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valrix

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Everything posted by valrix

  1. I've noticed the slow down as well when testing my mods. After enough enable/disable cycles and game load/unloads there will be a noticeable increase in time to load and unload game files
  2. Dang, it looks like Dish Towels still have the option to 'Dry Myself" even the player is already dry
  3. The test case on line 125 of file media/lua/client/ISUI/ISInventoryPaneContextMenu.lua to check if a Dish Cloth or Bath Towel can be used to dry the player off needs parentheses around testItem:getType() == "DishCloth" or testItem:getType() == "BathTowel" to make the line look like if (testItem:getType() == "DishCloth" or testItem:getType() == "BathTowel") and playerObj:getBodyDamage():getWetness() > 0 then in order to fix a bug where the dry dish cloth has the option to be used when the player is dry because it's only checking if there's a dish towel, or if there's a bath towel and you are wet; instead of checking if they have a dish cloth or bath towel, as well as being wet.
  4. While fixing up one of my mods I noticed I had the option to "Dry myself" with a Dish Cloth when my character had not been wet yet. The error is on line 99 of file ISInventoryPaneContextMenu.lua, where the first part of the if statement: testItem:getType() == "DishCloth" or testItem:getType() == "BathTowel" should be wrapped in parentheses to separate it from the wetness > 0 test.
  5. Hmm, the way items are distributed may have changed recently. I haven't been around lately to do updates, but if I find time I can try to get this working again.
  6. As far as I know it still works and no bugs have been reported. Although, I'm always testing and tweaking it to keep the feel right.
  7. Whew, that'll take a lot of bags to seal something that big, but completely agree that we need large catchment tanks. An old idea I had was to require building it next to a house and it acts like it collects from the roof, speeding up water collection.
  8. I second this sentiment. Nearly jumped out of my seat in public from excitement!
  9. When lakes get stocked with fish it's often about 1000 fish at a time. The lake I was just camping at released 900 game trout the day before I arrived. Didn't catch anything, unfortunately.
  10. valrix

    ZConomy v0.1

    How has the distribution of Wallets and Purses been while playing on SP and MP? Personally, I've been able to find wallets pretty well on SP, but on MP I don't find much of either. Any thoughts on increasing the frequency of wallet and purse spawns a little bit over the (often useless) things otherwise spawned, or do you like it where it's at?
  11. Since I needed to work with config files and your IniIO was mostly done, I helped finish it up! IniIO.lua Usage Example: ZConomy = {};ZConomy.config = {};function ZC_config() if not fileExists(getMyDocumentFolder().."/Lua/ZConomy.ini") then local config = { ["Pop"] = 1.5, ["Snack"] = 1.25, ["Petrol"] = 0 }; ZConomy.config["Prices"] = config; IniIO.writeIni("ZConomy.ini", ZConomy.config); else ZConomy.config = IniIO.readIni("ZConomy.ini"); endendEvents.OnGameBoot.Add(ZC_config);Example Output (from above code): [Prices]Pop=1.5Snack=1.25Petrol=0
  12. I'm pretty sure you don't need to specify the separator since the exposed methods that accept file paths convert them for you.
  13. valrix

    ZConomy v0.1

    Maybe one of the wonderful community artists will help with this endeavor? *hopes at least one sees this*
  14. valrix

    ZConomy v0.1

    Added to planned features
  15. valrix

    ZConomy v0.1

    1. Thanks, I struggled for a good name for a while, haha. 2. Awesome! Hope you enjoy it! 3. It shouldn't conflict with it, but I do want to have it work with other mods like Hydrocraft seamlessly. I haven't figured out a nice catch-all yet, but will probably just add support for each mod that's requested until I can figure out a good way to do it. Thank you for the suggestion! I'll add it to the planned features list.
  16. valrix

    ZConomy v0.1

    Greetings! I've made this mod as an attempt to implement currency and allow the use of machines that would require such currency. With it, you can loot money from wallets and purses, then buy from vending machines, which have been loaded up with drinks and snacks. If you don't have the money and don't mind making a lot of noise, you can also pry them open with a crowbar, destroying some of the contents. I haven't had a chance to test this in multiplayer yet, but I tried to implement it best I can. I'm afraid my experience with multiplayer is close to none. Planned Features: Downloads: Latest Version Changelog: Translation Support:
  17. valrix

    Item distribution

    How do you want to spawn the items? To spawn then in a players inventory, the format is like this: Local inv = getSpecificPlayer(player):getInventory(); inv:AddItem("MODULE.ITEM_NAME"); Changing MODULE.ITEM_NAME to the actual item's name. (e.g. Base.Fork to spawn a fork) Edit: Looks like Svarog beat me to it with much better documentation.
  18. v7.0 Update: - Fixed timing with drying off. - Added localization (translation) support.
  19. I basically do this with my DryTowels mod. In the code, when drying yourself it removes the dry towel and adds an empty wet towel that it charges with uses over time depending on how empty it is. This way, you can stop mid-dry and it'll be half-wet for later use. I use those charges to fill up water containers.
  20. Wonderful! Glad to hear you enjoy it.
  21. v6.3 doesn't reference Purifier anymore, so you may have some lingering files from an earlier version. I tested the download link and the files all check out fine as well. Here's the direct link to v6.3 in case the server was giving you the wrong version: dryTowels_v63.zip
  22. valrix

    Tainted Water

    My bad, for some reason I didn't understand the initial question. To be honest, I haven't played around with the map/tile editor, so I don't know how they work. However, from what I've gleaned off the code, it looks like the initial tainted state is stored in one of these .tiles map definition files. Whether it does it per-tile, or per-tile-definition, I don't know. media/newtiledefinitions.tilesnewtiledefinitions_4.tilestiledefinitions.tilestiledefinitions_4.tilestiledefinitions_erosion.tiles
  23. valrix

    Tainted Water

    It looks like you can remove it by calling UnSet() on it. So maybe on LoadGridSquare if the square is found in the safe list you can call square:getProperties():UnSet(IsoFlagType.Tainted);http://theindiestone.com/zomboidjavadocs/zombie/core/properties/PropertyContainer.html
  24. valrix

    Tainted Water

    I'd post code if at my desk, but if I remember right you'll want to check out the ISWorldObjectContextMenu.lua file for that.
  25. I'm not sure if this counts as more of a mod or script, but I've managed to enable custom tooltips by setting an item's getModData()["tooltip"] object. It supports multiple labels, too! I haven't managed to make the values stay centered, but got pretty close. Example: local md = result:getModData();md.tooltip = {};md.tooltip.amount = ZombRand(3) .. "." .. ZombRand(99);Installation: Paste the following spoiler'd script into a new file and save it in the "client" folder of your mod for it to work. Script: Changelog:
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