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WeAreBaked

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  1. Like
    WeAreBaked got a reaction from gaunti12 in WeAreBaked's Item Overhaul   
    i guess i should go into a little more details with my plans....the cig butts are for a new water filter im making...im trying to alot of the stuff seen in "the colony" shows because they were inventing from junk like in pz. but all the smoking products works already because of the built in smoke menu but i would like each item to have its own menu, most of the images were actually stuff just shrunken down, which actually makes them look rather gamey and spritey making them look perfect in game....i also added a bunch of professions and traits....in the end this will be a complete over packed mod with way to many items...more screens of items in game in like 2-3 mins...you can grow your marijuana, i took this code from the marijuana mod the already exist because it was very well done...my issue with it was many the wording of it...preparing your bowl rather then pack it...so i redid everything except the farming aspect with my stoner pov if you will....i suggest the creator smoke more weed and code less ;p but there was also a large amount of glass and acrylic bongs which i thought was unneeded, lowered it to 1 acrylic bong and 1 glass but also added wood pipes, glass, pipes, vaporizers.
  2. Like
    WeAreBaked got a reaction from gaunti12 in WeAreBaked's Item Overhaul   
    Icons of a bunch of items i've been adding to the game such as toys, foods, bags, marijuana, drugs(cocaine, pills)..all the items are in the game and all work and have recipes(well the ones that need recipes have them) but im trying to work on some custom context menus before release having issues with limiting the new menu to show for one item.....but here are the pics
  3. Like
    WeAreBaked got a reaction from Petra in WeAreBaked's Item Overhaul   
    iono what with these..am i only allow one image per post?
  4. Like
    WeAreBaked got a reaction from Petra in WeAreBaked's Item Overhaul   
    i guess i should go into a little more details with my plans....the cig butts are for a new water filter im making...im trying to alot of the stuff seen in "the colony" shows because they were inventing from junk like in pz. but all the smoking products works already because of the built in smoke menu but i would like each item to have its own menu, most of the images were actually stuff just shrunken down, which actually makes them look rather gamey and spritey making them look perfect in game....i also added a bunch of professions and traits....in the end this will be a complete over packed mod with way to many items...more screens of items in game in like 2-3 mins...you can grow your marijuana, i took this code from the marijuana mod the already exist because it was very well done...my issue with it was many the wording of it...preparing your bowl rather then pack it...so i redid everything except the farming aspect with my stoner pov if you will....i suggest the creator smoke more weed and code less ;p but there was also a large amount of glass and acrylic bongs which i thought was unneeded, lowered it to 1 acrylic bong and 1 glass but also added wood pipes, glass, pipes, vaporizers.
  5. Like
    WeAreBaked got a reaction from Petra in WeAreBaked's Item Overhaul   
    Icons of a bunch of items i've been adding to the game such as toys, foods, bags, marijuana, drugs(cocaine, pills)..all the items are in the game and all work and have recipes(well the ones that need recipes have them) but im trying to work on some custom context menus before release having issues with limiting the new menu to show for one item.....but here are the pics
  6. Like
    WeAreBaked reacted to RoboMat in Limiting Code a Specific Item?   
    Hm this is one of my old tutorials, afaik it isn't working 100% correctly anymore. Back when I wrote it there was a "dummy item" in the table for clicked items...
     
    This should fix it (not sure though):

      -- Adds context menu entries for multiple bags. if stack then -- We start to iterate at the second index to jump over the dummy -- item that is contained in the item-table. for i = 1, #stack.items do local item = stack.items[i]; if instanceof(item, "InventoryItem") then _context:addOption("Destroy Item", clickedItems, UIDestroyItems.onDestroyItem, player, item); end end endAlso if you only want options for a certain item you will have to do something like this (pseudo):
    if instanceof(item, "InventoryItem") and item:functionThatReturnsItemName() == 'yourAwesomeItem' then _context:addOption("Do stuff", clickedItems, doStuffFunction(), player, item);end
  7. Like
    WeAreBaked got a reaction from PhantomWarlock in The Best Idea Ever - Wall Sockets   
    Used To Charge Handheld items...
  8. Like
    WeAreBaked got a reaction from Vonholtz in The Best Idea Ever - Wall Sockets   
    Used To Charge Handheld items...
  9. Like
    WeAreBaked reacted to Suomiboi in Missing Some Textures For Roads?   
    According to that picture on the left your rules.txt is configured ok.
     
    The tiles on the bottom left corner aren't actually street tiles, they're pot hole tiles. The corners of those are 'blends' that make the pot holes fit into the street and look sunken. There are no such corners etc. for the regular street tiles, you'll have to make your own.
     
    If you want to add tiles to the tiled, you'll have to click that blank paper icon with the star (right bottom corner) and add the tile from there. Choose the width 64 and height 128. Then from the browse search your tileset. If you want to make them show in your game, you have to make them into tilesets or pack files by following this link. Note, that it only works if you have the latest version of the mapping tools!
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