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About Deadend

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  1. Deadend

    Hydrocraft Mod

    This mod is insanely huge. That's some dedication.
  2. Hey Jimmy! see over there, see over there? It's a rabbit. Ain't that dandy handy.
  3. Good Job Devs, keep up the good work! Mamba (A.k.A baby-black-jesus-game-wiz) approves this message.
  4. I'm not entirely sure how mods work in multiplayer. Last I remember for a mod to work in multiplayer every player had to have the mod installed. If its not working out like that then it seems it would require some additional functionality.
  5. The Project Zomboid Zombie Slavery Mod... Coming to stores near you.
  6. Yup np, I should have probably put this in the modding tools sub-forum since the idea behind it is primarily as a tool for modding (hence the script like structure). Oh well, anyone looking for a more heavy duty item spawner mod can look into Necroforge (didn't know that existed until you mentioned it). At least this one is definitely more lightweight than Necroforge.
  7. Hey there, I just ran the game with the mod to check this and I had no issue getting fish chunks from something other than fish fillets. Keep in mind that besides the fish you need a kitchen or hunting knife, cooking pot, water (in a seperate container), and canning salt. Try completely deleting the mod folder, re-downloading it, and unzipping it back into the Mods folder. Hope that helps, let me know if you still have issues.
  8. It's taking some ingredients (that is, Canning Salt, Vinegar, Pickling Spice, Water and Cooking Pot) and making it into brine (a new item). By its technicality brine is just a mix of salt, vinegar, and water used for pickling. When you cook it (in real life) it just makes sure its all well mixed. In the mod, if you have all the ingredients for making brine you'll have an uncooked pot of it. You'll need to cook it (from uncooked to cooked) to be able to use it for pickling. The brine making portion of the mod is rather simple, it just deals with the item and recipe scripts (Doesn't go into lua). Feel free to dive into the mod's code and learn from it. More specifically look at the items script (txt) file and the recipes script (txt) file. Ctrl + F to search for brine. Hope that helps / answers your question.
  9. I've been thinking about that lately, considering that pickling already has the thirst side effect it won't necessarily replace the open kettle method that gives you 2 weeks to spoil. I'll change it for the next build
  10. If that Blender 3D models/animations import/export project ever gets finished this would be pretty neat mod to make to go along with some pissing, s**ting, bathing, brushing teeth, washing hands, and washing clothes animations for RP purposes.
  11. hmm, I thought anyone who uses this mod would take that as good news. version 1.0 will only mean that the mod finally gets out of WIP to complete status. That being said I'll probably still make updates if game updates ever break the mod (though I doubt it, since build 28 this mod has pretty much worked fine). In terms of content, the core mechanisms (pickling, water bath, pressure, open kettle) are all in place so adding more canning options is pretty straightforward (you don't even have to touch the messy lua code, just edit the item and recipe scripts for the most part). Anyone that can follow some instructions can do it. So If ever requested I won't mind writing up some quick instructions for people to make their additions (add-ons) to this mod for their own use or to share with any other uses of this mod.
  12. So I've used this nifty little mod once in a while. More or less for modding testing purposes but decided to clean it up a bit and release for anyone to use and so here it is DOWNLOAD(reference last updated to Build 30.16) INSTRUCTIONS:You know how you can now write stuff onto notebooks, journals, and doodles right? Well get yourself one of them to write on and then follow this simple instructions. 1) write this line "materialistic wish granting machine activate:" This activates the mod. 2) press enter, in the second line write "=itemID,quantity-" Replace 'itemID' with the ID of an item, looks something like 'module.itemName' (e.g. Base.Axe). Then replace 'quantity' with how many units of that item you want (e.g. 1). 3) press the "OK' button and watch the magic happen as the item spawns in your inventory! Don't worry if you mess up on the second line, as long as you get the first line right something should show up in the command prompt (that runs along with the game) telling you what went wrong.P.S: the mod is case-sensitive and doesn't guess what you 'meant' to write or complete words for you, so make sure to enter everything correctly without misspelling. Here is an example: materialistic wish granting machine activate:=Base.Lollipop,1- Reference: so I made this little program that went through all the item script files of the game and stripped all the item IDs, compiling them all in a reference.txt file. You can find this text file inside the mod folder. Use this to find whatever is that you need if you not sure. I did a quick scroll through and found some hiccups here and there but for the most part is pretty useful. Use Ctrl+F to search through faster. P.S.S: you can also spawn items from any mod with this, you'll just have to know their itemIDs. For example if I wanted to spawn a quart jar from my Canning Essentials Mod I would write '=CanningEssentials.GlassQuartJar,1-'. P.S.S.S: I did make this mod with somewhat of a modder perspective so if you have no PZ modding background whatsoever and find it too difficult to use or have any suggestions, feel free to comment. And That's it, Enjoy!
  13. If only the devs would implement support for the modding community to implement and or mod the 3D models... I'd bet that there would be so much content.
  14. UPDATE: Changelog v0.8: - disabled the default canning feature that was recently implemented in the game (build 29 I believe?). i.e. the code I've added should stop the EmptyJar item from spawning in your game. Which is the core item to use any of the canning options that were implemented by the devs. So now you get to either go with the simplified version of canning that the devs have implemented or install this mod. Most of the canning options the game offered have now been integrated in this mod and those that are not will soon be making their way in along with many more options, so enjoy. - added pickling; the easiest of all canning methods, heat the brine (salt, vinegar and water) then pour on jar with vegetables and seal, done. Begins to spoil after a week though. The only downside is that since they're not fermented and aren't water processed it requires a strong brine to last longer. Therefore its very salty and acidic, making you want a cup of water after you done eating a jar of this stuff. - added pickled bell pepper as a canning option. - added pickled raddish as a canning option. - added pickled carrots as a canning option. - added pickled leek as a canning option. - added pickled cabbage as a canning option. - added pickled brocolli as a canning option. - added pickles (pickled cucumbers) as a canning option. - edited the base pickles food item that was already in-game to display as "cucumbers" and act more as any other food item that can expire and rot. - Fixed rodent, bird, fish, and rabbit canning options not requiring water. - rebalanced canned food bonuses, penalties, and hunger reduction. Now not all canning options are truly not the same. - rebalanced weights of all mod items to go along more with similar in-game item weights. Generally speaking, all mod items now weight much less. FINAL WORDS: So the mod is pretty much complete, just have a few more canning options to add, but other than that my original plans for the mod are already implemented. The next update v0.9 should be making its way when Build 31 makes its way out of IWBUMS and is finally released as a stable build. V0.9 will just have a batch of new canning options and possibly some re-balancing tweaks. The final release of this mod will most likely come when Build 32 is released. That is because according to this article published by the devs, that build will implement a learned recipes mechanism. So I'm gonna have a hack at it and try to implement that into this mod so that there are a several books lying around with canning recipes for you to learn. Furthermore, I'll be making an attempt at a long play-through with the mod to thoroughly test it out and make any final balancing tweaks. And that is all, enjoy
  15. if you're editing the item on a separate file you need to "copy the whole thing over" and make your addition like you did on the last snippet there. Avocado is a fruit btw.
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