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

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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.
tbh its really not a bad idea to keep a supply of food in your car for emergency situations. Hell I keep a case of water, a few cans of corned beef, one of those mini esbit stoves, a thick blanket, a bottle of tylenol and a poncho in mine in case I get snowed in on the side of the road somewhere or break down or whatever. and I have had to make use of it twice over the years so it was worth it
 
I died at 1 month 5 days 727 zombies (though I think the actual number was way higher, I don't think it logged fire kills?) when I decided to open a can of beans while luring a small herd into the woods.

BTW I also kind of vaguely had a silence siege. The very night before I died to that stupidity I had found out the hard way that sledgehammers are death traps by getting so exhausted, on a deep east West Point penetration raid to put a hole in the gun store, that I was... no longer able to outwalk zombies. Suddenly I'm just fucked. You can't shake them if you can't actually get distance. I was doubling back knowing that if nothing else, walk long enough and there's a car waiting. I get to where I'm so tired the zombies are FASTER. Dropped the sledgehammer, mental note of where I dropped it. Get to the last safehouse I had staged from. Close the door right behind me. Up the stairs, bedroom, go to bed. The six or so of them bust down the door, but the AI in this game being awful they just... wandered off. I came down that morning to find the house busted up, but no zombies were lingering in the floor below (I'd have jumped out a second story window if I had to).

tbh its really not a bad idea to keep a supply of food in your car for emergency situations. Hell I keep a case of water, a few cans of corned beef, one of those mini esbit stoves, a thick blanket, a bottle of tylenol and a poncho in mine in case I get snowed in on the side of the road somewhere or break down or whatever. and I have had to make use of it twice over the years so it was worth it
Yeah, I was thinking of making a go bag. I have a camping backpack I don't actually use and if I ever did it would be so rare that I could just switch the contents if I had to. I already keep bags packed for specific hobbies, came from a time of my life when I was trying to sand off all friction in my life to motivate me to go do things (which somewhat works, it's easier for me to go swimming now).



I have a dream that one day people will be able to climb water towers and roadside billboards to look very far ahead (especially with binoculars).

I have absolutely no idea to what extent this is even possible in the engine, but I imagined an actual hierarchy of hordes and basic movement rules so interesting shit can actually happen compared to Zombie Apocalypse as Particle Physics.

Zombies clump in hordes, like they do right now. But instead of clumping in the same size hordes, these hordes can increase ranks. At the moment I picture it as doubling in size per rank, so the lowest level is like 4-8, then 8-16, 16-32, etc. eventually ending around something like 600-1200 I think it was.

When a horde encounters a horde of sufficiently lower rank, it subsumes it. When a horde encounters say 1-2 other hordes of higher rank, one of them promotes.

The way hordes move about is that they basically experience little migration events, and importantly, this happens on the overall world map regardless of where you're at (this is hte part that may not work with it at all); if a cell isn't loaded, the game assumes that any zombies inside of a structure (at least a structure that's closed up) stay inside of it, it freezes them in time like it currently works, but the big hordes, those are actual objects the game tracks around the map. So they're getting these random orders where they choose to just up and book it for somewhere else. Meanwhile, it follows a logic. Hordes in the orbit of a larger horde will try to loosely escort it, sort of randomly deviating from its path but generally trying to stay space out around it, and this can go on down in size. Small hordes migrate short distances and lazily. More medium sized ones do so at a brisker pace but with lots of pacing, and don't go that far. The big ass hordes set off long distances (like the idea of a city-to-city mass migration), move slowly but also deliberately like a slow flood. This gives you the effect that:
- Within an area, the little hordes don't just constantly fuck things up by moving incessantly
- The big hordes, if not aggroed, actually do come constantly but not too fast.
And the bigger the horde, the more it prefers sticking to roads.

Overall, this turns zombies into a sort of weather system where you actually can climb your roof, peer out and see 2000 zombies fanning out as far as the eye can see descending on your farmhouse for absolutely no reason. Not hunting YOU, just that you happened to be in the way. You can anticicpate, you can watch out. The problem gets worse the longer the game goes on as the hordes have more time to agglomerate and compact, but if they do that, then the flip side of this is that there's less random zombies everywhere.

The zimbobs only need to be simmed when their horde-object enters a loaded cell. And the hordes could maybe even remember the specific zombies that join them (though that doesn't work super well when it comes to how hordes grow in size when moving around off map). I don't see why it couldn't have just a list of specific zombies to spawn the same way cells remember which zombies were where.

Another random "fuck you" mechanic would be the NEST. Not real common, but some hordes decide to just go into a building that has an exposed doorway and they hang out there. Then you pass by a window and turn your back and wonder why 30 zombies just poured out of a two story house.

You could actually get something vaguely silence siege like with this when you fuck up realize 1,000 zombies are VERY slowly creeping like geriatrics through your yard and you just need to wait until they're past you.

Just a mechanical revision of the idea.
 
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I'm 99% sure that the developers accidentally removed betablockers in the most recent unstable release, I've been playing for c.a. 3 months now with 4k kills and I haven't found a single betablocker yet :(
 
I'm 99% sure that the developers accidentally removed betablockers in the most recent unstable release, I've been playing for c.a. 3 months now with 4k kills and I haven't found a single betablocker yet :(
They're definitely still in the game, but I've found way, way fewer of them than I have painkillers and sleeping pills. I've got enough painkillers to die of organ failure several times over but booze and beta blockers have been hard to come by.

I've been enjoying testing the Guns of '93 mod in my latest run. Gun distribution feels much more realistic, and you're not guaranteed to get good guns anyway, a lot of the time you're picking up (realistically) clapped out revolvers or Saturday night special ghetto blasters. America has more guns than people and vanilla Zomboid just doesn't reflect that experience.
 
I've been enjoying testing the Guns of '93 mod in my latest run. Gun distribution feels much more realistic, and you're not guaranteed to get good guns anyway, a lot of the time you're picking up (realistically) clapped out revolvers or Saturday night special ghetto blasters. America has more guns than people and vanilla Zomboid just doesn't reflect that experience.
Could be a progression thing. Realistically you should be all but garunteed to find shotguns and hunting rifles in farm houses, which would throw off the meta of encouraging players to venture into more infested urban areas to find better loot. I don't know what kind of gun culture Lousivile had in the mid 90's, or what it's demographics were, but it would indeed suck to brave hordes in the thousands and all you find are whatever cheap garbage gangbangers had on them.
 
I don't know what kind of gun culture Lousivile had in the mid 90's, or what it's demographics were
Well you got me kind of curious, and I'm bored, so I read into it a little bit. I guess in the late 80s they started putting money into urban Louisville to try and freshen it up, make it more of a middle class college town. So by the early 90s it theoretically shouldn't be quite as ghetto as it was previously.

Anyway, illustrating my point, I've found a lot of these:
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Davis .380 pistols. Straight ghetto blasters you can pick up for about 100 bucks today that hold five rounds in the mag. Not what you wanna fight a horde with, so it feels balanced to me. The Roseville police armory by comparison was stocked with good shit like SIG P228s and Remington 870s.
 
Finally found beta blockers on a zombie at 5300 kills, also I forgot to turn off my car while looting a diner and discovered this when I went back, had to walk home :(
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Knox Event Expanded, the current best AI mod on the workshop, has been discontinued as of b42.14.1, meaning it will see no new updates.
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steam page archive.
The modder blames general toxicity and negativity that he would receive after every update. KEE was always somewhat janky, given the fact it's attempting to fully implement NPCs as Indie Stone blogposts have described them, but it actually got really far along with a lot of the features. Sadly for now, it's dead. The dev is also banning any forks, continuations, or third-party updates for the mod, meaning that once B42.16 is out, the mod will be unplayable without a backup or crack of B.42.14. This has been a controversial decision, as the modder is fully stepping away, and the total lockdown of the mod comes off as more of a "Fuck You" to the entire community than anything else.
 
Knox Event Expanded, the current best AI mod on the workshop, has been discontinued as of b42.14.1, meaning it will see no new updates.
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steam page archive.
The modder blames general toxicity and negativity that he would receive after every update. KEE was always somewhat janky, given the fact it's attempting to fully implement NPCs as Indie Stone blogposts have described them, but it actually got really far along with a lot of the features. Sadly for now, it's dead. The dev is also banning any forks, continuations, or third-party updates for the mod, meaning that once B42.16 is out, the mod will be unplayable without a backup or crack of B.42.14. This has been a controversial decision, as the modder is fully stepping away, and the total lockdown of the mod comes off as more of a "Fuck You" to the entire community than anything else.
Sorry if this is a stupid question, but can't people just ignore this prick? Even if he can DMCA it, just keep reuploading it until the guy gets bored of constantly quashing reuploads.
 
Sorry if this is a stupid question, but can't people just ignore this prick? Even if he can DMCA it, just keep reuploading it until the guy gets bored of constantly quashing reuploads.
In theory, but the Devs have their own strict rules about unauthorized reuploads so it isn't like the modder would have to jump through hoops to get unauthorized reuploads taken down. The best case scenario is either the modder taking a break for a bit and then starting work on the mod again in a few months, or someone convincing him to give them permission to start work on the mod again.
 
He's going to troon out.
If he hasn't already.
In theory, but the Devs have their own strict rules about unauthorized reuploads so it isn't like the modder would have to jump through hoops to get unauthorized reuploads taken down. The best case scenario is either the modder taking a break for a bit and then starting work on the mod again in a few months, or someone convincing him to give them permission to start work on the mod again.
It'd probably be ever so slightly easier to just get the devs to ignore the requests.
 
Knox Event Expanded, the current best AI mod on the workshop, has been discontinued as of b42.14.1, meaning it will see no new updates.
The effects of casualizing modding. Steam's Workshop feature is great, but it fosters a sense of entitlement in communities that neither value nor understand the effort and time that such projects require. They take content for granted, yet the only thing they provide are complains and demands.

It's a shame when modding reaches this point, but there's no reason to keep giving in to a bunch of ungrateful retards, much less if he's doing it for free. They can all learn to modify and update the mod themselves for personal use, but I'm willing to bet that none of them will take the time to do so. They'll just wait for an alternative and the cycle will repeat.
 
entitlement in communities that neither value nor understand the effort and time that such projects require.
Reminds me of the Starfield (lol) release, a lot of people now seem have this issue with expecting mods for everything and then sperging out when a modder does something that they don't like in their own mod. I've read some real subhuman-ape level freakouts at modders on the steam workshop for entirely benign stuff in extremely niche mods.
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I feel like Minecraft modding (~70% of which can just be replacing assets or inserting simple pixelart textures) may have made people take for granted the sheer effort it takes to make a significant mod in games like PZ, and I say this as someone who only ever plays this game vanilla. (pic entirely unrelated I'm too lazy to find a relevant one)
 
Knox Event Expanded, the current best AI mod on the workshop, has been discontinued as of b42.14.1, meaning it will see no new updates.
View attachment 8683721
View attachment 8683723
steam page archive.
The modder blames general toxicity and negativity that he would receive after every update. KEE was always somewhat janky, given the fact it's attempting to fully implement NPCs as Indie Stone blogposts have described them, but it actually got really far along with a lot of the features. Sadly for now, it's dead. The dev is also banning any forks, continuations, or third-party updates for the mod, meaning that once B42.16 is out, the mod will be unplayable without a backup or crack of B.42.14. This has been a controversial decision, as the modder is fully stepping away, and the total lockdown of the mod comes off as more of a "Fuck You" to the entire community than anything else.
I would feel bad for him but holy fuck what a little faggot for banning forks/updates of his mod.
 
Reminds me of the Starfield (lol) release, a lot of people now seem have this issue with expecting mods for everything and then sperging out when a modder does something that they don't like in their own mod. I've read some real subhuman-ape level freakouts at modders on the steam workshop for entirely benign stuff in extremely niche mods
That's true, people on the Nexus are incredibly rude (and retarded, since it's a liberal cesspit full of liberals) - they harassed the shit out of an FO4 modder for using AI to voice new lines for the protagonist in a mod that attempted to make the writing and choices less shit, simply because everyone there goes into hysterics when it comes to AI.

But it's also true that plenty of modders are autistic, infantile primadonnas that will throw a tantrum at the slightest criticism or pushback and threaten to take their toys away if the proles aren't validating their pronouns 24/7.
 
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