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MafiaPuppet

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Everything posted by MafiaPuppet

  1. Do the default texture packages contain art for the planned professions? If so, how do I call them? Is there a function, or can I use a file path somehow? I made a bunch of custom traits for all the planned classes and modded them in, but placeholder art is ugly... Also, does anyone know how to add a custom moodlet art to where moodlets are queued? I was able to simulate moodlets and stuff, but I couldn't actually figure out how to display them on the UI in any way. ATM the characters just say something to indicate custom moods...
  2. Is the code that calculates player perception and line of sight moddable somewhere that I'm not seeing?
  3. Fix'd. Steam files were invalid. Maybe my cat jumped on my keyboard at some point when I was looking at them or something lol...
  4. MafiaPuppet

    Mod pile

    I don't see why they don't use evolvedrecipes for everything, though. Like, the default peanut butter sandwich recipe is the opposite of intuitive. But if you just append sandwich key-values to all the fruits and canned goods, players can dynamically make any sandwich they want. Bam, peanutbutter banana sandwiches on demand, or potato 10+mayonnaise2+egg5 = potato salad sandwich. So what if players are then able to make peanutbutter and ham sandwiches? If they want to roleplay a pregnant lady, that's just a hidden feature. The evolvedrecipes are wildly more intuitive. Hell, if you cared, you could probably even hook a function somewhere that checked the ingredients against a table of disgusting combos that always caused queasy and a surprise happiness penalty on consumption. I just know the current mystery cooking combos caused so much rage when my friends started this game, and it was super easy to go in and fix it.
  5. MafiaPuppet

    Mod pile

    Dunno if starting a thread like this is against the rules, but I had to make a mod compilation that -fixes spraypaint to 27 -fixes drying, juicing and canning to 27 -adds canned food as ingredients for all default cooking recipe options cuz canned foods cook like normal foods -changes canned food drops to drop actual cans of food instead of a bunch of empty jars, since I have never seen a zombie movie where the heroes celebrated finding empty mason jars -fixes canning to get MORE effective as cooking improves instead of less -adds casserole cooking menu cuz baking pan should really be as useful as the other cooking tools, and limiting it to broccoli and other mystery recipes that are impossible to guess without a wiki open is obtuse -fixes the awesome tommyguns mod so that drop rates are balanced against the 9mm and the weird, crazy items like katanas drop 1 in 10 games rather than 10 in 1 game and other weapon stat balances. Also, removed the fantastic non-genre ones to reduce ammo types, since having more than 4-5 ammo types in the game starts to seriously inhibit playability. -makes crossbow bolts stick in corpses with a 20% chance of being found broken -adds craftable holsters to reduce the weight of holding weapons in your main inventory, making strong and stout less necessary to carry items -includes irrigation mod because the default watering system is obtuse and requires constant attention -includes lockpicking and crowbar because why isn't all this stuff just in the actual game? -adds most of the promised professions with custom traits -all professions start with relevant items -fixes broken traits unlucky/lucky that both make hyper-rare items either hyper-common or just "sort of common" -Added wheat farming, the baking sheet, and bread baking because the art was there, as are farming and recipes, so why was this not in there already? -Expanded the evolvedrecipe menus to allow ALL the reasonable combinations of goods. You can add peanutbutter and jelly to sandwiches, for example, as well as spices or fruits, so combinations like banana-peanutbutter or fruitsalad or potato salad sandwich are all possible. This extends to all evolved recipes and includes dried foods, canned foods, jar foods, etc. You can actually cook with your preserved foods. -You can salt meats, as well as dry them into various dried meats using the drying rack -Also halved the speed water leaves plants, because I've never heard of vegetables that needed to be watered daily or they'd die. The default values felt like you were trying to flood a rice field with a coffee mug every time you went out to water the veggies I can't post it, though, since some of those creators aren't active anymore and I haven't asked for permission from the others. I don't know why great mods aren't just included and maintained in the actual game, since it seems like the devs are more interested in adding function than filling out content themselves anyway.
  6. I've been looking through my mod for forever, and I can't figure out what I could have possibly done to cause this error. I can't make cheese sandwiches. I can make ramen+bowl of water, but not ramen+bowl, even though in the Base class it says I should be able to do both. I can slice bread with a butter knife, but not with a kitchen knife. I haven't touched any files in the actual media folder, only imported them through the user/mods folder. If I never edited the actual Base class, then can anyone think of another reason why certain recipes don't work with my mod on?
  7. It'd be super awesome if the fillContainerType() function appended items to the inventory array instead of overwriting the inventory array. I made a Walking Dead mod, but atm Daryl's crossbow is a little lame. In order to make bolts reusable, I have to either 1) spawn crossbow bolts on the floor beneath zombies via OnWeaponHit 2) maintain a global object through OnWeaponHit and check it every time an OnContainerFill event triggers to see if it should add a crossbow bolt to that container and how many Obviously 2) unnecessarily bloats load times by adding a bunch of silly if checks to every container that is filled. But the smart option of just adding it to the zombie's inventory, so the bolt also stays with the zombie if it doesn't die in one hit, is impossible. The zombie's inventory is overwritten on death. At least, that's my assumption, since zombies can have any number of crossbow bolts yet no shoes in their inventories while they are alive, but when checked have no crossbow bolts yet shoes on death.
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