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      Patch notes and announcement threads for PZ builds.

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    2. General Discussions

      Just the general place to natter about zombie apocal-em-upse, Project Zomboid.

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  3. PZ Modding

    1. Tutorials & Resources

      The place to learn and gather everything you could need for modding PZ!

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    2. Mods

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  • New Topics

  • 2316 The Ultimate Question!

    1. 1. Which is better: pancakes or waffles?


      • PANCAKES
      • WAFFLES

  • Posts

    • I don't like how you have to right click a corpse to pick it up and drag it into your military backpack or something.   I think you should be able to just drag and drop the corpse from the floor/environment inventory into any of your inventories without the right click and select grab step.   Now why is this so important? Well when it comes to corpse disposal I want to able to move those things from the environment to my inventory to the dumpster as fast as possible. Especially since with fake dead enabled by default in my game before the off option was available I gotta get rid of these dead zombies asap.   Also makes cleaning up zombies to prevent corpse sickness a lot more efficient.   So considering pretty much every movable container can be put directly into your inventory I figure this should be okay to implement.
    • I think it'd be really nice if you could use saws to cut trees like in real life.   I mean I get a bit tired of having to wack away axes to cut down trees. It's repetitive plus I go through a lot of axes. Be nice to just use a saw to make the tree into logs.   I guess for balance you could have the saw lose condition health or make it take awhile longer than using an axe.   I guess to saw a tree you'd right click it and select "saw tree" and your survivor would cut in a scripted fashion.   You know like using the axe in a scripted fashion.
    • I've seen some info on ZGC being significantly better on newer Java versions too, glad to know it may improve things. Wish I could do more tests with a more recent version of Java but, as I said, I was seeing too many crashes to reliably test things. MangoHud was also not working there.   Yeah, way above my paygrade to debug and understand why the impact is not as large on Windows but maybe filling a bug report to the guys from OpenJDK? I don't even know if it's something they'd look up.   Anyway, I'll keep playing without ZGC while waiting for the update as I have a lot of expendable RAM. Thanks for looking into this!
    • Perhaps I was unclear.   The Arsenal[26] GunFighter Mod [2.0] mod causes spent bullet casings to be ejected upon firing a weapon. Until last week, all bullet casings ever fired on that server were laying on the ground unless someone picked them up.   If the casings were removed by default, or had a setting, then why would the mod page say to use WorldItemRemovalList to remove them?   When I became admin and added the bullets casings to the server's WorldItemRemovalList, all of my own spent casings disappeared. The mod doesn't have a setting for that, and I didn't change any settings related to that mod. My own spent casings disappeared because I added the casing items from that mod to WorldItemRemovalList.   I do not understand this conclusion. The purpose of me mentioning doing the same thing on a different server was threefold: * To demonstrate that WorldItemRemovalList is capable of removing those items. * To demonstrate I am using WorldItemRemovalList correctly. * To demonstrate that when those items are in WorldItemRemovalList from the beginning, there is no problem. Nothing in my tests suggests that it is unrelated to WorldItemRemovalList at all.   But your choice to come to an invalid conclusion to try to pass the buck on to the mod gave me an idea of something else to test. Base.TreeBranch and Base.Twigs The world is littered with those too, and I was thinking of getting rid of them, but was focused on figuring out the shell casings first.   Test procedure: I identified several locations with branches and twigs, one path through the trees that I cut myself, and another area next to someone else's base that I know I did not cut. I added Base.TreeBranch and Base.Twigs to the list, set HoursForWorldItemRemoval to 0.01 so I wouldn't have to wait long, and restarted the server. I cut down a few new trees, near the other person's base, until there was both a branch and a twig that I knew I was responsible for.   I left the area, came back a few minutes later, and my newly cut branchs and twigs were gone, but the field full of branches and twigs that I had not cut were still there. I then went to check the path I had cut through the trees a month ago - those are gone.      No, that is not correct. Base.TreeBranch and Base.Twigs are items in the base game. This has nothing to do with the mod those other items came from.   How does WorldItemRemovalList function? What conditions exist for WorldItemRemovalList to not remove all instances of Base.TreeBranch and Base.Twigs from a multiplayer server at the same time?  
    • I'm pretty sure anyone who has played Zomboid has probably notice this behavior, but I couldn't find an existing bug report, and it's silly enough it should be a bug. Zombies who have been aggro'd and have unobstructed line of sight to their target cannot navigate around obstacles (walking around cars, hopping fences) if their target is sufficiently far away. I don't know the exact threshold, but it seems consistent and around 28 tiles. The zombie is still on screen and continues the walking animation. If the player approaches, the zombies will repath correctly. The path finding debug line (visible in the screen shots) flickers rapidly while the zombie is stuck.
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