#42.9.0 UNSTABLE Released
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i know what you mean but i still have yet to see it in unstable
that stuff already exists in their internal builds but not ready for us
im waiting for it
plumbing rework also
The modular machine crafting stuff is missing still
That and multiplayer as far as I am aware
that also exists in the internal builds
would you elaborate on what you mean by that
i dont know what that is referring to
he's probably talking about machines
They showed in the past a system where you can build modify existing machines in factories to for example make. Orange juice (one that presses it and another machine that gives an output to a bottle)
that's coming later
they are working to get it all in 42 but as they said it's possible it won't be 100% like that
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some of the machines will make it in like the drill press, arch furnace, metal bandsaw
only the bandsaw is working rn
there are a lot of other industrial tiles which have no function now
and we could see them come to life later
but that complex machinery you talked about (orange juice) remains a mistery of when and how it will be pushed out
that's irrelevant for now, can't push out MP as long as the unstable SP build is not complete
true
That for sure. it's the thing on the list
Btw is it just me or did I miss something in this update or possibly a prior one: last time when I actively played was in February and at that time there were like 700 Zeds in and around guns unlimited. Now with the same settings there are only around 120-180 Zeds? Inside only like 30-50 Zeds. I can remember that when I cleared it with the exact same sandbox settings there were hundreds pouring out that building. But now I am more or less able to sneak inside from the back and get to the lockers where they have a bit a ammo and a few guns without having to kill more than 10 or 20 Zeds?
Did they adjust zed spawns inside buildings at some point?
yeah, people complained that it took too long and were suspecting the devs didnt do any work
whichever way you go some gamers will be upset
there are no good choices.
only least catastrophic
Youre not wrong, but lots of "little" things add up. Sure, once off an item like dowels wont take long but with lots of little things, it ends up also bogging down development. You gotta draw, model, make up loot tables for it,add crafts and craft requirements, its not like its no work at all. If its not in its probably not been gotten around to yet, I'm sure we'll see em in b42 sometime
I'm satisfied with filling in gaps with mods
i hope work in making little mods official continues. people suck at optimizing
yeah, its nice to not have to use a mod because a vanilla alternative becomes available
B42 alone eliminated around 100 mods I used in b41
Till now I'm very happy with the unstable , i just miss balance in butchering, better workstation blueprints and food related recipes like brweing and long preservation for meat
A younger me would probably complain about development speed too so I get it on one level. But having now worked on multiple distributed teams, and divisions with multiple teams, I have nothing but respect for the devs. People donât understand how hard it is to get even 5 people to row in the same direction on a project - add to that the idea of coding in a compatible way on one discrete project where everyoneâs code and ideas can impact everyone else itâs a massive ask to make something that is consistent and works.
If I had to lead more than 3-4 people working at the exact same time on the same slide deck changing things around at the same time with different ideas and styles I would blow my brains out lmao.
is there a mod that increases zombie render limit?
The moment when people think "42.10" would break the galaxy:
Honestly, it will not for me.
42.42.0 will break it for me.
The unbearable weight.
This dense.... thing.
Ooaowwww
Its like Y2K all over again! Panic!
almahr the oracle when next update
I feel like maybe 2 weeks but it would probably be a quick patch
Yeah hotfix for sure next week i'd guess, the double wooden gate bug is a biggy
and they said its already fixed lol
What wrong with it?
You cannot make a double gate of any kind, wooden, metal, no matter what it spawns a copy inside the gate when you open it that prevents it from closing again or driving a car through
Oh
I had issues that I could make it but I was always able to just debug them in. It also ate the materials but it never prevent it from opening or closing before
Oh interesting, does a double gate made with debug maybe not have the issue?
Bro saw the hook, took the bait off, ate it, and swum away
Maybe idk, since when I try to build one it just eat the resources and don't give me a gate
Many have already forgotten, but not me.
THIS https://youtu.be/_jk3JMXAcGw?si=ByG01lhyydboX9Pr
are we still getting it, or is it an abandoned idea?
Hopefully we still getting this but for now I recommend using project season and barricade world mod
are there any devblog features that haven't been addeed yet?
I'd say that waiting 3 years for an update to come out makes being frustrationwith the devs more understandable tbh
new fire
yes
How do all. Hereâs a check-in from a few different Build 42 departments, that also occurs in the lead-up to the first in-person meet-up for the wider PZ team since 2018. Weâre all aflutter about it (and trying to remember everyoneâs real world names instead of online handles) and hope to have lots of good [âŚ]
thxxx
but they delete video with it
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I hope we're not stuck with the 2010 pixelated fire
any mods that hide where I am on the map?
i dont understand. just dont open it
I want to be immersed. Like I have an atlas but I don't have a dot showing me where I am exactly irl
use the website
im not sure if there is a way to do that other than just disabling map altogether
Are the devs gonna make it so you can shoot specific limbs?
probably no
i think you already can if you aim at em
Yeah because of the ragdolls
But i mean in players and NPCs
And i think it only affects the ragdoll not the health
Cus it would be cool to shoot zombies legs and arms off
is it just me or did they increase the amount of zombies that spawn? the 3 last games i started in rosewood had a lot more zombies at the police and firestation
i think its the new update that changed how spawning works
yea, they changed the heatmap, but does this also include the amount of zombies? its getting harder for me to occupy the firestation, because there are so many zeds
Closest mod I can think of in this case might be hand drawn maps a map overhaul. At least that's what I think the mods called.
thxxx
i made the mistake of having my save .8 multiplier for zombie pop (normal is .65) and the save is almost umplayable now. Fells like insane pop.
having lots of zombies adds a challenge but having to clear the area before able to loot the building can be a pain.
yah theres a lot lol , bradenburg has so many
i just tried winter is coming challenge and at least its back to it being a challenge, before there was hardly any
zomboid is like a fine aged wine
just gets better and better year after year
loving the look of the blacksmithing especially, surprisingly in depth for the genre
until they accidentally piss in the vat
like absolutely destroying a perfectly good zombie spawn system for this unplayable monstrosity
oh they made the spawning slightly different THIS RUINS THE ENTIRE GAME
its wip
eh to each there own tbh
some people love changes some people hate changes
either way once stable multiplayer eventually comes around community mods will be created for just about anything
People despise change
Someone could cure cancer and some people would still bitch and moan about it
When I was young, had to walk uphills both ways. In snow. These days kids can just take a taxi, makes em soft I say.
That zombie spawn change should make map makers lives a billion times easier
agreed
I'm curious who would do that
cure for cancer is decades away as of now
everywhere, last update was heatmap orientated
just look how cool those filling bars are in this UI
can we get those bars back?
think they're gonna add more makeshift metal armour variations?
like a light armour set, less protection but lighter in weight
idk if they have it like that already, been awhile since I last played
Id like that
Have we not leather armor or am I mistaken?
From a certain point of view. You can upgrade leather jackets until they're significantly more durable.
Funny enough I think they said the changes specifically dont change inside buildings:
This system does not drive the presence and the number of zombies inside houses, this is done through an entirely other system, it only affects Zombies spawning outside buildings.
One thing I noticed in my (admittedly limited test of one run) is that Guns Unlimited no longer spawns an extra ~500 zombies inside anymore
we have some leather armor
lol, i just grabbed essentials and left muldrag
Yeah basically anywhere is fucking impossible
I cant explore riverside without getting jumpscared by 500 zomboids next to a fishing shack
the old heatmap was just fine.
Why is there so many by this one house
its still pretty easy to move them around uising noises , cause its wip i expect it to be tinkered over times but i really do enjoy them bringing more zombers back
I seriously dont.
There is no way to kite them out.
It's so packed to the point that you cant get anywhere TO get them out.
Usually i'm good at kiting zomboids but this time its awful đ
i even went in debug and removed all zombies to give myslef a chance cause i really wanna live there for once , and then helicopter came lmao
muldrag hasnt been too bad
Haven't been there yet so i cant say anything abt it
Not in the recent update at least.
I like that they're trying to bring back a lot of zombies but this is just unplayable in some points.
I'm gonna need to burn this place down to get a box of nails.
i did try riverside , it was fun i had to use alternative routes to get access to things and i used fireworks for moving stuff and that really helped A LOT lol
Unfortunately i dont have any of those.
I've tried to use stuff like that but it just doesn't work.
Theres so many that the ones behind them just flood into the same spot
Okay this one is just stupid.
What are they doing in here 
is this on a new save? i forget if you said , sorry lol i get commented mixed up with players all the time
Yeah most recent update.
with just default apoc? lol
lmao thats so funny
yah same lol , yea it prolly just needs to be adjusted a bit cause thats uhh
rofl y they there
Thats why i'm saying its a bit hard to kite them đ
Theres even more by the bar up the road.
lol hang on let me get pics of the police station, all the ombies took a field trip apparently
there was more behind me lol
Yes, this nerfs the zombie kiting strategies that was the main meta in Build 41.
Well at this point you cant even do it.
Feels more like a removal than a nerf.
And honestly in b41 there was no need for kiting.
At least for me, there was like barely any zomboids
LOL
campfire in a building lol
runs over a rat and it does alot of damage to the vehicle hood and headlights logic
rats must be made of adamantium
lol wolverine rats

rats are made of stone when ran over like the rabbits
Where i can fix my league in this game.
Your league?
Language
OH! options->user interface and then scroll to the very bottom, there should be a section for language
I want contribute to fix
Help us translating the game into your awesome language!
Apparently they have hired a professional studio to do translations from now on
yo is there any way to make the error messages not show up?
theyres distracting
They will only stop when Build 42 is no longer in the "Unstable" branch release.
That's how they did it with Build 41, when that build gone "Stable"
like a red box one? on the lower right?
yea
error messages were a thing in build 41
do you have mods lol
yeah error messages have always been a thing, stable or not
Oh really? Hmmm
I guess you have to ask this on the official forum there.
Only the developers know how to do this.
like that type of thing?
are you using a lot of mods?
yeah but all my errors are from one mod
the baricades one
it makes errors every time a door is loaded
ohh, yah youll have o disable that mod , im not sure if theres a way to ignore the red thingie?
could look on workshop but i have no idea
the error doesn't do anything its just a random thing
like nothing is caused by the error as far as I can tell
It does look like they need to divide the amount of zombies spawning by like 3 lmao
the zombies spawning is the same tho
the density is changed
Have you reported it to the mod's dev?
Or rather, let's wait for a couple of weeks before reporting it to the mod's devs.
42.9.0 just came out a few days ago, so some of the mods aren't up-to-date.
I have they haven't responded yet
it hasn't been updated since december
Ooof...
If it's over 6 months, then you will have to come to terms that maybe.... just maybe.... the project is abandoned.
idk the mod is pretty big I doubt its been abandoned
Its not like its broken or anything
the dev might be waiting for unstable to release to update it
idk much about pz modding tho
it still works tho
42.9 is updated, and maybe changes under the hood might be too daunting of a task to simply update.
Either way, just wanted to let you know, you should keep on waiting.
Who knows if they will get back to the mod and update it.
And when that issue gets fixed.
yeah I guess we'll see what ahppens
https://steamcommunity.com/sharedfiles/filedetails/?id=3196111875 from what I have heard that is what this does
never actually tried it, but chuck is good people
lol I just found that 10 minutes ago
xD
thanks anyway XD
np! â¤ď¸ hope it works for you!
đĽ
It makes no sense now
Steam generator as an alternative for gas generators?
You know...
Fuel will run out at one point
At least in your base town
Heavy maintenance steam generator which is pretty loud and needs to be build in place would be nice
interesting idea bcause there is coal in western Kentucky (and also if you go east towards West Virginia, make it make sense)
whats the situation with the new spawn system? is it broken?
i dont think anything is wrong with it just need adjusting prolly
too many zombs?
in some places yea like branden burg there is a lot , not sure if its supposed to be like though but i still think there could be a little more in muldrag warehouses
Needs a lot of tinkering.
I do like that they're bringing back lots of zeds but, yet again too many makes it a bit unplayable.
Rn i just like to imagine that the zeds in Louisville went out of the city and are taking over Kentucky
đ
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Any mods out there that add more roleplay spawns?
MP tomorrow for sure
/r/tomorrow is that way....
Donât give me hope 
for performance do you guys tinker this setting
i rememeber hgearing people complaining how rats would kill fps
Is this new? I don't recall seeing this setting
But I haven't looked at sandbox settings in a few patches tbh
I have the second value at 30 and didn't notice any problems
i have set it on max before and had no problems
affirm
rats and mice tend to cause excessive damage to vehicles if ran over.
rats and mice at least are easy to kill in one hit
im noticing im insta killing zombies when i push them down and stomp them
anyone else?
yah i noticed and someone mentioned it on steam forums too , not sure if buffed or something
im gonna try without ragdoll and see if i get the same issue
sadly yes
ill make a report on the forum
something ive noticed with testing is that it only happens if you target the head as you should be doing anyways when curb stomping zombies
but in the past it took like 1-5 hits
more if unlucky, and the rare only 1 hit
@naive pivot donât know if itâs a bug or not but you currently canât interact with ragdolled zombies. however itâs very pleasing to hit a zomboid with a bat and watch it fold like a chair
youre not able to loot them?
I noticed sometimes it takes a while for ragged dolled smellies to go from physics state->dead ridged state
When they are in physics state they can't be looted yet
For some reason my game is bugged and I can't run
I only walk
even when trying to sprint
Have you messed with the controls dawg?
No
Itâs weird, sometimes it works sometimes it doesnât
Ehh
Like in the same hour
Idfk
K

Thought I read somewhere that it was buffed, Lemmie see if I canât find it
Maybe it wasnât mentioned by devs or patchnotes, all Iâm finding are people saying itâs been buffed XD
Version: [42.9.0] Mode: [Singleplayer] Server settings: N/A Mods: [None] Save: [New Save/Old Save] Reproduction steps: 1. Start the game in Apocalypse mode. 2. Attack a zombie via pushing 3. Wait for zombie to fall to ground 4. Specifically target head 5.) 9.5/10 times this will INSTANTLY kill sa...
the thing is, you can literally one tap them even at max fatique or tiredness
stomping is usually my go to technique, and i have also noticed that i was one tapping zombies pretty much always, but i thought i was tripping
nah, corpses seem to be in ragdoll state still, i walked away and came back to them still in ragdoll state. I may sleep or do some things a few cells away from them to hopefully get them to change star
Following up this, i reloaded into my game from last night. Ragdolled zombies that i killed previously came back to life, right next to where they died. I also just killed one by stabbing it on the ground and the game gives me a jump scare noise when i lose sight of it and come back close to it even though itâs dead.
The zombies truly are undead
Ragdollz are hella weird rn
Fr fr
They are going to be amazing once they dial in the tuning of the ragdoll I think
i already had a pretty cool moment where i slightly bumped into a zomboid with a car and the ragdoll slowly toppled backwards, looked really good
Hell yea, that is what I am looking for
Figure I'll mention it here since it's a less busy chat, so far Military Radios and this sign cause unwarranted massively increased zombie spawns around them in the new heatmap system
I'll keep an eye out for more but those seem to be the big two that cause very random hotspots in the middle of nowhere
also love the new heatmap for lv for default apoc , usually these areas are infested
I'm just pointing out blatantly off spawns yanno?
Insert Star Wars meme here: "In zomboid right?....... in zomboid right?"
What are yâallâs thoughts on the new heat map? What are things youâve notice with the changes?
I had a pretty big discussion about it earlier, but it has some kinks to be ironed out
I mentioned a couple problem tiles up here for example
that sign I think counts as part of the prison and ramps up zombie spawns basically in the middle of nowhere
and those military radios have random shacks in the wood having 200 zombies sat around them lol
broadly speaking though it's quite good for more randomness in zombie numbers
đď¸
do the new maps online have the new heatmaps or do you find this via debug mode
i think heatmaps are based off seeds
so likely not i think but figured id ask
debug mode, online heatmaps couldn't tell you much beyond maybe tile based heatspikes
yeeee
cos of the randomised nature
The consistent part of the heatmap is gonna be tile based explosions in heat, like the aforementioned tiles
what i like is places that kinda were empty before have a chance not to be
like echo creek actually has some zombies now in town
on defualt pop its a nice challange now
how do i pull this up debug mode?
options button on the map, should be a few options for the zombie heatmap, don't turn them all on at once
I think zombieintensity shows the final result for the most part
The changes has made a few traditional base locations a bit uh... too busy for early game
the echo creek gas station, twiggys up in westpoint, etc
echo creek gas station is HELLA hot
if you look around the map you'll also see some of the problem spots I mentioned, like random cabins in the middle of the woods with a huge white splotch will inevitably have a military radio
which is making the game think "military zone, CRANK THE SPAWNS"
and the two signs north and south of rosewood which seem to be prison coded or something
i love that , pretty cool
Like with the amount of zombies or
Because my base is currently down at THAT exact gas station. If I have to clear out a horde Iâm fucked đ
Hi Iâm getting a collection of bugs that all do similar things. Either I cannot jog/run and only slow walk, can only jog, or only sprint. This has been happening in the start of every recent game I have been doing.
The main mods I think could be the culprit is random zombies and slower sprinters. Iâm not sure exactly whatâs conflicting and causing this bug but if I can have help fixing this bug (preferably without disabling those mods) that would be GREATLY appreciated. :)))
your best bet would be #mod_support
I put it there I'm just trying to maximise my chances of someone seeing this
if i were you, try a save where your getting this, that you dont care about, then slowly disable 1 mod at a time, and see whats going on
also, is it raining or snowing?
no, last time I was on and I got this error, there was no weather
Its so weird, every spawn its a new problem
either I cant run or I can't not run lol
trying it without slower zombies
anyone else getting error codes when uninstalling parts for vehicles
Hi, can anyone help, I am getting these errors whilst doing mechanics, it does not appear to be affecting anything, I am still gaining XP and nothing is duplicating, i am running mods on build 42 but nothing seems to be conflicting. Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvo...
seems someone else reportted this already
Would you guys concur if i said that the game is likely going to need a few entirely bugfix/balance focused patches at the end of the Unstable development if we're to actually get rid of any annoying/gamebreaking ones?
because the way it is currently, new patches introduce new stuff, fixing old bugs, while creating new ones
Isnât that how it usually works in game development?
I have no idea, can't recall a specific example of it in the past
But i'm specifically curious if it'd be like that for B42
sorry... the truth is probably superfluous... but when will there be multiplayer? đđť đđť đ°
At least 3 seconds
About 3 thousands milliseconds
sometime in the future
The zombie spawns are even worse now
Idk, I don't see how Brandenburg can have thousands of zs when theres less than a hundred residential houses
perhaps just the amount alone is the problem? Point of the updated heatmap is to diversify the zombie locations/amounts a bit
It probably wouldnt have been a problem if it was just toned down a tad
It just feels as though the devs are going a bit too crazy on how many zs there are
Like I get that its the apocalypse, but having thousands of zs in each town just doesnt make much sense
Like, even if you put in a realistic amount of zs to the game theres still gonna be plenty to kill, especially if you play with respawns on
cope
mpđđđđ
nope
Its actually pretty cool how it works in places like lv, like the expo center is usually flooded but i was able to go in there because half of them qere in the street, its a new feature so im sure itll be balanced over time but so far as just a casual default apoc player that doesnt like killing a lot of zombies, its not bad for new feature
the school in rosewood is always a gamble. either 3-5 wood and 1-3 metal bats, or hockey and lacrosse sticks...
MMNO
Massively multiplayerless offline
đ
It breaks every other update... So it's not a solution, no matter how temporary it is.
last I checked it's still a hotspot so a culling line must have hit it
on your seed
i dont know what that means, its a new save
The last layer of the new spawn system is this
youll have to explain like im 5
see those? anywhere those black lines go, zombies are removed
those lines are randomly generated via the seed
but why?
Makes zombie spawns a little more random
i love it , never have been in here without having to use debug to sniff around
potentially making a few streets quiet or randomly making a normally busy area quiet
doesn't that culling line system mean zombie hordes no longer migrate long distances?
Still has some kinks to be worked out though, this sign north and south of rosewood cause a massive spike in zombie spawns around it lmao
It's the initial spawn of zombies dude, it doesn't remove them after the game has started
so those randomly generated lines just indicate area where zeds do not initially spawn, then
giving it a random factor
yeah, it's a three layered system, the first layer is this for randomising intensity of zombies, then it applies multipliers for certain tile kinds (which is why that sign causes a massive spike, I think it's considering itself part of the prison) and then the culling lines are drawn over the top of it
the tile based intensity is the only non random bit afaik
currently pre-placed military radios also cause massive spawn increases which is why some cabins in the middle of nowhere have massive hotspots
lol this still doesnt make sense to me
Hitchhikers may be escaping inmates! Don't let let in your car!
how do you people even figure this stuff out lol
that's a lotta hitchhikers soul lol
Well they basically explained it in the patch notes?
and you can see the layers in debug mode
the devs decided, like a child drawing on your walls, that instead of the beautiful wallpaper you chose (the zeds), she will use a red permanent marker to draw a smiley face on it, thus removing the wallpaper's beauty (zed spawns)
whats wrong with drawing on walls?!
ok just think of it as certain kinds of tiles cause zombie spawns around them, say, military tiles and objects, then you have that brain pattern that randomises intensity across a wide area, then a child scribbles on the heatmap with an eraser
my first apartment when I was 18, had a giant flower wallpaper covering an entire wall, the rental contract very specifically forbid any damage to the flower, or else
19 years later, I tell you why drawing on walls can be a bad thing
okay
Or even worse... "Horror" TikTok teens looking for their next spooky video
i mean, it IS warning of Hitchhikers, seems legit to me
the military radio one is a bigger problem, those two signs are an isolated thing
it was just yanno, funny
How do you use?
is fishing totally broken this patch? like cockroaches and maggots get you tiny fish but fish filets will never catch a fish.
can you see if theres one around the gunstore in westpoint
half the town is always crowding that for some reason
42.9 makes cdda almost impossible. like i have over 2k hours in JUST CDDA and in 42.8 it only took 25-40 kills to get into the northern farmhouse. on 42.9 its taking me between 80-130. its actually ridiculous. I know your new zombie heatmap is tweaked for apocalyspe and not cdda. but it should make some isolated monuments have half as much or double. not every single monument being worse or 3x worse. 20:30 day 1 82 kills... and i cant even sleep in the farmhouse because i have 40 more to go.
last 2 tries I went there were like 500+ zeds for me xD
What is this pattern of the heatmap called? Voronoi diagrams? But now layered 3 times?
I hoped there are no plans in the foreseeable roadmap to introduce bugs and bug bites. Characters tend to sleep near water tiles, and if those water tiles introduce mosquitoes, we're screwed.
not only is cdda 3x harder but if you trip there is a chance your carry stength goes from its normal to the base 8. very funny.
its great to be vindicated
i said exactly what a ton of people here are saying now, new heatmap has far too many zombies for what is reasonable and the old one was fine
and i was called shit,
skill issue,
"just set it to 0.04 pop lol"
"would that even have zombies?"
etc
I mean the point here is that it's an unstable build and they need to work out the issues with it
yeah they do and thats fine
but thats not what was said to me
i was called shit, skill issue, use sandbox if its too much for you etc
its just funny to scroll through a few days later and see the people who said that agreeing with this lot who are saying it
like what, oh no i was right again, shock horror
I think some of the erronious tile settings are a bigger deal than the amount per say
I was talking about it earliar, any pre-placed military radios cause hilairious spawns around them
and a lot of military radios are in random cabins in the wood
coz they have the mil tag
military tag whatever its called in game, but i get it
yeah I figure thats the kind of edge case they were talking about
and theyve set that to have a shitload of Zeds spawn
those things turn up a lot outside actual military zones
so they should probably be excluded from the spawn system
There's odd hotspots here and there, but the overall number is probably a little off too
like random standard houses having 35 zombies standing around, or 80 or 90 just standing in a field by the side of the road
i remember doing an EC run, admittedly that one is borked because of the festival there
but i spawned on the other side of the bridge to the gas station, in the far corner house, 2 storey, opposite the red one
it took me an entire day of fighting near continuously when i wasnt eating, drinking, washing or resting, to get to the bridge, and then i had to pull back and sleep in the house 2 doors down from where id spawned, and i killed 85 zombies
and again, i posted screenshots etc and was called shit skill issue etc XD
its just funny to me
where was that even said?
i managed to kite a massive group away bit by bit and killed them, 18 in the group but there were 3 of them very close, and that group grew from 18 to 25 after i killed like 20 of them coz they kept coming out of the woods
Glory to the Holy Chairman Spiffo ćĺ垎çäťäşş Criticism is not tolerated 30ĺš´çĺŞĺćŻä¸ç§ćŠç˝!
a few days ago in the main B42 chat
if someone is harassing you you need to report it , especially if they were saying your opinion is shit
its annoying when people give feedback and people chime in like that instead of just being open minded to the discussion ;l
they all mostly had names like yours, i assume that means something (colourwise)
it is, idk what its like here but ive found the mods generally mute/ban the victim of it to keep the status quo
ya, just report them next time if theyre being toxic, if they were vet they def should know betters
but its nice to see others with the same spawning issues
not nice because theyre suffering
but nice because im not the only one or just getting bad seeds or whatever else it may be
oh crap lol i gotta save my seeds then
has anyone posted any good seeds?
not that i know of
oh yeah the heatmap is seedbased apparently also
the one im on now , guns unlimited had hardly any on outside and inside
wonder if brandenburger is safer , cause gosh the seed before that was insane lol
yeah iâve had to use sandbox to tone zombie spawns way down. itâs too much. i started a new playthrough the other day and was trying to clear out this one street and ended up killing almost 200 zombies with my car. like,,, i honked my horn once and had the entire state population on me
i set it to low once and found it was still ridiculous
but then i stopped spawning in muld and ec and now i only spawn in riverside, which isnt great but isnt horrific most of the time either
rosewood is alright, but the good stuff has a lot of zombies near it which isnt unusual but WP is just borked
yeah i turned on advanced settings and put them on the lowest possible. wasnât perfect but still a decent improvement
i had to turn off zombie respawns
Yeah those ones were rancid
i went to twiggys since reddit said it was a good base and holy shit that bend in the road next to the woods had about 300 zombies on it
considered turning off migration too but that seems just too much
what town was that?
I've stopped playing the game since, as i dont wanna play with an insane amount of zeds. Currently waiting for them to fix the heatmap
That was me visiting riverside
its not too bad if you spawn there
Yeah well i live in echo creek.
i was there a moment ago before i got bit
the one time i find a lump hammer and flint deposits to level knapping and i get bit the second i start to break a deposit open
This was the exact road i was on btw
The junkyard fencing wasn't broken either so idk where they came from
Fieldzoids... Bleugh
the heatmap imo doesnât make any sense. i feel like they shouldâve just gone ahead and done it manually if that makes any sense? like roads through downtown areas should be full of zombies. certain buildings should too, but i feel like a lot more buildings should be empty cuz it doesnât make sense for an entire office to be flooded with zombies when the market down the road is completely empty. and then country roads and field should have a minimum zombie countâall this at the start of the game specifically
i think i might go rosewood, take the northern petrol garage, the house there is pretty good and i can fortify it nicely
if nothing else they should start in the major towns and migrate outwards, but equally we need a spawn location that doesnt have thousands of them at the start
^ exactly
i think i can see the vision of TWD Atlanta, where there are just thousands of them crammed onto main street, but this iteration has that happen in a podunk shithole town in the middle of nowhere
kinda unreasonable i think XD
and i understand this is an unstable build but it seems like the devs are staying with the direction theyâre going with zombie spawns and idk if i like that. idk how this heat map could get any better. like overall it doesnât make sense logically, and logistically itâs a nightmare to deal with in game
no i agree itâs totally unreasonable
iâd expect downtown louisville to be flooded with zeds. not the country bumpkin bible thumpin little town across the map
they can keep it going that way if they want but i think we need more sandbox options to deal with it if it gets too much
and explaining a bit more, like normal/low/etc zombie population should tell us statistically how many zombies per chunk there are rather than a % of the whole map, because i cant comprehend the size of the whole map personally
i dunno , im just a casual player and i dont like high pops but i do like what theyre doing because in build 41 it was really boring wandering around and there would be no zombies in the rural places, and i think we have to not look at whats realistic in sense of population but the game being a zombie game and those being a major threat to us
youâre right i mean thatâs completely fair
but yea some places do need a tone down lol
and being able to set the distribution a bit more than the binary "towns or everywhere"
brandenburg is insane
i have yet to be able to even live there once
ive not even seen half the map lol
i dont think ive ever been to louisville
i normally die before i get any kind of setup
last time the water turned off on day 1 and the power on day 2
i just went there the save before my current one to check out the heatmap and it was glorious
it was a little boring for sure. but the playthrough i did a couple days ago had this exact scenario. mind you i spawned in louisville, so the street around me was empty, but i kept on venturing through the city and found it mostly deserted. i started a new one to spawn in the new country town and was completely overwhelmed from the moment i spawned
like some of those huge downtown places were cleared and you could go inside which is great for players who dont wanna kill everything, i HATE killing 500 zombies lol
same
so it does seem to be working for lv but just needs tinkering for the other sectors prolly
iâm a casual player in the sense that i prefer to roleplay rather than play the game
i had the prisoner start mod installed, realised it wasnt what i wanted but i liked the items and events
started in louisville prison literally surrounded by zombies lol
i wonder if its easier to go to that research place in rosewood now, i havent been able to go there either lol
do seeds really affect zombie spawns that much? i mean it would make sense. i feel like ive been getting. whiplash omg
its supposed to
but i think its either no zombies anywhere for a long time or all zombies everywhere all at once
yah lol i went there when 42 first dropped to go see the bottom, died in the lobby and another time a month or so ago and died
theres little middle ground
ive never been lol
keep meaning to but again, not great at the long term surviving part
It's biggest affect is the random scribbles of zombie removal on the last layer of the new heatmap
i normally die on a loot run for tools
?
those scribbles are insaneeee
whats that in english
those confuse me the most lowkey
lol same , i only really live like 2 weeks before i get fricked up by something , which is fine i love starting over or continuing
itâs how the heatmap has random lines going through it where zombies wonât spawn
ok here is the finished version of a heatmap of LV
oh right like safe areas
see how it has random lines going through where the zombie spawns have been removed?
yeah it's a heatmap, brighter white = more zombies
im used to seeing coloured ones tbf
red is hot on most of the ones ive seen
the lines make sense in terms of balance but tbh i donât think they work well when actually applied in gameplay
the other randomized element of spawns is this
but i bet thatâs something theyâre still tweaking
then tile types give multipliers to zombie spawns, like literal middle of nowhere woods will multiply it by 0 making it 0
The lines are just there so you can come across an eerily quiet area suddenly
you don't notice how artificial it is in practice unless you literally teleport into a hotspot with a line through it and watch the gap happen when the zeds enter your reality bubble
i think its so they move
if they spawned already evenly spread, they wouldnt wander as much
if i had to guess
i think id find it easier to get on with if i understood it more
Those gaps are initial spawns
if you think your safe cos your stood in the big culling line that won't be the case forever
yeah theyll move there at some point but they shouldnt just spawn there no?
if the heatmap says no spawns
i feel like they move into those areas pretty quickly though
you feel it more if one of those stripes gets drawn through a normally very high pop area
some lucky sob had the gunstore west of echo creek get culled
is that what happened to me
that new mega gun store was like nearly empty for me
i like the cars from the KI5 collection but i hate the ridiculous number of extra items it adds
he likes the realism of every car needing specific parts I guess, but it really does add a lot of clutter to automotive loot
Hot take... This is a good thing.
They are finally balancing the game to be a multiplayer co-op, hence population feels eccessive in single player. Very good sign if you ask me!
that kindas seems like making one gamemode more unbalanced to cater for another
couldnt they make MP and SP spawnign seperate?
They could, but it's still a sandbox game, so you have full freedom to tweak as you wish.
On the other hand the vast majority of us plays and prefers the MP. So it makes sense to make the "default" around the most popular game mode.
On that they seem at least to be consistent. They applied the same logic to professions and skills. They branched out and are actively nudging for specialisation, to create communities of players focusing on particular skill sets and complementing each other.
iirc, they actually spelled this out in a Thursdoid at some point
yea I get wym but I feel like the base SP game shouldnt need to be tweaked for something like that
sandbox is useful but this seems like something that could just be seperated if theyre working more torwards MP
problem with the preset modes is that the masses will never 100% agree with one another on what should be in them specifically, and that the values should be
this is why you have sandbox settings so you dont have to have a disagreement battle and instead do whatever you like
If the only problem with the current zombie spawns is the amounts of the zombies being spawned, then thats easily tweakable
well said. Broadly my point. If you gotta have a preset, might as well be one tweaked around the most popular game mode.
One of the main issues with the game is actually the community being very opinionated about each setting...Hence the wild amount of public servers with 1-4 people in it.
So there's little point in trying to chase single player presets. I'd not be pleased if TIS spent time on this... Waste of effort. There's a lot of more pressing issues to work on, dev side (and no, it's not ragdolls... đ)
I've tried finally the .9 and yes the new heatmap is not really realistic at all, is quite strange i got a huge mass of zed in the isolated food warehouses near fallas lake and in the fields around
The old one was better, at my advise they should create a system were the zeds start moving from the cities and moving outside from then, few spots like isolated houses, hidden bunkers, and cottages should have a reasonable numbers
They also should work on the zombies inside houses, the majority of the zeds should come out from the houses.
Zombies already migrate, why do we need a separate system
Yes but they are not migrating from cities they just appear here and there with the new system is even worst, zombies should move from cities to the surrounding areas, so the generation should be from towns and small zones with a bit more credibility like for example ,small cabins in the woods were few survivors moved and one of them, or more were infected and killed the others, with days pass, the migrating system should push zombies out from towns and generate more inside them, the migration system is helping in this way
Now i had 200 zeds in the middle of nowhere in the 9th of july in game
mUlTiPlaYeR wHeN?
the argument of "theyre balancing it for multiplayer" falls apart when you realise there is no B42 multiplayer
if it is being balanced for mp, then why isnt there mp to test it?
Multiplayer not being public does not mean multiplayer doesn't exist (i.e., internal testing before public testing is not that uncommon)
No argument has fallen apart
then what is the point of the unstable branch?
if it isnt for players to test the new release, then what? you cant test mp balance without mp
The primary, ultimate goal of something is not the sole thing that can be tested and iteratively improved upon
If I were planning on catering an event and I asked you to try one dessert to let me know how it can improve, that wouldn't mean I've lost sight of the ultimate goal of catering the event. It's a narrower scope of focus than the goal you're citing
and if i were planning said event, and I asked 200 people to sample the dishes, I wouldnt make enough food for 8 people for each person to try
I'm not sure what you're saying
Is the analogy the zombie count? I don't even think the reasoning is balancing for MP for that (i.e., I think they're just making changes to the heatmap regardless), but if it were a simple explanation would be that MP is available internally
what im saying is i wouldnt push a test for mp balance to a public build with no mp, youre not going to get any data usable in the context you want it to be used in
ie balance for mp
but we dont have mp, and so it cant be commented on by us, the testers
The sole purpose of b42 is not MP balance
no it isnt, but the major point of the last update has been the new heatmap, which is some argue balanced around mp
This is an assumption
ive not seen anyone comment on any other aspect of it
its a response to an assumption
the assumption is that its balanced for mp, im saying if it is, then why do we have it because we cant test for that
if its internal mp, fine, keep your mp balance there
Yes, I'm saying that's an assumption & not known, so asking why we have a test branch at all on the basis of it is odd
i didnt say that but sure
?
and the rest
You've answered your own question in that second message 𤡠it's to test b42
in the context of the whole thing, if the new changes are balanced around mp, why do we have this particular build
since we dont have mp, we cant test it
and if it isnt, why is it so absurdly high in population count with 0 response from the devs
The goal is not for us to test MP nor MP balance, as evidenced by us not having MP
They may be making changes for MP balance and including them. Who knows. But that's not the goal of the unstable at this point
Question, for the double gate bug later
Saw someone report you can sledgehammer the door it creates
I wonder tho? Will it create more doors upon re opening đď¸?
who says anything is tested around mp
I really want mp...
my mom taught me to be grateful for what i have
seconded, PZ is a singleplayer game with multiplayer option, fight me
when I was young(er), some youtuber posted a short that said only 3% of the players solely and only play MP
I predict patch today with some hotfixes
We gooning till the next release frfr
Lmfao
But also non trolling aside I definitely think given the annoyances with some of the bugs a hotfix is very likely to not take long to come out tho ( hopefully)
"it's not a solution" it works, it is
if you are a loner yea
make some friends
haven't tried the new update yet, are you telling me there are whole streets now with no zombies even in LV? doesn't that hurt a hardcore run? I don't want to just walk into a police station or a street full of stores and just loot everything unopposed.
I have friends but I prefer PZ solo, dont have to play by someone elses schedule duh
sounds lonely
sounds like a perfectly normal way to enjoy things
Does anyone know if it's because of the update that doors in cities are opened and gates are bugged?
pretty sure it is
wow i never knew how many people NEED double doors to play zomboid. I just live in a house with a fireplace and park my car in the garage calling it a day. couple people now saying they are DONE playing 42 until its fixed. like in 42.1 or 2 you couldnt make omelettes bc they came out instant rotten, so instead of boycotting 42.2. i just didnt make any omelettes
it's 2 layers of which only one is voronoi iirc
idk why there's an impression of 3 layers, you can have a 0 to 1 value variance in a single layer / texture
^ blender voronoi, diffused / smoothed
Dang I'm glad I learned that, I was about to try to build double gates
The reason why I felt like there are 3 layers, is because there is a top-most layer, a middle layer, and a layer that is only highlighted inside the city/town districts.
The thick dark lines belong to the first layer. The smaller thinner dark lines belong to the second layer.
The grayish spots next to or close to the white areas and dark lines are the 3rd layer.
Maybe the 3rd layer isn't a Voronoi diagram, but rather it's just a handcrafted heat map.
It's not handcrafted iirc.
It's automatic, based on tiles and whatever they have.
There's two layers; automatic tile base heatmap on bottom, voronoi on top which is made of 2 sub-layers, small fractures, large fractures; apparently it's subtracted from the bottom heatmap
Does anybody know how these black tiles are appearing/how to stop it?
the world is ending
incorrect, the initial spawn of zombies there will be completely nonexistent, but they can still migrate
in other words, it wont stay that way for long
could it be from mod if using mods?
or are you on old save at alll?
I am on a save from 48.1
It just randomly started happening
that could be it , could try makinga new save real quick and see if they still pop up , just to troubleshooot
Actually I've been meaning to ask the devs, wouldn't it be slightly more interesting if there was a 'great horde migration' type mechanic? Essentially it's broken up into multiple parts / systems:
- Permanent zombie "population" -> current zombie density / numbers that are "permanently" stationed around an area (think a city population) are made smaller (by an amount that's deemed reasonable, you don't want it to be too easy).
- Great migration event -> every once in a while (possibly better if it's a random value (0-30 days for example)) a greater number of zombies will sweep the area / map. The zombies themselves aren't attracted to a certain point similar to say a helicopter meta event, they're just migrating en-masse in a direction chosen at random.
Reasoning is something along the lines of a variety in downtime and hotspot activity, figuring out when it's worth to loot and when not to, being encouraged to shore up your base defenses or even migrate yourself and so on.
So called "Best base locations in PZ B42" posters when there's a million zombies passing by.
need more small places for bases!!
Yeah I think this is a great idea, even as a toggleable option. So many sandbox games benefit from having a 'crisis', like Stellaris. It would be cool if anytime after a certain point (say like 1-2 years) there was a chance for a crisis event amount of zombies to spawn from the side of the map and migrate toward you with a number of possible solutions. It gives you an 'end game' to work toward within the existing content. They could add some broadcasts to the emergency one of random people being like 'a huge horde is approaching irvington and heading toward lousville etc' to give you a hint when it is starting.
you can either try to get around the horde, fight them, hide etc
would make stuff like remote pipe bombs etc useful cause you could setup a huge trap corridor and crash the game with ragdolls lol
I'd agree about the time amount IF the horde migration increases up to that point.
Think of it like a snowball effect.
Sure and they can just make all that stuff sandbox toggles too!
I still prefer the new heat map 
ya , usually this is filled up with zombers
Zombie respawns turned on makes it feel more challenging
How do I see the heat map?
It it a website or is there a high-res photo I can look at
Side benefit of the bug with double tall gates, not making them has made me realize I really don't need them as long as I hang around the same area lol
oh dam I didn't knew we could already expand the basements just by destroying the walls and building floors, this is really really nice
woah wat
Wait does that mean you can make a tunnel from one basement to another?
48.1??? đ đ đ
Where the hell did the rest of the Builds 43 through 47 went to? Where's my NPC at? /s
How long have you been asleep?
GTA VI came out 20 years ago
I misread that as GTA IV.
what time line is this
oh i am a dwarf and im diggin a hole
Timeline Earth92
lol 

đ
probably?
I wanna test out to see if you can destroy these dirt blocks with a sledghammer but yeah you can build floors on the empty dark spaces and walk on then
Wow
Imagine tunneling to the military research facility
oooooh that'd be fun
42.8.1
I'll be dead from old age before I see build 48
No mods?
none
I just got the wood wall basement on the farm in muldraugh and I could dismantle the walls with a hammer
How do I see the heat map?
More zombies doesn't necessarily mean its good for multiplayer
I liked the spawns in the previous update, it felt like they toned them down in areas that made sense, like suburban houses, but now it seems even suburban housing is packed. At least thats my observation in Brandenburg and Muldraugh so far. Oddly enough Riverside seems to be the same? Not too sure what might be going on
Thatâs because multiplayer it terrible in its current state.
Pz is a multiplayer and singleplayer game, but the devs havenât figured out how to make the multiplayer work
Most idiotic take in the world?
k?
âPeople are loners if they donât want to play the buggiest and most unstable part of the gameâ
Or if they live in the country
Yeah, especially with the new ragdoll system, who knows of the ragdolls can effect players, if they can, then some glitch could send a player literally flying across the whole map into the wilderness
You always could
I did it in 42.3
The issue is if you fall off you fall to your death lol
Or if they live in the country
Exactly
communications
and the fact its in a glove department
just the glove compartment
actually yeah communications i guess, i cant communicate with anyone with a tv but i guess they can communicate with me
just stuff a whole ass box CRT tv in the tiny glovebox of my van lol
Do you like fall through if you step on the black?
Obligatory mp when comment.
But truly mp when no I'm just kidding I meant to say mp when. Sorry what I was trying to say was mp when?
Jokes aside multipl- kidding actually goated update
day 10 without a saw or any nails
you get thrown to the upper floor right above it
no damage nor anything just teleported
No way haha thats hilarious
After a few years of hosting multiplayer, I can guarantee you that in the past populated servers were cleared of zeds pretty fast, despite respawns. This resulted in big parts of the map feeling like ghost towns for a while...
In B41, the default population was a joke. Because of the above, I was often forced to increase it to at least 1.6 to make a world that would stay environmentally engaging for more than 2 weeks.
I guess we disagree, as I think higher zed pop/scarier zeds (as in B42) make for a more engaging world, and a good reason to play something other than the lone wolf.
I think thats heavily dependent on whether you run with mods or not and whether there are or aren't large groups on the server
Because you could increase zombie population to its max and you will still get people who are bored and hop off eventually
More guns is more ways to kill zombies, so ofc you'd need to increase the amount of zs
And also muscle strain puts a pin in keeping zombie populations high
So Im hoping stealth gets more attention, and maybe even the addition of more ways for zombies to migrate in less predictable ways
I typically avoid easy mode. I always ran with low loot, hence low guns. And doesn't take a big group to have the desert effect. 2-3 people showing up daily for a week is enough to clear zeds out of a town.
Now, with muscle strain, of course zeds are more scary (in the very early game) which is good to me. How do I know its' good? Because now with default setting I feel a close experience to what I had with high pop in B41
Hordes that can draw from idle zombies and start roaming randomly would be the best thing Indie Stone could do for player retention
That would also be amazing, yup
Its no coincindence that there's a couple of very popular mods doing just that
It'd keep people on their toes more and give a good reason to actually fortify a base. Especially for players who go rural, because if you make a base in the countryside zombies are never gonna be a threat
They don't do it fully though
Like its a rudimentary implementation
It is, of course modders can do so much and devs could make it 10x better.
But for now, Horde Night + Starving Zombies + Wandering Zombies is my to-go mod combo to address that
its not as bad as you make it out to be lmao
the mod for MP works just fine
Yes it is
People with bad internet canât play it either
Cause it sucks
damm all my chickens do is just sleep all day long
and they're alive cause I can grab and they make noises, they're just... sleeping permanently for some reason
grab them and then drop them on the ground, see if they still live..
Thatâs a them problem thatâs not on the game lmao
Yeah that why my parents told me when my cat died when I was young
I agree, when i had a server with like 15 players it got barren pretty quickly because of how many people running around, will be interesting to see how this works with mp. This was just mostly vanilla outaide of like 10 mods that were clothing mods, i dont like high pops but it was def difficult finding a sweet spot for mp
I tried with two and they instantly drop dead and explode in blood
Many zombie in survival mode, is normal, right?
Are you actually dumb dude or trolling
You said you need to make friends
yea? and brought up having bad internet?
so I said no a game problem?
what do you not get
MP without optimized netcode = its players fault yes yes
Having bad internet does not mean you donât have friends
Brother is actually dumb
zomboid players try not to cope impossible
did i say it did? no lmao read what I saw vro
I dont need to cope, I play alone lol
k?
troll
"troll" bc I used "k" you call anything that you disagree with a troll or bait its sad
says the child who thinks people playing alone are somehow worse
did I say they were worse?
assumes people who play alone don't have friends đ
is that calling people worse? you did not answer me?
yes, that is pretty childish assumption
no calling people worse is calling people worse, putting words in my mouth is going to get you no where.
loner is not derogatory or putting people down the definition is "a person who prefers not to associate with others:"
then its good if we agree that MP or SP, its all the same degree of worth
id say MP is above single player when it comes to worth makes the game enjoyable
and I like SP because its my own schedule, and the sense of being alone in the post-apoc world
good for you?
of course
I am confused as to your point?
don't make me say the same about your point
I am not making you say anything other then asking you not to put words in my mouth like you tried to.
Now now
I'll rephrase then, you sound very childish in how you respond to people in here in general đ
and I'll leave it at that because I found better things to do
mom theyre fighting!!
what you consider childish is people not talking to you in a polite way, grow a pair.
go make a base in an elevator shaft, no rats can escape if the bottom doors ain't opening
Lol, im still bitter about my death last night so im youching grass right now
I am trying to keep myself from playing PZ before stable
You havent played 42 yet?!
I have, I did colamancy duh
last I played was like 42.6.0 and I did 0-5 STR in less than 14 days
I read what you said, guess you didnât
ok?
yes, hutch dirtiness shouldn't reach 40%, they will get sick and die inside
oh I did not knew that
left it on 100% for some good time before I found a towel to clean it up
though when I hover over it just says they're sickly not dead so I'm hoping they will eventually get up again, hopefully.
no, they are dead
try taking them all out and see
if they are all on their side, they're gone
they are đŚ
i had really thought this was just them sleeping
Quest of my life in B41. I think towards the end I found the formula, but now back to the drawing board. With all these new systems and balancing the sweet spot has to be found again
Lol that and being able to satisfy everyone with fibding crafting stuff 
That's just impossible. As I said, this community can be very opinionated and it's infinitely split. The average PZ player is at its core identity a Single-Player guy that wants to have a multiplayer experience, but in a way that speaks to its' very specific tastes. Hence, one player/one server.
A shocking stat, at peak 41 there were 6k servers, and as much active players
This is right now on BattleMetrics. It speaks for itself
Something that I bang on since I started hosting is the concept that servers are a shared gaming space, and a willingness to compromise is PARAMOUNT. Both from user and host sides. Players and Admin alike. Otherwise it just cannot work.
The more complex the setting board becomes, the more crucial is to accept this core concept... Otherwise...well just look above for the outcome
close hutch doors and let them sleep outside if you can't clean it regularly, they can live outside without problems
I'm running a cryo run and it's -80 outside they don't seem to be affected by weather at all
to be fair, that IS the bugfix, previous versions youd fall into an endless pit and crash the game iirc
so freaking need mp devs 
lol
mp when
When it is ready

If that is what you want to believe, who am I to stop you đ¤ˇââď¸
I donât want to believe it but thatâs the rate things are going
yall need to embrace the single player
only there
you can be in full control
only there
you can achieve peak character development
Fiending for butchering hotfix and animals eating bricks hotfix and zombie pop hotfix and bumping hotfix (did this happen I wasnât paying attention) and butchering hotfix again and guns hotfix
only there you can have a 3 mounths playthough and see the world deteriorate
Centipede ears
Donât forget gate hotfix
M14 still doesn't have proper attachments? 
i think firearm attachments are the least of their worries rn dude
yeah i understand that, not really complaining
Dang it seemed like the crashes sleeping were fixed this patch but just had another one
Ok but i really wanna hit my friend in the head with the huge crowbar train pully thingie
Sadistic ahh

Ahh real monsters?
Might be the saddest thing I've ever read
How is that
Get some friends dude
So how's the new heat map
flawed but interesting id say
needs tuning for the less populated areas, works well for the ones that are supposed to be really populated though
How does it compare to before though.
gta 6 before PZ mp
even tho we have a working mod for it
bradenburg is completely overrun when before it wasnt bad at all
lots of previously uninhabited POIs now have zeds, like rosewood pd or the muldraugh warehouse
ekron feels about the same to me, havent tried anywhere else
yeah branderburger is insane, lv that new heatmap is awesome for and guns unlimited
who exactly thought it would be hilarious to add a random jerk/direction when you bump into JUST 1 ZOMBIE your telling me if 1 zombie is next to me in a corner its now impossible for me to sprint past? who the fuck thought this was a good idea? if your going to add a random jitter to bumping into zombies it should happen AFTER the first bump so you dont get wall locked 99% of the time
are you talking about when you run into onea nd your shoulder like whatevers?
Hmmm so I should definitely only use half my original zombies lol
usually the down town areas and big stores seems to be the more dangerous with those hoards.
As they should
Im gonna consider turning off that preloot thing and just having low loot
I wanna play but I wish we were closer to a stable
finding a police statation already looted by off screen NPC lol
Yeah thats dumb
looted scenes should after surviving a whole month.
surviving 6 months and hearing random background screams.
I mean it makes sense, but the problem is theres no way to get that loot from the npc
Because they don't exist yet
Id be fine if it was just the houses tbh
those random looted houses at least have some loot left behind even seeing things like for random food on the floors.
what is weird is that these looted houses seem to always have tear off ever door in the buildings.
yah , lol when i want guns ill spawn in westpoint
even the police station I looted all the doors even the bath room stalls had their doors torn of the hinges lol
Open the door I need to poop!
Is there a way to make it just houses preloot
multiplayer tommorow for sure
Stop this
This hope is brittle
Nonsensical i would say
It's rather a weakness
The one thing that will give you the willpower to get through this
Is patience
just give MP and dont fix it if broken, until actual b42 features are in
sadly known bug
all double gates are bugged including doors
There would be soooo many complaints if this happened lol
Worse than the occasional "mp when"
maybe they will remember we asked for one big update for mp instead of small ones lol

I remember when B41 came out onto stable and people begging TIGS to slow down their update cadence cause it was bricking mods/people were unable to connect to servers most of the time cause the server was almost always out of date
We need a trait that lets you eat stale food and dog food without penalties
Just for the rp
I have said it before, I think each character should have a favourite food that they crave (think Zombie Land and Twinkies) that you get a bonus happiness from, could have a cool down on it to minimize abuse
I do like the stale food trait idea though, would be pretty neat
I love that XD Iâd make a rat farmer who loves to eat rat
speaking of food, this is what we need as a dessert
Yum XD
yeah lol tis and modders got shit for it lol
you know im down for trying anything like once
Iâm down to give anything a sniff at least once. If it smells awful why would I put it in my mouth
canât forget the beverage lol
Yeee lolll đ I was luckily just running my server vanilla at that point so it wasn't that bad for me
Still lots of restarts
Probably do the same for B42 as well, vanilla to start until everything slows down
yeah lol people got hella mad , and i get it , but its honestly just better they work on it cause most people play with mods n stuff and i bet that would just add to clustercuss
True
i havent had to use any mods so far for 42, have you had to?
Has to? No not really - I saw a few things that fixed things for previous versions but I never bothered. Lately I have been doing day one runs just to shoot things for fun, and then vanilla run for main needs to be restarted cause 42.9
That is by design
For a while you didn't zombify so they switched it back
trees have loot is the only one I had to use so far
yah i feel like 42 pretty much has covered all my needs for mods , especially with the last patch and the rain options
branches are really hard to find if ya don't have an axe
oh dangit i need a axe in my current run too lol thnx
Yea for some reason you canât just break branches off trees and bushes ._.
yeah, they should be just as easy to find as the stones are, just being able to go on trees and rip'em off
oh and I said I was going to test the other day
yes you can 100% expand basements just by destroying the walls and destroying any dirt blocks with a sledgehammer, building walls and floors and done
wow wonder how far you can go lol
Wonder if you could make secret unfindable stashes in the void
oooh yess just like build a wall and lock it up, only way to find is destroying with a sledghammer
or make a wall of crates/bookshelfs
!dance
!dance
mp = bool(input(âMultiplayer is out True or False. â))
While mp == False:
print(âmultiplayer tomorrow for sureâ)
mp = bool(input(âMultiplayer is out True of False. â))
print(âMULTIPLAYERâ)
Quite accurate

I think I fixed it but idk bc Iâm on my phone lol
Looks right to me
But like, i am an absolute zero in python
Was hoping we'd get a double gate hotfix before the weekend darn
!dance
Hey where are yall finding carpentry books?
commercial vehicles , warehouses , sheds, houses , sometimes school classrooms
higher level ones i find on zombie surviviors
alright thank you. i forgot that libraries got reworked
yah i usually find like the actual skill books in classrooms rather than the library part usually , sometimes they spawn there but seems more like the novels n shtuff
theres also mobile library stepvans if you can find those
idk i checked the riverside highschool and the classrooms didn't seem to have much either
yeah lol same, i went there and didnt find much for skillbooks
