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DarkSlayerEX

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  1. (I apologize in advance with my mention of a model loader, though I feel It needs to be brought up, as it seems more important as more mods come out that add new equipment to the game.) I was hoping to make equipment that would allow modders to have equipped items modify a player character's stats values(Move speed, Hearing and Sight ranges and radius, Swing speeds, Possibly even if a system can be, or is already implemented for Locational injury protection, Locational armor values) I have a great many things I would want to do with that, but currently can't as it seems. Brybry and I have been working on something to potentially allow more equipment slots, but I find it would be silly to release, or continue to work on much more without any functional or even visual point without either model loading or some way to make them have a good purpose. So my request would be to open up certain value moddability for any items markable as "Equipped" as per vanilla clothing: Hearing Effectiveness: (with examples) reduce hearing (Head phones + walkman + cassette tape,Diskman + CD) improve hearing (Hearing Aid(for Deaf/hard of hearing characters(needs batteries)), Not much other things I can think of) Vision Radius/range: Improve range/radius (glasses)Decrease range/radius (something like a welding mask)Weapon Use Speed: (Improve use speed (In my mod's case: less/lighter gear on the arms/hands/torso slots)Decrease use speed (In my mod's case: Arm pouches, Protective armor for arms, Riot Gear)Movement speed: Increase with lighter clothing (Movement Aids)Decrease with heavier/protective equipment (Body Armor, Riot Gear)Locational Armor (If implementable): Increase using more protective gear, while suffering the penalties associated by the appropriate gear (Riot Gear)Decrease using less protective gear, while allowing other upsides, like movement speed penalty reduction, hearing/sight restoration And hopefully expose model loading, to allow the greater community the freedom of making mods that add visual variety to the game's players and zombies (I am aware this one is probably very often suggested, However, I just wanted to post my reasonings for asking for these things myself.) Gear example: Welding Mask: Great face protection, greatly reduces visual radius, slightly decreases move speed.Riot Gear: (Found in parts, recipe to equip multiple at once) Great face/arms/body protection, great move speed reduction, slower swing speed. Welding Mask Model Example https://dl.dropboxusercontent.com/u/21016509/WeldingMask.png
  2. I'm not sure why you are complaining about moving dirt to a non-dirt tile to make farmable land.. If you have enough dirt in real life, you can do the same thing in reality... Instantly assuming that something sounds stupid doesn't make it physically impossible. It's possible, and I've done it to grow tomatoes and even potatoes.. You just need enough to allow the roots to grow properly, and keep it well watered. Planter boxes would help with making sure the soil doesn't shift around, and will also help keep the water from flowing out of the soil. I do agree though that a quarter bag per tile probably wouldn't be enough soil for proper planting though, 75-100% of it might be good, assuming the tiles are a 1meter/1meter
  3. I'm trying to find a way to add new parameters to items through ScriptManager. I have already been using it to modify things like Weight, and Icon and such, but if I wanted to throw say "Price" onto every instance of the same item like I can change icons through ScriptManager, how should I go about doing so? I've been trying to make use of getModData(), but it seems to be giving me errors. I believe that would only work for individual instances of each item, instead of the itemID as a whole. Edit: Apparently this problem was caused by my own idiocy. It does work already.. Moderator can close this...
  4. From what I can tell, his mod is checking an item's "Type" flag, and not the "DisplayCategory" flag. He has the sort flag declared manually. My mod added at least 30-40 new categories. There are so many because I had to make new display categories for each weapon type. Those would not sort with the generic displaycategory. IE Base.Axe "Long Blade Weapon - Carpentry" would not sort with Base.Nails "Carpentry". This is actually a vanilla issue as well. The only way I could see this being compatible with mine, is if I were to hook my mod into his, and add a new variable which he could make use of, which stores a list of all the display categories added from all modules. However, I am not yet sure how to do so. I will look into it if I have some time.
  5. Mod updated to 1.2. Hydrocraft module updated to 3.4 Mods can now properly overwrite other defined modules. Example: CustomCategories sets CatToy to "Recreation", Hydrocraft module sets it to "Animal Care". If you wanted to override it further, your module file should start as follows: if getActivatedMods():contains("CustomCategories") then require("CustomCategories_Core"); require("CustomCategories_Base"); --"Add if you need to overwrite a Base Item."else return end --"Add a check like the following for any mod's CustomCategories module you wish to override."--"Example: Hydrocraft."if getActivatedMods():contains("Hydrocraft") then require("CustomCategories_Hydrocraft");endCustomCategories.Database["Base.CatToy"] = "CATEGORYID";
  6. Hydromancer, I just noticed that you have HCClayteapot declared twice. HCClayteapotfull does not seem to be declared, but instead overwriting the first HCClayteapot.
  7. Mod updated to 1.1. Now anyone can make a module to add categories for their items!
  8. Alright, I will finalize my work, and send you the module, and the extra bits needed to add your own for new items.
  9. Woah, really? I have no problem with that, but I'm honestly not sure if you like the category I set everything up for. I did not entirely follow the format from your script files. The log barriers at the moment are categorized as "Survival" and the dung is "Hunting" yes.. even dog poop.... Are you referring to only the hydrocraft part of the mod? Will you keep it so it only activates when Custom Categories is loaded? I am mainly curious. I am in the process of trying to make it more modder-friendly, so anyone who wants to use this, can consider it a base to add-onto. I will pass on my Hydrocraft module for you to make use of and modify how you like.
  10. That would only work for people who have the workshop accessible though, wouldn't it? does the stable branch already have it?
  11. My lua coder wants to know " Ask if there's actually be an issue with the rain prevention in split screen." He is not seeing what you code is adding to fix the issue. If the second/third/fourth player wears a rain coat/poncho umbrella while it rains, they still get affected to full wetness levels.. the fix I sent you is supposed to allow all players to properly use the raincoats and such.
  12. -------------------Credits to Brybry and Blindcoder for help with getting started------------------- ------------------If I forgot anyone who helped me get this done, Let me know.------------------- 1.2: Updated Hydrocraft support to 3.4. Overwriting other CustomCategory modules is now possible.1.1: This mod is now Modular. Anyone who wishes to make use of this mod for their own mod can do so!Instructions at end of post. If someone makes use of this for their mod, It would still be recommended to leave this out of your mod, in case some people do not wish for the extra categories.--------If anyone finds any items that do not fit in the category assigned, or found that I have missed something, please let me know.------ This mod aims to add new categories to vanilla and mod items for better organization. The mod adds the following categories: Ammunition, Carpentry, Cleaning, Comfort, Critters, Drinkable, Fillable, Edible(Perishable), Non-Perishable, Sealed, Electronics, Engineering, Farming, Fishing, Fuel, Hunting(includes Trapping-related items), Ingredient, Instruction Manual(Skill + Recipe books), Kitchenware, Martial Arts(Reserved for Custom Animations), Medical, Office, Painting, Recreation, Repair, Seeds, Smokable(Cigarettes), Survival, Terraforming, Weapon Upgrade. With the inclusion of Hydrocraft, the following were also added: All-Purpose, Animal, Animal - Caged, Animal Care, Animal - Dead, Automotive, Bones, Brewing, Chemistry, Clothcraft, Container - Component, Container - Packed, Critters - Tools, Critters - Jarred, Currency, Dog, Holiday, Illumination, Material Working,Pack Dog, Pottery, Stone Working, Vehicle. Melee Weapon Categorization takes on a slightly different approach. They are categorized first by weapon length, then damage type, and then finally a category from above: Sledgehammer: Long Blunt Weapon - Carpentry Axe: Long Blade Weapon - Carpentry Fork: Stabbing Kitchenware Ranged Weapon Categorization is also slightly different. Pistol: Ranged - Gun Shotgun: Ranged - Long Gun LongBow: Ranged - Archery Potato Cannon: Ranged - Improvised Molotov: Ranged - Thrown Firebomb This is what the game looks like using this mod. (Hydrocraft loaded in image) Instructions on how to make your own mod's categories. For other examples, see: CustomCategories\media\lua\client\CustomCategories_Base.lua In order to make use of CustomCategories for your mod, you will need to begin your new LUA file with: if getActivatedMods():contains("CustomCategories") then require("CustomCategories_Core"); require("CustomCategories_Base"); --Add if you need to overwrite a Base Item. else return end --"Add a check like the following for any mod's CustomCategories module you wish to override." Example: Hydrocraft. if getActivatedMods():contains("Hydrocraft") then require("CustomCategories_Hydrocraft"); endOnce initialized, for each item to modify follow the syntax: CustomCategories.Database["MODULE.ITEMID"] = "CATEGORYID";Breakdown: MODULE.ITEMID Example -> Base.AxeBreakdown: CATEGORYID Example -> WoodWorking, ArtsAndCraftsTo add the visible text in game, you will need to go to/create lua/Shared/Translate/EN/IG_UI_EN.txt If this file did not exist already, you can initialize your own using: IGUI_EN = { ALL_CONTENTS_HERE } Now that you have the file open/set up, you will need to create your Category Definition IGUI_ItemCat_CATEGORYID = "Visible String in game", Breakdown: CATEGORYID Example -> WoodWorking, ArtsAndCraftsBreakdown: "Visible String in game" Example -> "Woodworking", "Arts and Crafts"-------------------------------WORKING EXAMPLE--------------------------------------------------------To make the Base Item - Plank have a display category of "Awesome Pants Man"in your LUA file, you would assign it CustomCategories.Database["Base.Plank"] = "AwesomePantsMan";Inside lua/Shared/Translate/EN/IG_UI_EN.txt, you would then create your display category. IGUI_ItemCat_AwesomePantsMan = "Awesome Pants Man",That should be all there is to it.The list of CATEGORYIDs already added are in this mod's IG_UI_EN.txt.Use them as you see fit. If you see one that doesn't fit, Simply make your own in your own mod's IG_UI_EN.txt!CustomCategories 1.0.zip CustomCategories 1.1.zip CustomCategories 1.2.zip
  13. Hydromancer, RoboMat and I had worked on a fix for the UmbrellaMod portion of hydrocraft. Added RoboMat to the credits as well for doing so. http://hastebin.com/huhakiqaxe.lua With this, splitscreen characters can now properly make use of umbrellas, raincoats, and ponchos. Hopefully you can incorporate this fix into your mod.
  14. Really? I've ONLY been using your mod on the IWBUMS builds... Or are you referring to the newest builds?
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