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Corpse Mod (updated to 0.9.3)


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#1 johndough

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Posted 05 August 2013 - 03:47 AM

THIS MOD WAS MADE FOR AN OLDER VERSION OF PZ AND IS NO LONGER WORKING PROPERLY. DOWNLOAD AT YOUR OWN RISK.

 

Extract this to the *root* folder, not the media folder.

 

Update 0.9.3:
- Added realistic infection chances
- Added gloves item. The icon looks amateurish. I need to improve my pixel art for the final version. Gloves are used simply by having them in your main inventory(not backpack, plastic bag etc.)
- Added chance of infection when cleaning, removing corpses or grabbing from corpse inventory
- Hypochondriacs have a very large chance of catching a "fake" infection when dealing with corpses
- Hypochondriacs refuse to clean without gloves
- Hypochondriacs complain when living in infested rooms, and of course, have a large chance of catching fake infections if they do
- Fixed naked corpses bug. Probably. If this appears again, a restart will always fix it now.
- Tweaked bleach spawn rates
 
Update 0.9.2:
- Changed chance of infection. I had accidentally set this to a debug value that was much higher than intended. Players who care about their character should download again.
- Added some sound effects
- Added option to open old bleach item types. This will convert them to the new bleach item type.
- Possibly fixed naked corpses from spawning. Please let me know if you experience this.

 

---
 
This mod will allow you to clean your safehouse, remove corpses and also adds new ways of getting infected. Two new items are added: drainable bleach and gloves. Use bleach to clean your safehouse of zombie corpses and gloves to protect yourself from infection when dealing with corpses. 

 

This is work in progress. Please let me know if you encounter any bugs.
 
Right now removal of blood is not possible, AFAICT. This is because there is no getter method for the IsoFloorBloodSplats in the IsoChunk class. So I will have to add that later, if it becomes possible then.
 
Some quirks: 
- You need to actually be inside the room you want to clean. It does not matter where you click, only where you stand.
- PZ's "rooms" aren't necessarily rooms. Sometimes rooms are cut in half or they extend further than what you would expect. Sometimes one or two gridsquares in a room aren't actually part of that room. However, as long as you make sure there are no zombie corpses nearby, you should be safe(and your character will tell you that the room is clean if you try to clean it).
- The old bleach items can be used by right clicking and choosing 'Open bleach bottle'.
 
http://pz-mods.net/gameplay/CorpseMod/


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#2 Rathlord

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Posted 05 August 2013 - 03:55 AM

Nice! Sounds like a good holdover until the devs implement this into the final game. 


"You owe us an ending!"

'I owe you nothing. I am a dungeon master. I create a boundless world, and I bind it by rules. Too heavy for a bridge? It breaks. Get hit? Take damage. Spend an hour outside someone's front door, fighting over who gets to kill him? He leaves through the back.'

#3 johndough

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Posted 05 August 2013 - 04:03 AM

Nice! Sounds like a good holdover until the devs implement this into the final game. 

 

Lol, they have stated that they will? If so, I think I will shelve this for now.



#4 Rathlord

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Posted 05 August 2013 - 04:22 AM

Cleaning up corpses and the possibility of being sick from corpses is something they want to do, yes =P

 

But that could certainly be a long time in the making and could be implemented completely different from yours. A lot of times, also, the devs decide to add popular mods into the game. Now, they've obviously already said they wanted to do this before, but your mod could give helpful player feedback and give them insight into how they want to do it. Just some thoughts.


"You owe us an ending!"

'I owe you nothing. I am a dungeon master. I create a boundless world, and I bind it by rules. Too heavy for a bridge? It breaks. Get hit? Take damage. Spend an hour outside someone's front door, fighting over who gets to kill him? He leaves through the back.'

#5 Austin

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Posted 05 August 2013 - 05:00 AM

Keep doing this mod. 



#6 Aricane

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Posted 05 August 2013 - 05:50 AM

Don't shelve it. Think about how many people will enjoy it until the feature goes vanilla! The dev is pretty caught up with other things, so it probably won't be anytime soon



#7 johndough

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Posted 05 August 2013 - 03:19 PM

Alright, will do.



#8 7Roses

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Posted 05 August 2013 - 09:47 PM

yea this is really great, we can't for sure know how long it will take before the devs start on this feature.

It could be a year for all we know...

also are there 2 types of bleach then?

can't you just make it so there is an open bleach bottle? and make a recipe containing the existing bleach to open it up?


I really should search an avatar for my account....
if your mod needs some better loading or languagesupport look if my util mods could help you: 7Roses util mods

#9 johndough

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Posted 06 August 2013 - 03:14 AM

I could do that.



#10 Austin

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Posted 06 August 2013 - 04:49 AM

Good update.



#11 RoboMat

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Posted 06 August 2013 - 10:38 PM

Great mod!

 

Couldn't you use the tilenames to include a menu to remove bloodsplats?


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#12 johndough

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Posted 06 August 2013 - 10:57 PM

Thanks.

 

You would have to explain to me what tilenames have to do with bloodsplats. AFAIK, bloodsplats are rendered independent of tiles at the 'chunk' level. 



#13 RoboMat

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Posted 06 August 2013 - 11:02 PM

I meant the texture name of the sprite... similar to what I've done in my sleeping overhaul. Do they show up in the worldobjects table?

 

function ISSleepMenu.objectSelector(_worldobjects)
    -- Iterate through all clicked objects
    for _,object in ipairs(_worldobjects) do

        -- get the name of the clicked object's texture
        local name = object:getTextureName();

 

Then if name == the name of the blood sprite you can use it to add a new context menu.


“Shallow men believe in luck or in circumstance. Strong men believe in ZombRand().” ― RoboMat W. Emerson
Check out my mods on pz-mods.net.


#14 SenorMonstro

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Posted 07 August 2013 - 12:40 AM

Nice mod (:


¡ ¡ ¡  I  T H I N K  I T  I S  B E A U T I F U L  T H A T  Y O U  A R E  2 5 6  C O L O R S  TOO  ! ! !


#15 johndough

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Posted 07 August 2013 - 04:08 AM

Nice mod (:

 

TY.



#16 johndough

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Posted 07 August 2013 - 04:12 AM

I meant the texture name of the sprite... similar to what I've done in my sleeping overhaul. Do they show up in the worldobjects table?

function ISSleepMenu.objectSelector(_worldobjects)
    -- Iterate through all clicked objects
    for _,object in ipairs(_worldobjects) do

        -- get the name of the clicked object's texture
        local name = object:getTextureName();

Then if name == the name of the blood sprite you can use it to add a new context menu.

 

I will have to check this out, but I suppose this will only give me the same objects as the getter functions on the gridsquare and cell, and I've checked all those out.



#17 Aricane

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Posted 07 August 2013 - 12:20 PM

 

I meant the texture name of the sprite... similar to what I've done in my sleeping overhaul. Do they show up in the worldobjects table?

function ISSleepMenu.objectSelector(_worldobjects)
    -- Iterate through all clicked objects
    for _,object in ipairs(_worldobjects) do

        -- get the name of the clicked object's texture
        local name = object:getTextureName();

Then if name == the name of the blood sprite you can use it to add a new context menu.

 

I will have to check this out, but I suppose this will only give me the same objects as the getter functions on the gridsquare and cell, and I've checked all those out.

 

Maybe another approach is to draw the ground sprite ontop of the bloodsplatter?



#18 johndough

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Posted 07 August 2013 - 02:27 PM

Unfortunately the worldobject only contains the same objects as the getObjects() method.

 

Maybe another approach is to draw the ground sprite ontop of the bloodsplatter?

 

That would imply a shitload of texture drawing calls in OnPreUIDraw or similar events, which I think would kill performance very quickly.



#19 AkHolic

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Posted 09 August 2013 - 09:12 PM

What's the situation with the naked corpses bug? Have you had any reports of people experiencing it? :)



#20 johndough

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Posted 09 August 2013 - 11:21 PM

I found that it was still present in the last version uploaded - possibly even worse than before. I think I have fixed it now, though.