Jump to content

psykikk

Member
  • Content Count

    200
  • Joined

  • Last visited

About psykikk

  • Rank
    Advanced Member

Profile Information

  • Gender
    Man
  • Interests
    movies, sci-fi, comedy, fitness, babes (and fitness babes), climbing, money

Recent Profile Visitors

607 profile views
  1. I never experienced this. the heli event does attract zeds as it is supposed to do. BUT i have to admit I never slept through it,simply because it always seems to happen during the day while I am active doing stuff anyways.
  2. i totally understand your viewpoint. the only thing I kinda "dislike" about the FD (and rosewood in general) is that it is kinda on the edge of the map, thus I like Muldraugh. what I would totally LOVE is the ability to find , salvage, rebuild helicopters. and a WAY bigger map.
  3. here´s my 2 cents: open up the project zomboid folder on your pc. there you want to go to this location: Steam\steamapps\common\ProjectZomboid\media\scripts (if it´s a steam install that is) in this folder you will find the base game items and recipes, in those files: newitems.txt recipes.txt now for the mod part (adding new stuff into the game). it is never adviced to alter main game files. in case of an update, all your changes would be lost. instead, go to this folder: (main os install drive)/user/<enter your user name here>/Zomboid in there, should be a /mods folder . if there´s none, simply make one. in there, create the following structure: /mods-name (folder) in that folder, you want /media (folder -> all your new stuff goes in here) a png graphics file for your mod. its not mandatory but sure is helpful if you ever want to publish your mod) a mod.info file. its a basic editro based file that includes the following: in the mentioned /media folder, you would need this: structure: /scripts (folder -> your new scripts , like items.txt or recipe.txt files go in here) /texture (folder -> your new png item icon graphics etc go in here) now down in the /scripts folder, you can create one .txt file that has all items and recipes you want to make. you COULD also separate items and recipes. this is your choice really. depending on complexity choose as you seem to be comfortable managing it. when it comes to the actual item properties, the original mentioned game files include almost all info, but of course we do not know (yet) what all the infos mean. I can refer you here:- this section is also pretty good when it comes to basic stuff. most info is still valid, other info has changed but you can easily reverse engineer thoe changes from the main game files if necessary. getting past that (for example world items, building objects that can be placed and used etc etc) is a total different beast altogether though. I hope this helps. have fun!!
  4. Hey guys since the scope is both beyond my own scope of expertise and my level of patience to learn coding, I am offering a reward for someone willing to make the following mod: - ability to metal weld the metal drum barrels already in the game files. - ability to modfy the existing metal barrels in the game (world objects) into the same barrels. those seemingly shoulöd be usable as heat sources or as water collectors, as the textures are also already available in the texturepacks. - lock the recipe behind skill level 4 - put the recipe on the metalwelding skillbook 4 I personally dont care so much about the blacksmithing, but cutting the top off a metal barrel with a blowtorch shouldnt be so hard... and being totally dependant on garbage bags to collect enough rainwater is also kinda meh. if someone´s willing to do this, please drop me a message. as a sidenote: the "reward" will be more a token of appreciation, rather than a real developer wage. I just wanted to make that clear thanks in advance
  5. psykikk

    recipe formatting

    thats too bad. I also went the way of making two separate recipes because I have no clue on how to operate with functions whatsoever thanks again
  6. Hi there, I was wondering: how exactly does the respawn system work ? i died with the lonely house in muldraugh blocked off with a truck. a lone small car was already parked inside the compound when I arrived.. I continued the map and went down from the large warehouse only to find to Ranger pickup trucks. ofc, nothing I had in the UHaul Truck was still inside the Pickup trucks. the backpacks I dropped on the ground were still there though.. I was expecting the same car I left exactly where they were.. now I wonder why I even should try to continue the map... thanks in advance just looking for some insight knowledge on how it´s supposed to work
  7. things I came across in older builds but havent found anywhere yet in the latest patch (.41 that is) - mousetraps - garbage bags in kitchen counters -- the following seems to be in need of a weight adjustement: screws. nuff said awesome game. love it
  8. I was wondering: it is one of my favorite locations as an early foothold. The crates offer valuable Carpentry Exp and loot. it only got a few entrances and the garage doors make parkign vehicles a breeze. it is one of the most centralized locations in the vanilla map... I am still wondering though : I died everytime while scavenging the rest of the map. is the warehouse a viable "final" base, so to speak ? looking forward to your guys input and take on this. thanks a bunch
  9. psykikk

    recipe formatting

    hi another question aand I havent found an answer yet: I wonder if it is possible to format recipes in the way that several items of the same kind are posible, yet there are others that would work as well meaning (as an example) make item { Nails=4/Screws=4, } I have only found recipes where there are singular items that can be used for the same purpose, not multiple. does anyone have an idea ? thanks in advance again
  10. Hi there I recently made a mod that lets me build makeshift machetes out of metalsheets. works very well and dandy. after someone asked I decided to add onto that. I added additional recipes for metal pole handle plus icon, and a metal pole arm plus icon. its all in the mod folder and I dont get any errors, YET the recipes wont show up. I tried adding them into the existing .txt as well as adding a new txt to the scripts folder. no success. what am I missing ? here´s the txt for anyone wondering: thanks in advance
  11. easier than expected here you go: Workshop ID: 1950664690 Mod ID: MSMachete https://steamcommunity.com/sharedfiles/filedetails/?id=1950664690
  12. I agree that weldinhg skill needs more uses. thats why I added a makeshift machete recipe. thats basically a blade welded cout out of a metal sheet, attached to a handle. (everyone who has ever seen "forged in fire" knows how "easy" it would be to make something like this. I reduced the base damage and crit factor. everything else is the same. I might add some metal weapons like these and give them more wight, much higher durability bzut less crit damage than spear with hunting knife.. use the same sprite and be good with it.
  13. I see loads of sprites / and stuff in the files that is currently not in the vanilla game. mainly I am interested in the blacksmithing parts is there any info on if and if so when those things will be put into the actual game ? thanks in advance
  14. sweet. thank you so much.
×
×
  • Create New...