't be fixed until the release of the next build (see Rathlord's comments here: http://theindiestone.com/forums/index.php/topic/5905-mac-version-of-multiplayer/ )
edit: I just noticed that Mac multiplayer was addressed in the latest blog post: http://projectzomboid.com/blog/2014/03/road-to-unification/
'In terms of gameplay, internal testers have been having a industrious time over the weekend – creating a camp called NeoHaven and organising their loot forays when they’re outside the game. It’s fascinating to watch, and we were so convinced by their japes that we were gearing up for a wider release that would help us track down an elusive bug that persists on occasionally stealing chunks of the server map… (Can you tell there’s a ‘but’ coming?) …But unfortunately, simultaneous to the reports of goodness, several testers have flagged some streaming issues that’ll definitely require some love. This is a bit of a bummer, but we’re on the case. Keep your eyes on the forum for news as and when it happens!In terms of gameplay, internal testers have been having a industrious time over the weekend – creating a camp called NeoHaven and organising their loot forays when they’re outside the game. It’s fascinating to watch, and we were so convinced by their japes that we were gearing up for a wider release that would help us track down an elusive bug that persists on occasionally stealing chunks of the server map… (Can you tell there’s a ‘but’ coming?) …But unfortunately, simultaneous to the reports of goodness, several testers have flagged some streaming issues that’ll definitely require some love. This is a bit of a bummer, but we’re on the case. Keep your eyes on the forum for news as and when it happens!'
The next version coming out has a lot of performance optimizations. I won't bore you with details, but click here if you want to know them. Worst case scenario, just wait a bit until this update is out.
I tend to have a bit of FPS problems as well. Try these:
Setting the graphics to low (duh.)
Don't enter the game though steam(I don't know if they fixed this, but the overlay Has/had some issues with the game)
Use compatibility mode
Update your drivers
I synchronize all of my save-games across computers by moving the original saves into Dropbox, then I use symbolic and junction links to connect the correct save location with appropriate Dropbox directory. The Link Shell Extension is a great way to do this on Windows - it's an immensely useful development tool, to boot.
There's no local "syncing" involved in this approach, as there is only one true copy of the files and the original save-game directories are now simply pointers to the files' new location - the game will transparently read and write directly to the files within Dropbox, while thinking it's manipulating the files in their default location.
I know you said you'd prefer a configuration file, but I thought I'd share my two cents... I prefer sym/junction links because I can use the same approach for the full spectrum of my game library - no fiddling with various configuration files to get all my saves set up on different machines, just a quick save-game location search on the web.
What are you using? If you're using steam remote play it's trash. https://parsec.app/ is so much better. Also if you have two screens, you can expand it across both and broadcast one to the other player and you play on the other one for more real estate.
This T-Shirt adequately sums up 90% of my deaths and is about as much of a tagline as my demise needs.
As an aside I get no royalties or anything from the link (and if you don't feel like clicking it, the shirts says: ">!I'm pretty sure my last words will be: 'Well shit, that didn't work!<'"
Get some reading comprehension. Not a single one of those milestones is "this university has it". And the "this church installed it" milestone is in East Germany, which was literally under a communist regime that had fallen so far behind the west at the time that it would collapse the next year.
And you do understand that power generation is a cumulative process, right? You just combine power generation to meet your needs? My single, 100 watt panel couldn't do it alone, but a few of them with a simple battery array could.
This may interest you. If not, there are a few recommended at around the same price point below the same page.
My Cablemodem which does not have an integrated router or nat does have an similiar IP like 72.16.0.0/12
So because of that, that it is only a modem without NAT i plugged my computer directly to the modem and deplugged my netgear router.
So i really thank you all guys for help, but it is not my ability to port forward, because i dont have anything which could close my ports beside my ISP or something on my computer. But its a fresh win10 install and i dont have additional security software, only windows firewall and the firewall is completely off.
So:
ISP = Cablemodem without Router or NAT = Computer.
Computer = No Security Software, fresh win10 install, Win-Firewall is off.
When i make a cmd netstat-a test, all my UDP Ports are off closed. (Zomboid Server was running when i tested, so i had a service running on that port)
I can hosts a lan Server without a problem and join it ( so maybe i will stick with that hamachi idea )
But what is a little bit confusing for me is that i can open servers in CS GO without a problem and everyone can join. So doesnt CS go need also an open UDP Port ?
My Cable Modem : http://www.amazon.com/ARRIS-Touchstone-Cable-Modem-DOCSIS/dp/B008GG78FU