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

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  3. PZ Modding

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  • New Topics

  • 2316 The Ultimate Question!

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


      • PANCAKES
      • WAFFLES

  • Posts

    • 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.
    • Can you elaborate on the issue? Do you perhaps have any mods enabled? Since instant zombification is generally not enabled by default, unless you specifically turned it on in the settings or through a mod.
    • I would like to know what type of grass they have smoked to assign a weight of 3 to the drumstick. Have you never seen a drumstick or looked at its real weight? I mean, are you telling me that a simple wooden stick weighs more than a fire extinguisher (weight 2)?   There are also other objects that have an absurd weight compared to what they really are, but I am not going to go into more detail. The truth is that it is already absurd to write this shit.   Regards.
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