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Kaptain Kallum

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  1. Like
    Kaptain Kallum reacted to SlightlyMadman in IsoPlayer NPCs Cannot Damage Zombies in 41.51   
    I know mods can't be officially supported by TIS, but I would greatly appreciate any insight the devs could havefer about why NPC mods are broken and any pointers on how I might go about fixing them. The specific major bug is that NPCs (who are IsoPlayer objects controlled by scripts) no longer do any damage to zombies when attacking, although zombies can still attack and damage them. My guess is that some event or trigger may have been disconnected and needs to be manually fired?
  2. Like
    Kaptain Kallum reacted to Thuztor in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  3. Like
    Kaptain Kallum reacted to RobertJohnson in Steam Beta release - 08th Nov 2013 - Version 2.9.9.17 (0011)   
    THIS IS BEING MADE PUBLIC BETA NOW TO GET QUICK MASS FEEDBACK. Don't panic or get angry if there are any issues, we'll get em mopped up today but need to find out about any now. We'll not be launching for a good 6 hours or so.
     
    Howdy,
     
    Change list :
    A tons of change in the loot spawn:Balanced loots in West Point. Fixed loots on specific rooms (no more bacon in pharmacy, etc.). Added more specific loots in container (wallet in some locker...). Added more specific loots in rooms (toolstore, mechanic...). Fixed some container type (some container wasn't flagged as container). Some items weren't spawned enough (barbed wire, sand bag..). Fixed the gunstore windows (now you can't pass through them, neither the zombies). Fixed the texture in equipped items (they were a bit low quality due to resize). Fixed world inventory icon (when you drop an item, the icon was big on the ground). Changed the Combat part in Survival Guide (we now use right click to charge - left click to hit). Some UI polish. Lot of translation update. Changed canned soup icon. Now the canned soup need to be opened with a tin opener before drink it (or cook). Balanced knife/spoon/fork condition. Fixed some crafting bugs. Fixed lighting issues Fixed memory leaks. Fixed sheet rope. Fixed harvesting farming plant. Fixed tomato vegetables. Fixed the take in game screenshot shift. Fixed home trailer doors. Fixed the crafting system. Fixed world inventory texture (+ fixed them on load). Fixed equipped items color. Now equipped bag in 2nd hand will be loaded correctly.
  4. Like
    Kaptain Kallum reacted to EnigmaGrey in Steam Beta Release - 09th Sep 2013 - Version 2.9.9.17   
    We know.
    We've known for two weeks.
    You've created well over a dozen posts on this topic and at least five topics.
    It's a good thing you wrote this in a large font so that you could get my attention and remind me who you are, Mythical Nomad.
    Stop actively drawing negative attention to yourself, be patient and courteous in reporting your issues, (saying "please" doesn't make something polite), and don't beg.
  5. Like
    Kaptain Kallum got a reaction from willow512 in Steam Beta Release - 09th Sep 2013 - Version 2.9.9.17   
    Zombies are hard, yes, but if I can make this just on the edge of town in the last couple steam builds with the hordes just a stone-throw away without cheating, then I'm sure you can manage too.
     
    The first picture shows a savegame that started from the first steam build, the second picture is from loading up with the latest build. You can see that the farms have visually vanished but still seem to be there since I can water the exact location a farm was in (As you can see by comparing the two photos).
     
    Would be good if the hordes were a lot less as I also played this one on sandbox with some of the easiest settings and had large hordes sitting around after the first reload, however, I was able to keep them away from my building by setting off alarms in the nearby caravan park or by just running through the horde to get their attention. It isn't impossible to survive, just make sure you get the bulk of your looting done before you save and reload; the warehouses in the north, centre, and south of town are the places you should probably go to first since they have the most required items for building a decent safehouse. Just make sure to build on the edges or outside of town, otherwise you are going to get cluster-f**ked.
     
    Also, you can kind of see that I tried to put a sheet-rope in the eastern window but it instead got attached to a fence that was next to it even though I clicked on the window and not the fence, didn't matter in the end since I found an alternative way to put the sheet-ropes on the fences instead. That was in the first picture, I tried again on the sheet-rope in the newest build and still couldn't place the rope down on the crafted window.
     
    I have not noticed any crashes yet but I still get the very slow loading black fog.
     
    Edit: Strange that not all the farms actually vanished from sight, I can't remember what seeds I planted in the farms that are still there but I am pretty sure all the ones still visually there are the same type of seed.
  6. Like
    Kaptain Kallum reacted to RobertJohnson in Steam Beta Release - 09th Sep 2013 - Version 2.9.9.17   
    There has been a fix to the crash issues (hopefully!) so we've done another public beta version, however I (lemmy) don't know for sure if everything in the list has been commited by Romain, so if anything is missing please ignore.
     
    ----
     
    Hello there ! This is the upcoming Steam release
     
    PLEASE READ THIS : Don't post your bug report of the previous version in there, do it in the... Well, previous post about the release...
     
    Thanks a lot
     
    Change list :
     
      [balance]
    Make the fire a bit stronger.   [New Stuff]
    Some stuff can now explode while on fire ! Italian translation. Polish translation. MOAR Translation ! Zoom on mouse wheel   [bug Fix]
    Norsk translation problem fixed. Modified a bit the option panel so all translation can fit. Sheet rope fix. Load black screen bug. Invisi walls and all that other stuff, hopefully. (one day!). Fixed bugs with crawler zombies. Rewrite some stuff with the camping (fixed crash, cleaned the code a bit..).
  7. Like
    Kaptain Kallum reacted to lemmy101 in Steam Beta Release - 08th Sep 2013 - Version 2.9.9.17   
    Right click game in Steam, go into Properties, click BETAS tab and select the beta branch in the drop down. Warning, as with all non-official releases, backing up saves in C:\Users\<Username\Zomboid is recommended.
     Fixes to rain barrel loading. Those saves should now load fine. Reduction (hopefully elimination) of crashes, but no guarantees. Various fixes / opimizations Oh erm. A new control scheme / combat system. As an experiment there is no option for it currently, though we'll add the original back in. We want to find out if this system is more instantly intuitive, since a lot of people have trouble with combat starting the game. Therefore aren't going to tell you how to do it to simulate being new. If you hate it, please don't worry, you will have the original option back. What's more important though is we find a control scheme that the majority love that doesn't require an in-depth tutorial to figure out Fixed getting stuck at windows.
  8. Like
    Kaptain Kallum reacted to EnigmaGrey in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    If you've found 10 so bad, then I suspect it'll be a very long time before you're happy with this project.
    I'm sorry about that.
    Still, simply expressing that there are so many bugs that the game is unplayable isn't helpful. If anything, it's rather depressing and defeating. We try to avoid that around here -- or at least we try to encourage constructive criticism of the game's current state.
    If you're uncomfortable with the amount of bugs, I suggest taking a couple-months away from the game. Maybe wait until the next major release? No doubt there'll be new, more sleek and sexy bugs, but the game does evolve.
  9. Like
    Kaptain Kallum reacted to Eggplanticus in Better Menus Mod (v5)   
    Bumping for v4, see OP for changes.
  10. Like
    Kaptain Kallum reacted to lemmy101 in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    One big element of getting the game on the Steam servers is it'll make updating the equivalent of the forum builds for free, frequently and only requiring 10-100k or so uploads and downloads, much easier and quicker. This will make the process of getting the game ready over the next weeks a ton easier and make the turn around of fixes much higher. Once we get a stable build on Steam, we'll update on Desura, and then the process will be a beta release, that is followed by simultaneous submission to Desura and release on main Steam branch.
     
    Sorry, but Steam is on all three platforms so for the massive benefit to the release of test builds we hope everyone understands if we insist upon using Steam for this. 
  11. Like
    Kaptain Kallum reacted to lemmy101 in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    Beta version released on Steam. Follow instructions in OP to test.
  12. Like
    Kaptain Kallum reacted to boogada in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    Do areas seem to be loading very slowly for anyone else in the steam version?  Running forward and areas stay black for an unusually long time.
  13. Like
    Kaptain Kallum reacted to feral_donkey in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    Well, seeing as my $59  Rome Total War 2 game is shite I guess I'll go back to playing my $8 game.
  14. Like
    Kaptain Kallum reacted to kinyoshi in It's Hammer Time Mod   
    (I made the sprites, yay)

     
    They spawn in a-lot of places.
    Some are weak while others are deadly.
     
    Bugs:
    (kind of) Can't do carpentry with them, I tried renaming the normal ones Hammers, hoping that the game would recognize them as Hammers, like some of the items can do, but it didn't work.. So use these hammers to kill things with and the vanilla hammer for construction (these ones can barricade though).
     
    Hammers Added:
    Tire Hammer Weak unless a charged swing but faster with good knockdown. Upholsterers Hammer  Weaker than normal hammers but faster with average knockdown. Machinist Hammer  Weaker than normal hammers but faster with average knockdown. Ball Pein Hammer  Weaker than normal hammers but faster with average knockdown. Straight Claw Hammer  As close to the vanilla hammer as you can get. Masons Hammer  Strong, a little heavy and slow with good knockdown. Mallet Hammer  Strong, a little heavy and slow with a big swing radius with good knockdown. Dead Blow Hammer  Strong, a little heavy and slow with good knockdown. German Hammer  Very strong, heavy and slow with good knockdown. Maul Hammer  Very strong, heavy and slow with a big swing radius with good knockdown. Splitting Maul Hammer  Very strong, heavy and slow with a big swing radius with good knockdown.  
    DOWNLOAD: Main (PZ-Mods) || Mirror (My Dropbox)
  15. Like
    Kaptain Kallum reacted to kinyoshi in Sewing Kit Mod and Wring Out Towel Mod   
    2.9.9.16 I made sprites, I tried ..
     
    2.9.9.10 Bug: Using the sewing kit with multiple resources will show all available crafting options and some may not be seen on screen. If you have multiple resources (sheet and usable sheet) in your pack, click on the resource to get its crafting menu, and craft your items like that. That way you will only get the recipes available for that item and not overload the screen with options.
     
    2.9.9.10 Update: Added more uses for usable sheets. Sewing kit spawns on zombies.
     
    Update: Added option to cut up clothing using scissors or the sewing kit into usable sheets, these usable sheets can be then sewn back into sheets. Added a sewable shopping bag, this shopping bag also spawns in the world. Added stuff for ripped sheets, sheet ropes, dish towels, socks, tissues and pillows.
     
    This mod adds a sewing kit into the world. This sewing kit spawns throughout the world and has a limited number of uses. With this sewing kit and some sheets, you can sew vests, shirts, trousers, skirts, blouses and a new item shorts. Shorts provide a little more warmth than skirts (currently using skirt texture).
     
    (I had to remove some images due to image limit)
     
    NEW SPRITES!!!!

     


     

    DOWNLOAD: Mirror Download (My Dropbox Link)
     
    INSTALL MOD:
    Copy the "mods" and "media" folders from the mod zip file into your Project Zomboid game directory, don't worry it won't replace anything, it will just add the mod file into your "media/lua", "media/texturepacks" and "/mods/scripts" directories.
     
    Wring Out Towel Mod
    Adds a few crafting recipes so you can wring out that wet towel, getting a dry one.
    Image coming soon.
    DOWNLOAD: Mirror Download (My Dropbox Link)
  16. Like
    Kaptain Kallum reacted to kinyoshi in Leftover Abandoned Foods Mod   
    People left food in their ovens and microwaves before they ran off!!
    Better eat it!!
     
    This mod makes uncooked food spawn in ovens and microwaves.
     
    Made for suggestion post here.
    I tried making cooked, burnt and rotten food spawn but ran into problems, so I just made it this way.
     
    DOWNLOAD: Main (PZ-Mods) || Mirror (My Dropbox)
  17. Like
    Kaptain Kallum reacted to RoboMat in Convenient Bags (1.8.2)   
    Thanks!
     
    Updated to Version 1.0.1:
    - Updated to work with 2.9.9.17
    => added mod.info & poster image
  18. Like
    Kaptain Kallum reacted to AdricTheGreat in Adric's Changes Mod   
    Hey everyone. I've been working on this one for a while. Making little changes here and there to things I feel are slightly off. I hadn't been able to work on this one for a while, because of time constraints. But I just got it working using the integrated mod system so I figured I'd make it available to those who want to try it.
     
    Things included in version 1:
     
    Garbage! Now eating things like chips or pop gives you plastic wrappers and empty cans and stuff. Garbage cans also now have a higher likelihood of having trash type items in them because... well. Logic. Removed the hungerchange from cigarettes. You shouldn't be able to live on those things. Changed cans of pop so they are -61 thirst and -10 hunger Modified the minutes to cook and burn for various food items so they don't burn instantly (popcorn etc) Now any time you make a food item via crafting it changes the item's stats based on your cooking level. (Make terrible sandwiches all the way to gourmet ones) More empty containers can be filled with water for your needs.  
    Here it is. As I make changes I'll update them. Just unzip to your mod directory, activate and it should be good to go!
     
    AdricFoodv1.zip
  19. Like
    Kaptain Kallum reacted to Moo Bot in Project Zommoid   
    This is a project i have been working on for a while which is a mod for Project Zomboid called Project Zommoid. Project Zommoid will be the biggest Mod i have ever created. in this Post i Will include what i have done and what to see in the future I very much hope you guys enjoy because i have been working on this for a long time and had to redo it all with the big updates. In Project Zommoid i will add new building's new parts of the maps and lots more. THERE ARE NO PICTURES ( I will get some pictures soon or even a video)
     
     
    Currently finished
    -Zombie cure (has been added but there is no current way to get it and don't worry it is very rare and is used when bit
    -Going Threw broken windows know have a chance to cut you (included option to break remaining glass and added gloves to prevent cutting on windows)
    -Lock Picking 
    -Crow Bars (now has the use of opening doors) 
    -Enhanced farming ( you can know grow fruits on the hotter months)
    -Added a hose mainly for farming
    -Added the option to fill the bathtub of water so you can store water for when the water turns off
    -Added tooth paste as a rare find in houses and tooth brushes ( can be used to increase happiness  of your character
    -Composting ( you can use Rotten food to make Fertilizer which will increase the speed of growing the crops)
    -Added Garbage cans
    -Night vision goggles ( allow to see in dark are extremely rare with a 0.005% chance of spawning and uses batteries)
    -Battery Charger ( Very rare with a 2% chance of finding and can charge about 100 batteries before it breaks and for every 1 day in game you get about 4 hours of battery power)
    -Ghillie suit( Very Very rare with a 0.01% spawn rate and lowers chance of being spotted while sneaking 
    -Flare Gun( Very rare with a 0.025% spawn rate and recommended when you accidentally attracted a horde to your house)
    -Gun flare ammo ( You can find 1 or 2 together and are a 0.5% spawn rate)
    -Glow in the dark Sticks (Each color will attract different  zombies and there are 3 colors Blue, Green, and red with a spawn rate of 2.5%
    - I have done all weapon animations and design 
    Added New perks
    -Fire Officer (can now kick down doors and more aware in small spaces)
    -Police Officer ( can now Detect if there is an alarm in the house and a save way to enter with out triggering the alarm and is more aware in larger areas)
    -Park Ranger( instead of food turning rotten food will turn Edible and stay in this state for about 2 days)
    -Construction worker ( Using Sledge hammers and hammers will do more damage and Has a very very small XP bonus 
    -Security Guard ( Will get more nutrition from food and does not get bored as quick)
     
    3 New Occupations i have created
    Medic( As a medic you have a 6.5% less chance off becoming infected when bitten and there are less effects from medicine)
    Teacher( Can do deal with crowds of zombies better and will not get panicked so fast)
    Cook( Cooking food while being a cook will give effects to the food like better accuracy and to not panic against fighting thousands of Zombies)
     
    3 New Skills Added
    -Survival skill ( The survival skill will increase the time your allowed in rain by 25% with each point spent into it and has less of a chance of getting sick and weapons have a 5% Durability bonus for each   
    -Medic skill (every skill point put into the medic skill will reduce the chance of getting infected by 0.8% and will reduce The pain by falling and also reduce gun shot wounds when i add N PC's Like gangs and also wont be so panicked that he has been hurt
    -Science ( Science is a very important  skill for later in game and can end up saving you it will allow you to study unfinished medicines in the bunkers i will be adding ladder)
     
    When will i release this content ?
    I will release this content when the following is finished. Anything crossed off is finished 
     
    -Generators to generate Kitten appliances 
    - Gang's who mark of territory with spray painted symbols who will accept you or destroy you. This will be determined on what you can trade or if you have any skills like being a medic or a cook or any knowledge you have of telling them where a ware house is which is full of goodies 
    -4 Building structures which includes ( 2/4 complete)
    -Under ground bunkers some can be Governmental bunkers or just civilian bunkers(governmental bunkers will include medicine which i will be adding but they do have horrible effects or could be an amazing effect like one of them is the zombies will think your a zombie for one hour and no this is not overpowered when you only have one hour trying to get threw 1000's of zombies it is a big challenge. You will also find 8 versions of the cure  some of them may kill you some of them will attract tons of zombies and one will cure you But if your science if trained all the way it will make it much easier to identify these  
    - Gangs fortress's i will be adding  
    -NASA out post's in which later when i add cars this will be an ideal place to get lots of fuel and lots of dehydrated food 
     
    This content will take me approximately 1-2 Months (Open Alpha)
    Yes i know 1-month quite a long time but this is a work in progress When this is done i will choose a hand full of people a do a Pre testing period and All Developers of Project Zomboid will be allowed to test this Mod on request ( yes i know it is a mod but i have spent a long time on this and very much want people so see a perfect version of Project Zommoid
    In this time period i will  announce that The alpha stages are happening and i will ask for you to comment on why you earn and what you have Alpha tested or beta tested before. 
     
    2-3 Month Open beta
    Open Beta will not have as many bugs as open alpha and will run a lot smoother. But do not worry if you think you will not get into Open Alpha or Open beta i am choosing lots of people
     
     
    3-4 Months Official Project Zommoid Release
    Every one will be allowed access ( do not worry i will be trying my best in making a fully easy installer for this which will mean you will not have to download anything separate it will not require the best computer everything will run smoothly before released and i will add an option on the main menu to be able to disable things you do not like 
     
     
    Thank you for Reading 
     
     
     
     
    Future updates (This is the next pack of updates ill will include it will take about 4 months after i am finished the one i have posted and i except it to be high quality content)
    -Reoccurring memories ( This may make you strong or make you week by doing a action like seeing a picture of a family will make you remember your life before this Infection Infected every one( This will be strongly used in the Gregory James story line)
    - Castles
    - 12 More building designs
    -Survival aspect with animals
    -zoo's
    -Companion ships (yes I will enable it so you can tame anything even a bear that just tried demolishing you)
    -Lone survivors (making your own gangs! but you choose if your a good or bad gang but remember your decisions matter on what your gang members want to do
    -Museums
    -Golf Courses
    -Gang Story lines
    -NASA ship story lines
    -Governmental Bunker story line( this will be my favorite story line in where you play a character named Gregory James who is a scientist who ends up getting infected. He new he was going to die but just in time he made a cure in which Gregory injects him self with this cure and ends up passing out. He wakes up in military experimental lab forgetting everything and no one around him locked in a room with bullet proof glass and steel door's your mission is to figure out how to escape This military Lab and end up making a cure to save every one
     
    More stuff i will add this has been added since original post and will be changed all the time
    -Cold cellars 
    -Hidden Safe with in a book shelf (can be used to hide stuff from a scavenger)
    -Mental institution
    -Boat harbors that will include massive ships and a very adventurous cruise ship
    -Grave yards with zombies that will crawl out from the ground when stepped on a certain tile  
    -30 new medicines 
    -Working on an enhanced zombie a mutated zombie like a boss zombie (would be a very rare zombie but would only be accepted if agreed upon)
    - Termites that will eat at walls and destroy houses takes about 3 months a house but they can be destroyed with pesticides
    -Giant movie theater
    -A massive Amish community who has lived because of there skill with no electricity (they will accept you on knowledge without  power) 
    -breeding animals(zombies will be attracted to them unless you use barricades to block them off
    -Nuclear missile will launch after 10 years but can be stopped by visiting the another building to stop the launch time
    -Biker gangs 
    -Added option to lock and unlock doors and windows 
    -I will look into digging which will allow you to dig and make underground tunnels to travel with underground little doors to make sure those zombies will not get to you
    -Npc trade cities 
    -Traps
    -Scavengers  (Some of them are thieves which will try and kill while finding you  and some will say oh i'm sorry) ( an easy way to fend of Scavengers and thieves are to have traps)
    -Leg amputation (yes i said leg amputation if you get bit on the leg and you don't have The Cure you can cut off your leg but make but sure you have a high medic skill and a gang member which will allow you to tell them how and what to do and how to put a fake leg on
    -Way more food options 
    -Computers
    -With these computers i will add a alarm system on the computer in which you can hack the near by houses for the alarm to go off (would be used to distract zombies from your house and it could be 10 houses away and also requires 5 science level
    -ability to make your own trade center (is only a good idea when you have enough survivors other wise others will try and destroy your trading center
    -Electric fences which would require own generator 
    -fishing and hunting ( Fish will be a never ending form of food and Hunting  will be most effective for 6 months until zombies have killed everything i will eventually add hunting and fishing skill but for know it will be under survival 
    -Giant prisons
    -Ability to use spray paint that you can mark off your territory which will make it so all scavengers( Thieves) will not mess with you but all gangs will maybe contest for the territory 
    -Insane weather like hurricanes and snow storms which can break windows unless fully barricaded ( Tornadoes will be looked upon)
    -Movies in game to increase happiness 
    -Church's will have a mutant boss in it at a rare occurrence (if a mutant boss is agreed upon) and The other churches will have a crazy insane man who will come at you with a melee weapon(i am still thinking what weapon i may do a survey) And all churches will be visited by Scavengers in which would be a good place to recruit members to a gang
    -Starting game off as a child in which you will have the choice to choose from having a family or being a orphan in which you live with your family in the Apocalypse and when they die you as the child will be sad and have lots of negative effects like humongous accuracy and damage reduction. As an orphan you will be running around with your friends in which some will live some will die
     
    Family generations
    Family Generations is one of the features in Project Zommoid  and will be my favorite of all other then reoccurring memories but of course Family Generations and Reoccurring memories will be the most time consuming compared to the others
     
     
    -But since i am thinking in adding children i said what the hell i might ass add family generations so i have decided that i will create a story line in which you start off as a child and as you become older and find new scavengers who you will love you one day and of course have a child in which if you die as your main character you will continue this job as the child (only if he has made it to the age of 8) Some of the skills will be passed on so if you had 5 science your child will have a 0.1 science XP bonus
    ( I will prevent and make it so you can not have 30 children or so because i know a lot of people would create armies) This does not mean you can not have more then 5 children 
     
    There will many more Updates for this i very much hope you enjoy when i release Project Zommoid 
     
     
    Make sure to check often i work very fast
     
    And yes i guarantee 100% of you ask how are you going to do all of this. I will do all of this by working on it for over 16 hours a day and anything i release will only be shown if i feel it is high quality if it is not high quality i will restart that certain item from scratch
  20. Like
    Kaptain Kallum reacted to Eggplanticus in Better Menus Mod (v5)   
    Yes!
  21. Like
    Kaptain Kallum reacted to Eggplanticus in Better Menus Mod (v5)   
    Hi All,
     
    I have made a mod which fixes various glitches with the user interface, and which stops tooltips and context menus from going offscreen.
     
    I have attached an image of it in action below, along with the mod (in the new mod format).
    Unzip in your mods directory and enjoy.
     
    UPDATE: v5 now available!
     
    Details of all the changes in the spoiler
     

    menuMod-v5.zip
  22. Like
    Kaptain Kallum reacted to deadlight0 in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    Okay, good. There are quite a few bugs, one of them that makes the game unplayable is whenever you reload a pistol or shotgun you are unable to move any items in or out of the inventory. Nor can you equip items or move them in and out of bags inside your inventory, you may not craft any items either. but you can still run around opening doors and windows using the E key.
     
    Edit: This is in normal mode, not safe mode.
     
    Edit 2: I have the mod enabled.
  23. Like
    Kaptain Kallum reacted to Geonjaha in Steam Beta Release - 23rd Aug 2013 - Version 2.9.9.17   
    Invisible walls are definitely a big issue. My first game on the Steam version and I got stuck against an invisible wall after about 20 mins. It locked my character into a 1*1 square so I couldn't do anything. :/ (Luckily it went away when I reloaded :3)
    I'm also hoping that the gun problem is fixed soon (Currently impossible to headshot [kill] any zombie with a gun, no matter how many times you shoot) and that housing issues get sorted out (Tables blocking doors, climbing in a window; getting trapped in cupboard, etc. etc.).
     
    I like the upgrade to the backpack system though - makes a lot more sense now.
     
    EDIT: On the steam version I cant get any positive hunger moodles. Not sure if its a bug or not, but I ate several food items after one another and it didn't change anything. Negative ones still go away when I eat, but no matter how much a character eats there aren't any benefits (for healing or otherwise).
  24. Like
    Kaptain Kallum reacted to dylan1313 in Inventory Condition bar alignment fix   
    it is now
  25. Like
    Kaptain Kallum reacted to The_Real_Al in Meal Ready-to-Eat   
    US field rations. Healthy, lasting and self-heating. Includes custom icons and (sparse) distribution.
    The heated version sports the slightest possible stress reduction due to fond memories.
     
    Idea and specs are based on a forum request by doomblood66 at:
    http://theindiestone.com/forums/index.php/topic/1285-mre-meals-ready-to-eat/
     
    Installation:
    Extract to root directory. You know the drill.
     
    Changelog:
     
    0.2
    - fixed heated MRE being rotten after two days regardless
     
    Known Issues:
    - Stress reduction is maximized because of buggy calculation in java. Look over here for info:
    http://www.theindiestone.com/community/viewtopic.php%3Ff=27&t=16574.html
     
    - Icons based on real photographs (and not too beautiful either). The first one was public domain, but i don't know for the second. If somebody asks whether this is his picture of MRE Tortillas then tell him it's chicken.
     
    Future Plans:
    When distribution is more varied.
    MealReadytoEat.zip
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