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blindcoder

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  1. Like
    blindcoder got a reaction from numbersixthecat in Obey gravity, it's the law!   
    Cool, thank you for the exhaustive information there
     
    It might be worth checking to make this a complementary mod as the functionality really isn't limited to this one.
  2. Pie
    blindcoder got a reaction from Wveth in Do I Have A Key For This? - Show if you have a key for a knob in the tooltip - v3.0.0   
    UPDATE
    I have updated this to v3.0.0 with a much nicer tooltip rendering for the doorknob.
  3. Like
    blindcoder got a reaction from Damntry in [ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming   
    Fsck it... I left debug code in that won't work without my personal debug lib.
    Please use this cleaned up version. The earlier version will NOT work correctly.
    Alternatively, remove all lines containing BCGT.
     
    waterPipes_build31_v2.zip
  4. Pie
    blindcoder got a reaction from Roger in Toolbar mod - Move Inventory/Crafting/Health/MoveFurniture buttons around and extend   
    What's this?
    This mod moves the four statically placed buttons "Inventory", "Crafting", "Health" and "Move Furniture" into a Window that you can move around on the screen.
    The player can decide which buttons to show and which buttons to hide.
     
    Other mods can also hook into this window and add their own buttons to it.
     
     
    Cool! Where do I get this?
    You can download it on the Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=507746061
    Or from github: https://github.com/blind-coder/pz-bcToolbar/releases
    This mod depends on the bcUtils package v1.2.0 or newer: https://github.com/blind-coder/pz-bcUtils/releases
    The bcUtils package is also available on the Workshop: http://steamcommunity.com/workshop/filedetails/?id=503640135
     
    Enjoy
  5. Like
    blindcoder got a reaction from bl259 in Secondhand Loots - Randomize Condition and Fill level of loot!   
    Image created by Onkeen! Thanks!
     
    Do you like that everything you find is in mint condition?
    Do you think it's realistic that all pills you find are completely full?
     
    Then this mod is not for you! Everyone else, keep reading!
     
    What is Secondhand Loots?
     
    SL is a mod that randomizes the condition of weapons you find as well as the fill levels of pills, charcoal, lighters, everything with a "Remaining" bar in the tooltip!
     
    How does it do that?
     
    By hooking into the loot-generation code of the game. It also handles Lucky/Unlucky in a way that you get more items in perfect or broken condition.
     
    Cool! Where can I get this?
     
    Download it directly from github: https://github.com/blind-coder/pz-bcRandomizedItems/releases
    Or subscribe to it on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=501895986
     
    I'm a modder and don't want my items to automerge! What do I do?
     
    To achieve this, add these lines into a .lua file in media/lua/client:
    if not BCGT then BCGT = {} endif not BCGT.MergeIgnore then BCGT.MergeIgnore = {} endBCGT.MergeIgnore["Module.Item"] = 1;Please make sure to include both if not lines so you don't overwrite other mods' ignore lists. Replace Module.Item with the full type of the item that you don't want auto-merged.
     
     
    Anything else I need to know?
     
    Yes: When you transfer items that have a fill level (pills, charcoal, etc) into a container where another one of these items is, they will be combined!
    That means that two half-empty packs of charcoal will become one full pack automatically.
    This does not apply to anything that leaves behind an "empty" version of itself like Water Bottles, Pots and the like.
     
    Anything you need help with?
     
    Yes! The mod can set lower/upper limits of condition for items. For example, an axe will always be at least 25% and a Hunting Knife 33%, no matter what. This is meant so that players don't find a rare item after days of scavenging only to find it's broken and unusable.
    This is where I need help: Post suggestions of lower/upper limits of condition as well as chances that an item should be broken or in perfect condition! Default chance for either is 2.5%
    If you have a suggestion for something, please post it here. Please make it a nice "balanced" suggestion, not a "but I want this to be perfect ALLLWWAAAYS" suggestion, thanks!

  6. Like
    blindcoder got a reaction from Deputy in Muldraugh/West Point Photos   
    Yeeaah, of course it was
  7. Like
    blindcoder reacted to Deputy in Muldraugh/West Point Photos   
    I came back from work to find out this actually made it into a Mondoid?! That's crazy!   It definitely made me and my friends' days, that's for sure!
     
    (Though I would like to say for the record that any terrorizing of the locals by Spiffo was completely accidental and unintended.  )
  8. Like
    blindcoder reacted to Deputy in Muldraugh/West Point Photos   
    Fortunately, no! We did meet a worker who knew about Project Zomboid, which was pretty cool.  Other townsfolk we met with were very friendly and up for talking about the history of the town(s), and what it's like living right by Fort Knox. Definitely one of the highlights of the trip!
     
     
    Yep! Printed them out in the event that we ended up heading through the towns, which we did - I took a page out of Spiffo's 'always be prepared' book.  
     
  9. Like
    blindcoder reacted to Deputy in Muldraugh/West Point Photos   
    Ended up passing through Muldraugh and West Point (in real life) on a trip with a few friends after going through Louisville, got the chance to stop and take a few pictures, and also talk with a few of the locals! Thought I might share a few of the photos we took, as well as some links to the places as they appear in-game. 
     
    Photos taken in Muldraugh:


     
    The elementary school/city hall/police department:
    http://map.projectzomboid.com/?desc=Survival_1xL0#0.39728057165096214,0.22008822438989325,95.39621664406894




     
    Coincidentally, speaking of military vehicles in the last Mondoid, this was out behind the police station:

     

     
    And of course, the iconic Church:
    http://map.projectzomboid.com/?desc=Survival_1xL0#0.39389899962083524,0.23082318256466686,114.47545997288273

     
    A few photos in West Point:
     

     
    The other iconic large church in downtown West Point:
    http://map.projectzomboid.com/?desc=Survival_1xL0#0.654728512255997,0.1715292371247736,95.39621664406896

     
    The Bank and the Post Office:
    http://map.projectzomboid.com/?desc=Survival_1xL0#0.6555582387328889,0.16742378377068737,114.47545997288274


     
    And finally, the Ohio River as it appears in-game:
    http://map.projectzomboid.com/?desc=Survival_1xL0#0.6725271385733035,0.15606003057343506,55.20614389124362

     
    Also saw quite a few military aircraft flying over the towns into/out of Fort Knox, can't wait to see the in-game version of it:

     
    And that's about it! Photos of ground-zero of the Knox Event in real life for anybody who's never been.  All of the locals we met during the trip were very friendly.  
     
     
  10. Like
    blindcoder reacted to Batsphinx in Hydrocraft Mod   
    Hydro I am so, so sorry to read this. I simply can't imagine what you must be going through right now.
     
    Real life comes before everything, and please don't let Hydrocraft occupy even a fraction of your mind while you're going through such difficult times.
     
    I'm sure I speak for all the devs and all the community when I say that you're in all of our thoughts today x
  11. Like
    blindcoder got a reaction from Brex in Obey gravity, it's the law!   
    That is certainly possible. Right now it only happens with playerbuilt walls, though, because prefabs do not have any building materials in their data like playerbuilt stuff does.
    I'll think about something, but I need to investigate US building materials first. Over here in Germany, it would mostly be rocks and girders, but from what I hear about US homes, they're mostly made of plywood and hope, so I'll see how I can integrate that latter one
  12. Like
    blindcoder got a reaction from Rathlord in Obey gravity, it's the law!   
    Cool, thank you for the exhaustive information there
     
    It might be worth checking to make this a complementary mod as the functionality really isn't limited to this one.
  13. Like
    blindcoder reacted to Rathlord in Obey gravity, it's the law!   
    For homes, exteriors are made of a layer of siding (which could be lots of things, from vinyl to aluminum to steel to wood to cement board and more, generally speaking this wouldn't be salvageable), beneath which lies a layer of sheathing (plywood or OSB) beneath which you have studs (planks) and either nails or screws holding them together. On the inside of the studs you typically have plaster in older homes and sheetrock in newer homes.
     
    There are other options out there, but they're generally speaking not common enough to bother with (log homes, metal studs), and although brick homes are fairly common in this area I'm not sure they're actually represented in the game, so no worries there.
     
    So tl;dr same materials as player built walls, really.
  14. Like
    blindcoder got a reaction from trombonaught in Obey gravity, it's the law!   
    That is certainly possible. Right now it only happens with playerbuilt walls, though, because prefabs do not have any building materials in their data like playerbuilt stuff does.
    I'll think about something, but I need to investigate US building materials first. Over here in Germany, it would mostly be rocks and girders, but from what I hear about US homes, they're mostly made of plywood and hope, so I'll see how I can integrate that latter one
  15. Like
    blindcoder got a reaction from xXxFANCYCAPYBARA36xXx in Obey gravity, it's the law!   
    Sure! In the universe of PZ, destroying prefabs should yield which materials? Planks? Logs? Nails? Human skulls?
  16. Like
    blindcoder got a reaction from Demonic_Kat in Options to change measurement labels   
    I think Demonic_Kat means the weight in the nutrition system.
  17. Like
    blindcoder got a reaction from Kuren in Options to change measurement labels   
    I think Demonic_Kat means the weight in the nutrition system.
  18. Like
    blindcoder got a reaction from grammarsalad in Options to change measurement labels   
    I think Demonic_Kat means the weight in the nutrition system.
  19. Like
    blindcoder got a reaction from H3RB4LS in Obey gravity, it's the law!   
    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:

     
    This is the new maximum distance to build floors:

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

     
     
    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:
     
    Enjoy!
  20. Like
    blindcoder got a reaction from thrandisher in Obey gravity, it's the law!   
    I just uploaded v0.4.1 which fixes these two issues and marks the pillars of wooden stairs as carrying walls similiar to wooden poles.
  21. Like
    blindcoder got a reaction from ditoseadio in Obey gravity, it's the law!   
    I just uploaded v0.4.1 which fixes these two issues and marks the pillars of wooden stairs as carrying walls similiar to wooden poles.
  22. Like
    blindcoder got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    The containers will get destroyed, giving some building materials back. The contents will be scattered on the ground.
     
     
    That's entirely the point. If you want a base, you need to defend it. Also, you can build more supports.
     
    I don't understand the first sentence, but wooden beams act as supports just as walls do.
  23. Like
    blindcoder got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    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.
  24. Like
    blindcoder got a reaction from Skitz Comedy in Obey gravity, it's the law!   
    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.
     
     
    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).
     
     
    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.
  25. Like
    blindcoder reacted to thrandisher in Obey gravity, it's the law!   
    Ahh, i figured that was the case, but i wanted to make sure on both ends
     
    Ok, update finally came through and...... No errors while loading up now!
    Looks good. Ill run a few more tests but everything seems to be working perfect now.
     
     
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