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Sustain resources mod - build 29.4


apelikejay

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This is a resource sustainability mod that my cousin and I play together nightly...
it 'borrows' from the following mods:

 

CraftHelper 1.2 (by Omegapl)                                                                    
http://theindiestone.com/forums/index.php/topic/9267-craft-helper-12/
This sustainMod adds 200+ recipes to the game... CraftHelper is essential in keeping it    
organized both for me... and for gameplay! Amazing Mod... all credit Omegapl, and apparently
Peanuts, the original creator of the mod.

 

Reloading Mod v.0.2 (by Rausheim)                                                                
http://theindiestone.com/forums/index.php/topic/10105-reloading-mod-make-your-own-ammo/    
'Borrowed' greatly from this mod... textures and ammo-to-the-ground scripts are identical
with only minor changes to recipes and drop rates. This provides a great foundation for
providing ammo sustainability. Great work, Rausheim!

Dry Towels (by Saranis)                                                                            
http://theindiestone.com/forums/index.php/topic/7126-dry-towels/
A great little mod that allows for cleanup of wet towels in games and extends itself well
to the sustainability idea I am aiming for in this compilation pack. Allows for collection
of water by wringing out otherwise spent items such as the wet bath towel and wet dish towel!

The Toolbox.png and MetalScrap.png images used in this mod are from:                                                    
Building Mod v.0.2.2 (by badtrix)                                                                
http://theindiestone.com/forums/index.php/topic/7773-building-mod-v022/    
I couldn't get this working with the latest builds... I didn't want to mess with it.
This mod inspired the recycling aspect of the following mod. I never really looked at the
recipe code from this so any similarity to my own code below is coincidental. They both do
the same thing, coincidences were bound to occur. Credit for the inspiration and the images!
 

 

 

If you are using any of these mods, you can disable them or uninstall them when using my mod.

They are already implemented in this mod as they fit exactly what I am trying to accomplish with it.

 

FILE UPDATE (11/26/14):

No longer uses the Start Safe Mod...

 

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Now that credits are aside, what is in this mod?

Dispose of corpses with axes, knifes... even spoons... and collect Disturbing Trophies.

 

Allows for creation of new weapons: Katana (bladed), Softball Bat (blunt equiv), and the
Streetsweeper Shotgun. Also build easier recipes like a Screwed Baseball Bat, Razor

(bladed) Baseball Bat and the Backyard Katana...

 

Can your own soups and stews and all farmable foods. Works with scavenged Berries.

Store your farmed goods and use them when you need them, not just before they spoil.

 

Allows for recycling of nearly every in-game item.

 

Craft many in-game items: tools like the sledgehammer and saw, weapons like the shotgun

and hunting rifle, even their modifications like the x8scope... most if not all of it is in here.

 

Recycle spent ammo and craft your own ammo, mostly thanks to Rausheim! Spent ammo

even kicks to the ground... collect them shells!

 

Greatly lowered fixing costs for in-game items. They now require 1 of each default item.
Changed gun fixing to use Bleach instead of another gun. The equivalent of cleaning.

 

Craft a Beehive.

 

Extract Honey from the hive and make Go Go Juice.

 

Extract Beeswax and make Candles.

 

Craft a Hand Torch, an offhand item that greatly increases night vision.

 

Utilize Saranis' DryTowels mod and collect water from wet towels, or just dry them.

 

Collect the patterns (in the form of books) to do this mod's recipes from zombies. The
better the craft-able reward, the rarer the book drop. Books are spent on use so save them up!

 

Track it all with the power of CraftHelper 1.2, by Omegapl.

 

 

FILE UPDATE (10/6/2014):

 

 

Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly).

 

Added ability to craft pills (via new recipe/book drops).

 

Paint cans now give back an empty paint can when used up.

 

Added ability to refill these empty paint cans -- only with the color they previously were. This means

if you have one can of one color, effectually you can paint forever with that one color. Recipe drops

are added for this as well.

 

Craft Plaster Powder.

 

Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books.

The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet

of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can!

 

Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical

to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close.

 

(This Pistol is a work in progress... it might take some modifying to get the sound right... I'll removed this

parenthetical when it's confirmed solid.)

 

Added ability to make Jerky from all trapping and fishing game.

 

Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on

recyclable items. (Which shouldn't really happen considering you can recycle jewelry, pills and

clothes and get the three main recycling mats, all from zombie drops--but it will be a nice little boost.)

 

 

FILE UPDATE (10/13/14):

 

Can now craft hinges and door knobs.

 

Honey can now be put in Water Bottles, Whiskey Bottles and Pop Bottles... not just Wine Bottles.

 

Plaster Powder now kicks back an empty bag when used. Just like the paint, this is needed to refill

(craft) more Plaster Powder.

 

 

 

FILE UPDATE (11/26/14):

 

Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items.

 

Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies.

 

Casks are now refillable.

 

Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask

lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired.

This also means... more killing!

 

Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make

whole stacks of ammo... this only affected the final step of ammo making.

 

Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife

and then use the fillet to make the jerky.

 

Messed around with the Silenced Pistol -- it's still loud on the players end...

 

 

 

I hate to say it but... more to come... eventually....

 

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To use this mod:

Download and extract to your /users/USERNAME/zomboid/mods/ folder for single player.
For multiplayer, extract and overwrite your /media/ folder inside your game directory
with the media folder provided in the zip file. It is advisable to backup your game's default

media folder before making changes to it.

This works perfectly fine on our multiplayer server on build 29.3. For multiplayer:

When new patches or hot fixes come through, simply apply the patch then re-save the media

folder over the game's default media folder... it's worked so far *fingers crossed*. Remember,

all players on the multiplayer server must have the same file structure so every player must do

this.

 

Most of this mods recipes can be done from the ground. The way the game's mechanics are

working at the moment, means that one of the required items can be on the ground. But only one.

With this mod you can sustain your resources (firepower, water and canned goods) indefinitely...
long after a server has been looted.

 

FYI: The Katana uses the poolcue sprites, the Softball Bat uses the baseball bat, and the

Streetsweeper uses the shotgun.

 

This is fully updated to the current live build on Steam --> Early Access 29.4.

 

I will not be publicly updating this for the IWBUMS branch anymore... just through 29 as I developed

it. It should continue to work for players on that branch and I will probably update it to build 30 when

it goes live if any tweaking is needed.

 

I do not know about backward compatibility to previous builds. Recipes in this mod utilize the Stone

Axe and Berries of the build 29+ branch and might 'break' something if used on previous branches.

sustainMod.zip

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Just updated the download -- new file: Missed a comma... couldn't make the Streetsweeper... works now. A note on the Sweeper... its 18 shots, faster rail and reload than the regular shotgun and breaks slower. Repairs with Bleach. You can also craft a custom sling for the sweeper to lower it's weight, which is .5 heavier than the regular shotgun.

 

 

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Thanks, Dragon. It is great. I didn't realize until last night that many of the things I've done here are done in other mods in various forms... I made this simply because it looked so easy when looking at the Building Mod when it didn't work. And I want to survive in a game a little longer than the developers, who seem to want us to die... which is great if not a tad sociopathic.

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great mod from what i can tell so far a question though i noticed there were items that had icons show up as blue question marks now my question is did i mess up installing the mod or something?

 

nevermind on that it fixed it self after i exited and loaded pz again

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Thanks guys for the kind words... still running great, into week three on our server...

 

----

 

FILE UPDATE:

 

Fixed a few minor issues... Go Go Juice recipe wasn't finding water in bottles and such... works now... making Shotgun Shells was much, much more 'expensive' than the other bullets... it's fairly normalized now... finally... the graphic for the Torch Wrap was never uploaded in the mod...

 

I didn't want to dig into my graphics programs this weekend, and as you can see, graphics aren't my strong suit (anyone that can beef them up, would be great--like lose the white border at the end of the transparency... would be great)... but I simply borrowed the same graphic as plastic scraps and they should be appearing now...

 

These appear to be the known bugs... anyone finding anything, feel free to toss it up here!

 

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And yes, Trazma... anytime you load a Mod as a mod (as in, to your mod folder and not multiplayer in the games main directory) you have to restart the game after activating the mod for the images to load...  there is a 'loadtextures' function in their game code to force this action when the mod loads but my attempts at playing with it in a mod have been met with too many errors when the workaround, reloading the game, is so simple... glad it worked out for you... glad you're enjoying it.

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@ Duffman --> I'm playing on the latest hotfix 3... works great... if you're playing multiplayer, resave over your media folder inside the game's folder.. this works (generally) anytime a patch comes through... so far.... If you're playing with it as a single player mod, it should just work... I haven't tried it lately in single player but the way it's working in multiplayer, it absolutely should work.

 

@ Epocx --> For single player, extract the entire folder to: /users/YOURUSERNAMEONYOURPC/zomboid/mods/

 

YOURUSERNAMEONYOURPC would be whatever the PC names your user folder... every identity on windows has a user folder associated with it. When you have extracted the file, load the game and it should show in your mods list when you click on mods at the bottom of the main menu page. Click on the mod, a green-check mark will confirm it is activated. Then, back out, exit the game, and restart it. Mod images don't generally load until the game is restarted with the mod active.

 

Only in multiplayer would you be in your Steam folders and then you would want to save just the media folder over the default media folder inside your /programfiles(x86)/steam/steamapps/common/project zomboid/ folder.

 

Hope this helps.

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ANOTHER FILE UPDATE - A BIG ONE:

 

Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly).

 

Added ability to craft pills (via new recipe/book drops).

 

Paint cans now give back an empty paint can when used up.

 

Added ability to refill these empty paint cans -- only with the color they previously were. This means

if you have one can of one color, effectually you can paint forever with that one color. Recipe drops

are added for this as well.

 

Craft Plaster Powder.

 

Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books.

The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet

of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can!

 

Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical

to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close. This is a

work in progress... it shouldn't attract zombies but it might not sound right to you...

 

Added ability to make Jerky from all trapping and fishing game.

 

Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on

recyclable items.

 

 

FIXED:

 

308 projectiles were reading as 223 projectiles on the tooltip. Was purely cosmetic... it's fixed.

 

---

 

Simply saving over the old mod (media folder for multiplayer) will work with previous saves. No new game

spawn drops (cabinets and crates and such) were added. Only drops from zombies.

 

It's worth noting that I just finished on this update today... we started playing it tonight... working great so far.

Everything in the previous build should work as usual. Heck, everything new should work too! But if anyone

finds a glitch, toss it up here... would love to hear about it... thanks and enjoy.

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@ Trazma... at the moment, it's only working with Wine Bottles... you have to drink those... a change is coming soon to add the other bottles.

 

When I first did this, I had assumed those were the Empty Bottles you find in trash cans all the time so I set it to those... but no... you need to drink the red wine... the good news, you only need to do it once...

 

Will be changed in the near future.

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FILE UPDATE:

 

Added ability to put Honey in Water Bottles, Pop Bottles and Whiskey Bottles.

 

Plaster Powder now kicks back an empty bag when consumed.

 

Crafting new Plaster Powder now requires this empty bag.

 

Can now craft door knobs and hinges.

 

Separated this mod from the Start Safe mod... the two can be used simultaneously.

 

---

 

Set this up for the live 29.3 build... should work for all Steam players. Will no longer be updating for the

IWBUMS branch. If you play this mod on multiplayer, delete the media/lua/client/AddItems.lua file from your

game directory when updating this mod from a previous version. The AddItems.lua file has been renamed

and reworked to work with the Start Safe mod, should players want both.

 

For single player, delete the original sustainMod folder from your mod directory and simply download and

install the latest version to your mods folder as usual.

 

It should work fine with previous saves.

 

I have some ideas for future updates... they would be big... it might be a while before anything is posted,

so unless anyone posts any glaring errors, this is about as finished as this mod gets for a while.

 

Enjoy.

 

Final Note: I still haven't tried out the Silenced Pistol in my game. It absolutely shouldn't attract zombies as

the code appears to work. But I'm unsure about the volume settings for how it will sound to players. So this

might cause an update at some point... still, enjoy...

 

 

AND ONE MORE NOTE (for mod compatibility):

 

My mod makes changes to the following default game files:

 

media/scripts/items.txt

media/scripts/newitems.txt

media/scripts/fixing.txt

media/lua/shared/ISReloadManager.lua

media/lua/shared/ISReloadUtil.lua

 

If you use a mod that changes any of these files, there might be compatibility issues. I know this is probably

considered bad form but I couldn't see a way around it. To have default build items kick back my custom items

I had to make changes to the default build items.

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Seems like a great mod so far!

 

One question: Do I have start a new game to spawn the four essential crafting items or can I get them on a saved game I've already started? It would be a shame if I have to start a new game because of the all the time and effort I've put in to survive this long!

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@ legumanigo --> The books are essential items needed to craft. Almost all recipes this mod adds require at least one of those books. They act as a way to slow down crafting... you have to collect the book before you can perform the craft. The drop rates are fairly balanced so that the better the craftable reward, the rared the drop rate, while more common recipes require common books (like books for recycling and using the propane tank). I find that it also promotes lots and lots of zombie killing... something that extended crafting can detract from... can't just sit in your hovel making bullets... have to go find some books first...

 

When you have gathered all the materials required for a recipe (whether involving a book or not), clicking on one of the items in your inventory will give you a menu to perform that recipe. Also, clicking on any item involved in any recipe will give you the option to click on "craft helper" (generally the last option in the interaction menu for the item) which will detail exactly what recipes the clicked-on item can be used in.

 

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@ Sproing --> I don't think that you will have to start a new game to get the four crafting items. The way the mod file for adding items works is that it saves whether or not you have added the items before, so if you haven't had that file in there prior, and are just now using it, it should provide them.

 

There is one issue though. Toolboxes, Chemistry Sets, the projectile dies and the bullet presses are all drops in the game from cabinets and such... if you load this mod into a game that hasn't ran with these items before, they won't make it into the game because those boxes spawn their items when the server is first created...

 

The workaround is this:

 

1) open this mod's folder and navigate to media/lua/client/sustainAddItems.lua.

 

2) open the sustainAddItems.lua for editing in notepad plus or some editor that will retain the files extension.

 

3) Copy and paste the following code over everything in the sustainAddItems.lua file...

function SetLootTruth2()	local me = getSpecificPlayer(0);	me:getModData().startingloot2 = 0;endfunction SpawnStarterGearOnce2(_keyPressed)	local me = getSpecificPlayer(0);	local inv = me:getInventory();	local key = _keyPressed;    if key == 210 and me:getModData().startingloot2 == 0 then        inv:AddItem("sustainMod.SM_Cask_Minerals");        inv:AddItem("sustainMod.SM_Cask_Sulfur");        inv:AddItem("sustainMod.SM_Cask_Saltpeter");        inv:AddItem("sustainMod.SM_BlowTorch");        inv:AddItem("sustainMod.SM_Toolbox");        inv:AddItem("sustainMod.SM_ChemistrySet");        inv:AddItem("sustainMod.SM_ReloadingPress");        inv:AddItem("sustainMod.SM_ReloadingPress_Shotgun");        inv:AddItem("sustainMod.SM_Bullet_Mold");        inv:AddItem("sustainMod.SM_DieSet9mm");        inv:AddItem("sustainMod.SM_DieSet223");        inv:AddItem("sustainMod.SM_DieSet308");		me:getModData().startingloot2 = 1;		local getmod = me:getModData().startingloot2;		print("SustainMod: Startingloot Updated to " .. getmod); -- prints the startingloot value to the console.    endendEvents.OnKeyPressed.Add(SpawnStarterGearOnce2)Events.OnNewGame.Add(SetLootTruth2)

4) save the file and reload the mod.

 

(again all credit to Nymall and their Start Safe mod... this code is just a minor tweaked version of theirs....

http://theindiestone.com/forums/index.php/topic/8353-start-safe-one-time-starter-materials/ )

 

 

This is going to make you REALLY heavy when you do it (hit 'insert' in the game)... make sure you can unload them safely. This

will add every crafting item this mod supplies through drops in crates/cabinets when the server is first created, and allow preexisting

servers to play with all the items this mod offers without restarting the server when first starting this mod.

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@ Jurjen -- The blow torch is one of the four starting crafting items for this mod... when the mod is up and running, hitting the 'insert' key on your keyboard should give you the blow torch and three other items, directly in your inventory.

Note make sure your in your safe house before you do this they are all heavy and it the only way to get them.  :P  And yes I should have read the first post a bit closer before I hit the insert key myself. LoL

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Thanks! Its not working in my existing game but I'm starting a new game to see if I can get it to work there. And it does. Great!

 

Any idea's on how I could get it to operate in an existing game?

 

It should work on an existing game if that game was created in build 29+... this could be the problem. There were big changes in build 29 with their implementation of scavenging and some of the recipes in this mod refer to items that came into the game in build 29, and didn't exist prior.

 

It's worth noting also that for existing games to get all of the crafting items, they should follow the steps I laid out a few posts back and edit the sustainAddItems.lua file of this mod.

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