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Deadend

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  1. Like
    Deadend reacted to jeffstaples1982 in RELEASED: Build 30.12   
    I think doors need to be randomly unlocked, during an outbreak realistically not every single door will be locked.
  2. Like
    Deadend reacted to deprav in RELEASED: Build 30.12   
    The medical overhaul is one of the thing I've been waiting for the most ! This is going to be brilliant ^^

    A little thought about wound infection :

    Irl, cleaning a wound - ANY wound - BEFORE it gets infected is one of the first reflex someone with a minimum of medical background will do. There should be a higher probability of wound infection if you didn't get it cleaned asap.
    If it comes to wound infection, you sure needs to keep disinfecting it, but what you really want is find antibiotics before your wound infection becomes a blood infection and kills you.
  3. Like
    Deadend reacted to Madigari in RELEASED: Build 30.12   
    Sounds cool, buuuut...
     
     
    Will there be ways to pick locks now, or ways to prevent damage climbing through a broken window? If I don't take the Strong perk, this sounds like I'm going to be picking glass out of my character with almost any building that has few windows for entry, or breaking down doors/walls to get in more safely (albeit more loudly).
  4. Like
    Deadend got a reaction from Scarlet Universe in THE UNDERTAKING: ORIGINS [OFFLINE - NO LONGER ACTIVE]   
    Time has passed, many have died, and much has been lost. We're no longer at the top of the pyramid; no longer the rulers of this world. Most of us have been deprived from what we hold most dear. We stride day to day to survive, to find some sustenance, something to hold onto, something to go on...Us, Humans, we've been known for our inner resilience,to triumph when all odds are against us. We can't just stand idle while our world withers away... There is much history to be written about us. Much more deeds to be done. We WILL prevail! We WILL make our stand! Are you ready? Are you ready to take back what's rightfully yours?Welcome, to a new beginning...    OVERVIEWThe server is meant to be Roleplay oriented, event/story driven, and faction based. however, you're not required to join a faction; as of right now there aren't any events you can't participate in if you're not in a faction. So when you join you're welcome to go out on your own, buddy up with someone, or join a faction (or eventually do so). Just keep in mind that joining a faction might give you a better sense of belonging than if you were to be out on your own. There will be server sponsored events for everyone to participate in. And lastly, there will a server story that will be updated regularly (when there is enough content to be added). A story that you, the player, shapes up. We'll keep an eye out for things that occur in the server and we'll base off our writing off of those events. It's up to you if your character becomes a legend, or just another unknown casualty.   ---------------------------------SERVER INFO----------------------------Keep in mind you'll need to be in the whitelist to connect.Server Status: OFFLINEIP Address: theundertaking.pwnz.orgPort: 16361Host/Service Provider: Fragnet -   Steam Group   -   Server Forums   - Administration:- Deadend | Scott Daniels [Founder]- Revixy | Revixy [Writer]- Strang | John Strang [site admin]- LoLDODGEthis | Dodge [right hand man] Server Restarts: Server will be restarted every 2 hours to maintain the smoothest possible gaming experience on the server. Game Settings:
      
    ---------------------------------RULES----------------------------1. No breaking into or raiding bases (safehouses, camps, outposts, settlements...etc.). If you're on a loot run and come accross a player built base (barricaded, wooden walls, paint on walls, notes saying this is someone's base, spiffo on the floor,...etc. ) then carry on. It's very annoying to build your base only to have it ransacked when you're logged off (a little unfair since you're not there to defend it, don't you think?). There will be a fixed time for when you're able to raid player bases (so keep note of their locations). Check the events section for more info.  2. No griefing. This primarily means no destroying walls unless you building your base. So if you're trying to enter a building, you'll have to go through the doors (if they're locked you can break em) or windows (if they're barricaded you can tear em down). 3. Stay in character as much as possible. Global Chat is meant to be a sort of radio frequency we can all tune into. No need to explain how you got your hand on a "radio" or whatever. Just act in character. If you need to act out of character (go ooc), put your message in paranthesis ex. (Hey Guys, gtg I'll be back later). Same goes for Local chat (though that one of course is meant to be you talking in person, not a radio frequency). With that in mind, you can "talk" all you want.  4. Don't take notebooks that have been written on that aren't yours. you might find random notebooks written into throughout the server map. These are meant to enhance your experience in the server. And learn more about the back-story, its characters, locations/factions. So please don't take these with you. After you done reading them, put em back where you found them for others to see. As of right now, those are the only rules, let's hope we can keep it that way. These rules are all meant to protect every player's experience in the server. So if you catch someone breaking any of them, report them, tell an admin ASAP. If there aren't any admins online, take a screenshot (by pressing your F12) and post it here, describing how and what rule they broke (you should take screenshots of people breaking rules even if admins are online). Help us make this a server that everyone can enjoy. Breaking rules No. 1 or 2 will get your account instantly banned. PETITIONING YOUR ACCOUNT TO REMOVE BAN
      HOW TO JOINYou can apply to join at our server forums, the recruitment tab.  
    ---------------------------------EVENTS----------------------------MAJOR SERVER EVENTSThese are to be fun all around for everyone and make sense with the game world. 
    RESUPPLY EVENTSThese events are meant to give players things to do. A location is announced and what's going on. It's up to you to go check it out or not. You can expect announcement like these to be made (they're meant to be roleplay based):
     TRADE EVENTSThese events will be server sponsored events in which a place will be secured for trading. Everyone would be welcomed to come in and trade their goods. 
      
     
    ---------------------------------THE STORY OF US----------------------------Fort Lenning has fallen; no traces of any survivors. We've been left alone to fend off for ourselves. The military has gone silent. It's unknown whether they're still active or have been consumed by the virus as well. Those who survived the outbreak have resorted to scavenging, looting, stealing from each other, and murdering. But not all hope is lost, a place called Outpost Rose has been established off the road from Muldraugh to Dixie. Though still called an outpost, its a heavily fortified fortress led by the mysterious Scott Daniels. South of muldraugh, near the highway a new survivor settlement, New Hope, has been established, led by John Maxson, the governor. It's unknown what events will occur from here and on. What awaits the Knox County and its survivor is only a story that's yet to unfold...... To be continued.  UNTOLD STORIESThis segment contains stories told by survivors for survivors. Reading them, will give you more insight as to a survivor's, faction's, and location's background. They're pre-approved before being linked here to fit with server lore and events (If you'd like to write a story of your survivor in the server and want it have it linked here, send me a private message).
      
    ---------------------------------FACTIONS----------------------------Factions are meant to be a large component of the server. When successfully established a lot of what goes on the server will revolve around factions. The Raid Event specifically will be much more enjoyable if you're in a faction. You don't have to join a faction to play in the server. But you should definitely keep an eye on them and make sure you join the right one (when and if you decide to join one). You can read more about them HERE  
    ---------------------------------Q&A----------------------------read this before posting an issue or asking a question, it'll be continuously expanded on as issues arise and solutions are presented.
     
    * let's make this an awesome server *
  5. Like
    Deadend got a reaction from DannikJerriko in Rain that washes away blood stains   
    ^ ^ what title says
  6. Like
    Deadend got a reaction from CaptKaspar in How about some Idle animations?   
    sounds neat. First thing that came to mind were the sims from EA. Though considering how tight up the developers are with the resources at their disposal, something like this will most likely (if at all) be added when the game is in beta or close to a final release (1.0) as a part of a final touch-up. 
    It would be pretty dissapointing to see them put effort into making something like this this early on without more enticing animations/graphics first (e.g. seeing backpack on character, more customization (hats, bandanas, jackets, t-shirts), sneaking, animations for all weapon types; animations for looking through inventory, construction, crafting, cooking, foraging, looting, fridges(cabinets/drawers/closets/desks) opening animations).
  7. Like
    Deadend got a reaction from Some Clever Username in How about some Idle animations?   
    sounds neat. First thing that came to mind were the sims from EA. Though considering how tight up the developers are with the resources at their disposal, something like this will most likely (if at all) be added when the game is in beta or close to a final release (1.0) as a part of a final touch-up. 
    It would be pretty dissapointing to see them put effort into making something like this this early on without more enticing animations/graphics first (e.g. seeing backpack on character, more customization (hats, bandanas, jackets, t-shirts), sneaking, animations for all weapon types; animations for looking through inventory, construction, crafting, cooking, foraging, looting, fridges(cabinets/drawers/closets/desks) opening animations).
  8. Like
    Deadend reacted to HyperMoon in Suggestions for chat   
    I had a few ideas while I was playing online last night to improve the chat system.
     
    1. (Hot keys for custom chat commands) First, I think it would be pretty nice to be able to hotkey custom commands for chat. So instead of having to stop and type out something you could simply hit a key and say whatever it is you wanted.
     
    2. (Chat indicator when typing message) I noticed when playing with others we never know when someone is about to say something so there is alot of times where we are all awkwardly standing around wondering if the other player is about to say something or not. There should be some sort of indicator that someone is trying to communicate. Maybe some moving dots "..." or something that shows that a player is currently typing a message into chat.
     
     
  9. Like
    Deadend got a reaction from ORMtnMan in Player Death and Future NPC Interaction   
    ahem. -snip- stop being a D**k .  Though I'm sure (because I follow every mondoid and forums) the devs want to make this game as unforgiving and brutal as possible (hence build 31), they are also making a beginner mode. And why is that? to appeal to newer players but also to not force us (veteran, more hardcore players) into it.
    That says something, the devs want newer players to get an adequate learning curve in the game so they become regulars, the more regulars, the more popular the game is, the more the word gets out, the more people are trying it, the more sales the devs are making, the more funding they're getting, the further they'll be able to develop the game. 
    Something like the idea being proposed here is a niche that fits well within the bounds of sandbox mode. 
     
    people really need to stop bashing other people's suggestions based off their preferences for the game. Guess the idea of constructive criticism is taboo around here.
  10. Like
    Deadend got a reaction from Impetiso in Player Death and Future NPC Interaction   
    ahem. -snip- stop being a D**k .  Though I'm sure (because I follow every mondoid and forums) the devs want to make this game as unforgiving and brutal as possible (hence build 31), they are also making a beginner mode. And why is that? to appeal to newer players but also to not force us (veteran, more hardcore players) into it.
    That says something, the devs want newer players to get an adequate learning curve in the game so they become regulars, the more regulars, the more popular the game is, the more the word gets out, the more people are trying it, the more sales the devs are making, the more funding they're getting, the further they'll be able to develop the game. 
    Something like the idea being proposed here is a niche that fits well within the bounds of sandbox mode. 
     
    people really need to stop bashing other people's suggestions based off their preferences for the game. Guess the idea of constructive criticism is taboo around here.
  11. Like
    Deadend reacted to B4nny in Slice Fruits   
    This might be a tiny idea. and i can already feel people hunting my idea down. but still:
     
    How about the ability to Slice Fruits like the Melon. but with Orange,apple...etc.(maybe even veggies?)
     
    Reason: when its Rotten u cant use it for trapping , right?
    but: when u slice an apple , say u get 4 pieces. 3 rotten and 1 eatable. which now u can eat or use for the trapping bait.
     
    the better the cooking skill the more slices and/or eatable slices u get.
     
    so we can have fruits in late game. since there is no other way to get them.
     
    i wanna use an orange as bait. but all fruit is rotten at the point where i am
     
     
  12. Like
    Deadend reacted to migulao in Player Death and Future NPC Interaction   
    I don't like it, it would take away the tension.
     
    Imagine every other game ever:
     
    ''Oh, I died? it's fine, I'l just respawn :D''
     
    No tension what so ever.
     
    The best thing about project zomboid is, if you are dead, you are dead, no checkpoints, no respawning, no nothing.
     
    That's what I love about these kinds of things, for example in xcom:
     
    You customize a soldier, and name him after your friends, you keep him along all the way, but then he died because a FUCKING SECTOID WENT UNNOTICED AND FLANKED HIM, THAT LITTLE SON OF A-
    *ahem* excuse me, got a little bit carried away there...
    (I miss colonel Jackson... )
     
    But the best thing is the shock you get, and the tension of knowing that at any moment, all this could just end, with one.
    single.
    scratch.
     
    And giving a respawn system.
    ANY.
    Kind of respawn system, will absolutely ruin it.
    I want them to actually REMOVE the respawn system with another guy, because you know you will still have everything.
     
    I want project zomboid to be a hard, brutal, unforgiving game, where the only xp you get, is of trial and error, and learning, and getting better at the game, not leveling up your character, but yourself aswell.
  13. Like
    Deadend reacted to ORMtnMan in Player Death and Future NPC Interaction   
    My suggestion is on how to deal with player death, "reincarnation" and interaction with NPCs.
     
    So I have been pondering this,
     
    Having died many times in the Sandbox mode and loading up the same map to go find my stuff lying around; the concept of NPCs as part of this seems like it might become an issue.
     
    If the player dies and he has a large posse hanging around his base, if he comes back as a new character, the NPCs would have no idea who he is. He would have to develop all new relations probably be kept out of the base "he built" (in another life).
     
    My suggestion would be instead of starting out a new character every time you die, if you have a group of NPCs, could there be an option to take control of one of them instead? That way it makes a more  contiuous story of your group survival.
     
    This could lead to awesome situations where you lead a team into an infested area, get swarmed by zombies but only one of the NPCs manages to get out before the horde turns everyone into horderves.
     
    I realize this may qualify under the "ending other than death category" but I would argue it does not. Your character still dies, you just get to choose whether to continue on with the story of your group or start a whole new character.
     
    Let me know what you think on this... and sorry if someone else already suggested this.
     
    EDIT:
     
    Also, there could be an "ironman" check box option at game startup that prevents you from being able to respawn on a map at all. This way, everyone can be happy.
     
    EDIT EDIT:
     
    It should also be noted that this would only be a Sandbox setting as the other modes would be more hardcore and you can not change settings in Survival anyway.
  14. Like
    Deadend reacted to Blasted_Taco in Build 30 wild speculation thread   
    I guess medicine will finally make a return as antibiotics and you can take some medicinal plants, along side with some new skill maybe?
     
    I dont think they will add splints yet, they need animations and more stuff like that.
     
    And maybe we will see damage in a certain area of the body actually doing something, like if your arm gets hurt, you cant swing as hard and fast as usal, head damage can cause some vision/hearing problems, leg make you move slower,ect.
     
    I hope for corpses and the rain actually making you sick.
     
    But the one that will make me fall in love with whoever codes it.....FOOD NOT HEALING YOU, GOD I DONT WANT MAGIC FOOD, I HATE MAGIC FOOD, HOW BUTTER HEAL MY ARM?!
    BUTTER BEST FOOD
     
    Also maybe some new wound types?
    You know, like blunt damage, slash damage, damage damage...
    I am pretty hype for build 30 more than build 29
     
    Pls more medicine
  15. Like
    Deadend reacted to Blackthorne in Build 30 wild speculation thread   
    It hasn't been stipulated as to how much time since 'the outbreak' it has been when you fire up a game, but I'd be interested to see if there'll be domesticated animals gone feral during the course of the game. I'd be more worried about a sprinting pack of starving dogs than the shamblers, that's for sure
     
     
    I've already been Ravage-d by the locals 
  16. Like
    Deadend reacted to Jatta Pake in Build 30 wild speculation thread   
    I predict a new "Medical" skill that allows characters to heal and treat other injured characters.  This will be helpful in MP.
     
    From the looks of the icons in the game, there looks to be new types of pills coming. Probably new medical items too (splints, braces, sutures, scalpels, IVs, etc).  Bandages will probably be changed to only stop health loss, but actual healing will require treatment from a sufficiently skilled character.  Food may not heal you.
     
    The biggest change will probably be the introduction of diseases from proximity to corpses.  In Dwarf Fortress they call it miasma. Cleaning up those dead zombies will become critical to staying healthy.
  17. Like
    Deadend reacted to miked79 in Build 30 wild speculation thread   
    Id love to see....
    *Backpacks on my character
    *New weapon models. So everything dont look like a bat
    *Id love to see more character customization. Maybe like wearing a hat, or a bandana, or coat etc
    *More combo items. ( like the nail bat...etc)
    *And Last Stand Maps to be played in Multiplayer mode!
  18. Like
    Deadend got a reaction from SpaceJunk in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    UPDATE:
     
    So after almost 2 months if I'm counting right I've managed to release this new version. About 2 months ago this version was much ready to be released but sudden bugs caused me to change certain aspects of the mod so the version was halted. Shortly there after I had to go back to college and for a bit over a month I had not had the time to work on the mod. Just recently (last week and today) I finally found some time and because of my now better time management skills I've been able to finish this version. And hopefully will be able to continue working on it.
    The new version contains a new preservation system that I'll talk more about in the changelog. Just wanted to mention that I've briefly tested this version with the latest PZ stable build and works without any unknown issues. The preservation system and new aging system however I've not be able to test thoroughly as that requires days to pass in-game. So if someone could test this, that'd be great. 
     
    changes to main post:
    - updated current features section. Read it for a quick down of whats new... Which is sadly not much in terms of content.
    - updated the design section to correlate with the new changes.- updated the guide section with new item, slight addition to instructions (canning process is still the same though).- new instructions for testing mod, check bottom of official post. changelog:
    v0.6:this version was mostly a lot of background stuff once again. Not much content here in terms of canning options. On the other hand though now the mod's core is more solid.- new aging system. Decided to make my own aging system instead of using the game's aging system for food as I needed to apply it to normal items as well. Check below as to why this is.- made sealed jarred food normal items instead of food items. There seemed to be some confusion as to whether or not you needed to open sealed jarred food to eat it since the eat option was there for sealed jarred food. That was because food items having age whereas normal items don't. The confusion along with the fact you were getting cooking exp for opening a jar got me on the path of making an algorithm and the proper modifications to allow select normal items to have age. Even better this new implementation allowed me to give jarred food a preservation property instead of just letting it age for a long period of time and having to place code in to keep track of that. Now with the new preservation property is more like putting food in a fridge in-game before the electricity runs out.- disabled the exp control system. Originally implemented so you wouldn't get any cooking exp with this mod. Didn't want it affecting your cooking skill until the mod was actually binded to your cooking skill. But it seems it causes an unacceptable bug when cooking books are used. Haven't found a solution and its delaying this version too much since this version was basically ready for release but I held it back to look into this bug.- jar lids are now non-reusable. But their spawn rates have been increased so they should now be more abudant.- added a jar lids box of two sizes, 6 and 12 (both have the same icon and name but one weights more than the other). You can box your lids for a slight weight reduction bonus. You don't have to unbox the jar lids to use them. The box itself can be used directly when jarring. But if you want to unbox them, you can.- changed opened jars of strawberry jam to say 'Open Jar Of Strawberry Jam' instead of 'Strawberry Jam*' to be more clear. Keep in mind that the icon also changes to show the jar without a lid once you open it.- Jarred food will now lose some nutrional value if prepared through the Open Kettle Method. This as to simulate the fact that you somewhat overcook the food through this method. This, along with the higher chance of failure (in comparison to the other two methods) would be the downside to the open kettle method. The upside being that it offers a quick solution to preserve your food. - Jarred food will now lose some nutrional value if processed through the water bath method (or pressure method) more than once. This as to simulate the fact that you somewhat overcook the food by processing it more than once.The penalty occurs until the jar only gives -5 hunger reduction. Therefore you can no longer preserve the same jar of food indefinitely, without some sort of negative effect.- testing feature made more robust; press 'HOME' key to get instructions for further use, they'll display in the console/terminal. press 'END' key whenever you need to bring up the instructions again. Thanks for anyone trying this mod out!  - fixed a bug where you were also able to inspect opened jars of strawberry jam. Though technically not a bug, it wasn't part of my design to inspect open jars. An Open jar of food is just like an open can of food; it'll stay fresh for about 2 days. The inspection feature was more of a bundle of how you would check for a proper, tight, vacuum seal in real life and look for odd discolorations in the food (spoilage).- removed the need for you to wait for item to cool down after removing it from heat source. Though the requisite was realistic, it was more of a nuiance than anything else.- fixed bug where Pressure Cooker with water was returning a pot instead of a pressure cooker when depleted. - fixed a bug where (aside from the sealed strawberry jam) you would get 2 cooking pots or kettles when jarring strawberry mush; now you just get one back as you were initially supposed to.- updated inspect option on jarred items; previously if you successfully jarred a food item using the open kettle method and inspect it right away it would tell you the item was 68 days old. If you were unsuccessful on either the OKM or WBM then it would say 88. And if you used an item that had begun to rot it would say something over 90. This is all because the days fresh parameter for sealed jars of food is 90 days. So hopefully you get the math in there. Now it actually tells you how old the jarred item is, from the day it was created. - fixed bug where eating 1/2 or 1/4 of an open jar of food wouldn't reduce the remaining hunger reduction.   last words,this version was supposed to contain two new canning options. Since getting a stable core took a higher priority and because its been quite a while I decided to release the version as is to bring the mod back from a cold and quiet 2 months of inactivity. That said, I'm planning on adding a lot more content in terms of new canning options in the next version      --- Forgot to mention...- reduced preservation span of food through water bath method from 3 months to 1 month. The preservation obtained through the open kettle method has also been reduced from 3 weeks to 2 weeks. - The chance of failure from the open kettle method has been removed for the time being.
  19. Like
    Deadend got a reaction from KarenB88 in Is there a way to save the whitelist?   
    if you dont already, download FileZilla, connect to your server (IP), port 21, fragnet game server login credentials. Go to server folder > Zomboid > db > double click PZserver.db file to download to your pc, that's your back-up.
  20. Like
    Deadend reacted to Arlack in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    Thank you for updating! Loving the mod so far.
  21. Like
    Deadend reacted to lemmy101 in Operation Fix Late Game By Killing You Before You Get There   
    Hey all, just a quick post to let you all know we're currently in a midst of a huge shakeup to the game balance. This is primarily to fix the problems in the late game where people get a bit bored. Essentially the problem with the late game is it shouldn't really exist as it does now and it pretty much emerged by accident due to stuff like farming, carpentry and more crucially the pressure on us to make the game more accessible to new players so as not to make a bad and damaging first impression. The genesis of this game was one where it was constantly trying to kill you, and every day used to be a blessing, and it feels like we've lost this to an extent. Now seasoned players reach a point where death comes from reckless shotgun rampages and the like. If the player invites death to try and have a bit of excitement after being bored, then its hard to call this game 'a story about how you died'
     
    Highlights of this balance effort include:
    Beginner mode - Yes we're going there. Sandbox has options to make the game easier, but this relies on people going there and most would just drop into survival and then find the game too hard. This pressured us too much to make the game easier to avoid the game crashing into negative review hell, and this isn't fair on the experienced players. A new beginner mode (which the game will try and nudge first time players into) will be easier than the game currently is now, but will otherwise be similar to the current game. But will have NO survival time reported on death (though will still on the character panel). This is an awesome thing for everyone who is experienced in the game because it means we are finally free to really make survival as brutal as it should be from day one to day whatever you survive to... every day should be a struggle, especially if you're on your own Zombies assemble! - We're going to be working at bringing back the hordes of the days of yore. Like the proper hordes we used to have. This is all dependent on how much multiplayer traffic can handle but we're working at making more dynamic and numerous hordes. Difficulty scales up over time instead of down. Through various balance changes, instead of the difficulty falling off as you get more supplies and clear out an area for a safehouse, the game will become more and more difficult as time goes on. Living a month or two will now be a bloody huge deal. The late game once you have a base and farming and the like will no longer get dull, because our aim is to make every night you rest your head on a pillow alive and not undead a blessing the player is thankful for and a triumph they will be proud of. Things like food, refrigeration, zombies, migration, and a whole host of other things will be severely rebalanced. Instead of having a fridge full of about three months of food, you're more likely to be looking for something to fill your belly. Likewise changes to stuff like endurance will make the effects of fatigue much more long term instead of a momentary blip. Gameplay systems, primarily stuff like carpentry, will be available to players more quickly. Hammers, saws and the like much more in abundance. But for example in case of carpentry, only barricading and the like will be available at low level. No building walls, doors etc at level 0 and so on. This means barricading will be a huge part of the game from near the start, where carpentry and base building itself will remain a mid-late game accomplishment. This same methodology will be brough to other gameplay systems to preserve the late game but provide earlier use of them. There's plenty of other stuff, and this will be an ongoing effort going forward. Our plan is to perfectly balance the game to provide challenge to experienced players from beginning to end, and to squeeze the survival times to make long survival a real proud achievement, and the beginner mode means we can provide a bit more hand holding to first time players so they can figure out the mechanics without being chewed to death within the first minute of gameplay.
  22. Like
    Deadend got a reaction from Dr_Cox1911 in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    UPDATE:
     
    So after almost 2 months if I'm counting right I've managed to release this new version. About 2 months ago this version was much ready to be released but sudden bugs caused me to change certain aspects of the mod so the version was halted. Shortly there after I had to go back to college and for a bit over a month I had not had the time to work on the mod. Just recently (last week and today) I finally found some time and because of my now better time management skills I've been able to finish this version. And hopefully will be able to continue working on it.
    The new version contains a new preservation system that I'll talk more about in the changelog. Just wanted to mention that I've briefly tested this version with the latest PZ stable build and works without any unknown issues. The preservation system and new aging system however I've not be able to test thoroughly as that requires days to pass in-game. So if someone could test this, that'd be great. 
     
    changes to main post:
    - updated current features section. Read it for a quick down of whats new... Which is sadly not much in terms of content.
    - updated the design section to correlate with the new changes.- updated the guide section with new item, slight addition to instructions (canning process is still the same though).- new instructions for testing mod, check bottom of official post. changelog:
    v0.6:this version was mostly a lot of background stuff once again. Not much content here in terms of canning options. On the other hand though now the mod's core is more solid.- new aging system. Decided to make my own aging system instead of using the game's aging system for food as I needed to apply it to normal items as well. Check below as to why this is.- made sealed jarred food normal items instead of food items. There seemed to be some confusion as to whether or not you needed to open sealed jarred food to eat it since the eat option was there for sealed jarred food. That was because food items having age whereas normal items don't. The confusion along with the fact you were getting cooking exp for opening a jar got me on the path of making an algorithm and the proper modifications to allow select normal items to have age. Even better this new implementation allowed me to give jarred food a preservation property instead of just letting it age for a long period of time and having to place code in to keep track of that. Now with the new preservation property is more like putting food in a fridge in-game before the electricity runs out.- disabled the exp control system. Originally implemented so you wouldn't get any cooking exp with this mod. Didn't want it affecting your cooking skill until the mod was actually binded to your cooking skill. But it seems it causes an unacceptable bug when cooking books are used. Haven't found a solution and its delaying this version too much since this version was basically ready for release but I held it back to look into this bug.- jar lids are now non-reusable. But their spawn rates have been increased so they should now be more abudant.- added a jar lids box of two sizes, 6 and 12 (both have the same icon and name but one weights more than the other). You can box your lids for a slight weight reduction bonus. You don't have to unbox the jar lids to use them. The box itself can be used directly when jarring. But if you want to unbox them, you can.- changed opened jars of strawberry jam to say 'Open Jar Of Strawberry Jam' instead of 'Strawberry Jam*' to be more clear. Keep in mind that the icon also changes to show the jar without a lid once you open it.- Jarred food will now lose some nutrional value if prepared through the Open Kettle Method. This as to simulate the fact that you somewhat overcook the food through this method. This, along with the higher chance of failure (in comparison to the other two methods) would be the downside to the open kettle method. The upside being that it offers a quick solution to preserve your food. - Jarred food will now lose some nutrional value if processed through the water bath method (or pressure method) more than once. This as to simulate the fact that you somewhat overcook the food by processing it more than once.The penalty occurs until the jar only gives -5 hunger reduction. Therefore you can no longer preserve the same jar of food indefinitely, without some sort of negative effect.- testing feature made more robust; press 'HOME' key to get instructions for further use, they'll display in the console/terminal. press 'END' key whenever you need to bring up the instructions again. Thanks for anyone trying this mod out!  - fixed a bug where you were also able to inspect opened jars of strawberry jam. Though technically not a bug, it wasn't part of my design to inspect open jars. An Open jar of food is just like an open can of food; it'll stay fresh for about 2 days. The inspection feature was more of a bundle of how you would check for a proper, tight, vacuum seal in real life and look for odd discolorations in the food (spoilage).- removed the need for you to wait for item to cool down after removing it from heat source. Though the requisite was realistic, it was more of a nuiance than anything else.- fixed bug where Pressure Cooker with water was returning a pot instead of a pressure cooker when depleted. - fixed a bug where (aside from the sealed strawberry jam) you would get 2 cooking pots or kettles when jarring strawberry mush; now you just get one back as you were initially supposed to.- updated inspect option on jarred items; previously if you successfully jarred a food item using the open kettle method and inspect it right away it would tell you the item was 68 days old. If you were unsuccessful on either the OKM or WBM then it would say 88. And if you used an item that had begun to rot it would say something over 90. This is all because the days fresh parameter for sealed jars of food is 90 days. So hopefully you get the math in there. Now it actually tells you how old the jarred item is, from the day it was created. - fixed bug where eating 1/2 or 1/4 of an open jar of food wouldn't reduce the remaining hunger reduction.   last words,this version was supposed to contain two new canning options. Since getting a stable core took a higher priority and because its been quite a while I decided to release the version as is to bring the mod back from a cold and quiet 2 months of inactivity. That said, I'm planning on adding a lot more content in terms of new canning options in the next version      --- Forgot to mention...- reduced preservation span of food through water bath method from 3 months to 1 month. The preservation obtained through the open kettle method has also been reduced from 3 weeks to 2 weeks. - The chance of failure from the open kettle method has been removed for the time being.
  23. Like
    Deadend reacted to 956Texas in Marijuana mod: Cultivate it yourself!   
    if you like them i can give them to you man; they look alright
  24. Like
    Deadend got a reaction from Dr_Cox1911 in Canning Essentials: An In-Depth Food Canning Mod v0.8 [90%]   
    Haven't yet figured a way to tell the game to "not give cooking experience" (but I will look further into it). I am planning for something along the lines of skillbooks though. Basically, realistically speaking mostly no one would know how to properly can food in an apocalypse. They would figure it'd be an easy task but if you don't have a strict recipe to follow its very risky business. So I was thinking of bundling the canning options into different cooking skill levels and on top of that you would need to find these skillbooks (beginner, intermediate, expert canning) and read them to unlock the canning options for whatever level your cooking skill is at. For the first few times you can something, you would need to have the recipe book (skillbook) in hand (or at least in your inventory) to follow the instructions carefully step by step. After a few times it would be assumed that your character would know how to can that certain food without the need of a recipe book (so in the case where I decide to extend this mod's support to MP, the recipe book could then be passed from a player to another after one has "learned the recipe well" so to speak).
  25. Like
    Deadend reacted to Uphox in THE UNDERTAKING: ORIGINS [OFFLINE - NO LONGER ACTIVE]   
    My internet has been down for a few days so haven't been able to follow this topic. Glad to see that the server is receiving donations and it's able to be up and running!
     
    I'll try and spend some time on the server over the next few days but with school starting again i'm not sure how much time I will have.
     
    EDIT: I'll try my best to put some time in to play.
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