#42.7.0 Unstable Released
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copium
Multiplayer will release sometime between tomorrow and when the sun explodes
damb π π π

Speed it up and find a boyfriend instead
hello, someone know why since B42 we don't have thurstoid anymore or some news from the devs ?
thursdoids have been replaced with patch notes
patch notes speak for themselves
ok ty, i just miss those monthly news
I too, but now they are focused on unstable
hell no
xD
Chop chop get to work
No mp for you
@stone echo ty!
Think i might drop reluctant fighter and speed demon and pick up slow metabolism again.
nice, nice, seems like a mostly good build- i'd definitely drop stout and take fit instead, though. str 6 from lumberjack already gets you to the breakpoint to get the stout trait for free, and the next breakpoint is at 9 which you still don't reach with this built
i didn't even realize that thank you
fitness is good to have, especially with heavy weapons like axes :)
i'd personally drop outdoorsman and whittler for gymnast or something but that's more personal preference than anything else, nimble is a little less important in b42 than it was in b41
ive had terrible luck finding the weapon recipes i want thats the reason i go whittler lol
i guess 6 carving to get the sharpen bone recipe isn't that bad tho.
can you not research craft that one?
wiki shows this
yeah, it's kinda hard to find info on research craft stuff admittedly
you might have to find an axe to research that craft anyways so fair enough taking that
i use occupation starter items mod so i spawn with a hatchet. we shall find out haha
hi throwing these in here too because i lied about not wanting to talk about profession balancing. please look at the vanilla balancing. i don't want to brag overly but like, cmon, it's at least better than vanilla is
I have been teaching a friend how to Zomboid, and oh my gosh going back to B41 is wild
Feels like a tech demo compared to 42
"you see that wall there? Run into it until you get through it" 
a friend of mine is currently waiting for the full release of b42 before they start to play, mainly because they are the homesteader kind, so it'll probably end in a stardew valley with a touch of zombies on the side
!dance
!dance
I don't know what I am looking at, but the "new" lines are too permissive to me. Mechanic granting 2 points while gives you more perks than vanilla is funny.I also take issue with Fitness instuctor and bulglar. But that's just the opinion of an hardcore enjoyer, I guess
yeah, honestly, a lot of the professions are really good- the idea was that since you can only take one, there's an actual reason to take most of the professions instead of unemployed + the relevant trait being superior for more than half of the professions
vanilla profession balance is, frankly, terrible. gestures at welder and electrician and chef and etc.
i also valued weapon skills higher than crafting skills, and useful crafting skills that are hard to level above others
for mechanic specifically, you don't get a combat skill- maintenance is good, but you have no weapon points. ergo, it's a cheaper profession, making it slightly easier to take a weapon trait to accomodate
i'd be happy to explain my reasoning for any of these professions; i actually wrote down my thoughts on all of them in code comments :)
Oh yeah, I am also culpable of taking unemployed. It is the better option. But I feel like adding unique perks to occupations may be a better route than adding more of the same that can be obtained through a trait, maybe? (Thinkinng out loud here).
Also, simply nerfing unemployed would help
yeah, i agree, but iiiii don't know how to mod in entirely new traits with effects beyond skill levels/crafting recipes </3
also i think unemployed is fine as is, honestly, it's just a bunch of professions that needs buffs
i did try to nerf the busted ones here (lumberjack especially)
like...you see, bulglar is a good example. He doesn't need much of a correction, because it has it's own unique ability
burglar does have it, yeah, but... it's a reaaaaally overrated ability.
like it's good. but it's not -6 point start good.
burglar's only positive traits are hotwiring and nimble points, yknow?
at least until stealth is in a good state
keep in mind that burglar is, in essence, a 14-point trait because the default no-profession option is 8 points
yeah so...this is what makes it tricky. The worth of it really depends on your starting setting. Like, if you play with Worse vehicle condition (like me), bulglar is kinda worth 6 points
not even 6 points, it's 14 which is really hard to justify in most settings
true, true, but i try to balance around vanilla apocalypse
that's the standard gamemode and all, yknow?
absolutely
are there any in particular you think look egregiously overpowered in that list? i am always looking for feedback on balance, i just wanted to make it actually viable to take any profession, heh
park ranger is the one i'm most unsure on, honestly- it's an expensive one but gives a huge spread of skills. still, though, as an axe profession you don't get lumberjack's attack speed buff or fire officer's general increase to physical ability
Hang on I am having a proper look
ah! you did mention fitness instructor- my reason for buffing that one was that, in vanilla, taking unemployed + athletic + runner gives you basically all of the benefits of fitness instructor + a level of fitness (and all the benefits of the athletic trait) for 2 points fewer
Ok, I see what you did. You basically added point to professions with no combat stuff, which is a good rationale.
Bow that I had a closer look...they are mostly fine. I have a tiny issue with park ranger (too much stuff) and engineer
yeah, exactly, that's what i was going for
i'd be happy to hear thoughts on those two though!
yeah I imagined that was the case
my thoughts with engineer was for it to be a 'you can do a little bit of every crafting skill, but you have no combat skills' but now that you mention it it might be a touch cheap for what it is
7 XP multipliers for park ranger plus a weapon recipe is a lot. Sure there's no combat there but still
it does get axe, actually, so yeah you might be right
i did make it more expensive than most? but maybe not enough
keep in mind that a lot of park ranger's multiplier skills are... kinda worthless/super easy to level without a multiplier?
tracking does very little at current, foraging is the easiest skill to level in the game, fishing doesn't even really need levels to be good
but yeah, a level of axe and a level of aiming is maybe a bit much...
π€ yeah foraging is busted
yep. Axe needs to go IMHO
you think that one's the better one to go between it and aiming, then?
there are already two other axe-centric professions, i suppose
I do, because it's more impactful in ealy game
i'll play around with that for sure then, probably nerf it a touch
what about engineer?
also yes. It's a lot for the cost it comes with
what's the rational of it being a blacksmith at all?
i was trying to keep in mind 'hey most of these skills are kinda useless' because electrical is a nothing skill, mechanics is... fine at best, welding is also kind of awful
I saw that intent with doctor and nurse, yeah ahah
To me, engineer is -2/3 points without metalworking perk
engineer having that point in blacksmith is maybe not totally logical? but like, vanilla engineer has a point in carpentry which is a little off anyways, heh
hm... i dunno about both, i could see one or the other but -2 for a suite of dubiously-useful crafting skills seems a bit much
a big benefit i kept in mind is that engineer can get hotwiring very quickly by swapping out a few lightbulbs, but doesn't inherently start with it like burglar
Also, blacksmith itself... you added short blunt but yet you discounted it 6 points, which is a big sale!
blacksmith is so expensive for a worse version of the trait in vanilla
i might've overcorrected a bit though
my bias against short blunt shows again
yeah, I get it. It;s mostly fine but yep, you erred in the opposite direction.
i was kinda comparing to carpenter for that one- 1 point weapon, 1 point maintenance, other misc crafting skill
but other ones seem to cost -2 for a similar benefit, so i might bump those two down a touch
or... hm.
try to keep weapon type-blind, if you can eheh
no, other ones don't cost -2, i remember now- i think my thought process was 'a weapon skill + maintenance point is essentially the baseline of every character. therefore, 0 points should be balanced around a weapon point + maintenance point'
and you sacrifice those for 8 points by taking unemployed
yeah its crazy how you can't do shit with 1 maintenance eheh
there's a reason they added maintenance to a ton of random professions a few updates ago, including lumberjack which absolutely did not need a buff by the stars devs why
but still brother, level 4 metalworking, plus plenty of recipes unlocked
yeah, but you can't even use metalworking early on
Theres an argument that you should consider as "combat" also the ability to craft weapons, in a way
at best you charge straight for mccoy estate with a welding torch, mask, and tank to dismantly some car wrecks and start making large knives to level
and mccoy estate is so ridiculous that balancing around it feels a touch silly
blacksmith actually has a +4 metalworking in vanilla too, which i took as a cue to buff most of the other 'one crafting skill' professions up to +4s as well
yeah I know. I dislike it in vanilla too ahah
But yeah you added short blunt
i think blacksmith doesget a lot of power should you manage to set up a forge, but isn't nearly as strong early on as some other professions
I a way, i'd be happier to see short blunt +2 and -2 points
points are very important. kinda make or brakes the balance because they purchase additional XP multipliers. And it's not like there's no combat traits to choose from....
out of curiosity, why does blacksmith present an issue but not carpenter? carpenter can do a very similar thing, just with carving instead of smithing
carving doesn't even need a forge
there's aggravatingly few combat traits, imo. you can't get short blunt with any traits and short blade only comes with hunter which is really expensive for not much reason
you took a point out from carpenter, you added 6 to blacksmith
yeah, because i felt carpenter was a touch strong in vanilla and blacksmith was genuinely worthless at its cost
very important to remember the for the point costs i'm adjusting. so many of them in vanilla are, to put it lightly, genuinely mind-bogglingly awful
electrician is a -4 in vanilla and gives nothing of value
also, I wouldn't be surprised to see +1 strengh in blacksmith, if that helps
hm... suppose that wouldn't be a bad swap, honestly? no specific weapon skill, but you're a little stronger with anything- and since you're a smith, you can rush to high-level long blades
oh yeah I agree. As of 42.7 it's like that.
leans even more into the 'weak early game, huge power boost once you set up a forge' thing
yeah π
i like that idea a lot, actually. swap short blunt for a strength level. gets you stout for free too which is really nice
assuming you don't take something reducing strength anyways
i will absolutely mark that down on the to-do list, excellent idea
but that's a skill issue in that case ahah
oh no worries, glad this whole thing was of help brother. I didn't mean to poke around your rebalancing that hard, my bad
oh no no no trust me i love the debate
i am super obsessive over zomboid profession/trait balance for no reason and i love talking about it
yeah I know, I see you yapping about it since over a month π
suppose i should ask as well... do any of them seem underpowered? a lot of them are meant to be very light professions, essentially unemployed + a skill level or two in something for a slight discount in exchange for your profession slot
<- most definitely certainly normal about this game
it did, but it's also way cheaper
i always thought it weird and wasn't sure what it was actually meant to be- as is, it's kiiinda engineer-lite?
oh no...I just saw angler having +1 spear (which is OP) and extra 2 points
okay. yes. angler does have a spear level but has nothing else useful.
spears are good, yes, but cmon. no books, no trait, no profession in vanilla? i figured trading your profession slot and eight trait points for that level is a worthy cost, especially with how much of a pain producing spears is at current
unlike the other 0-point professions, it doesn't get a maintenance level alongside it- that's super important for spears, so you're probably going to need to take handy or smith trait to get that
which puts you down to -6 at the cheapest already
ahah sounds like you had deep thoughts about it
again.
<- very normal.
i wanted a way to spec into spears without just doing the steam workshop special of 'gladiator profession where you kill everything for four points'
instead of spears essentially being something you tack on to other builds
why mechanic went from -4 to +2 again? You took off shorut blunt but added maintenance
no weapon skill, mechanics is dubiously useful at the best of times
It's all right. I always just nerf*spear XP multiplier anyway ahah
valid valid
for a very worthy discussion i should think :)
again, I'd rather see mechanic with +1 mainancance AND short blunt, but less points
ehh, mechanic having short blunt levels in general doesn't make sense to me, and there's already multiple other professions that spec into short blunt
carpenter is already a +1 maint +1 short blunt as well
fair
i wanted mechanic to be kind of welder but to the left- more focused on cars than on welding, plus a point of maintenance but also a touch more expensive
fun fact by the way: in vanilla, the welder profession doesn't even start off with scrap metal weapon recipes
because in the files, scrap metal weapons are for some reason put in the blacksmithing folder
I guess that it bothers me because in my hosting sessions mechanics is a crucial skill. So its my personal bias. But also, I don't see the point of going +4 when you got a multiplier in place anyways
suppose that's different play experience? i tend to drive pretty carefully and just swap cars during loot runs as needed, mechanics tends to be more of a bonus than anything crucial
yeah, I use cars as a way to slow down progression in my server. It's different, for sure
true, the less cars there are the more valuable mechanic becomes
oh no it's not about car abundance
oh?
but we're taking a tangent
ah, feel free to talk about it if you'd like but fair enough if you want to skip over it
well, it's a different one in B42, but does the same thing pretty much
oooh, cool, that's neat
more incentive to scrap together a junker instead of just waiting to find a 'survivor car'
yes sir π It's very rewarding to put together a working vehicle
nonbinary they/them, but i can totally see the appeal
still though! balancing around vanilla apocalypse and all
oh my bad π
no worries no worries!
I'm not seeing any professsion grossly underpowered. You balanced it well with point rewards
doing better than indie stone is in that regard then, and that's what i was going for :)
neat, looking forward to see the mod in the workshop then
just likn it so I can show the support
i'll update it a little with some of the suggested changes soon-ish, the picture above shows the current values
@stone echo that is basically where we got to - was gushing about all the things that B42 fixes and she wants to play it cause it has more more things to do at home
you should put that table in the workshop when you update it
it's on the forum post!
Woops sorry no idea how you got tagged grimmsly
neat
caught in the crossfire π
that was actually one hell of a impressive misping, on a reply no less
Yea I have no idea lol
who knows, maybe I will use your mod when I'm back hosting multiplayer π
I like the rational, well done
Discord on phone is weird to me
thank you :)
ECN fat-fingered the keyboard?
my current monthlyβ’οΈ gameplay loop currently exists of starting in echo creek, find some halfway decent kitchen tool to beat things up with and take over the chicken farm
sauce pan is the peak early weapon and nobody is going to tell me otherwise, a frying pan will do a shame they arent proper cast iron
thinking i might make a trait rebalance to go alongside that one, though that'll be more complicated if i wind up touching anything other than point costs for the ones that aren't just skill points
Possible but I didn't even go to the @ 
also i want to wait for 42.8 in case the devs actually rebalance character creation. pffff.
47.8? Dang that'll be a while
you could check out SOTO mod code to have an idea of how to make more advanced changes

numbers π
42.888888888888
Repeating of course
fat-fingered myself.....
tapping on a name on mobile automatically @s someone, and hitting "reply" doesnt reset the text box
been there, done that
the space to tap for mention is very generous, especially if you dont have a phone the size of a laptop, i still demand for it to be toggable
I'd imagine that happens when all of crafting is in there, so you can get the scope all at once
kind of a nightmare to balance for singleplayer and multiplayer
oh yeah, i figure, it's a joke and not any actual jab towards the devs or anything
still though. cmon guys. you can buff blacksmith/welder/electrician a little bit.
inb4 we get full electricity in the buildings to rewire as we see fit
I'll burn so many houses down with shabby wiring, noting of kentucky will be left, lol
electrical being a useful skill? impossible. put them to death.
genuinely though, i'd love to see a rework of generators- level 0 and you can directly plug in a device, slightly level lets you power-bar split to multiple devices, medium level lets you splice into small buildings, high level gives you finer control over it and maybe lets you upgrade your generator a bit
bigger gas tank especially, so you can be away from base for longer
not necessarily slower drain- just a larger storage tank
i am pretty sure i've read something along those lines before regarding the crafting update, same with semi-automation
where they showed it for making some juice
yeah, i just hope it's not going to be another situation where the electrical skill is superfluous to actually generating electricity
i dont think thats currently fully impleneted, atleast i couldnt get the pieces for automation to work, but I'm not a particular good modder
it'd be super cool for going from a few powered devices to powering a whole building to be a big progression step
really, i like the idea of skills diverging between 'preserve the scraps of the old world' (mechanics, electrical, welding, etc) and 'forge your way into a new one' (farming, carpentry, masonry, metalworking)
at current, it really leans towards the latter while the former is... fine. generators are really good obviously but like, man does every single scrap weapon save for the knife kinda suck.
they did say they wanted to be a tad like minecraft in the regard of what the new crafting system should achieve
that you effectively have a platform where people can create some crazy mods around, be it nuclear power, or just automation
yeah, i am curious to see how well it lives up to expectations
I for one am hopeful because having "turn on and walk away" recipes in the vein of Rust, or 7 Days To Die would be pretty neat
something like a Apiary "crafting table" that you can just set up and it "crafts" in the background while you go bully your neighbours or look for that elusive carton full of nails
yeah, especially for the animal skin drying and whatnot that should probably be less instantaneous than they are right now
i am pretty sure they were planned to take time, if i still recall it correctly there are multiple tiles for the drying rack in the files
there's also some highly detailed tiles that currently dont appear to have any functions, that wouldn't make sense to be that detailed otherwise
i know there's a folder in the files that shows a bunch of currently-disabled crafting stations
the drill press thing, the makeshift blower forge, a key duplicator... a bunch of others i'm not remembering too
in 42.0 there were also some test files for crafting stations with tanks and some examplary automations
not sure if they are still there, but I tried to play around with them getting them to run and wasnt able to, some of the unique UI stuff, too (like the vending machine)
oh neat, didn't see those in my game-file-digging
I'm not sure how much sharing is allowed for digging in the game files
pretty sure there's no rules against it? it's in the game, after all
in the recipe/entities folder there's still some dbg txt's where some of the devs played around with automation
and new furnace types, from what little i understand
oooh, interesting
if that is a glimpse into the future what the crafting system helds in store the coming months, I'm more than a little excited to see the full implementation
shhhht no spoiling
I want to smelt myself in those furnaces
However much you desire pretty much
The only real barrier is if someone wants to gatekeep stuff they found in the files
But devs certainly don't gatekeep stuff - they just throw it in, take it out, repeat. Never a word about what finds its way into the files
so they are basically there but not enabled
they are missing scripts maybe.
i assume there's some missing (or just not exposed) part in java that makes things work as they should
My lua is extremely rusty so i havent looked too much into how much of it is already usable
!dance
!dance
!dance
!dance
me when i want to get back into PZ but i damn well know that there is going to be a patch soon that will just completely wreck any of the progress i make
I feel the exact same way, I want to continue my save but not tryna play for a day or two then total annihilation
I'm really defensive of developers on average due to being in the software industry, but I don't think its crazy to expect/desire some kind of dev diary about what's up. Its been like a month+ since we heard anything from indie stone devs
I'd like to get an idea of the progress and the current focus
If not the progress then at least the current direction
!dance
That being said, has this been the longest time for a new patch, not including a release of unstable?
far from it
but its indeed a bit abrupt that theyve suddenly interrupted that consistent frequency of a patch every 1-2 weeks
Thought it was every month
Maybe some went on vacation. Or who knows. Itβll come out when it comes out.
no, that was the thursdoid dev logs
Again, thought they weren't doing that anymore
Maybe something else?
yeah, they arent now, whats your point
the great unstable patch drought, need to perform a rain patch-dance
put on a tribal outfit and do weird jumps and ungabunga noises around a fire
We may never have a patch againβ¦
can't jump in PZ π¦
What I'm saying is that, if they're taking a long time to release something, be it information or heck, even the stable release (hypothetically), whatever is happening, it's gonna be big... unless they're taking a well deserved break.
well, other than over fences...or out of windows
i am not aware of there being any officially established or promised patch/update schedule for the unstable stuff that we're currently in the middle of
so i'd keep my reservations about it
Chances are they're working a bit longer so they can put out a big patch, yes, but they couldve atleast made a short dev diary for it if they've brought themselves that far
not a fan of not knowing what's next, especially when the assumed period inbetween patches has now been broken (for quite some time now)
I'm Gona repeat myself...Slowing down pace of updates is a good news. It means that Devs are mostly happy with the foundations and can start focusing on adding more systems. It's not like development stopped. There's several updates per day in the internal branch Last one, just 20 minutes or so ago
And I'm fine with the silence too honestly. They would spend time to do PR on something that is still WIP and obsolete news in a matter of days, rather than spend that time just make the game better
I just wanted to be a fly on the wall, watching over their bug tracker. Can't say anything, won't say anything.
At this Point Multiplayer has to come out latest at 42.9
what about 42.999
Yeah or maybe after gta 6 
I can't say I agree. actually, I think the devs promised quicker, smaller updates in the future, instead of making us wait 2 years like they did with B42.
it's better this way too, I guess. very long development times really exhaust the team, as they've said
It hasn't been a month since last update? They often post updates at every month. So we probably going to have so info tomorrow since that was when the last update hit.
Presumably they meant a blog
I don't necessarily agree bc I think it's fine since 42 patches are coming out
I certainly miss the blogs but if they'll be paused until 42 is stable then that's alright by me
Yeah i also miss the blog and I definitely think they need to be active if they disappear for more then a month and a half. Even just saying that we are working on the next patch would be fine for me. But I think the monthly large updates are fine for me
One thing i do wish they would openly talk about is when they would like to add MP. Since it been a while. Not saying they it need to be In the next patch but i'm curious if they want to add everything they wanted to add in b42 before adding MP or are they trying to get it stable enough that it would work fine?
Just saying MP will be added in the unstable branch down the line doesn't really explains if they mean half way of adding things they wanted in b42 or we added everything and now we doing bug fixes before we throw it in the stable branch.
i do think a 'we would like to have these things implemented in the game before we even consider readding multiplayer' wouldn't be remiss
Yeah I meant if they could explain a bit more of when they plan to. I get later but when I saw that I saw it as a todo list that you go down but we got breakable metal fences then raccoons. So a bit of clarification would be nice
Is there no way to attach motion sensors to gates in B42?
I haven't found a single motion sensor in pz and I played for 500 hours. Isn't that used to make bombs?
Itβs not directly used to make bombs but more just an add on and I was wondering if I could use remote controls on doors etc but ig not
Oh umm I don't think so but there is a mod. That i used in b41 but it might have been updated
Let me see if i can find it
https://steamcommunity.com/sharedfiles/filedetails/?id=3014820613 sadly the mod haven't been updated but maybe they will in the future just keep a eye on it
I used that mod too lol
What do they even mean when they say "improved hunting"
Tracking perhaps idk
My god i got a indie stone dev to respond to me let's go. It really doesn't explains how they want to improve it but I take it i guess. Lol
I could think of ways they could improve tracking but we will wait and see what they have in store
Isn't that already a thing in foraging? I haven't really look for tracks so what does it exactly do at the moment?
Honestly I donβt even know how tf it works yet lol
Lol I haven't tried tracking yet i been just vibing with the crafting and fishing
Hunting and tracking atm feel disconnected
The fishing mini game is the best. I recently went back to b41 so me and two of my friends and play pz and fishing isn't the same :(
Great itβs in the game but depending on how itβs improved upon we shall see
Either way itβs a W feature
I don't really hunt, I live in the country side of the game and just driving down the road get me like 5 dead rabbits even when i'm trying my best to get dodge those guys
Animals itself was a W feature. It makes the game feel more alive.
Oh they might add deers that actually will randomly spawn in the map vs the set location at the moment.
Living in the countryside of Knox county in b42 is far more quiet than in b41 it feels
Deers need to be able to jump over fences i can 100% lure them into a trap at the moment
Itβs actually worth going out to secluded locations to get away from majority of zombie respawns
Dark wallow lake is really slept on so far
Fr it is I really enjoy games that allows me to build up from nothing
Thereβs literally an island with a house u have to build to
Itβs so secluded and annoying to reach not to mention carpentry requirement
But itβs by far the safest location in the game
There gotta be a mod to spawn o. That island it would be a fun challenge to build up to the point of building off the island
FR
I found a manor near Brandenburg and it so large that I plan to change some of the guest rooms into selected workshops so one would be blacksmith another tailoring and etc
It near by the woods with a small pond and got some good hunting ground just far out there
There is a large horde that can spawn there but it not that bad and you can easily deal with it.
I know what you talking about yes
Idk Lmme know if ur able to make blacksmithing stuff indoors
Not tried yet
Only outdoors
Have you tried building in a gated community like the one in riverside or muldraugh and coverting some of the residential building into barns for cows, pigs and sheeps.
Also I saw someone else building there blscksmithing stuff indoors so I'm guessing you can
Nah I wouldnβt do that cus unless you are using ground floor only then it will cause performance issues
I didn't get any proformance issues. But I only had like 2 cows
You can also easily covert the second floor into a storage/ workshop for leather, wool, and milk. That was my plan until the update that added breakable fences came out
Itβs only if you use above ground floors
and this thursday its gonna be a month since last patch
maybe they stopped releasing patches to release the whole thing
or..theyre stuck on something
We are the ones that are supposed to be helping with that
Not developing
But just generally playing the game and gathering some form of constructive feedback
Nah I kinda notice what they do is they post a major patch when they go silent and when they post the big patch they will send like small patches that basically fix anything it cause and then go silent for another month and post another big patch
We probably going to get a big patch this week or next week
thats what im saying. this next patch might be multiplayer. or just a big batch of new stuff that was promised like bows
Itβs being released in pinches so we can play it and slowly build on so it doesnβt become too unstable yk
If they released the whole ass thing there would be glaring issues
honestly when I first seen that they will add bows i was thinking they might be broken but cause of the new zombie dispersion its gonna be fine
tbh i assumed they had a break week
plus theyre reworking zombie AI arent they
theyre was easter and first of may too
Maybe it really depends when they want to added it. They added things like ID that we can make and coins from the last couple patches. But to keep the your hope down it probably going to be more crafting.
Fr i'm a colony manager, I been playing frostpunk and I need another hopeless world building game and I gonna make pz that game
Build 42 has been cool and all but npcs will entirely change the game forever
Build 43 if itβs still intended for stage 1 npcs will be one of the biggest updates for project zomboid
lets start the 'when beta43?" spam
Pz will definitely feel less scary when they add human npc. Just watching the news and radio channels slowly but surely shut down one by one until the world is silent give me so much dread and I love it.
If I had to guess it would be at the end of 2026 which is somewhat optimistic but also it says on the PZ wiki itβs expected in 2026 so itβs 50/50
imagine youre 4 months in and a high level npc bandit just snipes you from a distance
Is that updated? Since b42 had alot of issues i was more expecting it to be pushed back by a year or two
But they do have a another team just working on b43 right?
Check when page is last updated
If B43 started development, they will post a new Thursdoid about it.
Think august of this year
When they do b43 I hope they added solar panels, or a way to make bifuel for cars and gennys
I'm like 90% sure they said that. I remember them showing Kate and Bob hiding in a building
Solar panels are unrealistic cus of the rarity Iβm sure
That sounds like a multiplayer-only thing. Biofuel isn't easy to do as a 1-person task.
1993 ppl didnβt really care about green energy that much
But if you have a biofuel that multiple people can do together, then it will be fun to try.
that why i said I hope they add that in b43 when human npcs are there. Since if npcs are meant to be able to run cars in the future and have generator then the gas station will probably actually run out
topic is a bit moved on at this point but i always thought merging tracking and trapping into a 'hunting' skill would work great- two fairly limited skills turn into one with a bit more meat to it
Yeah personally I think you shouldnβt have to hunt and track separately cus generally when you are hunting thatβs what you do right lol
stops there from being an entire skill that's just 'foraging but to the left'
As for trapping thatβs more of a separate skill
But it would be a really good late game thing in b43 and that could make electricians a useful part of the team. Hell if we could upgrade generator with higher electrical skills that would make it useful.
Since thereβs so many ways to trap that they could add
but logically, you'd put traps along known animal routes, right? which you find via tracking
Yeah if they kept it separate skill but made it usable while tracking yeah
Does tracking just show animal routes?
No clue
yeah tracking is somewhat of a different skill in reality, but tracking doesn't really have enough to it to justify a ten-level skill
Iβm gonna try test tho
same feeling as i have with knapping, if there's not enough to justify a whole skill, merge it with something close enough
i would want knapping to remain standalone
Alright gotta go my lunch break is over and i gotts get back to class but @ when you test it i'm curious what it does
there is not possibly enough content to add to knapping to justify it being a whole skill
an entire skill for sharpening rocks is wholly uneccesary, merge it with masonry and call it stoneworking
solution: make it easier to grind (which they've already done, and can do more if necessary
unlike trapping vs tracking it makes less logical sense to merge it with something else
but that's still uneccesary bloat
i dont see it as such
also like. masonry is learning how to carve stone. knapping is learning how to carve stone also.
i think this specific case will remain highly subjective
also why would you ever bother grinding knapping, yknow? it gives zero advantages because stone blades are worse than metal ones, and even the primitive forge can make simple metal blades
which you can get access to by knapping a knife and a chisel and then you're good
no need to ever touch the skill again
knapping is by miles more accessible and easier to produce massive amounts of products with
no one will argue with you that stone blades are better than metal.
but there's no situation in which knapping would logically be used save for a couple of basic tools on the path to the primitive forge
remember, primitive forge only takes a bunch of rocks to make
i've mentioned it before but it's extremely telling that knapping has multiple reskinned masonry recipes exclusively for levelling the skill
you need the masonry skills for it anyway, and then a little of the metalworking skill to start crafting any blade to begin with, but i digress
knapping is small-scale masonry
masonry, yes, but you can start making blades with very low metalworking levels
exactly, so why add an entire separate skill for something logistically very similar?
there's not a metalworking skill and then also separately a bladecrafting skill
they're merged, even though there's somewhat of a different skillset
masonry = working big rocks with tools
knapping = the art of smashing 2 rocks together to make something sharp, usually as part of something larger
and surely you can see how those could easily fall under the same umbrella of stoneworking
manipulating rocks into tools and building supplies
a mason will likely not know how to knap, because knapping is more of a survivalist/primitive skill that would be considered very rare in the modern population, save for people who are in some special outdoors clubs
i think a crucial question for any skill is 'why will a player use this skill' and knapping just has almost none, long-term
does everything need to be longterm?
so is carving stone bricks by hand, yet that's a masonry skill
I think knapping is great for early to midgame, its what ive used the most when it comes to making weapons
when knapping takes as long to level as it does? yes, i think it should last longer
you dont carve them by hand, you need a chisel for it. Masonry is not a survivalist skill, not realistically speaking
who's ever going to grind for knapping 7 to make a long stone blade?
by hand meaning with tools, i meant without machinery
knapping has no reason to exist above like level 2 is my point, i suppose
it doesn't have the complexity to justify 10 levels which is why i feel it should be merged
gameplay over pure realism, in this case
remove knapping skill and put all it's recipies into a magazine or something
because yea, something that is only useful early game doesn't need 10 levels to grind out
sub-optimal solution idea, it'd just make it a pain in the arse to have to look for the magzine
or take a profession with it included
i have said this at the start of the conversation, you can just increase the xp gains for knapping to fix this problem you guys are having
skill system could also be reworked to justify smaller, shorter skills, but under the current one it sucks
either by yourself or that the devs do it
i mean the issue isn't 'getting knapping xp is too hard', the issue is 'there's no reason for me to want to level up knapping'
because again, it's just a worse version of bone carving, or welding, or metalworking
it just doesn't do enough to justify its own existence
yeah, its knapping, it wont be as good as metalworking, or welding, both produce metal items
I'm not disagreeing with you here for the sake of disagreeing but that was probably a bad point to try to make
What i like is the suggestion that different skills could have less/more skill levels depending on how many crafting recipes they have/how complex the skill is
that's exactly my point, though. with the ease of access of the other options, why would anyone ever use knapping?
knapping would have like 2 levels in that case
Because knapping is much easier and doesnt eat nearly as much resources
even on a wilderness map, you can set up a primitive forge very quickly
don't be ridiculous, i think it would warrant 5
then you choose between grinding metalworking or grinding knapping, and one is objectively superior
what in gods name would you do with 5 levels :/
condense the existing recipes into them, which would be already much better than the current state
- sharp rock
- big sharp rock
- sharp rock (tool)
- even bigger sharp rock
- sharp rock but axe this time
clearly a full suite of useful recipes
π
You'd just get squashed by one of the devs, like the other bugs
2 levels. no sharp rock. sharp rock. big sharp rock
and if we're down to 2 levels, okay, that's not enough content to justify a skill. hence, for the sake of gameplay, nix the skill and merge it with a similar one to bring a little more meat into a proper skill
it's like how carpentry is good for more than just building wooden houses
and sure, maybe i knap a couple of stone knives very early on, but once again: what about the high level stuff? why are those there? they just won't be used
carpentry is good for that because wood is far more versatile than stone
and yet wood has the same number of skills as stone
if that's the case maybe knapping doesn't need to be it's own skill because it's not as versatile
carpentry, and carving is arguably only half wood-centric because bonecarving
this, precisely, is my point
why does everything need to be versatile
what is this urge to making everything viable all the time?
can you weaponise farming?
they call it 'game balancing'
because we don't want boring and useless skills..... ????
garden fork
i jest but like.
farming has its own distinct, long-term use. knapping doesn't.
welding, even primarily as a 'worse metalworking' skill, has a long term use- getting metal resources for smithing and vehicle repair
knapping is the only one that just gets entirely replaced with zero reason to use it
masonry does make stronger, superior buildings to carpentry, but carpentry is used for molds, furniture, and all manner of other useful things so it's also not entirely superceded
knapping could stay if it had its own distinct use, but the issue is that i cannot think of one- there's only so much you can do with 'sharpen rock'
Naturally you'd eventually move on from either wood-carving/bone-carving/knapping to metalworking/welding towards the later midgame / lategame in terms of weaponry-making, no?
I agree knapping isnt the most optimal option for lategame but that doesnt make it useless, i personally have spent definitely a good 80 hours playing B42 on a singular multiple-month save and knapping has been very useful for me to make loads of spears at a very cheap expense, with effectivity higher than simply sharpening a wood stick
PZ is a slow-burn of a game and i dont see why a skill only being viable during the early game to midgame is bad
you'd mostly move on, yes. but carving also still has a distinct use- handles for tools and weapons from metalworking must be carved. there's some weapons you can make only by carving- baseball bats, for example, which are still better than maces.
but that is due to the nature of the concept of carving itself, some things are simply going to be more universal than others, you cannot change that
because the skill takes exactly as long to level as something you'd actually use long-term, so why bother with it?
right- so for a gameplay sense, one should try to make things a little more universal
look at rimworld, for example- there's just one 'crafting' skill because it would be super tedious in that game to have separate skills for different kinds of crafting
before i'll have the secondary skills needed and the materials to produce useable metal materials in a practical fashion, id have already leveled knapping far past 5
zomboid is different, but it's still tedious if you over-divide the skills
maybe we play differently, but i genuinely can't see myself making more than a few axes, a few knives, and a chisel
same though... i never make it past exactly what i need to start blacksmithing
Things can progress at different paces, that list doesn't mean those come out in that order.
metal just isn't hard to come by, yknow? and even on a theoretical wilderness map, the plan is to put iron ore nodes out on the map, presumably harvestable via stone hammer + stone chisel
grind shit for a skill now vs grind shit for a different skill later type of deal
except the start of the playthrough is more challenging and so i can actually make use of all the stone blades i produce during the whole time i'm settling in
don't get your hopes up XD last time i checked you couldn't even harvest flint without metal tools
i'm not sure i understand what you're getting at- you use knapping early on, before settling down anywhere since it doesn't require a crafting station?
you can harvest flint nodes with a wooden mallet if i'm not mistaken, but other than that yes its all sorts of hammer tools
you can?? omg (this needs to be told to us somewhere XD )
fair enough if that's what you meant but, like, again. the number of knapped blades you'd need to make (especially without a book! and if you have access to the books you straight up will not need to knap ever!) means there's no practical scenario in which you level knapping to the higher levels
You can start making proper use of knapping much sooner compared to metalworking when taking into account the preparation of materials and skills (and their levels) needed
i don't agree, honestly- sure you can make basic tools faster, but the small knife recipe is only level 3 metalworking and you can research craft your existing stone knife to get the recipe
and i think the 'simple metal blade' is level 2, even
if knapping got put into an "outdoorsman" "survivaly" skill along with... idk. other misc skills. or carving or something. that'd be fine by me.
the first levels of metalworking are fairly easy to do, and you don't even wind up wasting metal since most metal items can be melted back down into the consituent metal
and even then... sure, i can knap. but carving bones also makes simple tools and weapons that are better than the knapped ones.
the benefits of being a hunter man
or just getting lucky with foraging
bones are pretty common when foraging, in my experience
with low zombie population in forests you can pretty much sustain bone weapons just by foraging
I mean... Where is the news here? Nothing really changed. Out of 10 levels of any skill, 6-7are fillers to lengthen the proceeds and the rest actually unlocks anything of note
i mean... yeah, fair, but that doesn't make it a good thing, heh
and it's weird that knapping inverts the usual by putting everything useful at the early levels
you could maybe, maybe make a point for the large stone axe being better for woodchopping since axes take a while to get via smithing, but that's very mild at best since crude stone axes function just fine
it didnt 100% use to be like that for knapping but theyve tweaked it
if you really think about it, it wouldnt be that hard to learn the basics of knapping to make a simple blade, however shitty in quality it may be
wish they'd do that for other skills </3
yes, because electrical for example requires just as much brains as smashing a rock against another
man that definitly missed the point
i mean with the, like, three things electrical can do right now....
i jest but moreso it was about metalworking/carving hard-gating recipes instead of soft-gating them
let me make a crappy, fragile sword at low levels instead of only being able to make a quality iron sword at level 8 </3
let me make a baseball bat that snaps after a few swings with low level carving. make me want to level the skill because i can do the things, but the things suck
i know what point you guys are trying to make, but i think you are trying to balance everything as much as possible perhaps at the cost of it no longer seeming realistic, which is something i'd be very careful around, because silly, inconsistent skill recipe layouts will certainly leave a sour taste
insert gabe newell quote on realism here, but yeah, fair enough
i'd rather it be fun than realistic
last time checked PZ was aiming to be pretty realistic unfortunately
I dont think they'd be doing it as a great cost of personal enjoyment (and to me the currently wonky crafting isnt taking away a lot of it, however much of an inconvenience it is)
i definitely dont think its anywhere near perfect but is is workable
how low we talking though
i would love pz going for realism if they actually went for realism instead of cherry picking what they want realistic and what they want to make zero sense at all
for a crappy sword that breaks after a few swings? say, level... four? five?
meat calories
cow with less calories than half of a rabbit
i already made a suggestion about that, skill level should be important for the crafting level, sort of more u go high in level more weapons or armours are more durable and effective
meat calories, roadkill, moving furniture...
you would consider it a worthwhile investment to craft a sword that breaks after 3 zombies? With metalworking?
Isn't that a waste?
No, I hate that, believe me
no, actually. but from a new player perspective, you think 'i want to make a sword' and you make one, but it's a crappy sword because it's your first time making a sword. ergo, you want to level the skill to make a better sword
I'd prefer having 5 levels taking as long but each one of them being meaningful rather than just a filler. Masonry as of now has, what, unlocked all that really matters at level 2-3? Then why would the skill go up to level 10 if there's no use for it and I don't really have any mean to verify that in game, because I may just not know the recipe? The whole skill system would need rethinking
yes, effectively the level to make the same quality sword as now is the same- but you can make worse ones at lower levels along the way.
perhaps the solution here is to have most/all of the craftables at the start, but give them minimal durability
yea honestly, if you have to struggle to even think of a few recipies to add to your skill, it doesn't deserve to be a skill and you should merge it
Yes
this only really works for items with the condition stat though
yeah, i'm fully in support of this
PZ already partially does it, where some crafted items (such as knapped blades) do not have full durability at the start, aka you technically unlock them at a specific skil level but to actually "master" them, you have to level up another few times
for the most part, items with condition are the ones that actually matter
which is a bit backwards maybe
i excatly wrote taht in the suggestion
yeah, which is why it's weird that metalworking doesn't use that system
carving uses the system for some items (handles) but not others (short/long bats)
feels weird and inconsistent
so this is more of a inconsistency problem
even though this would still be a good thing to add in majority of cases
for sure for sure, there should be a 'level to try crafting' and a 'level to master crafting' for most recipes
i'm saying "majority" because some items like tool heads will not have the durability stat, so you'd inevitably still have to lock them behind some level
yes but not for working use only for killing zeds
im talking as a separate part, i.e. when you want to assemble a pickaxe. I dont remember them having them
nope, tools can degrade when crafting
that is not what i meant
i have an hammer for the last 10 months in game
they definitely do, if you break the handle of a weapon you can usully retrieve the head and it'll be at half condition or so
you have a handle, you have a head. When not assembled, the head is unusable by the character. It also has no durability
not a single point of condition went down
some recipes don't lose condition, depends on what you were making
walls?
hammers don't lose condition from carpentry for example
so only for blacksmitingh?
nope, buildables don't damage tools as far as i'm aware- only crafting, ie using a smithing hammer when metalworking
they def lose condition making walls... i swear they do. right??
knives in carving as well and a few others
they do
i stg i remember having a hammer break while making fences
me too
if youre making walls from scratch, even the planks, your saw will lose cnodition quicker than your hammer
i ve builrt a castle and nothing
good i'm not crazy XD
saw, yes, hammer, no
but the hammer def loses some durability, albeit at a very slow rate
hm, maybe i just haven't noticed, then
i'll try again
tools like these generally last a long time
still, tools do degrade over time even without zombie smashing
Yes, just in the span of ingame couple weeks, not days
and tool heads do degrade separately from the handle
ok i'll try again
like axes it's super prominent- chop a few trees, then disassemble it once head condition goes down. the axe head remains damaged
i am unsure if most of the tools have both handle / head stats though
i want electrical to give me the ability to re-invent internet after the fall of civilisation and make myself the new ceo of google
I'll call it... zoidgle
didn't they mention computers potentially getting an interface at some point? be cool to be able to find like, floppy discs with very basic games or useful information on them around ala vhs tapes
but u need satellites no?
give a little more reason to look through electronics stores
google says they arent needed
electricity grids, unfortunately, somewhat are
i can fix her
the earth, that is
as far as i know internet only is a thing right now because of the existence of other electrical devices that are able to share data with one another
and what isnt immediately stored/shared on pcs, phones and so on, still gets stored in big server rooms, so as long as any of that exists, even a single device, internet should technically be achievable i think
just need the means necessary for two or more devices to connect over a distance and share data with eachother
tada, internet
yeah, theoretically if sandbox settings keeping the power on indefinitely were on, internet could likely survive
though internet was obviously pretty limited in 93
interesting i didn't know it
what i meant to say that internet itself is a concept
Lets say you had one small server room somewhere, and maybe a couple of pcs scattered across a city, and all of them were connected. you may not have much content on all that, but you could still consider that internet
true true, fair point there
internet in 2005 was about as much of a internet as it is now in 2025
it just keeps scaling more
and becoming more and more corporatised </3
but yeah, computer interface in zomboid would be very cool i think
probably no internet in general though, heh
im ready for the next unstable release. been itching to play.
very interesting
i think this is just difficult to imagine because the internet as we know it only exists due to all the large companies that run the servers for your internet browsers, the social media, all that stuff
no internet browsers probably would mean that you have to input the exact domain address into the address bar to be even able to connect to a site
no more search results, nothing
but remember that a site still needs to either be run off of a computer or a server
so u are suggesting the connection between two computers is a sort of internet
The internet was seen as "true freedom" land back then... Well, that was naive, with hindsight. And give the current societal organization the fate of the internet as we know it doesn't surprises me one bit. To paraphrase a bit, it's easier to think of a world without the internet than of a different internet. Sad. Apologies for the tangent there eheh
Is it not? You can only go to and access your search engine because someone out there in the world is keeping it afloat to respond to internet traffic by running it on larger servers. And whatever website you're googling also needs to be ran by servers. Servers themselves are sort of computers, just specifically made for the purpose of web hosting / network storage
ok...wow i just discovered now i was thinking was about satellites
satellites help with the transmission of data, so in a way they are part of the internet
just not necessary, you can do the same thing on the ground
so if we have two computers and a server we can actually create a basic internet
interesting
i guess you could also have each pc act as a mini server while also remaining a PC a consumer could use
cool
basically spreading the workload between the devices, however practical or nonpractical that may be
by the way, something fun i found out, a LAN (local area network) connection doesn't count as internet, and a LAN connection doesnt even need to be connected to any to classify as one. It's a computer networks that interconnects devices within a small area such as a house
however, the internet technically is the largest WAN (wide-area-network) out there, but other WANs exist, typically for private businesses
i went very offtopic but it was fun while it lasted
that for sure bau it's really interesting
coming back to pz i hope theyhave plans for the new system of the gas protection i mean those air tanks and filters have a very large possibilities
42.8 when? π
Ask again when May ends.
still no multiplayer, L update
Any minute nowww
Any second now
L Opinion
Any microsecond now
nah, im waiting with my friends 3 months for some farming chickens and baking bread, i do not want more smithing updates
42.8 in 3β¦2β¦1β¦ launch!
Sounds like a you problem
eyo we got the second trailer of gta6 before 42.8
Fix costume resolution, because always 2k with full or borderless
yknow, i haven't checked recently- are clothing meshes still kinda borked with female characters? i know that in b41 tank tops and whatnot were really screwy
man XD i've been waiting for weeks to play zomboid again because in my head, the moment i start a new save, the update's going to drop and corrupt it
So, GTA 6 release or MP update, which is faster?
I remember someone saying we'd get Half Life 3 before B42 π€£
Well?
i mean there are leaks that valve is about to announce something
my money is on MP, just because I'm playing on PC, so imma be waiting another year atleast anyways 
Wow update come out in 2025
Yβall are actually just talking about random nonsense in the patch notes
Alright
What a single month without patch notes does to a zomboid fan
proposal: b42.8 tomorrow morning or we start shooting laser beams at random server members
let them cook it nicely
otherwise ya'll rant here poems cauz of bugs or other annoyances
those leaks are not real leaks π
!haha
they should add wolfes and bears
!dance
!dance
!dance
I miss thursdoids
!heli
perfect
Today is the one month anniversary of the last update, may the power of friendship prevent us from collectively losing our minds.
Ah yes, the friendship ritual.
MP coming today
keep dreaming
MP coming in 37 days 4 hours and 20 minutes
You have to update your message every minute now
The meaning is relative to any time point
But will we get stable B42 before GTA 6 release? At this rate, it looks like we could get build 43 stable before GTA 6
we'll have full release 1.0 PZ before GTA 6 on PC for sure
Hope not
at least there's a planned rough roadmap to go with, some people might say the current Indie Stone members will start dying of old age before PZ is finished
I'm more of an optimist in this case, PZ will fill the void of actually good games getting content for the next decade at very least
the next generation of indie stone devs will finish the game in 2077
It's dropping tomorrow
Tomorrowβ’
Tonightβ’οΈ
Tonow
bet
Nah deltarune is coming out tommorow
Spiffo please bless the patch so we can get release soon
You will only see new patch releases when there is like 10 or so devs on Discord promoting server icon changes.
Genuinely what is taking so long π
Bug fixes probably π₯
it draws near brothers and sisters
theyβre testing out and assessing how NPCs are taking over the development of PZ 
In places where there is a visible rock or branch/stick/log that you can now right click and pick up, I think those things should also show up in the foraging search mode. Just so I don't have to right click on that spot to realize that I can interact with the tile. And since those things did show up in foraging before.
adding the cool stuff
I am happy it's taking longer, time for more content not just fixes, they are needed as well, but so is the other stuff
yep MP coming this month

brewing is coming this month, IMHO.
but yeah, your guess is as good as mine
Will the crafting benches for say drying racks be a bit more realistic in future at all? I feel it's a bit cheaty to just flashdry loads of herbs and produce in less than an hour in game. Sos if this is in wrong section of channel.
6 hours before release
update drops in fourteen minutes and three seconds trust
I really hope it comes together with the player-less crafting
some dayβ’οΈ
there was a blog post eons ago about crafting actions being independent of player and taking ingame time, there's remenants of that system in the crafting scripts, along side automation
i assume they cut that for the time being to get unstable out the door and reimplement it as time goes on and the crafting system is more polished
42.8.0 is likely going to be another big patch with 350 changes / bugfixes / changelog items.
So just wait.
If devs can chime in and disapprove the "350 changes" claim (or has upped it to 400+), please feel free. I would love to be wrong.
Δ±t better be good
This month -> 42.8 + Rimworld DLC
Rimworld getting a new DLC?
wake up
I mean, just commit some genocide on Stellaris while waiting for 42.8
Biogenesis added another way for me to be an all-consuming eldritch god
whats stellaris
Come ob
ye
what is the DLC gonna be about
We don't know
Ludeon only announces DLC 1 month before they release
No announcement, no DLC anytime soon
im CEO of ludeon, DLC is dropping tommorow
I didn't say it comes this month, i'm just saying a DLC is registered on steam database
Also, hows the gold smelting, anyone collecting gold yet?
Nah, I am a PZ player who plays Ostranauts.
And Shapez 2
And Timberborn, with a big update coming tomorrow.
Yeah and that doesn't mean anything
It's like saying Half-Life 3 is coming out soon because it's registered in SteamDB
Stop being a smart ass, okay? Tia has already spoken about the new intentions behind the next DLC.
They haven't announced anything but sound off if you think it's releasing anytime this year I guess
I don't even know why I brought it up. Just wait, then when it comes out we can yell βSurprise!β together if you want.
Check steam ....
considering how build 41 went stable at 41.77
i have hope for the 42.8 containing multiplayer
Just play Build 41 multiplayer.
it doesnt have the new stuff
so im holding off
Because the new stuffs aren't done. And so the MP is also hold off.
still, im sure the coming updates will finish it
tbh i would be surprised seeing mp before stuff like bows
I thought bows and arrows were pushed to Build 43.
fr?
Release MP tomorrow and ignore all bug reports about duplication glitches and void collisions

never heard of devs saying bows wont be coming in 42
Idc about bows ngl, letβs get b42 mp asap
B42 mp without bows is dead on arrival
People gonna use bowβs for a whole two in game days before just grabbing a gun anyway
if i could choose id delay mp by a couple more months just to get bows
Ok, so it's part of the Build 42 "?????" part on the roadmaps
Friendless take
Build 41 MP is still there. They now have primitive combat mods
Wow thatβs crazy, this is groundbreaking
./s
Archery is inevitable. 50% or more of the groundwork is already there. Fletching arrows is basically just a combination of carving and knapping
Thank you for reply, hopefully it shall be implemented at some point in this build
Just prepare for bows and arrows being locked behind some ridiculous and arbitrary requirements like how fleshing tool was on release
screenshot from the 'the biomic man' thursdoid, presumably this means a later version of b42 and not a entirely new build
i do hope so, i have a few things brewing in the background that more or less depend on the new crafting system to be implented into a halfway balanced feature and other larger crafting overhauls are currently (obvioulsy) not moving over to b42 because its not clear how much is already covered by the new system
shame they havenβt added the Spiffo Jarring table yet
What a horrible day to read
what is wild to me is there is more than one jarred spiffo mod
maybe the internet really was a mistake
lol even more reason to add it to vanilla

I'm a star, I'm on top, somebody bring me some ham
perhaps some
?
project zomboid first released as a tech demo on may 28th, ergo multiplayer comes out on that day. trust. definitely true and real.
I purchased my first copy of Zomboid June 17th 2011 so clearly that is the day it comes out

bows will arrive in 42, there is no other ranged weapon available in the wilderness challenge map they got going
they are a part of that and are mandatory for that type of play
True, otherwise all of their fancy crafts with leather are useless because there's simply no way to hunt
#makespearsthrowable
#PleaseLetUsGet42.8SoonTIGS
unplayable after playing b42
I agree that B42 is better in everyway, but I swapped back to teach a friend how to play recently and it was definitely not unplayable, still fun with friends π
Check steam
Why
Does anyone know if zomboid will ever get steam achievements
many years ago I seem to recall them saying that achievements was gonna probably be a 1.0 release and onward, but obviously that could change
getting dangerously close to the launch b42 all-powerful rock in hand
rocks too would be awesome
even being able to throw a popcan or something would be sick
there is an reddit post or comment dates from Dec regarding the aiming system and why now this will be possible
maybe it will be added later
this also
very good point, no way to hunt only forage or trapping, renders tracking useless
I wonder if theyll add grapple tech to bigger heavier objects
i think grapple tech for now is just in a very basic state
they wanted to properly implement it first, and later they'll expand upon it
Wow it technically been a month since last patch so this one is probably gonna be big/ kill our saves lol
Wait another month. They're probably at PAX East right now.
May and June are pack full of gaming conferences for them to attend to, so maybe we should expect an update patch in July?
Conferences doesn't mean work grinding to a halt. In my field it's also conference season, that doesn't mean that I stop working on my own project π
man, i'll admit that at this point, i'm going to be sorely disappointed if the update turns out to just be bugfixes and balance changes
i doubt it will be but still
it will probably be bugfixes and balancing then
most of the actual content is already here
except industrial machine operating, piping rework, bows, food preservation
plenty of major features comin before its done
yeah, one of those is what i'm really hoping for
i think the only thing they've put on their bluesky in the past few weeks is... more tarp clothing, i think?
ah right, cow-patterned clothing as well so we're probably getting material-dependent textures for crafted items
When are we playing Zomboid
imagine a PZ world where this guy would be your first human npc interaction:
My ass is heavy | Half-life SFM
very scary jumpscare
#halflife #sfm #blackmesa #memes #ok
Tomorrow
tomorrow
Today
Next day
never
Now
whatever
What if The Indie Game Store hired us all as unpaid interns and we finished b42 by tommorow
we get even more bugs if they did lol
it will end up ruined
we would finally know the recipe to Spiffoβs Secret Sauce
I didn't say we won't just it will be ruined when done
They should take the shotgun model and make it look like a bow so u can shoot multiple arrows

Real talk tho, I want slings so badly
Wonder if the Devs add freeze time on debug mode?
true
I've been gone for a month selling my house, now it is sold and I am back. Now B42.8 can release because I have free time again sorry for causing the delay guys
its cool, thanks to you I could get past my GPU issues and return triumphantly to get ready for some PZ action
You're describing all the modders making the game playable, which should be a mark of shame to the devs but... for some reason they're shameless.
Imagine thinking modding being an important part of a game being something the developers should be ashamed of
If your imagination is that small, I guess that's a point of pride?
Just sad that there are so many setbacks and so little effort put in. Years of work yet no end in site.
But cope harder bud.
lol
I think you mistook this Discord for Bethesda game Discords
of course I can't see the future if Indie Stone makes PZ Remaster with all the old bugs reintroduced because they'd be using same code base
Lol The remaster for the unfinished game?
modding support for a game is a good thing but i always find it to be laughable when theres a player-made bugfix put out weeks if not months earlier before its patched officially
Doesn't take much to look into why
And modding is great, but it shouldn't be up to the community to progress the game, is all I'm saying.
difference is, Oblivion was deemed ready ages ago, while PZ is not yet ready
Also, who tf bought the remaster?
Did you see they delisted the OG Oblivion as well, to drive sales? P great
What are you guys even banging on about
Never played OG Oblivion, but I have it in my Steam library. What comes to modding PZ, devs can't help it if players see far future intended PZ updates and decide that they wanna create a mod for it far, far early on, like the NPC mods
Frustated because no update yet
unstable patch withdrawals
Doesn't mean players perfected or progressed the game when modders have entirely free reign to do any feature at any given time as a mod
Also...some modders doing so good work that Indie Stone hired them. Looks like modding provides the game infinite replayability AND talented people to actually progress the game development
how could u have shame when ur working on one of the coolest games ever, mods just make it better
I love everyone literally coping and explaining around it. The fact that the community has to push the game forward should be bad, the game SHOULD be finished and have multiplayer and what not, especially after almost a decade.
The game is fine, it's just incredibly disappointing how slow and poor the updates and lack of feedback are becoming
Do you know what Early Access means? It means games that are still in development. What do you call ready and released games that still get mods? Devs left out content that was possible in those games, ergo the devs should be ashamed because modders added new content??
It should be well out of early access after literal years, is what I'm saying.
The fact that they sit on their hands and require unpaid modders to come up with new content and finish the game is just wrong.
Don't straw man argument me, man.
You're strawmanning yourself there
fact that they sit on their hands and require unpaid modders to come up with new content and finish the game
I think you can just be disappointed with the pace or whatnot without making up shit
I love how some people a getting free updates, with enough content for some studios to charge the playerbase several DLCs, and they lose their sh*it after a month of quiet develoment
But it's not making up when we see that the biggest changes came from unpaid people,
Much less spend your time provoking people with the good ole "cope harder" etc
Sorry, I should drop to my knees and praise you for even takling to us lowly peasents who paid for the game and never saw it finished.
Sorry m'lord, I'll be sure to count my blessings. By the nine!
It's already a disingenuous argument from the get go. We're insanely proud of the game and its modding community. No need to sow dissent or try to push some odd narrative
Did you just quote yourself? lol
Is that the same opinion as for star citizen with the dev time of more than a century and still buggy mess
You gotta have monster calves from all the jumping to conclusions
Wow I really.... like this umm cup of coffee
Yeah, felt like you didn't understand tbh
Your hands must be numbing, sitting on them so much.
Ya'll just are slow af finishing a game. We're allowed to critize you.
Or will you turn off comments and responses here, as well?
lmao
Can't have any bad opinions or you guys start banning people, so π€·πΌ
Apparently so
Dude chill atleast they updating the game
Broski just mad about his life and has to vent i guess
Sorry to disrupt the echo chamber, everyone. I guess we should be happy an unfinished game is just strung along.
I played the stomping land they haven't abandoned this like they did
when your argument really is "the devs are too slow in your opinion" but you tell people to cope harder, ergo you assume the counter-arguers are automatically wrong, you don't have a good argument
NasKo would you say I'm being disingenuous by expecting the game to be finished after almost a decade?
well, you can stop supporting the developers and move on with your life, PZ too slow, so why play it?
Whenever someone disagrees they are "coping" and the not everyone is jumping in on your hatetrain makes this an echochamber.
No
I think it's pretty clear what exactly you said that was disingenuous
You might figure it out eventually, I'm just gonna move on with my day. Hope you enjoy yours.
Literally coping becasue everyone has a half-assed argument for why we shouldn't expect it to be finished. It's sad everyone here is just cool with it.
I paid like 15 euros for PZ back in 2017, and I've gotten 980 hours of gameplay out of it. Pretty good exchange for a game that already offered so much. And it still probably has a decade worth of content coming, talk about great money-to-gameplay ratio!
Literally didn't ask lmao
of course you didn't ask, you can't see yourself being wrong
Because it's not wrong to want the game to be finished.
just shut down anyone taking part in your argument and its an easy win
If you think I shut you down, you must be very very soft.
If you say that it is easy to just finish it, gather the modders together and finish it yourself
I mean you bought a early access game what were you expecting?
I could say various really nasty words about you, but manners maketh men, can't really stoop lower to your level
Triple A game push half bake games out for 70 dollars and then fix it years later
Expecting it to be DONE after a decade, i'll say again.
You're so tough, dude.
If my boy is this mad about PZ, I can't wait to see him explode when he learns about Dwarf Fortress
Untrue, I always start with 0 strenght in-game these days
Just hours of pushups for you, then?
Very exciting.
For some it is
Damn right, better in the longterm! Instead of crying against everyone taking part in your discussion, and noise attracts zeds.
They aren't a triple A game company they don't have 300 workers so you can't expect things to be out in a second. You're just coping that you bought a early access game from a indie company and upset that the game not done in a month
0 strength setup is actually pretty good these days, just gotta hole up in a basement and exercise till ur at a lvl ur comfortable with
my use of my time is simply superior
It is pretty comfy to get all dem extra points and get back to 5 STR in 2 weeks
I go on discord to complain about people being in an echochamber and everyone who isn't part of my own echochamber is simply coping hard
should make a reddit post about it
Let's be clear, I do LOVE the game. I'm allowed to be frustrated with the development speed and I'm allowed to make the observation that a majority of the content and fixes came from modders, which I find pretty disappointing.
Making dumb comparisons to other games YOU play is just lazy.
The game is older, and not even out of early access, that is disappointing.
Again, I'm allowed to say and feel that.
The pathetic attempts at personal attacks just makes it abundantly clear none of you will argue in good faith about this.
Gotcha, you think the speed of development is slow. Fair enough. Now will you allow other opinions or are people just coping who think differently?
people already tried to explain this to you several times
Yes you are allowed to have that opinion as well as we are allowed to dislike your opionion.
Why are ya'll so offended by the word coping? You're offering excuses for them, that's coping, that's OKAY.



