RE: Why did you like jars?

It's called simping. Like textbook simping for this game. Could be a family member or friend, but if not then it's even worse. He or she thinks TFP can do no wrong and has become a blind white knight for 7D2D.
 
In some ways screamers are more common now, but in other ways they're less common. If a screamer spawns (and you kill them), there's like a 15-20 minute delay before you can start producing heat again. No more setting a bunch of campfires alight to chain-spawn screamers.
I can tell you, the 15-20 delay does not work. I've had multiple times (even in 2.1) where new ones will come 5 minutes later (they weren't summoned by the first Screamer HOA).
 
I want jars back because the new system was a clear downgrade and it literally made no difference. All it did was make us create entire farms of nothing but dew collectors. You find enough polymers to make an army of dew collectors. I had over a hundred in my V1.4 playthrough. I'd like The Fun Pimps to tell me that water isn't too plentiful when you can have an insane number of dew collectors all with gatherers, tarps, and filters. You can have multiple dew collectors made by the end of day 2. Their changes made zero difference to survival.

Half of their changes were to combat the way we played the game. Nerfing zombie fall damage multiple times to negate fall bases. Adding digging to stop people from hiding underground. Changing zombie AI so that they no longer just fall into holes in the ground outright negating underground bases. You have to trick the zombies into falling into a hole in the ground. These are NOT zombies. They thought food was too plentiful so they balanced the food recipes (likely put a bad taste in their mouth as it was tedious work and not as fun as overhauling an entire system). This was negated by the insane number of animal spawns occurring in the winter biome. Food only not plentiful if you're not smart enough to outsmart an animal.

The Fun Pimps have wasted their time and ours by constantly overhauling and re-overhauling the game. They changed things that made sense to new and old players alike as they were grounded in logic in favor of systems that only on the surface suggested a meaningful change. We want the game to be about survival again. We want the game to simply make sense. Jars are representative of that.
 
I can tell you, the 15-20 delay does not work. I've had multiple times (even in 2.1) where new ones will come 5 minutes later
From what I saw when last testing it, the cooldown applies to some kind of a "heat chunk". A large area (over 100m squared), but crossing the borders is .. "instant". If your base is sitting on a border, or worse, a corner, you can end up with 2 or 4 separate cooldowns. And there's no way to see where the border is without watching heat in DM, afaik. It's probably something you can math out from your coordinates, but ...
 
Well i was only following your instructions. Should i not do that?

Hmm im pretty sure you down voted one of my post where i admitted i was wrong.
Not sure why you would have done that unless it was in one of your mass down vote sessions and didnt read it.
The prompts please. Let us check your claims. You have no technical limitation to hide behind. So lets see them. Or are we gonna see yet another excuse?
 
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From what I saw when last testing it, the cooldown applies to some kind of a "heat chunk". A large area (over 100m squared), but crossing the borders is .. "instant". If your base is sitting on a border, or worse, a corner, you can end up with 2 or 4 separate cooldowns. And there's no way to see where the border is without watching heat in DM, afaik. It's probably something you can math out from your coordinates, but ...
Ah, ok. That makes a little more sense.. I think? I'm not going to pretend I understand all of it.
 
Ah, ok. That makes a little more sense.. I think? I'm not going to pretend I understand all of it.
Hmm; simply put, the world is covered with a 150x150* block grid, each square tracks their own heat and has its own cooldown.
Moving from one square to the next allows for summoning a new screamer instantly.

(*not sure of the exact size)
 
Do you have any idea how annoying it would be for builders to add even semi-realistic weight restrictions? When I'm building something that's going to take millions of concrete mix (yes, I do this fairly regularly), having to make hundreds (likely thousands) of trips from mine to base to move all the stone I'm going to need would be a non-starter.
There is something like that in Conan Exiles. And okay, stone, it's everywhere. But when you switch from iron to steel, running from the quarry to the base with a full load somehow gets really boring.

So I agree, realism is not needed here.
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You find enough polymers to make an army of dew collectors. I had over a hundred in my V1.4 playthrough.
Why so much? 20 was enough for me and I didn't know what to do with so much glue.
 
They could have removed empty jars from the crafting and looting tables while allowing you to reuse the Jars you find with fluids. Dew collectors could require Jars to fill. Also allow refilling of empty jars at any water source. Fall damage and death could damage a percentage of empty jars in your inventory.(Heard a You Tuber say this and I agreed) Drinking or cooking with fluids should leave you with an empty jar.
 
There is something like that in Conan Exiles. And okay, stone, it's everywhere. But when you switch from iron to steel, running from the quarry to the base with a full load somehow gets really boring.

So I agree, realism is not needed here.

Mechanics like that are best when they fit the overall flavor of the game. I'd hate a weight limit in 7d2d, but I "like" it in Project Zomboid.

The game has to decide what it is, and then keep as close to that script so that everything feels in place.
 
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Hmm; simply put, the world is covered with a 150x150* block grid, each square tracks their own heat and has its own cooldown.
Moving from one square to the next allows for summoning a new screamer instantly.

(*not sure of the exact size)
This might be wrong, but I seem to recall it being said that they're 16X16, which would make some sort of sense. There was something in the 2.2 patch notes that made me think they've made the cooldown effect neighboring chunks.

1754413139443.png
 
This might be wrong, but I seem to recall it being said that they're 16X16, which would make some sort of sense. There was something in the 2.2 patch notes that made me think they've made the cooldown effect neighboring chunks.

1754413139443.png
Most deffo wasn't 16x16 when I was testing it; had to actually travel quite a bit. 16²x16² would be closer ... :)

But if that neighbor CD is now in place, great; shouldn't be as much of an issue then. Thanks!
 
Why so much? 20 was enough for me and I didn't know what to do with so much glue.
I kind of just kept making them without thinking about it until it got out of hand. My base was also best used with throwables and explosives. I wanted to use a lot of explosive arrows at one point. Did I need 100 dew collectors? No. I think I really just did that because my OCD told me to use the whole field I had been putting them in.

Edit: Each explosive arrow requires duct tape, so I wanted a lot.
 
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Edit: Each explosive arrow requires duct tape, so I wanted a lot.
Doctor, I need pills for greed. And more, more.

I once tried using such arrows, but eventually switched to Pipe Bomb. For some reason, with arrows, my blocks received more damage, although according to the description it should be less.
 
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