Project Zomboid - The farming simulator disguised as a zombie survival game

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Unfortunately cool shit like that will never be implemented officially because the game is set in what a gay british man thinks 1990s kentucky was like
Yeah the map is very accurate in road plan and tree density and landmarks - stuff a person can read off of Google Maps - but there’s literal cultural shibboleths (stuff that doesn’t matter). Like cornmeal doesn’t exist but everyone in Kentucky is eating fifty muttonchops a day.

Elevation too for that matter. I assumed it’s purely an issue of it being technically annoying to add it after 13 years of developing a map and probably have everyone bitch about it, but it’s meaningful to navigation that it’s Hill Hell out there. I can’t speak to that specific stretch of Louisville surroundings but the Mammoth Cave area, some ways south of it, is intensely hill. That’s broken sight lines galore.
 
Yeah the map is very accurate in road plan and tree density and landmarks - stuff a person can read off of Google Maps - but there’s literal cultural shibboleths (stuff that doesn’t matter). Like cornmeal doesn’t exist but everyone in Kentucky is eating fifty muttonchops a day.

Elevation too for that matter. I assumed it’s purely an issue of it being technically annoying to add it after 13 years of developing a map and probably have everyone bitch about it, but it’s meaningful to navigation that it’s Hill Hell out there. I can’t speak to that specific stretch of Louisville surroundings but the Mammoth Cave area, some ways south of it, is intensely hill. That’s broken sight lines galore.
I don't mind the lack of elevation currently, as I just explain it away as everything getting flattened by virtue of the game's style, but I believe they are planning to add in natural elevation eventually. If that will work well or at all is still a mystery, though.
 
Idea for you niggas
Yeah I know a mod probably already has it
Past a point mega hordes begin forming that develop in one city and have an explicit path to another city. Maybe two of these in play at a time. They have a dense core but at the edges just are experienced like thickets that fade out, you don’t know quite what you’re getting into until you’re deep or have a good nose for when things aren’t right. Mega horde here means say 500-1000 zombies and they might form satellite hordes and/or peel off. Way to have the map reshuffle in big, cinematic ways besides the helicopter event, which can’t really create random hordes in the middle of nowhere. Megahorde prefers but doesn’t strictly stick to roads, especially since it blobs out like a circle.

Compared to horde modes I looked up this is meant to be emergent (it’s not “lol fuck you right now”), you don’t know where these things are, just that they’re somewhere out there to be blundered into or avoided very cautiously if you are smart enough to recognize the tells and with their own logic.
 
Why don't cars have cigarette lighters
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apparently they do
 
double posin' but i dont care lol

anyone make bugout bags in project zomboid incase SHTF i made one with some food, water, tools, matches and a crowbar for a weapon.

i'll likely never use it dying or giving up on the world before i'll need it but it gives me some piece of mind for just in case
 
double posin' but i dont care lol

anyone make bugout bags in project zomboid incase SHTF i made one with some food, water, tools, matches and a crowbar for a weapon.

i'll likely never use it dying or giving up on the world before i'll need it but it gives me some piece of mind for just in case
Before cars were implemented, sure, but now I find I do better to pack a trunk full of candy bars, can of gas, potable liquid, a spare melee weapon and some medical supplies.
 
double posin' but i dont care lol

anyone make bugout bags in project zomboid incase SHTF i made one with some food, water, tools, matches and a crowbar for a weapon.

i'll likely never use it dying or giving up on the world before i'll need it but it gives me some piece of mind for just in case
I have my hiking bag always packed in case a friend wants to go at short notice, so I guess that’s kinda similar.

Food, water, multi-tool, small axe, etc., plus enough calories in snacks that could keep me alive for a few days.
 
double posin' but i dont care lol

anyone make bugout bags in project zomboid incase SHTF i made one with some food, water, tools, matches and a crowbar for a weapon.

i'll likely never use it dying or giving up on the world before i'll need it but it gives me some piece of mind for just in case
I always have the basics I need for survival kept in my hiking bag, but I don’t tend to need a lot because I always run wilderness survival builds that can make tools from scratch.
 
double posin' but i dont care lol

anyone make bugout bags in project zomboid incase SHTF i made one with some food, water, tools, matches and a crowbar for a weapon.

i'll likely never use it dying or giving up on the world before i'll need it but it gives me some piece of mind for just in case
I prefer to keep minimum necessary kit in each safehouse I'm using much. It's something you learn if nothing else from Don't Starve, where you could die in Winter, spawn in from the coffins you find and then die instantly to hypothermia.

I don't loot as much as I used to either. If you have to shelter in area that's already picked clean your looting actively hurt you.
 
I've been chewing my Mammoth Cave thing (Zomboid has replaced Paradox game as my subject of pointless rumination). I think Bardstown would be really nice of them to add one day if they expand the map south and east.

There are three big things Bardstown has that are distinctive sites, but I'll lead with the most significant one: it is the home of a Trappist monastery, I think oldest monastery in the US, the Abbey of Gethsemane. I think that speaks for itself as a REALLY interesting and unique setpiece building/community to explore similar to having the (shitty, inaccurate) Coalfield, the Wavery Sanatorium, etc.

There's also a bunch of prominent bourbon distilleries there and Stephen Foster's "Kentucky Home," which map doesn't have plantation houses. So there's plenty of bones there for Bardstown to add several setpieces with the Abbey being the headline.

Abe Lincoln's birth site with the monument is close by to that too.

There's other tiny ass towns in the way, mostly just deep wilderness. I don't mind if they skip small communities but I could see it bothering people since part of the specialness of the map is the way it takes every tiny place along the way seriously. Very intimate map design. That was half of why I got it, along with the Zombie Survival Guide angle.

Edit: I dunno I just want to go to Bardstown in real life. I think it could be a really cool fit for the map that it be the dedicated Kentucky Tourism Funland Town that plays hard into the Kentucky part of it while the rest of the map is more "we took a random slice of Flyover Country to deliberately be generic." It's this super dense spot where if you space-compress a bit you can fit tobacco, caves, plantations, horses, bourbon and other stuff all in one spot. (It's a totally wrong part of Kentucky, but I'd love to see Fort Boonesborough or an expy. I've been there in real life. Wooden blockhouse from the Revolutionary War. Closest thing, along with star forts, America had to castles. Ark Encounter is another interesting Kentucky site that's not in "Knox Country" or its surroundings, but it'd be boss, imagine a megabase that's a full-scale 1:1 Biblically accurate replica of Noah's Ark from mythology. It didn't exist in 1993 but whatever.)


(this is some of my wouldn't-it-be-cool-if mechanical stuff, warning you if you don't like that stuff, I do more of it in the Paradox thread but it's more normal in that community)
I was thinking about sieges. The way the game works you can't really survive a siege. "IRL" (I know that sounds ridiculous) there's two reasons I can see for sieges happening. One is that you retreat to defensible terrain intending to at least whittle the threat down to numbers manageable for CQC or an escape attempt. The other is siege in an unwinnable situation in hopes of relief or a rational calculation that relief chances are safer than trying to fight through a crowd converging on you.

Can you do this? The first one, eh... if they don't bust down a door then I guess you could maybe try a fence-fight using an open window, minding that the window would have to have no barricade on it in the first place. A person could perhaps try fence fighting a window. Still, not really a siege, more like a specific tactical maneuver. The second one? I'm honestly not totally sure. In Zomboid no relief is coming. The world itself doesn't assume you're the Last Man Alive, the gunshots and screams prove you're not, but mechanically you are and you know it. No relief is coming. Can you outwait zombies? Will they give up? I don't know? I haven't tested it. But one big thing is that those barricades come down really fast, at least if there's a crowd that was worth holing up in the first place.

I was thinking the way sieges could maybe be fun is two different approaches, each a strategic decision. First is allowing spearfishing through incomplete barricades. Let me frame it this way: if the window is smashed/open and the window isn't totally barricaded, you can try to strike through it, obviously much more likely to achieve anything with a stabbing weapon. Realistically this does depend on the zombie being positioned to where you can try to strike, so it's a little random. This would feel like spearfishing: lurk by that window, wait, wait, try, connect or not. What makes this interesting is you pretty much have a math problem under duress. You have X entry points under pressure, each one will fail in a certain amount of time, potentially you can shore some of them up (I mean, potentially, "IRL" if you try to do this you're probably going to get a cold dead hand grasping on you but let's go with it), you think you can take down a zombie every Y seconds, do you believe you can whittle their numbers down fast enough that when a hole does open (how weak are my entries? how much pressure is on each? which fails first?) you can still manage the CQC.

The other is what I call a silence siege. This one assumes that zombies are not infinitely patient like Brooksian zombies, which Zomboid ones aren't anyways. A lot of this is overcomplicated, for sure, but the full version I imagine has it that the siege has an invisible timer on it. When the home comes under attack, their patience timer starts ticking down. Zombies are assumed to be creatures that are intelligent enough to respond to sound and sight as incentives (as gunshot events, generators, glass etc. suggest they are), but not intelligent enough to think in terms of "human isn't dead yet, he couldn't have left, so I wait forever." So they have this patience meter ticking down, and any time you make noise or do things that suggest motion (a shadow flickering by, say) it bumps it back up, and if they just straight up see you then it resets and of course they could always attack the barricades again.

So where does the drama come from? Inspired by UBoat, which was inspired by real life dramatics in the submarine war, you are running on "radio silence." Submariners had a very interesting problem that they could be heard easily due to the way sound carries through water; something like a man talking could give htem away, instantly, to a destroyer directly overhead. Not a problem until it is. Men would crack under pressure and get a sub depth charged. Commanders forced crews to live for hours under brutal, monastic-like silence, even trying to keep actions silent, to avoid giving away any signature.

This is life in a silence siege. A home has (this is where this probably becomes full moonshine, way too complex for a real dev) sound profiles, shadow profiles. Sound reverberates, sound carries. Does eating food out of a can make too much noise? Does the can opener make too much noise? If I creep into the kitchen, will I step on a floorboard and make it creak and draw attention?

A silence siege usually isn't a direct fail state, but little things pique attention, and you don't know how patient the zombies were to begin with, you don't know how well sound carries, may not always be aware of the sounds you make, and these things don't reset the patience but they do bump it up. Thus, you get attrition... like a real world siege. You have supplies. They have a willingness to wait out your supplies. Every time you fuck up in some little way, you have extended your stay in there. If you extend it too much, you die of starvation in your own home. The breaking of a siege is itself a moment of indecision. I imagine it as maybe that the zombies bang their fists against the walls even if they're not actively beating down a door/barricade in the moment. When the siege status lifts, they stop doing that, but that doesn't mean they're actually GONE yet. They're still zombies, they wander around. When you peak you're kind of gambling that enough of them have drifted off that what's left is manageable. You may just be firing the siege up again.

Can you control your circumstances? Yes. Sound-proof your home. Carpet the floor. Walk on socks (dangerous if the house does suddenly get breached). Carpet walls if you have to. Barricade up windows. This cuts off the possibility of a spearfishing fight, but spearfishing fights are kind of committing to it anyways, so you know... Hear a little creak in your house? Fix that shit. Hear a squeaky hinge on a cabinet? Fix that shit.

The goal: experience of paranoia. You can outwait them. You don't know how long it's going to take. You don't know if you're doing well enonugh. If you were attentive, as is always the case in Zomboid, you could have done better. But you CAN outwait the horde.
 
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Pretty kino autism regarding sieges, Ughetc.
I haven't tried B42 yet, but in B41 you can attach through open windows with all weapons (from the humble melee pencils to the almighty wood axes, katanas or spears, as well as firearms), even if the animations/visuals don't make sense. Fully open or broken windows only; if the window is closed, or if a plank/sheet/bar barricade is installed, you will attack and break those instead.
On the other hand, one can attack zombies standing at the other side of tall metal pole fences (like the ones found at the eastern side of Riverside) with a more restricted list of weapons (namely, short-bladed weapons that can 'stab' or 'pierce', all spears, and firearms). Zombies (and players) are unable to destroy them with attacks or weapons, so these spots are useful for clearing hordes, assuming one can attract them to the fences. There's a few quirks with aiming, though (especially firearms).

tl;dr attacking through partially blocked windows could be doable one day, maybe.
 
LOL I was pondering wtf a "Laceration" is in Zomboid (vs real life), you know, it's like, zombie games always have you just... get hurt somehow from a zimbob flailing at you (that's what I call them now by the way).

Then I had the mental image of zombie fiction where the zombies just beat the piss out of you. They get close and just start wailing with haymakers and kicking like angry apes.

Also unrelated I like the image of quilts repurposed into Kentucky gambeson armor.

I haven't tried B42 yet, but in B41 you can attach through open windows with all weapons (from the humble melee pencils to the almighty wood axes, katanas or spears, as well as firearms), even if the animations/visuals don't make sense. Fully open or broken windows only; if the window is closed, or if a plank/sheet/bar barricade is installed, you will attack and break those instead.
Would definitely be better off fence-fighting that window, though, if it's got to be open.

tl;dr attacking through partially blocked windows could be doable one day, maybe.
If devs ever did it I'd picture maybe when you barricade it you barricade one of the four "rows" of that window. Got to have a gap between for the barricade to be attackable but also to stab through.
 
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I believe this is what you end up with if you max out tailoring. You become unscratchable and unbiteable but you overheat quickly.
Yeah, you can start off by adding cloth patches (from tearing up clothing), then as you level up you can add denim and then leather patches (from using scissors to cut up jeans and leather jackets).
 
My CJ finally survived. I'm at 13 days so far. This time West Point spawned a fully functioning (key, gas, mechanics) van right near me so I got out of town in like two nights and I got an abundance of weapons, including crowbars, off of some setpieces (was a bunch of gangster types and cops in a garage). I have a massive two-story farmhouse and a generator too, but the generator is useless to me at the moment and the farmhouse is too far away from anything to be practical in the long term.

Anyways my play style has shifted to be a lot more migratory and I've started actually engaging with hordes. I was stuck in that rut of only herd-thinning. There's no real story here but I went back to the West Point gas station, was sickening seeing that many zombies at that scale, moving at that speed. I tried shooting, knew I wouldn't last long but it was dismaying just how little of a difference it made. But point is, drew the zombies off, cruise control at 5 mph, you know. Then I wound up just going to Riverside instead. Reconnoiter the gas station, go in with the car and draw everything out with the horn blasting constantly, drew them out to the western neighborhood and then circled all the way back around the long way and the station was basically clear.

So like I said, there's no story here, but I'm getting used now to just thinking of zombies as being things that happen to be around you. The difference between "I can lose a horde when one comes on me" and "I'm going to go deliberately whip up a horde to pied-piper an area."


Edit: Had a new horror experience. You probably remember being a kid and feeling vaguely at unease in a car at night and imagining threats from it. Depending on age, quite likely zombies, actually. I wound up clearing the gas station between Muldraugh and West Point right before night fell. I've found that using a car as an FOB is extremely useful, you can nap in it when drowsy, sleep in it overnight (on deep country roads), if you prestock it with food it basically is your house for potentially days on end. I think I was out in the shit for two nights.

I made the mistake of just napping, then realized, it's night, I had come from West Point, I had previously lured - very intentional - the swarms towards the west. There is no clear path back to home. I set off to cross through Muldraugh. Like the forests being dense, the night in this game is actually dark, which is only a problem because of the potential of zombie swarms. At some point I get to these traffic jams, but I navigate them. One, two. I get to a third one and as I fear it's impassable, at least not without carefully and slowly figuring it out. I back out, start probing side roads. Each one just leads into a dead end. Swarms everywhere, but you only see them in flashes of the headlights. I basically keep circling around and around while the zombies get thicker. Eventually I found my way back out of the maze and back to the same gas station I started from. Couldn't stop, just drive and drive and drive to stay in motion.


I realized at some point that this game basically drills in that zombie fighting isn't combat in any recognizable sense, it's working a really shitty dangerous infrastructure job like being a lineman (extremely predictable, completely safe if you pay attention and do your job perfectly which you won't, grueling and tedious and repetitive except for that you have to adapt it to terrain and bullshit happening). Somebody should write a novel with that angle (service on de-zombifying a county).

Edit: P.S. the other imaginary night thing that attacks your car is the vague quadruped that runs really fast and jumps on hte car and just starts tearing open windows/doors and sucks you out and rips you limb from limb.
 
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HOLY SHIT THIS GAME HAS WOOLY WORMS IN IT
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Edit: This game has ruined my brain to the point I've started eating food straight out of the can cold IRL (like canned chili) and am seriously considering putting a canned chili stockpile in my car.
 
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Has anyone tried the motion sickness trait yet? I'm tempted to run it but I'm scared I'll swerve into a tree or something.
 
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