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MafiaPuppet

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Everything posted by MafiaPuppet

  1. MafiaPuppet

    Mod pile

    I play with the mod on my server with no problems, so I'm unaware of any real errors atm >.< But yeah, if you just point them out, I'll fix them and ninja update, as usual. It's a little annoying to fix this stuff atm though, since I'm in the middle of adding lootable padlocks for doors and containers, so my players can properly lock their shit when they log off.
  2. It's an internet issue. If the server's upload/download can't keep up with all the info it needs to handle, I think it starts dropping stuff and never picks them back up again. You can get this error with any map, as long as your server's internet connection sucks. It has nothing to do with CPU.
  3. MafiaPuppet

    Mod pile

    The fruit mod works too. I got rid of that error message. And yeah, I'm not saying it's a good habit to be as lazy as I am. But the only time the game really references file names is when it's deciding which files in the mod folder should overwrite the default versions before the code compiles, which isn't case sensitive.
  4. MafiaPuppet

    Mod pile

    I went ahead and fixed the lines causing those error messages. I can't fix the waterpipe one if I can't recreate it on my computer, though. And the file names are not case-sensitive, so that 'typo' doesn't matter. Only actual variables are case sensitive. Just redownload the mod, delete it from your mod folder, and place the new version in. Then you'll only have the irrigation problem to worry about. As for the guns, just delete... \Zomboid\mods\BenMod\media\lua\server\Items\tommyguns_suburbsdistributionsNEW and you can then use your other gunmod instead. You'll have to edit the profession starting equipment to get rid of the relevant starting items, though.
  5. MafiaPuppet

    Mod pile

    The first and the third I never bothered to fix because I didn't cause them, and they're just debug messages that weren't hidden properly by other people, so they don't get compiled into the actual game. The one in the middle with the water pipes shouldn't be happening, I don't know why it's happening, and it's failing to find a function that is absolutely necessary to host the mod multiplayer (or at least the farming part of it). It doesn't happen when I play the mod, so I don't know how to fix it or why it would happen. I only play with this mod and the default steam files. You could try validating your steam files and disabling any other mods you're using. Otherwise, don't use my mod =P
  6. This is exactly how I imagine those people, too.
  7. It's pretty difficult trying to find a good balance with these weapons. I keep testing and keep lowering the chances, but I think you might be right about a bug in the distro system. It seems no matter how low I make it it stays about the same. Uhh... yeah, it is. Lucky makes all items spawn minimum 1% of rolls. My mod fixed that. There's no point testing drop rates with lucky trait on.
  8. Estimated Time of Arrival What's Estimated Time of Arrival? ... :3
  9. MafiaPuppet

    Mod pile

    only added the Ruger 22, Colt 45, AR 15, MP 5, the hunting rifle and crossbow. Rebalanced them against the pistol, and renamed the pistol to Glock 18 to match naming system.
  10. function ISAddItemInRecipe:perform() -- when your character executes the action to add an item to a recipe... -- needed to remove from queue / start next. ISBaseTimedAction.perform(self); if self.character:getPrimaryHandItem() == self.baseItem then self.character:setPrimaryHandItem(nil); -- unequip it from main hand elseif self.character:getSecondaryHandItem() == self.baseItem then self.character:setSecondaryHandItem(nil); -- unequip it from off hand end --this function references several magic vars, one of which is an object called 'recipe' that contains all the items in the recipe so far self.baseItem = self.recipe:addItem(self.baseItem, self.usedItem, self.character); -- add the item to the recipe object ISAddItemInRecipe.checkName(self.baseItem, self.recipe); --reevaluate the recipe object for its nameendThat you ignored the primary calling function at the top of the script and only read the big naming function suggests to me that you need to read either more carefully or properly investigate the function tree. Anyway, I spelled it out for you. The evolvedrecipe is tracked with an object called 'recipe' that contains all the food objects added to it. Adding a new food object to the recipe object will add that object's stats to the summation. If you said VeggieJuice=5 back when you defined the food object, then when the function reads that food object during the summation, it will only add a max of -5 hunger or hungerbase, whicever is absolutely greater. If you want to turn fruits into juice, you have to splice in a function that checks for primary object in the recipe such as VeggieJuice or w/e, then edit that specific food object to replace its thirstchange to a proportional multiple of its basehunger before it gets added to the recipe object. The bug you are talking about you can fix with one line of code in the IsEatFoodAction file. The devs forgot/chose not to reduce the hungerbase value of food when you eat part of it. You can fix this bug by setting the hungerbase of the item to its hungerchange there. However, I have no idea if that's actually a mistake or a calculated sacrifice to protect hungerbase for its other intended functions, I chose not to do it when I was fucking with evolvedrecipes and new cooking professions. You're not allowed to bitch about the developers not noticing a bug in the side of the code that they graciously reformatted from java specifically for people like you to play with and is one line in a hundred thousand for them when you can't even read the ten lines at the top of a script specifically given to you to fix your problem.
  11. Mods don't load the poster in mp. They work fine.
  12. Yeah sooo....... Am I the only one who did it? I did it and streamed it, but didn't want to post it cuz it made me look like an ass :3
  13. ATM all the guns are useless against a horde compared to a fireaxe with proper timing and kiting. You can kill a hundred zombies in complete silence with a single axe, up to 5 at a time if you corner and groundpound the piles that build up. If you were going to nerf something unrealistic, you should really nerf the superhero melee weapons before you nerf guns more. The massive sound draw and limited ammo already makes them inferior.
  14. MafiaPuppet

    Mod pile

    Pull crossbow bolts out of bodies on right click, so you don't have to go fishing in inventories. Outdoorsman starts with a crossbow and hunting knife, so you can just say fuck it and play Daryl. Fixed a few bugs I found.
  15. The server commands are for the beta branch only atm, I think. The other options are from an exe in the installation folder.
  16. November -- cold for long enough that farming is a bitch. You don't deserve to farm until you've survived like a man. Plus, I hate running around naked. Insane + Shambler + Long Memory + 12 hour infection -- Romero zombies are slow, relentless, and there are always too many to exhaustively kill. They personify the inevitability of death, and is why the original mythos is still so powerful. Also, if I'm infected, I want to know in a reasonable fucking time frame. Weak -- I don't like how easy it is for large numbers of zombies to break through barricades. This is mostly a fix for the Insane number, and it doesn't seem to reduce chance of scratch/bitten, just the damage float that determines barricade damage and health pool damage. Extremely Rare -- I don't like how easy it is to stay supplied. It encourages basing and discourages moving. With the zombie migration as shit as it is atm, the difficulty of the game drops dramatically once you clear an area and set up base. With this and the penalty of farming in winter, the player is forced to cover larger areas to maintain supplies. This penalizes basing by increasing travel times. I might change this back if hordes are reenabled, or zombies from non-inhabited zones are made to more likely wander into inhabited zones. Still, the only fun base defense is the kind of base defense that ends in you grabbing your Go Bag and leaving. No starting power -- Because food should be scarce. Additionally, this encourages early looting sprees because the more non-rotten food you can find to dry/can, the longer you can keep your safe houses supplied until winter breaks. No starting water -- Only because migration is shit atm, and I want to force myself to have to move to find water
  17. Then they will have to make some info about that show in the character menu, its pretty easy to forget Yeah. You can already add that kind of notification to the health window and track nutrition with savable lua tables, but I was thinking it wouldn't be very fun without moodles to alert you to the effects you're suffering or going to suffer. Moddles like "craving FRUIT..." and "Feeling weak..." would be more fun than noticing in your health window that you're suffering from weakness and need to eat more fruit, etc. You're certainly right about that, but they are going to have to add growing fruit on trees, because I dont think it will be very easy to keep gowing back to the woods to get more berries Yeah... Though, technically eating *fresh* meat cures most malnutrition problems. Most animals also require those vitamins, so have them in their meat. So even without fruit, you could solve it by hunting/trapping.
  18. It mean you now have an editor to write text, it's not prefect as you can't select text for now, but it give me headache when I code it again, it may stay like this for the build 28, it's still 100% ok to write journal and stuff Don't even let them backspace! AT THE END OF THE WORLD, ALL YOU HAVE ARE PENS AND DRY-DEAD PENCIL ERASERS! All the backspace button does is strikethrough the text make it look like a real journal! Backspacing over it again adds a double strike, and a third backspace just blacks it out.
  19. Then they will have to make some info about that show in the character menu, its pretty easy to forget Yeah. You can already add that kind of notification to the health window and track nutrition with savable lua tables, but I was thinking it wouldn't be very fun without moodles to alert you to the effects you're suffering or going to suffer. Moddles like "craving FRUIT..." and "Feeling weak..." would be more fun than noticing in your health window that you're suffering from weakness and need to eat more fruit, etc.
  20. Scurvy (quicker exhaustion and tired accumulation) from not eating enough fruits+veggies, beriberi (movement debuff from leg muscle degeneration+nerve dulling + increased trip chance when they finish adding those tripping files) from not eating enough breads, protein deficiency (strength debuff, increased risk of natural illness) from not eating enough meat are all things that would be cool to add to the game if the moodles and their management were a little more editable. Your body's built-up supply of these nutrients would take 1-2 months of not eating them to show symptoms, and you only really need to eat one relevant item a week to prevent these illnesses (though it takes a more concentrated dose to treat once symptoms appear, because neglect of a vitamin depreciates the body's ability to absorb it), so it'd only be a real problem for the long-term games.
  21. I'd personally rather their artist keep working on buildings lol
  22. There are no syntax errors in what you posted, but that doesn't mean there are no syntax errors in your script. I can promise you that if the other evolvedrecipes are not working that your script is throwing an error at game load that prevents the other recipes from loading, or causes an error in the evorecipe part of additem that prevents them from working. You should make sure that you are importing the correct classes and requiring the correct files as well. Look in the cmd when you load the game for errors. The other guy is wrong, btw. Lua allows that comma at the end, unlike most other languages. You might regret naming it VeggieJuice, though, since that will be what the player sees when he makes it. Anyway, just use the IsAddItemInRecipe lua. It already does exactly what you want...
  23. That you are unable to make the other ones suggests you broke the script you edited with a syntax error. Go through and find it. Maybe check your Juice item. Keep in mind that you'll need to append lua script onto IsAddItem to convert the fruit's hunger to thirst in some proportion. Since the lua script already checks recipe composition, you might also use it to change the icon based on ingredients, so that apple juice doesn't look like lemon juice. My mod added custom cooking recipes, so it's totally possible =)
  24. http://theindiestone.com/forums/index.php/topic/9209-mod-pile/
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