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wsensor

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Everything posted by wsensor

  1. It would be nice if there was a way to have mod's have multiple setting. IE: For in Svarog's Littering mod he has folders for "mutators" that you replace base files in his mod with to enable other features. The mod adds litter to items in the game and to foraging so you can end up finding trash instead of food. It would be nice if there was a customize menu for choosing what options load with the base mod. IE: In the Littering Mod's case it would have 3 additional options. Custom Edibles : Adds in custom edibles to the mod. No Foraging Trash : Disables finding trash when foraging. Read books stay : The books that you read stay as this mutator replaces the books with a different downgraded copy thats been read already and reduces the factors from the book.The book feature would probably need reworked if used in multiplayer as otherwise there would be extra copies of the worthless books that would not be much use to other people.Example item BookRead { Weight = 0.5, Type = Literature, DisplayName = Book (Read), Icon = Book, UnhappyChange = -5, StressChange = -10, BoredomChange = 5, }
  2. I feel fine with how common the baseball bats are for now. (If I have an axe or something else already than I just ignore the extras. However in multiplayer I grab as many as possible and store them near my base just in case I get robbed there are always supplies out there somewhere. In the future maybe we could get table legs and such to smash zombie skulls in then we would not need so many baseball bats! One day I really hope and hope that we could use them Rubik's cubes to smash a zombies skull in as I am not smart enough to solve the darn things so I might as well use them for what they are worth smacking things with them. (Just ask my brother mwahahaha! I really got in a ton of trouble over doing that he was bleeding and everything T_T.)
  3. I kept getting errors about stack trace and arrowboltspawn -----------------------------------------STACK TRACE-----------------------------------------function: arrowBoltSpawn -- file: HCExtra.lua line # 433Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@16bfce07function: fillContainer -- file: ItemPicker.lua line # 98-----------------------------------------STACK TRACE-----------------------------------------function: arrowBoltSpawn -- file: HCExtra.lua line # 433Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@16bfce07function: fillContainer -- file: ItemPicker.lua line # 41function: refreshBackpacks -- file: ISInventoryPage.lua line # 927function: dirtyUI -- file: ISInventoryPage.lua line # 731function: OnContainerUpdate -- file: ISInventoryPage.lua line # 1355java.lang.RuntimeException: attempted index of non-table at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91) at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:79) at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1581) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:574) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1667) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:138) at zombie.Lua.LuaEventManager.triggerEventGarbage(LuaEventManager.java:147) at zombie.Lua.LuaManager$GlobalObject.triggerEvent(LuaManager.java:1443) at sun.reflect.GeneratedMethodAccessor339.invoke(Unknown Source) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61) at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199) at se.krka.kahlua.integration.expose.MultiLuaJavaInvoker.call(MultiLuaJavaInvoker.java:55) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:181) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:981) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1667) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:83) at zombie.iso.objects.IsoDeadBody.<init>(IsoDeadBody.java:405) at zombie.ai.states.StaggerBackDieState.execute(StaggerBackDieState.java:334) at zombie.ai.StateMachine.update(StateMachine.java:130) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8715) at zombie.characters.IsoZombie.update(IsoZombie.java:1673) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1418) at zombie.iso.IsoCell.update(IsoCell.java:5252) at zombie.iso.IsoWorld.update(IsoWorld.java:2265) at zombie.gameStates.IngameState.update(IngameState.java:1153) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:624) at zombie.GameWindow.run(GameWindow.java:1152) at zombie.GameWindow.maina(GameWindow.java:977) at zombie.gameStates.MainScreenState.main(MainScreenState.java:162) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.exe4j.runtime.LauncherEngine.launch(Unknown Source) at com.exe4j.runtime.WinLauncher.main(Unknown Source)function: arrowBoltSpawn -- file: HCExtra.lua line # 433Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@16bfce07function: fillContainer -- file: ItemPicker.lua line # 41function: refreshBackpacks -- file: ISInventoryPage.lua line # 927function: dirtyUI -- file: ISInventoryPage.lua line # 731function: OnContainerUpdate -- file: ISInventoryPage.lua line # 1355it basically repeats over and over as containers are loaded haha.
  4. Currently a lot of the icons are being replaced in the mod. Are you planning on giving experience to skills based on crafting items? (Cooking automatically gives exp for food items but not crafting.) This is the code from the recipecode.lua under the server folder. This works for carpentry and for some items you could add farming experience to them somehow. IE: building traps could give bonuses to the trapping exp (low bonuses) Maybe if they add stuff in other than carpentry it would work out to be better as each recipe could give custom exp to the correct skill.
  5. I'd be happy with motor scooters and a wagon or shopping cart. Cars could be a bad idea if you make too much noise with them. Especially as I would hope they would be randomly placed on the map including some in crashes/pile ups hehehe. Broken down cars everywhere maybe some with zombies inside! Just a thought since they posted gas would be able to be gotten from gas stations as long as the power is up could we just haul a generator there and power it for free gas after the power is off? Gas Stations would become trade depots and war zones in mp!
  6. I opened a box of qtips and dropped one somewhere so could not box them back up and putting them into a container left me with no room left so I just left them behind haha. Fortune cookie when being broke gives an error.
  7. Question does anyone else that is using this mod get ui graphical errors? I am playing and sometimes my ui's will go blank the chat box dissapears altogether the moodles (thirsty/hurt/hungry/tired) don't show up or dissapear etc... When it happens I have to exit the game and reopen it to get them back. Can't wait til it is added to the base game I love this mod. - Fixed the problem... Turned ZOOM off! - I miss the zoom!
  8. Wouldn't driving a car attract more zombies than usual? Oooh! Run em over!
  9. Just a question when running this mod does it ignore the dirty water attribute when filling bottles/pots/buckets? I was not sure as I drank water by accident (left a full pot of water filled from a small water container in my inventory for a couple days) that had not been boiled yet and was fine.
  10. We need to be able to find hair dyes and such in game XD. A Hair Stylist job would be funny too! Able to change your hair into different designs in multiplayer! (Works better as an npc char!)
  11. Yea I had thought I never had an install of zomboid on this pc before. However I already had and then I remembered I had installed the waterpipe mod when it had to be put into the actual project zomboid folder to get it to work on the server I was trying to play on at the time... Only noticed as there was a sandbox map from last summer in the sandbox folder lol.
  12. I made it in! Had to delete the zomboid folder and reinstall but I got in! Found so many garden hoses in a warehouse they weigh so much... Can't even make anything with it got so overweight carrying too much stuff also haha. Started in WP there were lots of zombies near twiggies bar I ended up going south skipping over the gigamart and storage unit areas and ended up in the warehouse lol.
  13. Hmm... This is annoying as the only mods I have in the mod folder are the ones from your main post. This is not the pc I usually use for playing so I am not sure but it was a fresh install of zomboid... I will try again after deleting the zomboid folder in steam.
  14. I would like to punch the zombies with a boxing glove! (Or a boxing glove with spikes on the outside ooh how fun!)
  15. Redownloaded everything and tried again. Tells me my files do not match the servers... I am using the latest iwillbackupmysave build that is at 31.13 and the server browser says your on the same version. (I remember they were testing fixes so are you on the released version or the test version?) Is there a certain order the mods should be loaded in? CraftHelper is giving me stacktrace errors in the console log so maybe thats the problem...
  16. Will check when I get off from work.
  17. Tried joining had installed and enabled the mods from the all_mods folder got kicked after making a char... Files do not match the servers is what it says...
  18. I think I am going to put my old vid card or the one sitting in my currently crapped out pc into my dad's pc. Just so I can play while figuring this out. Currently finally got into the bios... Hard Drive is not being detected (at all so far)... Sometimes the dvd drive is not detected. Sometimes it just gives me that stupid 1 loud beep then just sits there for awhile then runs fans faster slower faster then loud beep again... Just gonna replace the motherboard probably as the ram is not the issue seeing as it finally loaded into the bios. (Also tried the ram in another pc to make sure haha.) I probably should have replaced the motherboard when I first got it but asus game me a runaround and I just gave up and kept hitting the RAM config button on the motherboard to start the pc up haha. I just want to play zomboid T_T... Its an addiction! T_T my pc hates me... Booted to bios finally... Harddrive appears to be dead or in a coma... Checked wires cleaned everything out rewired everything... Bios says POWERSUPPLYFLUCUATEBAD! guess the powersupply is now going... thought it would have went 2 years ago as it said the bundle contained a harddrive that would haveten go bad within a year... lasted 3 years yay! so to replace so far... hard drive (all my data nooooo! I don't have backups of the newer stuff yet T_T, powersupply, motherboard in that order lol... well actually no matter what I need a new hd and powersupply at least...) Gave up and put my old vid card in my dads pc... Also added 4 more gigs of ram to it seeing as it was just sitting there unused forever... Now to install steam and zomboid!
  19. This is a reason we need some multiple options for mods. This mod should be an optional mod and should have the option to be so. This mod does not ADD anything to the base game making it unfair to others. What it adds is a randomization feature for new characters and the option to save a character build for later use making it easier to get into a game if you tend to play the same or just random characters. It adds nothing that would give you a advantage/disadvantage in multiplayer or single player.
  20. Yay this fixed so many things. Map Corruption Bug and also the dreaded sheet rope window traps! Now I just got to get my pc back up and running... T_T hope something did not get fried during the thunder storm dang pc will not even load gotta check every part T_T...
  21. This was not meant to be for the main game map but for an alternative so that people could make maps for in multiplayer that are not always exactly the same. I did not even remember reading that in the commonly suggested suggestions thread as I read that so long ago I forgot about it. Awhile ago I had replied to a post about solar power and that a random chance for a house powered by solar power could happen sometimes in game. So I figured I would right about possible alternate cells for in custom multiplayer maps. (This could just be done with mods later on if/when we get mod downloading on server join as they could customize cells in the game that way.)
  22. This was meant to be a post for multiplayer/custom maps but I missed part of the post. It would be cool if you added a feature for having maps to have a chance for special tiles/cells/zones to show up in new games in some cases. IE: In one cell one one play through there might have been a store but in another map generation/play-through it might be an almost empty lot or a partially built store. This could be used to have some different houses/areas show up instead of always having the same exact places on each new game. This would also be useful for people making custom maps as they could have a map change in unique ways in each new game. Examples: A road that is normally used might have a 5% chance to be blocked by a turned over bus or might have a quarantine/medic zone setup in that location instead.Different buildings could show up in different places instead or a different model of the same building could be seen every so often.This would only happen on a new game and could make some multiplayer games act differently as if an area that would normally be used for looting might end up being a completely different building. Things needed to work? Probability roll for each change. Changes would be based on cells and some changes might be multicell or entire areas.
  23. I always though Foraging was more nature oriented and everything else was more Salvaging or Scavenging.
  24. For the log wall it should have different build times. No shovel = longest, Trowel = slightly shorter, Spade = shortest time. But what about those that build them on concrete? Require a hammer = longer time, Sledgehammer = shortest time. An workbench/storage area would be nice if we could prebuild then move the items to where they are needed (add in a planning mode lol) allowing entire teams to put things together. Main carpenter gets most experience for building the base of the items. Installer gets less experience for just going over and plopping them down into place.
  25. For some things like solar panels they could make them randomly generate rarely attached to random houses. These houses would already be considered equipped with solar power so building a base there would be more desired than elsewhere. This could be a rare possibility and would randomly happen on new world start. (To make it different every time.) This was it somewhat works and would require less knowledge other than plug in the fridge and such. Later on they could add a way to find out how much power is available and the player could remove/add things to not go over the generated power. Damaging the solar panels should also be a thing such as if they are attacked by a player or zombies they could break or loose efficiency. - Still say that based on skill and such random books/pieces of paper might teach people with the correct skills/levels how to install/uninstall/move/modify items in the game world to an extent. High mechanic skill and a couple books and installation guides to the solar power things (the ones that are small of course) could allow someone that worked hard to maybe go around and steal the parts from other areas and set up in a safer place. Special instruction papers/books could end up as a trade-able commodity for in multiplayer.
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