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EUDOXIO

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  1. Like
    EUDOXIO reacted to Hydromancerx in Hydrocraft Mod   
    Can anyone reproduce the reported bug above? I cannot seem to. Bags equip and unequip fine for me.
  2. Like
    EUDOXIO reacted to LeoIvanov in Metalworking *spoilers*   
    I guess I'll drop my two cents here regarding this:
     
    First of all: Love the implication that crafting specific stuff, like kitchen knives will require you to have two professionals at different expertises. That will bring balance and stop people from becoming gods on earth from day 2.
     
    Now: My initial idea, to make the survival in the woods AND on the high population servers viable (It is only a matter of time until the towns are fully looted) is to, essentially, be able to craft EVERYTHING you ever could scavenge from the cities, without being forced to scavenge the cities. For example: There is always this hurdle around not being able to find an axe, or saw, or nails, or sledgehammer after looking for one through 2+ towns. Well, now all you need is a high skilled forger, high skilled carpenter and a ton of scavenged materials (For the hell of it, let's say a high skilled foraging guy, to scavenge them from the woods, too.) Now you'll be able to craft your own saw, nails, axe, etc - everything you need, without the need to ever go out into the city (which can be already ransacked) and find it all yourself.

    This would finally make playing on servers with empty towns POSSIBLE, because ransacking towns wouldn't be your only option. Building communities with it's own economies would also make it more viable long-term.. But a lot of this will fall on balance. You'd have to make it so it's impossible, even as a forger taken in as profession, to forge absolutely every item necessary for your long term survival. You'd have to train for quite a bit before you're capable of crafting saws, axes, sledgehammers.. Perhaps long enough for it to be viable at around 3-4 months, given that this is all you are focused on. This means that your party of friends would have to keep bringing items for you to train on, while you start your way by foraging spoons, forks, butter knives and slowly build your XP towards better stuff.
  3. Like
    EUDOXIO reacted to Jab in Hydrocraft Mod   
    That's the ModelLoader workshop lua extension. Don't use it for multiplayer right now. You don't need it for the weapons portion. That'll solve the issue right away.
  4. Like
    EUDOXIO reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v5.8 has been released!

    Which includes ...
     
    - Fixed Pickled Broccoli
    - Fixed Smoker
    - Replaced Corpse Art
    - Added Feral Poop
    - Fixed Tie Dye Shirt
    - Improved Gas Mask Added to Smelting
    - Hemp Seed Added to Mystery Seed Packet Results
    - Fixed Make Pillow
    - Fixed Disappearing Gloves from Making Meth
    - Bug Catching, Gather Flora and Mining make you tired now.
    - Added 10 New Lab Equipment
    - Added 6 New Astronomy Items
    - Added Nuts and Bolts
    - Added 6 New Pharmacy Items
    - Added 10 New Yogurts
    - Added a bunch of new Detonator items for Bombs
    - Added Napalm Making
    - Dismantling Electronics now gives you more items.
    - Kilns, Smelters, Blast Furnaces and Industrial Furnaces now can burn you and even cause fires!
    - Added Fire Protective Gear such as Fire Fighting Hat, Fire Fighting Suit and Fire Suit.
    - Added 3D Weapons by francogp (Requires Mod Loader By Jab to See them!)!!
    - Thanks to everyone who helped this week!
     
    Enjoy!
  5. Like
    EUDOXIO reacted to Zorak in Metalworking *spoilers*   
    For those that dont stalk RJ twitter hers some sexy screenshots ;]
     

    Its not a mod,  41 new craftable items confirmed so far
     
    hype Hype HYPE !!! Chooo CHOOOOOO
  6. Like
    EUDOXIO reacted to RobertJohnson in Metalworking *spoilers*   
    They're not out of place, they're the final item made by Mash
     
    And no, no katana/swords, it's not from Hydrocraft (I didn't even knew Hydrocraft had forge tbh :D), it's entirely new and it's kickass
     
    The point of this is not to bring huge weapons but furnitures, and usable items (nails, scissors, shovel, etc...), point of the game was never to kill thousands of zombies with swords
     
    More metal furniture is coming, I'm thinking about them atm!
  7. Like
    EUDOXIO got a reaction from ErgoProxy in Death & Decay - DARK TIMES - "Season 4 - 14-03-17" [Public-RP][ENG-ESP][PVP][24/7][Mods][Maps]   
    HI there ConCave, im still investigating the sittuation, you have your ban removed now.
  8. Like
    EUDOXIO got a reaction from ErgoProxy in Death & Decay - DARK TIMES - "Season 4 - 14-03-17" [Public-RP][ENG-ESP][PVP][24/7][Mods][Maps]   
    People can claim houses after being 7 days alive.
     
    The only restriction i have is that other people cant loot inside the claimed houses, they can enter, yes, but they dont see any containers or items inside.
  9. Like
    EUDOXIO reacted to EasyPickins in IWBUMS: Build 34.12   
     
    I found the problem, it was a lighting bug.
  10. Like
    EUDOXIO reacted to srandiny in California, Ky   
    A hospital with 6 floors.
    https://www.dropbox.com/s/cupol3er6lwzv8k/Hospital.tbx?dl=0
  11. Like
    EUDOXIO reacted to TheCautiousOne in California, Ky   
    Wow! Thanks a ton you guys.. I will see what I can whip together. I need to get back into this. Have been playing a ton of MGO online at home and as far as work goes, really trying to get back up to making some good cash. Lets see what I can scrap real quick.
     
    TCO
  12. Like
    EUDOXIO reacted to srandiny in California, Ky   
    I have made a factory.
    https://www.dropbox.com/s/bb3xjiom0yt1s2b/refinery.tbx?dl=0

  13. Like
    EUDOXIO reacted to blindcoder in In game map?   
    I have actually made a map mod like that a long while ago, but it suffered from over-engineering and then performance issues. I should probably get back around to it some day.
    The map would be visible only if you held a map item in your hand and you could only draw it while also holding a pen.
    Then it would only ever show the map as it was when you discovered the area, so if there's a player-built house there AFTER you drew the map, it wouldn't be visible on the map.
     
    I'll try to update it to recent PZ version.
  14. Like
    EUDOXIO reacted to Robshaw in Hydrocraft Mod   
    I am very happy to help my friend and i have a bit more info concerning the whole new way infinite carry weight works. If you mine stone in a mine or saw logs with a saw buck the stones or planks that go over the spots carry weight will not show. However if you keep picking up the stones or wood planks from the block they will not run out until you have picked up the invisible items first. When harvesting with a full carry weight and NO infinite carry weight item you will lose all that you harvest.
  15. Like
    EUDOXIO reacted to Lobochi in Hydrocraft Mod   
    The Cheat Menu mod might allow something to be done but I don't know for sure. The infinite carry wight which is one of the many cheats within the mod may be your best bet.
  16. Like
    EUDOXIO reacted to ShuiYin in Hydrocraft Mod   
    Yea i forgot the name exactly but it can delete stuff. Hopefully it could solve your problem
  17. Like
    EUDOXIO reacted to Robshaw in Hydrocraft Mod   
    The infinite carry weight will spawn in your inventory as an item when you select the cheat. You can then drop it as an item into any container. The new update made a small bug where the unlimited inventory item does not spawn in your inventory when you select the cheat IF you are already at max carry weight. You can however drop it into containers that are full.
  18. Like
    EUDOXIO reacted to EnigmaGrey in Hydrocraft Mod   
    Nothing anyone can do. Containers have a hard cap of 50 short of a Java mod. The simplest answer is never to let them contain so much, in the current game setup. This may be different in build 34, due to the changes in the way inventory management works but, these changes cannot be used in build 33.
  19. Like
    EUDOXIO reacted to TheCautiousOne in California, Ky   
    Been a while, you guys are growing on me. I do need buildings though. Let me get some ideas again for this
     

     

     
    TCO
  20. Like
    EUDOXIO got a reaction from Footmuffin in Secret Mission Screenshot Challenge!   
    Even the old or the new, still everyone wants to kill you
     

     
    Awesome work in there guys
  21. Like
    EUDOXIO reacted to ErgoProxy in Death & Decay - DARK TIMES - "Season 4 - 14-03-17" [Public-RP][ENG-ESP][PVP][24/7][Mods][Maps]   
    Hola Oxy. Seems to be server is down.
  22. Like
    EUDOXIO reacted to EasyPickins in Hydrocraft Mod   
    I'm changing ResizeWorldIcon= in items.txt to accept a scale like this so the graphics are the right size for the current IWBUMS:
    ResizeWorldIcon = 2.0,  
  23. Like
    EUDOXIO got a reaction from Batsphinx in Secret Mission Screenshot Challenge!   
    Even the old or the new, still everyone wants to kill you
     

     
    Awesome work in there guys
  24. Like
    EUDOXIO reacted to lemmy101 in Replace A* with a simpler and more zombie-like algorithm   
     
    No offence but it appears that a few select people are waiting for something called NPCs, and something called a new animation system, and something called Creative, and something called ad nauseum, so yes 'I give up for now' fixing this problem the occasional person brings up and complains about but in the grand scheme of things is about 100th on our list of 'things people get angry about'
     
     
    Well exactly, so did the reply I quoted, where immediately after me explaining the reasons its the way it is and how it has to stay that way, then I'm kind of lectured on my 'giving up' by someone who doesn't even know the name of the bloody algorithm used let alone the complexity involved in getting more realistic zombie pathfinding. There's a bloody gulf of difference between 'I think they should walk there' and a pathfinding algorithm opprerating. Nowhere am I saying 'if there's a fence walk around it pls'.
     
    I've working on the game for 5 years and it's remotely possible I've been through exactly the same thought process you have in the past, and being a game dev with a lot of experience and 5 years on the game it's possible we may have explored options already. In fact I say exactly that. It's also remotely possible that I've had to explain this not only in this thread but in countless threads in the past, and each and every time I'm responded to like people don't believe me or I fell off the turnip truck and should 'just make the zombies go up there instead of down there'. So I reply and explain the situation, yet again, why it has to be that way, and people immediately reply with 'oh well I think it should work like this' and 'why doesn't it just do that' and explicitly go over the exact stuff I said we can't do or is not as simple as a layman would make out. So I requote my post to make sure it's seen (instead of repeating myself) and then get accused of passive aggressive requoting. For every penis ham thread...
     
    Here's the challenge. Get modding that lovely new pathfinding system (or lack of it) and keep the zombies a threat and the game over 5fps and I'll put it into the game in a heartbeat. Until then this is going in my 'can't answer another one of these threads pls someone quote the last time' - good day  
  25. Like
    EUDOXIO reacted to Jab in Random Mapzoid: Random Bitmap Terrain Generator (Python / Win Exe)   
    Why did you do this in Python 2? Preference? 
     
    I feel like I may actually attempt to do something like this, with the actual save file format if I ever get the spark of the moment for PZ again.  
     
    Good job though. 
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