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blindcoder

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  1. Like
    blindcoder got a reaction from GoodOldLeon in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  2. Like
    blindcoder got a reaction from Sieben in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  3. Like
    blindcoder got a reaction from Rocco36 in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  4. Like
    blindcoder got a reaction from Thuztor in Building Overhaul mod - Long-Term Crafting Projects (CrafTecs)   
    Long-Term Crafting Projects (CrafTecs)
    This mod is a complete overhaul of the building worldobjects mechanics (like walls, doors and such).
    Current state
    The mod is fully functional as of IWBUMS 34.something.
    Mechanics
    The mod requires you to start CrafTecs (working name) on squares, then add parts like planks and nails. After that, you can start working on the object. If you only have half of the necessary parts, you can start building the object up to 50% completion (or whatever fraction of parts you have).
    Objects take a LOT longer than they did before. Walls take half an hour, stairs four hours, crates one hour and so on. It always felt weird putting up walls and stairs in minutes.
    To counterbalance that long time, you can stop the project at any time and resume working on it later. You can even share the work between different people! Everyone will get 0.1 point of experience per unit of progress he helped on the project. That means if you build it for 60 minutes, you will get 6 points of experience sliced into 60 times 0.1 points. Normal multipliers still apply.
    The code also allows for objects to require certain level in different skills and even allows for certain profession. This way you could, for example, require a nurse with experience in Blunt-Maintenance to build a certain object.
    You can also require MULTIPLE professions / skilllevels for a single object.
    You can also require different tools to build things. Hammers, saws, blowtorches, a waterscale, a pen, a piece of paper, anything!
     
    Download
    Download is available on github: https://github.com/blind-coder/pz-craftec/releases
    Download is also available on Spiffos Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=677858797
     
    Demovideo
     
     
     
    Enjoy
  5. Like
    blindcoder got a reaction from DresdenBBQ in If it's any consolation to any out there...   
    I haven't played enough of Overland yet to say for sure, but I think they are not really random, but partially hand-crafted, partially random.
    Let's say there's a migration level between two areas. You have the road, obviously, then there's a roll for having a fence or some trashcans block the path. Then a roll for a few more trashcans, some enemies and maybe some random trash lying around.
  6. Like
    blindcoder got a reaction from ShuiYin in PZ Vanilla Patch v1.4.7   
    Wow, congratulations from me, too!
  7. Like
    blindcoder reacted to ShuiYin in PZ Vanilla Patch v1.4.7   
    Hello all, this week ill just update a few translations, also because the turning off ambient is not as easy as i thought and did not work out as expected and keep producing errors, ill post it later today. i was also doing some 10k run  (i never did sport before (only finger sport with a keyboad) so i end up using the 3 days doing extensive running exercises to prepare) and finally last sunday i managed to finish the race at 1.39 minutes traveling 10km. So coding been slow this week because of the running event.

     
    im glad i made it and did not pass out on the way Lol my friends seems to think its very hard to do for a person that did 0 type of sports Lol.
  8. Like
    blindcoder got a reaction from Geras in Allow Merging Condiments Of The Same Kind   
    I have implemented that in my Secondhand Loot mod.
    Basically, any item with a "Remaining" attribute will be merged when you put them into the same container.
    There is a blacklist for some items (batteries, any item that turns into another item when empty (bottles)) that won't be merged, though.
     
    There are up- and downsides to this:
    Upside: Less total weight (see two almost empty charcoal bags)
    Downside: Can't split two half-empty items between two people anymore (not an issue in single player)
     
    Personally, I don't care much about "how do you get the ketchup out of the bottle) much. We can put ammo rounds into boxes that we don't have, too.
  9. Like
    blindcoder got a reaction from Demonic_Kat in Allow Merging Condiments Of The Same Kind   
    I have implemented that in my Secondhand Loot mod.
    Basically, any item with a "Remaining" attribute will be merged when you put them into the same container.
    There is a blacklist for some items (batteries, any item that turns into another item when empty (bottles)) that won't be merged, though.
     
    There are up- and downsides to this:
    Upside: Less total weight (see two almost empty charcoal bags)
    Downside: Can't split two half-empty items between two people anymore (not an issue in single player)
     
    Personally, I don't care much about "how do you get the ketchup out of the bottle) much. We can put ammo rounds into boxes that we don't have, too.
  10. Like
    blindcoder got a reaction from Zillvr in Allow Merging Condiments Of The Same Kind   
    I have implemented that in my Secondhand Loot mod.
    Basically, any item with a "Remaining" attribute will be merged when you put them into the same container.
    There is a blacklist for some items (batteries, any item that turns into another item when empty (bottles)) that won't be merged, though.
     
    There are up- and downsides to this:
    Upside: Less total weight (see two almost empty charcoal bags)
    Downside: Can't split two half-empty items between two people anymore (not an issue in single player)
     
    Personally, I don't care much about "how do you get the ketchup out of the bottle) much. We can put ammo rounds into boxes that we don't have, too.
  11. Like
    blindcoder got a reaction from Demonic_Kat in Boil bandages and ripped sheets to sterilize   
    I actually made a mod to do this a while ago:
    https://github.com/blind-coder/pz-bcBoilRags
    Direct download:
    https://github.com/blind-coder/pz-bcBoilRags/archive/v0.2.1.zip
  12. Like
    blindcoder got a reaction from ShuiYin in What is the Console Command for SP?   
    There really isn't a console in PZ Single Player. There's a debug mode, but that's not quite usable for what you intend to do, either.
    The NecroForge mod can be used for object spawning, though.
  13. Like
    blindcoder reacted to Batsphinx in More Late Game Radio Broadcasts   
    We'll have some cleverness involving spawning at particular moments on the timeline, cleverness to do with the blockade etc.
  14. Like
    blindcoder reacted to dangalong in Sweater Strings Mod   
    I made this mod because I wanted there to be a more sustainable way to get string material (twine and thread) for use in trapping, fishing, and clothing mods. And it made sense to me that in real life, if you had to, you could pull apart the sweaters you find/loot from closets and corpses to get loose yarn strings that could be made into twine and thread usable for crafting items needing cloth string material, or even suturing wounds needing stitches in a pinch.
     
    This is my first PZ mod and I kept it very simple. I made it for myself, but I also wanted to share it if I got it working right. It tests fine in build 33.2. Of course, it is not very complicated. It doesn't overwrite anything vanilla, including the option to rip sheets of sweaters. It just adds the 1 new item (Loose Yarn) in the game and 3 new recipes (Pull Apart Sweater, Make Twine from Yarn, and Make Thread from Yarn). Sorry for the crappy-looking icon for the Loose Yarn, but I wanted it to have it's own icon and I'm not that good at art.
     
    The recipes to make twine and thread from yarn don't give back whole rolls, only partial rolls, and you can only get the yarn from sweaters, not any other cloth items. It also takes a little extra time to craft the twine and thread from the yarn compared to most other simple recipes in the base game, because I think it would be kind of tedious in real life to get good results out of it.
     
    Update: I decided to add the ability to also convert thread into twine, and vice versa, with only a small yield of return, since it seemed to make sense if they can both come from the same base item. Download links below have been updated with the new version file.
     
    Download Link
    SweaterStrings.zip
     
  15. Like
    blindcoder reacted to Necromatic_Corgi in Project Zomboid Map Project   
    Head over to the mapping forums or look up thuztors guide.
  16. Like
    blindcoder got a reaction from Batsphinx in Project Zomboid Map Project   
    I have just opened up the Tiles2x version of Muldraugh/West Point as a BETA version (because BETAs are cool! Everybody loves BETAs!).
    http://pzmap.crash-override.net/?desc=Survival_3412L0
     
    It's BETA because... well, there's an entire cell missing in the southwest (just trees there, though).
     
    Anyway, enjoy
  17. Like
    blindcoder got a reaction from Viilea in Hotbar for quick item access - v0.8.0   
    I blame lemmy for this, he put the idea in my head
     
    This is a mod adding a hotbar for quick item access to the bottom of the HUD.
    You can get it in three sizes:
    - Small:

    - Medium:

    - And large:

     
    You can find the settings and a configurable button to toggle the hotbar in the options menu:

     
    And attach items to the slots via the contextmenu:

     
    And quick access the context menu from the hotbar with RMB:

     
    And finally, download the mod here:
    From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=503645367
    From github: https://github.com/blind-coder/pz-hotbar/releases/
    Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases
     
    Changelog:
     
    Enjoy!
  18. Like
    blindcoder got a reaction from DarkKreepe in How to change character health?   
    I wrote that from memory, it might not be entirely correct...
    What's in console.txt?
  19. Like
    blindcoder got a reaction from DarkKreepe in How to change character health?   
    Maximum health of a body part would be 100, so you would be decreasing its health by 0.5 to 99.5.
    What you'd want to do is:
     
    local rightHand = getPlayer():getBodyDamage():getBodyPart(BodyPartType.Hand_R); rightHand:AddDamage(rightHand:getDamage()-50); // set damage to 50%  
  20. Like
    blindcoder reacted to deprav in Kerbal Madness   
    Dunno if you guys keep yourself updated on KSP, but just thought I'd give ya'll a ticket for the hype train cuz KSP 1.1 is a couple of weeks away !

    And it FINALLLLYYYYYYYYYYYYYYYYYYYYYY has 64bits support for Windows, and some other considerable performance improvement !
  21. Like
    blindcoder reacted to EnigmaGrey in Kerbal Madness   
    I like the new Kerbal.
  22. Like
    blindcoder reacted to makkenhoff in Death Metal   
    I think your opening a can of worms saying things like core zombie survival features honestly. I doubt you could get 30 people in a room to define what the core features are, let alone what constitutes the success or failure of those features. That said, this team is small enough that a relatively short development cycle on a 'good idea' is more likely to get worked on between big system integration because big system integration requires lots of testing before it even gets into our hands.
     
    I'd be willing to bet that the internal testers have saw more iterations of Project Zomboid than they care to count. I've done some similar testing for other games, and minor tweak testing is tedious at the best of times, so I'm reasonably pleased to do IWBMS testing because it is nowhere near the level of step by step reproduction that often accompanies traditional testing.
     
    As to wilderness survival, right now, you can do that via farming, fishing, foraging, and trapping. Granted, I'll admit its not "fully featured wilderness survival" but its closer than a lot of games ever get, even ones that purport to be exactly that. Knowing that NPC's aren't ready, I think it would be a stretch of my imagination to think that they would add deer and possum first, as they will likely use the same routines that the NPC's themselves will use; perhaps even eventually allowing for mod based customizable "npc" bucks who will actually hunt the hunters.
     
    Its also worth remembering that the features you just listed are not being worked on by the same people, in fact they are separate people working on separate features. I'm not sure of your background, so forgive me if this explanation makes you think I'm being rude; it is simply not my intent, I'm just trying to keep it fairly short, but trying to explain it in a way that applies to people who might stumble on this later.
     
    The way modern programming works, you can and do have different people working on different "versions" of Project Zomboid at the same time. Everyone might start on Project Zomboid build 30's code, and begin working on their assigned (if they assign at all, I do not know with this developer team, how their process works, but some common things apply in most cases) additions to the game. One person might be working on radio broadcasts, while another works on creating a new nutrition system, while another works on the animation system, while another is working on "creative mode" and yet another person is secretly making great art bigger; that cannot be unstated either. Art is its own field and yet is just as complex as programming and in some cases (such as me) is actually more difficult than coding.
     
    This is all part of the problem because we tend to tie features to build numbers when in fact build numbers don't really mean anything at all. When I said build 30 above, I was simply trying to convey the point of origin, the fact is its likely not numbered at all. When Microsoft calls an OS windows 10 (as if that number means something) what they are really saying is we feel we have added enough value since our last OS that we feel we can charge full price again for it, and people will pay for it. Regardless of if those features are something you personally will use.
     
    Thus, when one person "finishes" (that is, successfully completes internally testing after coding) their part of the project, this new part is then added to the "master" code. So you might see a more simple project finish before more complicated projects (such as the animation system which itself was required for NPC's as I understand it) simply because the people behind them are able to finish them quicker. I must admit, I have oversimplified bits of my explanation, because as someone who's done more than dabble in programming and code testing, I can personally attest to the difficulty of some of the topics I've intentionally left out such as merging code bases. That topic in particular can be a real nightmare, and one that I've had the misfortune of failing at.
  23. Like
    blindcoder reacted to Batsphinx in Death Metal   
    And what if wake up early and forget to turn off the alarm EG? What if you're sneaking past zeds and it goes off?
  24. Like
    blindcoder reacted to Kelefane in Helicopters have gotten ridiculous.....   
    Now this would be cool. Finding the Helicopter crash and salvaging things from it. 
  25. Like
    blindcoder reacted to EasyPickins in IWBUMS: Build 34.13   
    IWBUMS 34.13:
     
    Fixed an exception when using the mousewheel in the main menu before the game started. Fixed container capacity changing when moving objects. Fixed freezer container being lost when moving objects. Fixed wrong container capacity being displayed when clicking on objects in the world. Fixed non-food items getting aged, which after enough time would cause them to have no texture (the game was trying to use the "rotten" texture which didn't exist). Fixed farming sprites not showing in the context menu. Fixed farming sprites for in-game plants.  There may be bugs here, it's a bit confusing. Fixed some ??? tiles when importing old savefiles. Fixed disappearing items and weight capacity possibly being exceeded when spawning items. Fixed making bowls of pasta/rice giving a Pot instead of a Saucepan. Fixed being able to move a combination fridge+freezer when the freezer wasn't empty, losing items in the freezer. Fixed ProjectZomboid.exe argument handling. Fixed items in a freezer not being placed on the ground after destroying a combination fridge + freezer. Fixed vertical sprite position after moving objects with the 2x tiles. Fixed teleporting to the staircase above when one staircase is directly above another (actually it still happens sometimes, will fix later). Fixed radio tile properties causing floating radios, and Makeshift turning into non-Makeshift when placed. Crates can now be moved with the furniture-moving commands.  When building new crates, the height is chosen automatically (no need to use the R key).  Currently, this allows stacking crates on top of tables as well, although that might change.  Destroying crates lower in a stack should cause the higher crates to drop down. Fixed the new lighting system not "spotting rooms" properly.  This prevented spawning of indoor zombies and generators. Fixed black screen after a coop player died and respawned, caused by the lighting system not handling the new player's position in the world. Fixed 3D models flickering on/off in coop. Fixed massive memory leak with sprites. The Redboid server had 21GB of unreleased sprites after running for a day. Fixed right-clicking not detecting players or corpses with the 2x tiles. Fixed black fridge having 20 freezer capacity Fixed the appearance of grime below windows (so it matches adjacent walls). Changed some nutrition numbers Updated left side icons to non-pixelized ones Fixed unlucky trait giving some times more loots
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