Jump to content

Banjo

Member
  • Posts

    129
  • Joined

Everything posted by Banjo

  1. Even if I turn this on, any vehicle I find has no fuel. Also, it requires the keys still but not sure if Easy Use disables that or not. It definitely says that all vehicles start with a full tank, though!
  2. So I added a custom map and love the "Select World" menu that now appears... but the "main game" maps are listed under the boring titled "World 2". Is there any way to make it show something else instead of the "World 2" text, like "Official Maps" or "Main World"? I can't seem to find a way to set "worldName" for my own custom map (the UI just uses the map title for both the map itself and the world) or how to change it for vanilla maps. Anyone able to help with this?
  3. I don't know if this is strictly classed as a "bug", but it is not possible to write journals, etc. using blue pens, red pens or crayons. Only black pens ("pens") and pencils can be used. I took a look at the code and I think it might be because "ISInventoryPaneContextMenu.lua" contains the following line: local editable = getSpecificPlayer(player):getInventory():contains("Pencil") or getSpecificPlayer(player):getInventory():contains("Pen") ... that should be... local editable = getSpecificPlayer(player):getInventory():contains("Pencil") or getSpecificPlayer(player):getInventory():contains("Pen") or getSpecificPlayer(player):getInventory():contains("BluePen") or getSpecificPlayer(player):getInventory():contains("RedPen") or getSpecificPlayer(player):getInventory():contains("Crayons") ??? Currently, I use a modded version of "ISInventoryPaneContextMenu.lua" to fix this, but it wold be great to have it fixed officially, if possible. It doesn't make sense if I can't write with a blue pen but can with a black one, surely?
  4. My first guess was video card, since that usually seems to be the issue (many devs don't test/expect older cards or certain less-common brands). Really hope it can be fixed, since this isn't something that happened with previous builds for me. IMO, OpenGL is always a pain because often it renders "blurry" for me; I avoid it when given the choice with things like DOSBox and emulators. PZ doesn't have that issue for me at all, though... just these ugly lines and *only* during fog.
  5. I know that you can use player:getInventory():AddItem("Base.itemname"); to add items to the player during startup, and also that you can use something like local playerstartbag = player:getInventory():AddItem("Base.Purse"); playerstartbag:getItemContainer():AddItem("Base.Scissors"); to give them a bag with stuff already in it. However, I can't figure out how to give the player a pistol that already contains a magazine, let alone a loaded magazine! I'm sure it must be possible, but how? Does anyone know? (I tried doing it like the "bag" method above, but it throws an error when trying to put a clip inside a gun that way)
  6. I get the exact same thing! Have posted a few times on the Steam forums with no response and was thinking I needed to post here now, so glad someone else finally mentioned it! Using IWBUMS build 41 (latest). I've got an older ATI graphics card and using Windows 7, but never had serious display issues with PZ (been playing since Kate & Baldspot!) until now. A new card would be nice, but obviously not possible during a real-world pandemic so hopefully that's not the only solution!
  7. Thanks, but I need to be able to automatically spawn them in the player's inventory when they start in a certain location; it's for a mod I'm working on. I can make an item do that, but can't figure out how keys work so I can make one spawn like an item. I guess I can look at NF's code (so that's definitely a helpful pointer), but I was hoping someone here knew how to do it in lua.
  8. Trying to spawn keys and I couldn't find the item names in the scripts files, so what would I use ("Base.itemname") for a specific key, such as the prison key?
  9. Simple question, related to my other thread but since nothing showed up in searches I thought it would be better to ask in a new one so others can find it for help if they want to do the same... EDIT: SOLVED! I figured it out, but for those who are wanting to know how, here's the code from Robomat's awesome Co-Ordinates Viewer mod... local absX = player:getX(); local absY = player:getY(); local cellX = absX / 300; local cellY = absY / 300; local locX = absX % 300; local locY = absY % 300; absX and absY are "absolute" co-ordinates (where in the whole game world you are) cellX, cellY, locX and locY are "relative" co-ordinates (current cell and location within it, as used in start spawns)
  10. Thanks so much for that! How do I get "z" co-ordinates (presumably height)? I used RoboMat's co-ordinates viewer to get x and y.
  11. I want to make a profession that adds two existing traits to the player. Easy! Except, if they already exist as "normal" traits, they can be removed without changing the profession, resulting in glitches to the points system. Yup, I remember that issue from years ago! So the obvious fix is to make a *duplicate* of the trait (say, "Inconspicuous2") that cannot be removed (and otherwise doesn't show up in the trait list) and have *that* be the trait that gets added by the custom profession. This is how the Chef and Burger Flipper seem to do it (with "Cook2" as an unremovable duplicate of "Cook"). Solved! Except every time I try that I get an error and the profession description glitches. I've double-checked that the icon is correct (it shows up) and the description pointers are correct (custom Translate\EN.txt). I suspect the issue is that these traits are hardcoded when they effect zombie detection, panic, etc. perhaps? Or maybe I've just missed something obvious? The issue is clearly with that trait since when the profession is included, *all* custom professions have no description in-game... when the problematic one is removed, the ones after it have descriptions again! Attached is my code for profession, trait and description if that helps! ProfessionOfficeWorker.lua TraitInconspicuous2.lua UI_EN.txt
  12. Is there a way to have an item spawn in the player's inventory *only* if they select a certain map when starting (for example, a map of Rosewood when starting in Rosewood) or for a specific spawn point (say, they key to the prison when spawning inside the prison). I can do this based on traits or professions, but I have no idea what code to use to make it start spawn dependant! I presume you can't set it by spawn point (i.e. the house you randomly start it) as that would be even better, but I'm assuming doing this by map choice - or even better, spawn point - is possible? For traits, it's: if player:HasTrait("traitnamehere") then player:getInventory():AddItem("Base.itemnamehere"); ...right? But does anyone know if (and how) this is possible if I wanted to give a key or weapon only to someone who starts in Rosewood or only spawns in the mall?
  13. Great to see more awesome updates and fixes, and a BIG thumbs up for making the nutrition system an option (I personally like it, though I totally support those who'd rather not use it) and ability to tweak character settings such as stamina regeneration. I also really like the new zoom "checkbox" options; as nice as the new graphics look, I find the game suddenly looked uglier when zoomed right in, due to the 3D player models that have been part of the game for a while now but previously hadn't been viewable so close up before. However, the seem "backwards" to me, where enabling/disabling "200% zoom" seems to enable/disable zooming OUT 200%, where (I would expect) "200% to mean "zoom in 200%". Am I the only one confused by that and expecting the opposite? Also, am I right noticing that there's still no "never" option for water and electricity shutoff in sandbox?
  14. Thanks for clearing that up (tainted water). I would VERY much like it if auto-drinking could be toggled on and off via settings, as it seems others would too. Failing that, at least make it moddable so we can set the thirst threshold ourselves and disable it (via a mod). Please? I agree with Demonic_Kat in that when you're thirsty, you drink a big drink; though you perhaps *should*, most folks don't sip water all day to fend off thirst ala auto-drinking in PZ.
  15. Thanks. That's what I did above, EnigmaGrey, and it indeed lets you drink whever you want. I use this as a personal mod now. What I'm hoping for, though, is a way to make this a mod that doesn't replace the whole 'ISInventoryPaneContextMenu.lua' file (just overwrites that function), but my lua skills are severely lacking! Regardless, I really wish that was 'vanilla' behaviour, as it seems really odd not to be able to drink water whenever you want yet you can drink anything else at any time. Can I ask why this is now the case? Not auto-drinking, just the "can't drink unless thirsty"? I do understand the reason for auto-drinking (less 'busy work' for the player), though, and my suggestion in the 'Suggestions' forum are more to do with that. In the meantime though, what code would I need to edit to mod (turn off) auto-drinking completely for personal use?
  16. It auto-drinks tainted water? That's a worry! I agree that regardless of my above suggestion being taken on board or not (though I really hope it is), default behaviour should not auto-drink tainted water but allow you to drink it if you *choose* to. So in a perfect world for me, auto-drinking would be on/off via a toggle in settings... but when 'on', tainted water would not be auto-drink (only fresh). Because you could drink freely from containers at any time, though, you chould choose to drink tainted water if that was all you had and the thirst moodle appeared. With auto-drinking set to 'off', you'd have to drink from containers manually whenever you were thirsty (more realistic but more 'busy work').
  17. I thought the same thing until I went to Sandbox the other day and realized I couldn't set it to 'never'! See what I mean about how strange it is that this is NOT an option? There was a mod around I think that added this, but it didn't work for later builds. I tried making a new mod for the current builds, but while I could get the new 'never' option to show up, I can't find where the game sets the duration before shutoff anywhere in the files (just the text labels for the options) so it doesn't work. If I could find the values, I'd be happy to make it a '10 years' option if it needed to be numerical! I don't mind using the '6-12 months' option (I rarely play the same character for that long anyway), but there really should be a 'never' option available just to keep with the 'Sandbox = your choices' concept.
  18. I'm a bit confused why this isn't already in the game, given the point of Sandbox is to let us set things up however we like. We can set 'Instant' but not 'Never' for when water and/or electricity gets shut off right now. Would it be possible to please add a 'Never' option for water and electricity, so we could have them never shut off if we wish? Obviously this would *only* be a Sandbox option, not something for regular difficulty modes or challenges! Hopefully this would be very easy to implement and give the player more choice in setting up their Sandbox games as they wish (for roleplaying terms, it could be that your game area is in a 'quarentine' zone where power and water are suppied from outside since the rest of the world is uninfected).
  19. Currently, if you make a profession add a 'free' trait that isn't a profession-specific one, it can still be manually removed by the player (thus creating a second duplicate of the trait in the list). This is a problem when we want to mod in our own professions that add existing traits. While there could be other ways aroudn this, it requires modifying large amounts of code, and some that cannot be modded, so... Would it be possible to make it so that *any* trait added for 'free' by a profession was 'locked' in place and unremovable when added in this way? That way, manually adding - for example - the Graceful trait would allow the player to add and remove it during character creation, but a profession that added the same trait for free would *not* allow it to be removed unless another profession was chosen? This would be a big help too if someone wanted a profession to add a permanent 'negative trait' ("Pensioner" = low vision, for example) too. If this requires a huge effort in the game code, I understand not doing it, but if it's a fairly simple change, could this perhaps be implemented?
  20. Something I've noticed in the time being away from PZ and returning to it is that drinking water from containers has been substantially changed: 1) You can now no longer drink water from a water bottle (or other portable water source) unless you are thirsty. 2) If you have water in your main inventory, you will automatically consume it when thirsty. While this is good for reducing 'busy work', it feels very unintuitive and indeed counter-productive to the game's otherwise 'hardcore survival' feel and gameplay. With calories and such now being added, this ramps up the 'push for realism' even further, yet we have a very 'game-y' auto-drinking system in place. Of course, I'd not want to see this removed or changed back because I'm sure a LOT of folks prefer the new way of handling this, however I'd propose the following changes would be a big improvement and a good solution for those who would prefer something more realism-based: 1) Allow drinking manually from water containers even when not thirsty. This would IMO have no impact on the game except removing an artificial barrier that reduces realism and player involvement. 2) Make 'auto-drink when thirsty from water in main inventory' a setting toggle under 'Settings', the way we can choose how 'realistic' we want reloading, etc. to be. (TLDR: bold text is the suggestion, above is just reasoning for it) 1 can be done simply by removing the thirst check in 'ISInventoryPaneContextMenu.lua', I found. 2 would obviously need more code implementation, though I don't imagine it would be hugely complicated? I'd welcome feedback from the devs as to whether this is possible or not.
  21. My main desire was to allow the player to drink whenever they want, thirsty or not, not disable the auto-drink function. This is because not allowing manual drinking seems strange and confusing to me; all other items can be eaten and drunk regardless of hunger/thirst, so why not water? That I achieved by editing 'ISInventoryPaneContextMenu.lua', though I was hoping someone could suggest a less 'edit core files' intrusive method. Being able to turn off or disable 'auto drinking' would be great though, IMO. I understand why some people like how it reduces 'busy work', but to me it is a bit out of place and seems counter-intuitive to the sense of realism the rest of the game presents (and now we're getting calories for food and such, this is even more 'hardcore'). A setting (as we have for reloading) where one can enable/disable 'auto drinking' would IMO be the best solution.
  22. Banjo

    Remove Professions

    Adding your own isn't very hard; I've just finished updating my old mod that adds new ones and it works fine. I'll upload it in the next day or two, so feel free to look at it to figure it out, though the best starting point is the Basic Profession and Trait Template mod available on this forum. As for removing them, I'm not sure if that would be possible without editing MainCreationMethods, which isn't the best idea is it will be outdated quickly by game updates. Though you could possible replace existing professions with your own with some work?
  23. I'm a bit surprised this isn't already possible. Yes please! And I'd think it would be an easy tweak to add more flexibility to the game's crafting/cooking system, too.
  24. I definitely support this idea. Sandbox is what makes PZ an amazing game compared to most others. Giving the player more freedom to design their apocalypse would be very welcome, and this would be a fantastic way to do so.
  25. Thanks for the reply, ShuiYin. I thought that might be the case (I saw several places in the code that specifically refereced traits as in "if has trait x"), so that makes sense. It's a shame the devs don't make the game a bit more moddable (since it already is very) by making these values rather than specific trait references (e.g. a buildTimeReduction type value set to -50 by taking the Handy trait). As it stands, I'm happy to do the work to add references to my own custom (duplicated original) traits, but how would I do it for traits that don't seem to be referenced in the code anywhere human-readable? For example, if I want to make my own 'Graceful', where is the original trait used? With Handy, you can find that reference to it in the lua for building. For Graceful, I can't find it anywhere except the character creation screen lua! Alternately, the other way to resolve this issue would be to ask the devs if there was a way to make *any* trait added by a profession (whether it is a profession-only trait or not) 'unremovable'. Would this be possible or too complex?
×
×
  • Create New...