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blindcoder

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Posts posted by blindcoder

  1. 18 minutes ago, Kim Jong Un said:

    I still think its a good idea to be able to increase this if you have high carpentry. I know half of my base is going to collapse.

     

    http://map.projectzomboid.com/?#0.20047867220018975,0.23349115819192248,492.2235242952022

     

    So for school gymnasiums and large classrooms, will they fall?

     

    I've been thinking of allowing larger build breadth by one tile every 3 levels of carpentry, but that would collapse more quickly. I have to think about how to balance that out.

     

    Also, school gyms and large classrooms will collapse if you remove their supporting walls. Unless you add supports in the middle first. See the first screenshot on the OP.

  2. 11 hours ago, nolanri said:

    does this use like a sledgehamemr event? or would it work no matter how the walls get destroyed? like by fire or car collisions?

     

    It did at first, but Build 35 introduced an Event "OnTileDestroyed" which I hook in to now. So it will work with all tile-destructions that fire this event.

     

    10 hours ago, King-Salomon said:

    GREAT idea :)

     

    but... what about vanilla structures that don't have pillars in 5x5 ?  I am pretty sure there are some ingame (even if not 100% sure atm)

     

    any reason to be afraid to enter a great hall the first time? 

     

    No, there's no reason to be afraid. Unless you start destroying walls. Existing structures are not affected, the destruction only fires when a wall gets destroyed (and only a wall, not a couch or table for example).

     

    5 hours ago, Kim Jong Un said:

    This is a great idea, but I think it fits that with carpentry/metalwork skill you can expand how far you can build out.

     

    Like, what if I wanted to build my own school classroom or mess hall?

     

    You need to make sure to have support structures in a 3x3 area around the floor tiles. A quick sketch shows that a wall every 5 tiles is enough:

    ...................
    ...................
    ...................
    ...X.....X.....X...
    ...................
    ...................
    ...................
    ...................
    ...X.....X.....X...
    ...................
    ...................
    ...................

    If you place walls at the X tiles, then you can place floors above on all the . tiles.

  3. This mod lets structures come crashing down when their support structures are removed. All structures must have a wall in a 5x5 area below or get destroyed.

    Also prevents players from building floors more than 3 tiles away from any wall.

    Be aware that any player (and zombie) that is below a crashing structure will get hurt, maybe even killed...


    Mod preview image by Onkeen. Thanks!

     

    I'm still working on the details and effects of this, so if you have any suggestions, feel free to reply!

     

     

    This is what happens when you remove enough supporting structures:

    20170105201838_1.jpg

     

    This is the new maximum distance to build floors:

    20170105202157_1.jpg

     

    And this is what happens when you stand below a single floortile crashing down on you:

    20170105202248_1.jpg

     

     

    And finally, download the mod here:

    From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=836161359

    From github: https://github.com/blind-coder/pz-bcGravity/releases

    Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases

     

    Changelog:

    Spoiler

    v0.1.0: initial release

     

    Enjoy!

  4. 42 minutes ago, chewgowski said:

    I thought the idea was to use a static map - that could be called up and studied, even drawn on/marked - like the 3ds Zelda map but without the radaring?

    That's an option, but you'd need one for every custom map and combination thereof. It wouldn't be any kind of dynamic.

  5. 11 hours ago, Rathlord said:

    As for time, Dr. Wilson tells you that the other vial will become unreactive much quicker, in only 6 hours or so. The lab needs it right away to have time to work with it. 

     

    Damn, that makes swapping the label stupid.

    Unless... I'm waiting for more info re my question before saying anything more! :)

  6. A sick man with medics AND a peacekeeper? Certainly nothing we should be involved in, curiosity or not, we really don't want to catch whatever that guy had.

    As for what to do, well... we could swap the red label to the flask she gave us and deliver our flask to the lab? Maybe the contents aren't really THAT identical?

     

    Also, as a janitor, we could - eww, gross - go back to the cafeteria and swap the garbage bins bag to check what that dude ate? If he also had the kelp, that would be veeery bad for us.

     

    So many options...

     

    I vote for staying clear of the sick dude if we can, swapping the label, then A deliver it. We can examine that stuff later. 48 hours is a long time.

  7. So we're an engineer with a hobby of chemistry, did I catch that correctly? We made the cleaning solution with the chemistry skill?

     

    I agree that we should definately A get breakfast first. Hungry stomachs make mistakes. OTOH, we only have a single science tooth on our key which I'm not comfortable with. More access is always better! We should head to G the science complex afterwards.

  8. I don't think there's a way to do 2) at the moment, you'd have to hook deep into the trait selection menu to accomplish that.

    Personally, I think 1) is good, but make it cost 1 or 2 points depending on general usefulness and have them all mutually exclusive so you can only choose one.

     

    For example, Carpentry is extremely sought after for some reasons, so I'd make that 2. Bladed Weapons is useful, but not really that necessary as a survival-mechanic, so I'd make it it 1. I think you see where I'm going with this.

  9. I don't know what you mean by "enlightenment", really. It's always a trade-off between fun and realism, and while I concur that you could easily drop pots and buckets out in the rain IRL, both the actual rain collected would be very little (even the longer showers here barely see more than a few liters per square meter, and most pots have a base much smaller than that) and implementing it would be very ressource intensive. I've tried realising this in a mod and it took a ton of computing and moddata storage for a very small change in gameplay, so I dropped it.

     

    So, if  you have another idea instead of "drop pots on the ground", feel free to PM me and we can discuss it!

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