Project Zomboid

Project Zomboid

Street Smarts
83 条留言
SIMBAproduz 10 月 22 日 下午 7:34 
Fair enough, ma friend. When I made the suggestion, I was thinking about active zoning areas, such as commercial and residential, for example. Within a certain radius around the player, it might be interesting to define a random percentage of establishments that appear on the map, as well as an individual reveal radius for each of them, better highlighting the "environment." But of course, it's just a loose idea from a generalist thinking out loud.
Nepenthe  [作者] 10 月 22 日 下午 3:44 
@Simba that's a good idea, but it would be hard to pick locations; I pull road information from the foraging zones but there is no "world level" equivalent for building that will give good results,
SIMBAproduz 10 月 22 日 上午 11:11 
Since its release, I've never been able to play without it. Thank you for your work.

If you'll allow me, I'd like to share a thought.

When I revisit my memories, I realize it's easier to remember places than the routes to them, you know?
Instead of having all the roads perfectly mapped out and getting lost at the end of the diameter, maybe we could mix it up a bit.
Remember some streets, some houses, but not necessarily the routes that connect them all.
Like my uncle's house... or my cousin's... I don't remember how to get there, but I remember exactly what they look like.

If I can help in any way, let me know.
Hobocop 10 月 21 日 上午 5:43 
genius mod that should simply be part of the vanilla game
Nepenthe  [作者] 10 月 18 日 下午 6:14 
@gryphonheart @epicstar @hotcoco which game version are you using?
Gryphonheart 10 月 18 日 下午 1:12 
I have the same problem. Mod does not show up in the game despite being downloaded, yes i checked.
Epic_Star 10 月 18 日 上午 7:57 
Just checked the steam files its there but it wont show up on zomboid :(
Nepenthe  [作者] 10 月 17 日 下午 4:40 
@HotCoco Are you using B42? If so confirm steam has downloaded the mod (files will be in Steam\steamapps\workshop\content\108600\3511535258 )
HotCoco 10 月 17 日 上午 7:57 
mod doesn't show up :\
HexMoon 9 月 29 日 上午 10:40 
If there is a way to delete the map data in the player's game when the character dies. When he dies, he forgets because the map will be reset. There was a similar mode. If you develop and adapt this, the new character will continue in the ways he knows as he dies. But he wouldn't know the ways of the old character.
KemonoAmigo 9 月 17 日 下午 5:36 
Brilliant and realistic. Even when I lived abroad in Japan for just a year and a half, by the time I left I could probably get almost anywhere in that city within 2 - 3km from my apartment. Helped that I had a bike and also friends that owned cars.
Golden Dragon 9 月 15 日 下午 5:39 
Thx for brilliant mod.
This should be in vanilla.
Nepenthe  [作者] 9 月 8 日 下午 9:43 
@Hexmoon map knowledge is per game, not per character. While you could implement a "forget map on death" feature it would cause a lot of weirdness if you had multiple characters in a save.

It's a good idea for people who play multiple characters one-by-one though, so I'll add it to the to-do list... No promises I'll ever get around to it though!
HexMoon 9 月 8 日 下午 2:28 
It would be nice if the map was deleted when the character died.
chuckleberrypi 8 月 29 日 下午 4:15 
great idea and solid implementation! i feel like the next step would be having some randomization to the max range of knowledge. also i really like the name compromise in your most recent comment
El Pépé 8 月 16 日 下午 12:54 
Hello Nepenthe, I see a requirement in your mod.info (Starlit Library) but nothing here in this mod page ? Is that normal ? Thank you
Nepenthe  [作者] 8 月 14 日 上午 2:40 
@MrUglyFace by the time I realized that I hadn't updated the mod's info from the working name it had been so long I didn't want it to suddenly change the name in the in-game mod browser for all the people who had already dealt with finding it. And then a bit more time passes and renaming it would be even more people confused.... oops.

I should probably change the in-game name to something like "Nepenthe's Local Knowledge (Street Smarts)" as a compromise.
True Skonger 8 月 14 日 上午 1:44 
I think either workshop page or the mod needs to be renamed. I spent like a good half an hour trying to figure out why it wouldn't download and go into my mod list till I suddenly saw a Nepenthe's Local Knowledge.
qwq 8 月 10 日 上午 6:33 
Got it, thanks a lot for the contribution to our community!:steamthumbsup:
Nepenthe  [作者] 8 月 9 日 下午 6:55 
@qwq no multiplayer in B42, but there's nothing about this mod that should cause issues when multiplayer does release.
qwq 8 月 9 日 下午 5:24 
I wonder if i can use it in MP?My noob friends really need it.:)
Arachnade 7 月 23 日 上午 5:20 
yeah honestly bruh lol

mod works great so far with weeks of playing with mainstream mods! :vcdworker::WoodAxe:
Nepenthe  [作者] 7 月 9 日 上午 2:56 
@Quakers sounds like the crash corrupted your game.
Dr. Quackers M.D. 7 月 8 日 下午 3:43 
after a i quit to desktop this last time i no longer have any of the map knowledge i had including street smarts knowledge of roads despite mod being active is that an issue with this?
Nepenthe  [作者] 7 月 8 日 下午 3:21 
@quackers no code from this mod triggers when viewing the map, it triggers on entering the game. If your game is crashing because part of the map is known then you have something else going on.
Dr. Quackers M.D. 7 月 8 日 上午 9:44 
made myt game crash when viewing map from being to demanding on systems
Demonic 7 月 8 日 上午 6:51 
Another mod that should be base and adds accessibility
Nepenthe  [作者] 7 月 7 日 下午 8:15 
@marc this mod only reveals roads in a chosen radius, not the entire map/solid sections of the map. This means you can see how to get around but the world still feels unexplored.
󠀡󠀡󠀡󠀡󠀡󠀡Marc🦈 7 月 7 日 下午 1:33 
Any difference between this mod and Kentucky Knowledge by Duncan?
Albert 7 月 7 日 上午 10:43 
could you make a mod that let's you wear two Ammo Bandoliers at the same time?
MILF Hunter™ 7 月 7 日 上午 8:04 
Dope mod bro
Foster 7 月 7 日 上午 1:16 
Cool, thanks for the consideration and the great mod, both
Nepenthe  [作者] 7 月 6 日 下午 9:47 
@Foster That's a good idea; I can add sandbox setting for "I know Mauldraugh", "I know Rosewod" etc then in addition to revealing roads around the start location the mod will reveal roads around those locations. I'll add it to my TO-Do list, but that's getting really full right now!
Foster 7 月 6 日 下午 5:52 
Not necessarily asking you to do it, but I'm curious if it's theoretically possible to do something like say let the player choose via Sandbox options to know multiple places' layouts on spawn without having to spawn there.
Like for example, knowing Riverside despite spawning in Rosewood, perhaps using the same triggers as the maps you can get in game?
Ogno 7 月 6 日 上午 7:25 
This mod is awesome. Thank you.
Everything Chicken But The Bone 7 月 5 日 上午 10:39 
@inthungahn In the game lore, you are immune to the airborne variant.
Side note: there are mods for airborne transmission that necessitate wearing masks near infected.
Yandere 7 月 5 日 上午 9:18 
For some reason it's not working for me. I tried build 42 on both regular and modded maps, but it still doesn't work. But the idea is interesting.
Nepenthe  [作者] 7 月 4 日 下午 3:51 
@Ryan that is not possible using the foraging data as a source; trust me, I spent a lot of time trying to find a good way to filter out the roads based on size.

The next version will have some improved capabilities by using the new street system, but even that has a lot of issues like the roads in some towns having the same width as highways.
Ryan 7 月 4 日 上午 11:26 
@Nepenthe I think the map are is bit too big & even when you live in a place for long time not everyone knows every road. It'd be better is only main roads were showing for a longer are and smaller roads were showing in a smaller area.
Nepenthe  [作者] 7 月 4 日 上午 4:19 
@meowsandstuff triggering code based on profession is easy, and while there is no automated way to find a police station/etc there are few enough of them that they could be manually coded in...

I'll see what I can do, but after I finished updating to take advantage of the 42.10 street directory.
Nepenthe  [作者] 7 月 4 日 上午 4:17 
@Simba thanks!

@Kap I've also head the idea for a while, but it was only when realizing the forage zone system gave me the information I needed that it became reality. Then they released 42.10 with a full database of streets to use! ...not that they make it easy to access them.
meowsandstuff 7 月 4 日 上午 1:26 
Any idea if it's possible for profession to influence what's known at start? eg. path to police stations, Louisville work etc.
SIMBAproduz 7 月 4 日 上午 12:54 
Dude, you seem to be inside my mind.
Your mods are stealing the show.
I was thinking about this this week: "how can I make my character have the map revealed in some places, just to elucidate the memory he would naturally have."

Thanks for this.
I want to hang out with you during recess at school lol
Nepenthe  [作者] 7 月 3 日 下午 10:26 
@mac.hogan if you can isolate which other mod is causing the conflict I can investigate - I don't expect this mod to interact badly with anything but really weird interactions can happen.
Nepenthe  [作者] 7 月 3 日 下午 10:25 
@Keinori are there any messages in console.txt starting with "LocalKnow:" if you make a new character/start a new game?
inthunganh 7 月 3 日 下午 9:39 
You are not immune though right? A scratch can make you a zomboid
Kagarine 7 月 3 日 下午 2:42 
It makes so much sense, this def feels like it should be a vanilla feature
alfie 7 月 3 日 下午 2:39 
10/10 im guessing the devs will add this to the game im sure
ledrago882 7 月 3 日 下午 2:39 
my guy woke up with knowledge of how to go to his job at spiffo's, the location of his ex's apartment, and the nearest bar.
mac.hogan 7 月 3 日 上午 3:25 
i found an error that broke my game. I couldn't open the map except the mini-map and the time acceleration too. Maybe its just caused by other mod but it occured after i download it.