RGillespie94
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Posts
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RGillespie94 got a reaction from morninam in Small but Important Suggestions Thread
I really want some sort of bicycle or something, that way I can get from town to town faster.
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RGillespie94 got a reaction from Rida in Small but Important Suggestions Thread
I really want some sort of bicycle or something, that way I can get from town to town faster.
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RGillespie94 got a reaction from Jonientz in Current Recipes
So, I dug through the Lua until I found the recipe list. For future users, it's here, assuming you have Steam:
Alright, into the meat of the new stuff.
Note, unless otherwise stated, tools in the same catergoy (i.e. Hammer vs Stone Hammer) can be switched out.
Here are the Learned Recipes
Stuff you can Dismantle
Traps
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RGillespie94 reacted to RoboMat in Not Enough Bags
Not Enough Bags
This mod adds several new container items to the game and also tweaks / nerves the existing vanilla ones.
New bags:Paper Bag Fanny Pack Briefcase Messenger Satchel Medical Bag Golf Bag Download from pz-mods.net
Permission (Click the spiffo for more informations):
Changelog
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RGillespie94 reacted to Jatta Pake in Project Gutenboid Mod by JP
Project Gutenboid Mod
My second mod will show some love to the bibliophiles.
Preview (Or How It Will Work In Theory)
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RGillespie94 reacted to Jatta Pake in Zombie Variants
I know the idea of "special" zombies is verboten, but I wouldn't mind seeing a bit more variation among the glorious hordes we face. And I like touching third rails of forum topics so here goes.
I offer for your consideration several additional zombie variants. These zombies are not "special" in that they conform to standard lore, but like the Crawler have some specific differences that add to the challenge. No tool using or exploding zombies, just regular old walking dead with some clever twists...
Climber - A zombie like the Crawler but missing its entire lower torso. The lower mass allows the zombie to climb things like sheet ropes and rough surfaces like player built walls. Slow like a turtle but determined as fuck.Game-play issue addressed: Safety players feel from hiding up on a second story. "Jim, did you remember to pull up the sheet rope and barricade the window when you came in? You didn't? Ahhh! Kill me now!" Howler - A regular zombie that hasn't lost its full vocal functions yet and howls more loudly when prey is spotted, attracting additional zombies to an area. An upgrade from the current aggro sound that rarely pulls the entire horde along when a player is spotted. The loudest recorded human voice is around 117-119 decibels. A zombie who doesn't give two shits about blowing out its vocal cords should be able to match this volume at least once.Game-play issue addressed: Counters player tactic of approaching a horde just enough to peel off a couple of zombies at a time to dispatch (Rope-a-dope). These could be rare. But the psychological torture inflicted upon the player encountering a lone zombie would be delicious. "Not only do some houses have alarms, but now some zombies do to? Ahhh! Kill me now!" Floater - A regular zombie that spawns out of lakes and rivers.Game-play issue addressed: The safety players feel around bodies of water. Adds suspense to fishing. Island safety? I don't think so. Imagine a graphic that plays of the water rippling and a zombie slowly emerging from the water when a player gets close. "What do you mean it's not safe to fish at night anymore? They can come crawling up out of the water? Ahhh! Kill me now!" Hider - A regular zombie that lays down like a corpse in tall grass or under beds, but stands up when a player is detected close by.Game-play issue addressed: Lack of urine in player's shorts after gameplay and looting becomes routine. "They can hide under beds now! Ahhh! My pants!" Dragon - A dragon.Game-play issue addressed: Lack of dragons. "Ahhh! Huh?!?!" Thoughts? Disagree?
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RGillespie94 reacted to Svarog in Paint Mod
A very simple mod I made for myself so I could upgrade my safehouse a little faster. I play on sandbox with every loot setting set to Very Rare so finding enough paint of same color is a pain, plaster, even more so but I still want my base painted. Not to mention, I could paint entire room in my house with one can of paint and before that, plaster said room's walls with two bags of plaster.
I hope someone can find some use for this.
Features:
- Paint 20 walls with one can of paint
- Plaster 10 walls with a single bucket of plaster.
Mediafire Download Link
http://www.mediafire.com/download/3hxk3v89dhh7o8q/SvarogsPaintMod.7z
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RGillespie94 reacted to NCrawler in Yet Another Weapon Mod
This is my addition to the mods section of the site. I created this mod for my son and I and we think it turned out pretty good. All of the default firearms, ammunition and attachments have been removed from the loot spawns and the following items have been added:
Ruger Mark III - .22 LR
Beretta 92FS - 9x19mm Luger
Beretta Px4 Storm - .40 S&W
Colt 1911 - .45 ACP
S&W 686 - .357 Magnum
Ruger 10/22 - .22 LR
Winchester 94 - .30-30 Win
Colt AR15-A3 - .223 Rem
Remington 700 SPS - .308 Win
SKS-45 - 7.62x39mm M43
Mossberg 500AT - .12 ga
Sawed-off Mossberg 500AT - .12 ga
HK MP5A3 - 9x19mm Luger
All weapons/ammunition have custom sound effects. All ammo boxing/unboxing recipes are implemented. Certain weapons can only be found in police departments and/or gun stores.
Melee weapons, misc. items and containers added:
Metal Baseball Bat
Tactical Axe
Tactical Machete
Combat Knife
Entrenching Tool
Rain Poncho
Gunsmith Toolkit
Gun Cleaning Kit
Weapon Parts Kits
Large First Aid Kit
Medium Tool Bag
Large Ammo Can
Medium ALICE pack
Large ALICE pack
Changelog (current):
vB30.009 - 02/18/2015
--Removed custom profession spawn points
--[Not working right]
--Updated ALICE Attachment system
--[Now uses context menus rather than recipes]
--[Added ability to pack ETool and Combat Knife]
--Added Rare, Normal and Plentiful loot spawn distributions
--[Choose during install]
--Changed ALICE component distributions
--[Added to their own spawn table]
--Fixed issue with E-Tool not equipping
--[Now works exactly the same as a shovel]
* Full changelog contained in Readme.txt *
Download Link:
http://www.mediafire.com/download/292ek3wkrdxv50i/NCYawMod_vB30.009.exe
Feedback is encouraged and welcomed but I will not be adding any overpowered military weapons to the mod unless the map is updated to include portions of Fort Knox. Enjoy...
TODO:
--Add indicator for ALICE pack with attachments
--Add Crossbow and Compound Bow + Ammunition to the mod
--Add Tactical Hammer and write functions for it to be like normal sledge hammer
--Add multi-tool
--Coleman lanterns/portable stove with propane?
--Whet Stone and Honing Oil to repair machete and tactical axe
Credits:
RoboMat - for answering some questions and some good ideas from his mods.
Pravus - for the Rain Parka Mod.
Krogothar - for some excellent feedback and suggestions.
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RGillespie94 reacted to NCrawler in Civilian MRE Mod
This mod adds twelve different civilian MRE's to the game. A total of 34 new food items (6 normal meals, 2 vegetarian meals and 4 breakfast meals). They are hard to find, but have a very long shelf life (5 years or 1825 days). They are the perfect food for those lean winter months.
Entrees include:
Spaghetti with Meat Sauce
Chili with Beans
Vegetarian Ratatouille
Chicken with Noodles
Beef Ravioli in Meat Sauce
Chicken Fajita
Meatballs in Marinara Sauce
Vegetable Lasagna
Apple Maple Rolled Oats
Pork Sausage Patty
All MRE's will give -50/-55 hunger if consumed completely.
Changelog (current):
vB30.006 - 02/07/2015
--Changed 'Throw Away' menu
--[Now is a true context menu instead of a recipe]
* Full changelog contained in Readme.txt *
Download Link:
http://www.mediafire.com/download/02myck9g6y7388k/NCCivMRE_vB30.006.zip
Feedback is encouraged and welcomed. Give it a try and let me know what you think.
TODO:
--Maybe add complete cases of MRE's
Credits:
RoboMat - I just have a thing for your rnd function! LOL
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RGillespie94 reacted to RobertJohnson in RELEASED: Build 30.12
New update! 30.8:
Reduced a tad endurance loss when running Changed endurance loss when swinging, it's now tied to the damage you do Reduced a LOT the endurance used for stab weapon (even more when you do a close kill move) You can now use the module in result recipe, like Result=farming.Tomato Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar, cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Added more translations Reduced the forage loot rate with the sandbox options -
RGillespie94 reacted to RockTheJungle in PZ's original map?
Hi everyone, i was wondering, has someone ever tried to adapt the old Project Zomboid map to the newer versions?
I'm talking about this one:
Spoiler
It might be really tiny and everything, but... You know, memories. I remember this map from the old, old, old demo ( I only could play the demo cause i was too much of a peasant to buy the actual game ) and i just wish i could play on it again, on a recent build.
So, does anybody knows where to find such thing?