Jump to content

SantilliouS

Member
  • Posts

    10
  • Joined

  • Last visited

Everything posted by SantilliouS

  1. Some time ago I developed a mod that allows you to change your traits ingame. It's not totally what you have asked, but a little similar: you need to kill zombies, you need to collect samples from them and then refine those samples int useful serums. You may want to try it out.
  2. Extraserum mod is developed as Add-on and continuation for Antiserum mod. Extraserum gives you very grindy way to earn new Traits and XP boosts for your character. You just need to kill tons of zombies, collect their blood and then refine it into useful serums. Mod page on Steam Workshop
  3. There is a mod to make syringes with cure and you can inject it to yourself and heal. It was intended as single-player mod. I'd like to upgrade it and make it possible to inject cure to other players and heal them. To do this I need a way to get other player's data. Something like otherPlayer:getPlayer(). But I don't know how to do it and could not find any example on how to do it. I know there is a "Perform medical check" action which allows to interact with other player... But again i can't find it's realization code... Can anyone give me example on how to get other's player data from context menu?
  4. Hello there. Not long ago I created a simple mod to Export and Import character's data from one game save to another: Now I want to do some quality of life improvements to it. And in order to do it I need someone to explain me how to work with custom files. 1. Right now I'm using default getPlayer():save(filename) and getPlayer():load(filename) functions. The save(filename) creates a file in game root folder (where Zomboid.exe lies). 1.1. Is there a way to tell this getPlayer():save(filename) function to create files in another directory? Ideally I'd be glad to save it to 'C:\Users\{Username}\Zomboid\Lua\Players\' folder (it is created by game itself but doesn't seem to be used anyway). And would it be real to tell getPlayer():load(filename) function to search for file in that new directory? 2. Also I want to check if file exists before importing data. I managed to do basic checks with getFileReader(filename, true) function. But getFileReader() and getFileWriter() functions work with 'C:\Users\{Username}\Zomboid\Lua\' directory and I could not find a way to make them search for file in the Zomboid root folder (where getPlayer():save(filename) creates it's file). 3. And also I would like to make a list of files with character data so the player can choose character to load rather than typing filename in the string line. To do this I need to scan folder for files with my custom extension. Is there a way to do it?
  5. Hi there! Created a simple mod that allows you to Export and Import your character so you can enjoy different standalone maps with your favorite Bob. Also you may not fear Death anymore because this mod will back your character upon death (I'ts still legal, right?). Also right now it's in Beta state so I'd like you to test it if you are interested. https://steamcommunity.com/sharedfiles/filedetails/?id=2655563133
  6. Hello there! I would like to share my idea and vision about implementing 'favorite foods' mechanic to this beautiful game. First of all - what is this all about? The idea is to separate all consumable food and drink items into three separate categories for each character and further change gained stats from foods depending on their category. It's kinda minor gameplay changes. My vision of this feature: Every character should have their favorite, unfavorite and neutral types of foods. Eating or drinking favorites gives you more mood increase... but you can never get enough. Eating or drinking unfavorites gives you a bit of sadness... and you prefer to eat it no more. To separate food into three categories we need three custom tables unique for each character... in fact we can use only two. Liked foods UnhapyChange = -15 (parametrized; will explain later): gives more mood boost on eating HungerChange = x*0.5 (parametrized; will explain later): fills you but makes you wanting more of that shi.. ThirstChange = x*0.5 (parametrized; will explain later): fills you but makes you wanting more of that Disliked foods UnhapyChange = +15 (parametrized; will explain later): gives mood debuff on eating HungerChange = x*1.5 (parametrized; will explain later): you don't really want anymore of it or anything else ThirstChange = x*1.5 (parametrized; will explain later): you don't really want anymore of it or anything else Neutral foods default numbers on foods One custom table for 'Liked foods'. One custom table for 'Disliked foods'. And all the food items out of those two tables can be count as 'Neutral foods'. These tables should be created with a new character after character creation. After saving and exiting the game those tables and their content should be saved with other character information. After loading character/game those tables and their content should be loaded too. If the tables for character cannot be loaded during loading game save, those tables should be created with empty content. This should help installing mod into existing runs. Every generated food item ingame has it own stat change. I'll explain on a standard pot of soup: item PotOfSoup { HungerChange = -30, ThirstChange = -30, Type = Food, UnhappyChange = -20, ... } So if that pot of soup is one of my character's 'Liked' food, then it should give next stat changes on full consuming: HungerChange = -15, ThirstChange = -15 and UnhappyChange = -35. If that pot of soup is in my character's 'Disliked' food table, then it should give next stat changes on full consuming: HungerChange = -45, ThirstChange = -45 and UnhappyChange = -5. If the pot of soup is not in 'Liked' or 'Disliked' tables, it should give default stat changes on full consuming. Well that makes pot of soup desirable even as unfavorite food, but those numbers are simplistic and I want them to be modifiable through settings so everyone can tune their experience themselves. Also this system can make fun situations like 'my character likes PotOfSoup but dislikes BowlOfSoup wtf?' Well that's fun isn't it? some people really do prefer to eat food from cooking dishes rather than from table dishes. On character creation screen should be button to customize their preferred foods. By default both tables should be empty. From start the 'Neutral Food Items' table should consist of all consumable food items. I think the property {Type = Food} is enough for that... When I move one entity to the 'Liked' or 'Disliked' tables it should disappear from another tables. So the one entity can be either 'Neutral' OR 'Liked' OR 'Disliked'. Tables should be temporary saved for the whole character creation process. For example, I'm creating a character. I opened the preferred food editor and added some foods. Then I closed editor and did some changes to character's traits or visuals or whatever. Then I decided to edit my preferred foods again and opened the editor - I should see the editor in a state that I leaved it before. Also there should be options to save/load presets of preferred food tables. Settings. I think most settings should be modifiable by user via mod settings menu. In mod settings i see next options: 'Add random foods to preferred list upon creating character'. Checkbox True by default Tooltip: If set upon starting game with new character adds up to 5 random 'Neutral' foods to 'Liked' list and up to 5 random 'Neutral' foods to 'Disliked' list. If there is less than 10 food items in Neutral list, then try to add 5 times of 1 item to 'Liked' and 'Disliked' lists until no Neutral foods remained. After that send a warning message to the console like 'Only 7 neutral foods found in the list. 4 added to the Liked and 3 added to the Disliked'. Should only be executed upon creating a new character via creation menu. Should not be executed upon loading game / character. 'Dynamic taste changes' Checkbox True by default Tooltip: If set character can get new Liked or Disliked food upon eating. As tooltip says, if checkbox is set, there should be a slight chance to add consumed 'Neutral' food item in 'Liked' or 'Disliked' list. Also i understand the fact that you can 'taste' one single item a dozen of times before really consuming it by selecting 'Eat' and start running. Let's think that every 'tasting' counts. 'Chance to like food or drink' Field for the fractional number '0.1' by default disabled if checkbox 'Dynamic taste changes' is disabled Tooltip: Percent chance to like food or drink upon consuming The number presents the percent chance to add 'Neutral' food item to the 'Liked' list upon tasting it (selecting 'Eat' or 'Drink' and starting to perform action). '0.1' means there is 0.1% chance to convert 'Neutral' food item to 'Liked' food item. 'Chance to dislike food or drink' Field for the fractional number '0.1' by default disabled if checkbox 'Dynamic taste changes' is disabled Tooltip: Percent chance to dislike food or drink upon consuming The number presents the percent chance to add 'Neutral' food item to the 'Disliked' list upon tasting it 'Liked food and drink mood bonus' Field for the fractional number '-15.0' by default Tooltip: How much additional unhappiness you lose upon consuming favorite food or drink That should be the number to use in formulas 'Liked food and drink hunger and thirst multiplier' Field for the fractional number '0.5' by default Tooltip: Shows your craving for favorite food. It's never enough. Multiplies amount of hunger and thirst gain from fully consumed favorite food or drink. That should be the number to use in formulas 'Disliked food and drink mood debuff' Field for the fractional number '+15.0' by default Tooltip: How much additional unhappiness you gain upon consuming disliked food or drink That should be the number to use in formulas 'Disliked food and drink hunger and thirst multiplier' Field for the fractional number '1.5' by default Tooltip: Shows your hatred for disliked food. Multiplies amount of hunger and thirst gain from fully consumed disliked food or drink. That should be the number to use in formulas 'DEBUG: Edit Preferred food tables' Button Upon clicking opens the menu to edit preferred food tables. Similar to the one in character creation menu. It is useful for testing and for adding food preferences into existing game. And also for casual cheaters. Localization. Well it's obvious that mod and all it's text should be localized for as much languages as possible. I can try to help with that but I can express myself only in Russian and English. So my localization will be as much as work with google dictionary. Multiplayer. Well yes. I'd like to see this thing working in multiplayer if it is ever implemented again. That's like it for basics. Of course there can be done further modifications like causing nausea from consuming disliked foods and chance to 'forget' your liked/disliked foods and so on. But I wonder if there is anybody who will start to implement this idea as it is. Me myself is just unworthy enough. But I'm open to discuss. Ah and also. Why am I suggesting to increase unhappiness reduction while also REDUCING amount of hunger/thirst gaining on food items? Shouldn't it be increased unhappiness reduction and increased amount of hunger/thirst gain on favorite food? Well, that's only my idea and vision. As I mentioned in tooltips for settings: when it's about your favorite foods, you'll never have enough. So you'll continue to consume it until you eventually explode. That's how most human are. You may not agree with me and I understand it. So there are mod settings - do as you wish.
  7. Oh, Hello there! First of all: Thanks for these updates for admins! They are very needed on the multiplayer. ... What am I saying? Thanks you for all the great work you did (and I'm sure you would do further!) about that great game! So what am I asking about: There are options for some PvP players, like bans, able/unable PvP, GodMode adn invisible hand of Admin Justice. But what about players who like some extreme numbers of zombie-smashing actions? I mean, would there be options to spawn Zombie/Crowd/Horde in some specific locations? Like: -We have a great Safehouse, garden, lots of food and guns and cleared the town from all zombies. What could go wrong? -Another zombie horde spawned just behind you? -Braaaaaainzzzz.... Would really like that tool .
  8. The thing I want is a simple hand-made holster for knives for example. I got this idea with this new update on zomboid which added bag-on-back feature. So to be simple - make a weapon holster with... for example: -2 belts -4 RippedSheet -and maybe something else. Then equip that thing on your waist. If well-made it can contain not one kitchen knife but even a pistol or baseball bat or hammer etc. As I see it for now the holster can be a little bag equipping on the waist, but if it possible it would be great to limit item types that can be put in it. Also another good feature is to able changing broken weapon from the Primary slot to similar weapon directly from the holster but not the main inventory. It would be great if someone can do this. PS: Arm yourself... They are near...
  9. Hi there. Just liked that idea to put Bows in this little world so I'll try to test that mod and help you with it... If you'll not drop this) So for now I have something to share... 0.4.0: Just tested this and here what I found: Weight (Also what is that weight? kg?): -The plank's weight is 3 but when you make 5 homemade arrows out of them you get 5 arrows with weight 1 each, so the total weight becomes 5 instead of 3... that's should be repaired I think -Sling's weight is 3... Seriously? like an axe? -Feather's weight is 0.1 like a 9mm bullet... well that is not real I think... or maybe it is Iron feather? -When using Sling there is wrong animation played and sling is unequipping instantly -Also where did you put those stones? Didn't find anyone... Same for bolts and arrows... -Your homemade bow with can last for about 600 shots... I think it is too many for bow like that. Crafting: -Currently to craft homemade bow you need only planks and rippedsheet... better put saw there. Suggestions: -Currently you can make a stick(2) from one plank which has no use atm. These sticks can be used for Bow or arrow making. That's all for now... I'll go find something else here. P.S. Thanks for mod. Added: About Stones: Looks like you missed a letter(not one): table.insert(SuburbsDistributions["all"]["bin"].items, "Fletchery.Stones"); table.insert(SuburbsDistributions["all"]["bin"].items, 4.6);
×
×
  • Create New...