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apelikejay

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Everything posted by apelikejay

  1. Just an idea regarding multiplayer sleep... I know you guys are working on it and have ideas and whatever you come up with should be good... however, it occurred to me tonight that a way of handling sleep in multiplayer could be to simply make sleep optional but reward people who do sleep with a bonus to strength and fitness or heck, everything... like a 50% bonus to reading, learning, crafting, power in hitting, swing speed, whatever... anything... everything... 50% bonus, 2 hour bonus for each 1 hour slept... sleep for 8 hours, the next 16 hours have the bonus... cap it at 16 hours for the bonus and you could even require a minimum of 2 hours sleep to activate the bonus... a system like this would work well for me. Certainly don't punish the players that don't want to sit and watch a screen while they sleep... simply reward the ones that do. Just an idea...
  2. For multiplayer, both you and your friend follow these steps... it's best to start with a clean copy of zomboid... it's worth noting that following these steps will get you up and going in multiplayer but it will delete any of your old saves. Open your Steam Library and right click on "Project Zomboid"... from there go to "Local Files" and click on "Delete Local Content". This uninstalls the game. Verify that it did a complete uninstall by checking your steam/steamapps/common/ folder for "Project Zomboid"... if you still see Project Zomboid in that folder, delete it. Now right click on "Project Zomboid"/"Properties" again in your Steam Library and then click on "Betas" and make sure you are "Opt out of Betas". Reinstall the game. The purpose of these steps is because if any manual changes have been made to your default media folder, it will keep those changes on this next step... it's just best to start clean. Open your Steam Library and right click on "Project Zomboid"... from there go to "Local Files" and click on "Verify Integrity of Game Cache". After this is done you will see a "currentcontentbuildID" at the bottom of this same page in Steam... verify that both you and your friend have the same ID here. If you do, and have followed all these steps, both of you will be running exactly the same game, which is important for multiplayer. Now, simply download the zip file from the front post in this thread. Extract that file anywhere you'd like but not inside your steam folder... not yet. This file is designed to be used as a mod and contains extra files you don't need in multiplayer. Open the extracted folder in one windows explore window... and open a second windows explorer to your steam programs folder: C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid -- is the location on mine, yours should be similar. Now copy the "media" folder from inside the extracted mod window, into the second window containing the C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid folder... important that you copy and replace all, agreeing to all. If you both follow these steps exactly, this should work for multiplayer without issue. However, if you have been playing around with servers or have had one running, chances are you still have those files to delete too... Goto your users/Project Zomboid folder and delete it before firing up the new server. You can delete select files from inside this folder to just delete the server and not your old saves, but I'm unsure exactly which files to delete as I have always just deleted the whole folder when updating new...
  3. FILE UPDATE (11/26/14): Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items. Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies. Casks are now drainable / refillable. Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired. This also means... more killing! (be advised... the handfuls have a little bit of weight to them and they do add up when gathering...) The Blow Torch is now craftable. Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make whole stacks of ammo... this only affected the final step of ammo making. Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife and then use the fillet to make the jerky. Messed around with the Silenced Pistol -- it's still loud on the players end... ---- I have verified that you can update this over the last version of this mod with no problems. The minerals will start dropping and all ingame casks you currently have will become drain-able automatically. NOTE for multiplayer updating of servers: If you want to keep the integrity of your file structure clean... as in, no files out of place... be sure to go into your program files/steam/steamapps/common/Project Zomboid/lua/client folder and delete the sustainAddItems.lua file. It is no longer used in the current mod configuration and if you installed this into your program files previously, and not as a mod, this file will still be there and doesn't belong anymore. This should save you future confusion if new players join your server and they don't have this file. All your players on your server should delete/verify that this file is gone, if you do. ---- Sorry it took so long... that cold I had could haven been hardcoded into this game and used as another method of killing off players... it was just that bad... and I hate to say it but... more to come... eventually... I still have some more food ideas and I really want to work in the two maps when I can get their errors to stop logging... Enjoy! As of right now, as far as I know there are no real issues with the recipes or items in this mod other than the loud silenced pistol.
  4. Sorry, I've been massively sick the last week + ... had every intention of having this updated by now... will absolutely have it updated within a few days from today... starting to feel better. @ Keyboardassassin -- I have no idea how Windows 8 works... I'd imagine if you can figure out the file structure (where the default game files are and where the mod files are) it should work with the new locations. If they are new.... Windows 8? I don't know... @ Jooper -- the same problem you are having is mentioned on the Start Safe mod page that I grabbed this code from... if key == 210 and me:getModData().startingloot2 == 0 thenThis is line 10 of media/lua/client/sustainAddItems.lua ... in the mod folder. The "210" represents the insert key on windows keyboards. I am not sure how Mac keybinds work but changing this number to one that works on Mac will help you out. Simply open up a file editor and change the "210"... to what though, I don't know... same as above, I know less about Mac than I do Windows 8... which is nothing. (the windows key codes appear to be coming from the Lightweight Java Game Library... http://www.lwjgl.org/javadoc/constant-values.html -- is a list of the windows constant field values for the keybindings... if you can somehow find this same list for Mac or maybe play around with the known keys from this list, one might match... or maybe someone here knows...) For what it's worth, on the update that is coming shortly, I've already built the foundation for a system that will eliminate the need to "insert" any items in the game... it's close... I just need to get a little better and spend some time play testing it. Shouldn't be more than a few days -- this next weekend at the latest. I'd like to play test it more than I did in the past and get it absolutely right. Terribly sorry I haven't been around on this... I haven't played any game in over a week and if the cold wasn't already killing me... it'd be killing me.
  5. I was afraid of this... personally, I'm a shotgun guy and shells are all I've made... but I had the same issue with shotgun shells (haven't made 9mm shells so I didn't notice)... There is a glitch in the system, not sure what brings it about but it's like this: in the default code, "shotgunshells" = 12 shotgun shells when spawned in the game like in a cabinet (via a parameter defined as "count=12") but it also equals 1 shotgun shell if you unstack when it is spawned. So if I write code that is supposed to spawn 12 shotgun shells, I should just say "shotgunshells" and it will automatically = 12 when created... but this isn't working. For some reason I had to redefine the newly spawned shotgun shells as "shotgunshells=2" which now spawns 24 shells... but "shotgunshells" alone was not giving 12 as it should. Apparently the same issue is going on with the other ammos... item Bullets9mm { Count = 10, Weight = 0.1, Type = Normal, DisplayName = 9mm Rounds, Icon = 40calAmmoBox, }This is from the default game code for the pistol ammo... shotgun shells work the same way only their count is 12. When this is used to spawn 10 x 9mm shells at once, when crafting, it's only kicking back 1 shell and not the full count. (which is weird... if I set the new spawn to "Bullets9mm" it will kick back one shell, and not 10, but if I set this to "Bullets9mm=10" if will give me 100 ammo and not 10-- can anyone explain that?) For the time being (and I'm sorry about this...truly am--sucks to collect those books and waste 'em, I know): shotgun shells are the only shells I can guarantee 'work right'. All the parts for the other ammo will craft correctly, this is only for the final step when putting all the bullet parts together (the step requiring the Reload Manual)... you can still craft bullet/shell parts for other ammo and store them for when the fix comes through... nothing should change as far as the parts are concerned. Going to take some tweaking... I'll get something up in a day or two (and look at all the ammos when doing it)...
  6. Haven't been around for the last week... Charcoal is made with either a plank or log and a lit hand torch or 2x lit candles... the silenced pistol has no attachments as yet (when crafted the Silenced Pistol is a whole new item, not a modified Pistol--thus pistol attachments do not work in it), and for what it's worth, I have tried it out -- it does not attract zombies (that part works) but it still sounds like a regular pistol to the player. Pie dough is part of the regular game's recipes... I am working on an update to this mod which includes a nearly complete overhaul of the food system... I'm not a fan of how un-uniform it is... how cooking two different items generally have two totally different methods of cooking and eating. (can make bowls of soup but must eat stirfry from the pan, baked goods are slightly convoluted, and this mod probably *needs* something to sustain baked goods: ability to craft sugar, salt, pepper, etc). Also, as of right now: making jerky from fish doesn't work. It's a simple fix and will be in the next version of this mod... I know about it. Fix (and more) coming soon... And finally, I have no idea what could be causing that issue for you, DarkSlayerEx...
  7. Good work Gaunti... I had wanted this in my compilation originally... In the coming days I'll take a look at your file and see if I can't get it to work with my sustain mod... I can tweak the metal scraps so they can be used for building in this mod and mine, which was the original intent... back when this worked. Of course this can stand alone for anyone who wants it and it's fantastic as is... but if your update works, I'd absolutely love to have it in my mod... more building the merrier. All I ever wanted was my own custom metal cabinet. But I'd really love to see that food hatch work...
  8. It should work on an existing game if that game was created in build 29+... this could be the problem. There were big changes in build 29 with their implementation of scavenging and some of the recipes in this mod refer to items that came into the game in build 29, and didn't exist prior. It's worth noting also that for existing games to get all of the crafting items, they should follow the steps I laid out a few posts back and edit the sustainAddItems.lua file of this mod.
  9. @ Jurjen -- The blow torch is one of the four starting crafting items for this mod... when the mod is up and running, hitting the 'insert' key on your keyboard should give you the blow torch and three other items, directly in your inventory.
  10. @ legumanigo --> The books are essential items needed to craft. Almost all recipes this mod adds require at least one of those books. They act as a way to slow down crafting... you have to collect the book before you can perform the craft. The drop rates are fairly balanced so that the better the craftable reward, the rared the drop rate, while more common recipes require common books (like books for recycling and using the propane tank). I find that it also promotes lots and lots of zombie killing... something that extended crafting can detract from... can't just sit in your hovel making bullets... have to go find some books first... When you have gathered all the materials required for a recipe (whether involving a book or not), clicking on one of the items in your inventory will give you a menu to perform that recipe. Also, clicking on any item involved in any recipe will give you the option to click on "craft helper" (generally the last option in the interaction menu for the item) which will detail exactly what recipes the clicked-on item can be used in. --- @ Sproing --> I don't think that you will have to start a new game to get the four crafting items. The way the mod file for adding items works is that it saves whether or not you have added the items before, so if you haven't had that file in there prior, and are just now using it, it should provide them. There is one issue though. Toolboxes, Chemistry Sets, the projectile dies and the bullet presses are all drops in the game from cabinets and such... if you load this mod into a game that hasn't ran with these items before, they won't make it into the game because those boxes spawn their items when the server is first created... The workaround is this: 1) open this mod's folder and navigate to media/lua/client/sustainAddItems.lua. 2) open the sustainAddItems.lua for editing in notepad plus or some editor that will retain the files extension. 3) Copy and paste the following code over everything in the sustainAddItems.lua file... function SetLootTruth2() local me = getSpecificPlayer(0); me:getModData().startingloot2 = 0;endfunction SpawnStarterGearOnce2(_keyPressed) local me = getSpecificPlayer(0); local inv = me:getInventory(); local key = _keyPressed; if key == 210 and me:getModData().startingloot2 == 0 then inv:AddItem("sustainMod.SM_Cask_Minerals"); inv:AddItem("sustainMod.SM_Cask_Sulfur"); inv:AddItem("sustainMod.SM_Cask_Saltpeter"); inv:AddItem("sustainMod.SM_BlowTorch"); inv:AddItem("sustainMod.SM_Toolbox"); inv:AddItem("sustainMod.SM_ChemistrySet"); inv:AddItem("sustainMod.SM_ReloadingPress"); inv:AddItem("sustainMod.SM_ReloadingPress_Shotgun"); inv:AddItem("sustainMod.SM_Bullet_Mold"); inv:AddItem("sustainMod.SM_DieSet9mm"); inv:AddItem("sustainMod.SM_DieSet223"); inv:AddItem("sustainMod.SM_DieSet308"); me:getModData().startingloot2 = 1; local getmod = me:getModData().startingloot2; print("SustainMod: Startingloot Updated to " .. getmod); -- prints the startingloot value to the console. endendEvents.OnKeyPressed.Add(SpawnStarterGearOnce2)Events.OnNewGame.Add(SetLootTruth2)4) save the file and reload the mod. (again all credit to Nymall and their Start Safe mod... this code is just a minor tweaked version of theirs.... http://theindiestone.com/forums/index.php/topic/8353-start-safe-one-time-starter-materials/ ) This is going to make you REALLY heavy when you do it (hit 'insert' in the game)... make sure you can unload them safely. This will add every crafting item this mod supplies through drops in crates/cabinets when the server is first created, and allow preexisting servers to play with all the items this mod offers without restarting the server when first starting this mod.
  11. i had little luck in trying to get an external mod to overwrite the base in my mod... I had to edit the items.txt and the newitems.txt directly to get the default items to change behavior. If this method of overwriting by re-declaring in another file works in some way, I'd love to see how it's properly implemented.
  12. The problem is with 'thumpables' for this mod and the Builder Mod, on build 29. I've only glanced at it long enough to know it doesn't work, but it appears that any time a destroy item function is called it cycles through all of the items that are destroyable and the buildable items in both mods are called with deprecated code... I think. Even though the ISDestroyStuffAction.lua file is not updated with the mod, it does house functions that are called by files that are in the mod. When the function doesn't mesh with the information that is called from the mod, the file that has the function spits back the error, not the file that supplied information to the function. I had planned on eventually looking into this more -- I want both mods in my little compilation mod -- but hoped that someone would beat me to it...
  13. FILE UPDATE: Added ability to put Honey in Water Bottles, Pop Bottles and Whiskey Bottles. Plaster Powder now kicks back an empty bag when consumed. Crafting new Plaster Powder now requires this empty bag. Can now craft door knobs and hinges. Separated this mod from the Start Safe mod... the two can be used simultaneously. --- Set this up for the live 29.3 build... should work for all Steam players. Will no longer be updating for the IWBUMS branch. If you play this mod on multiplayer, delete the media/lua/client/AddItems.lua file from your game directory when updating this mod from a previous version. The AddItems.lua file has been renamed and reworked to work with the Start Safe mod, should players want both. For single player, delete the original sustainMod folder from your mod directory and simply download and install the latest version to your mods folder as usual. It should work fine with previous saves. I have some ideas for future updates... they would be big... it might be a while before anything is posted, so unless anyone posts any glaring errors, this is about as finished as this mod gets for a while. Enjoy. Final Note: I still haven't tried out the Silenced Pistol in my game. It absolutely shouldn't attract zombies as the code appears to work. But I'm unsure about the volume settings for how it will sound to players. So this might cause an update at some point... still, enjoy... AND ONE MORE NOTE (for mod compatibility): My mod makes changes to the following default game files: media/scripts/items.txt media/scripts/newitems.txt media/scripts/fixing.txt media/lua/shared/ISReloadManager.lua media/lua/shared/ISReloadUtil.lua If you use a mod that changes any of these files, there might be compatibility issues. I know this is probably considered bad form but I couldn't see a way around it. To have default build items kick back my custom items I had to make changes to the default build items.
  14. @ Trazma... at the moment, it's only working with Wine Bottles... you have to drink those... a change is coming soon to add the other bottles. When I first did this, I had assumed those were the Empty Bottles you find in trash cans all the time so I set it to those... but no... you need to drink the red wine... the good news, you only need to do it once... Will be changed in the near future.
  15. ANOTHER FILE UPDATE - A BIG ONE: Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly). Added ability to craft pills (via new recipe/book drops). Paint cans now give back an empty paint can when used up. Added ability to refill these empty paint cans -- only with the color they previously were. This means if you have one can of one color, effectually you can paint forever with that one color. Recipe drops are added for this as well. Craft Plaster Powder. Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books. The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can! Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close. This is a work in progress... it shouldn't attract zombies but it might not sound right to you... Added ability to make Jerky from all trapping and fishing game. Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on recyclable items. FIXED: 308 projectiles were reading as 223 projectiles on the tooltip. Was purely cosmetic... it's fixed. --- Simply saving over the old mod (media folder for multiplayer) will work with previous saves. No new game spawn drops (cabinets and crates and such) were added. Only drops from zombies. It's worth noting that I just finished on this update today... we started playing it tonight... working great so far. Everything in the previous build should work as usual. Heck, everything new should work too! But if anyone finds a glitch, toss it up here... would love to hear about it... thanks and enjoy.
  16. @ Duffman --> I'm playing on the latest hotfix 3... works great... if you're playing multiplayer, resave over your media folder inside the game's folder.. this works (generally) anytime a patch comes through... so far.... If you're playing with it as a single player mod, it should just work... I haven't tried it lately in single player but the way it's working in multiplayer, it absolutely should work. @ Epocx --> For single player, extract the entire folder to: /users/YOURUSERNAMEONYOURPC/zomboid/mods/ YOURUSERNAMEONYOURPC would be whatever the PC names your user folder... every identity on windows has a user folder associated with it. When you have extracted the file, load the game and it should show in your mods list when you click on mods at the bottom of the main menu page. Click on the mod, a green-check mark will confirm it is activated. Then, back out, exit the game, and restart it. Mod images don't generally load until the game is restarted with the mod active. Only in multiplayer would you be in your Steam folders and then you would want to save just the media folder over the default media folder inside your /programfiles(x86)/steam/steamapps/common/project zomboid/ folder. Hope this helps.
  17. Thanks guys for the kind words... still running great, into week three on our server... ---- FILE UPDATE: Fixed a few minor issues... Go Go Juice recipe wasn't finding water in bottles and such... works now... making Shotgun Shells was much, much more 'expensive' than the other bullets... it's fairly normalized now... finally... the graphic for the Torch Wrap was never uploaded in the mod... I didn't want to dig into my graphics programs this weekend, and as you can see, graphics aren't my strong suit (anyone that can beef them up, would be great--like lose the white border at the end of the transparency... would be great)... but I simply borrowed the same graphic as plastic scraps and they should be appearing now... These appear to be the known bugs... anyone finding anything, feel free to toss it up here! --- And yes, Trazma... anytime you load a Mod as a mod (as in, to your mod folder and not multiplayer in the games main directory) you have to restart the game after activating the mod for the images to load... there is a 'loadtextures' function in their game code to force this action when the mod loads but my attempts at playing with it in a mod have been met with too many errors when the workaround, reloading the game, is so simple... glad it worked out for you... glad you're enjoying it.
  18. Just updated the download -- new file: Missed a comma... couldn't make the Streetsweeper... works now. A note on the Sweeper... its 18 shots, faster rail and reload than the regular shotgun and breaks slower. Repairs with Bleach. You can also craft a custom sling for the sweeper to lower it's weight, which is .5 heavier than the regular shotgun. --- Thanks, Dragon. It is great. I didn't realize until last night that many of the things I've done here are done in other mods in various forms... I made this simply because it looked so easy when looking at the Building Mod when it didn't work. And I want to survive in a game a little longer than the developers, who seem to want us to die... which is great if not a tad sociopathic.
  19. This is a resource sustainability mod that my cousin and I play together nightly... it 'borrows' from the following mods: CraftHelper 1.2 (by Omegapl) http://theindiestone.com/forums/index.php/topic/9267-craft-helper-12/ This sustainMod adds 200+ recipes to the game... CraftHelper is essential in keeping it organized both for me... and for gameplay! Amazing Mod... all credit Omegapl, and apparently Peanuts, the original creator of the mod. Reloading Mod v.0.2 (by Rausheim) http://theindiestone.com/forums/index.php/topic/10105-reloading-mod-make-your-own-ammo/ 'Borrowed' greatly from this mod... textures and ammo-to-the-ground scripts are identical with only minor changes to recipes and drop rates. This provides a great foundation for providing ammo sustainability. Great work, Rausheim! Dry Towels (by Saranis) http://theindiestone.com/forums/index.php/topic/7126-dry-towels/ A great little mod that allows for cleanup of wet towels in games and extends itself well to the sustainability idea I am aiming for in this compilation pack. Allows for collection of water by wringing out otherwise spent items such as the wet bath towel and wet dish towel! The Toolbox.png and MetalScrap.png images used in this mod are from: Building Mod v.0.2.2 (by badtrix) http://theindiestone.com/forums/index.php/topic/7773-building-mod-v022/ I couldn't get this working with the latest builds... I didn't want to mess with it. This mod inspired the recycling aspect of the following mod. I never really looked at the recipe code from this so any similarity to my own code below is coincidental. They both do the same thing, coincidences were bound to occur. Credit for the inspiration and the images! If you are using any of these mods, you can disable them or uninstall them when using my mod. They are already implemented in this mod as they fit exactly what I am trying to accomplish with it. FILE UPDATE (11/26/14): No longer uses the Start Safe Mod... --------------------------------------------------------------------------------------- Now that credits are aside, what is in this mod? Dispose of corpses with axes, knifes... even spoons... and collect Disturbing Trophies. Allows for creation of new weapons: Katana (bladed), Softball Bat (blunt equiv), and the Streetsweeper Shotgun. Also build easier recipes like a Screwed Baseball Bat, Razor (bladed) Baseball Bat and the Backyard Katana... Can your own soups and stews and all farmable foods. Works with scavenged Berries. Store your farmed goods and use them when you need them, not just before they spoil. Allows for recycling of nearly every in-game item. Craft many in-game items: tools like the sledgehammer and saw, weapons like the shotgun and hunting rifle, even their modifications like the x8scope... most if not all of it is in here. Recycle spent ammo and craft your own ammo, mostly thanks to Rausheim! Spent ammo even kicks to the ground... collect them shells! Greatly lowered fixing costs for in-game items. They now require 1 of each default item. Changed gun fixing to use Bleach instead of another gun. The equivalent of cleaning. Craft a Beehive. Extract Honey from the hive and make Go Go Juice. Extract Beeswax and make Candles. Craft a Hand Torch, an offhand item that greatly increases night vision. Utilize Saranis' DryTowels mod and collect water from wet towels, or just dry them. Collect the patterns (in the form of books) to do this mod's recipes from zombies. The better the craft-able reward, the rarer the book drop. Books are spent on use so save them up! Track it all with the power of CraftHelper 1.2, by Omegapl. FILE UPDATE (10/6/2014): Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly). Added ability to craft pills (via new recipe/book drops). Paint cans now give back an empty paint can when used up. Added ability to refill these empty paint cans -- only with the color they previously were. This means if you have one can of one color, effectually you can paint forever with that one color. Recipe drops are added for this as well. Craft Plaster Powder. Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books. The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can! Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close. (This Pistol is a work in progress... it might take some modifying to get the sound right... I'll removed this parenthetical when it's confirmed solid.) Added ability to make Jerky from all trapping and fishing game. Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on recyclable items. (Which shouldn't really happen considering you can recycle jewelry, pills and clothes and get the three main recycling mats, all from zombie drops--but it will be a nice little boost.) FILE UPDATE (10/13/14): Can now craft hinges and door knobs. Honey can now be put in Water Bottles, Whiskey Bottles and Pop Bottles... not just Wine Bottles. Plaster Powder now kicks back an empty bag when used. Just like the paint, this is needed to refill (craft) more Plaster Powder. FILE UPDATE (11/26/14): Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items. Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies. Casks are now refillable. Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired. This also means... more killing! Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make whole stacks of ammo... this only affected the final step of ammo making. Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife and then use the fillet to make the jerky. Messed around with the Silenced Pistol -- it's still loud on the players end... I hate to say it but... more to come... eventually.... -------------------------------------------------------------------------------------------- To use this mod: Download and extract to your /users/USERNAME/zomboid/mods/ folder for single player. For multiplayer, extract and overwrite your /media/ folder inside your game directory with the media folder provided in the zip file. It is advisable to backup your game's default media folder before making changes to it. This works perfectly fine on our multiplayer server on build 29.3. For multiplayer: When new patches or hot fixes come through, simply apply the patch then re-save the media folder over the game's default media folder... it's worked so far *fingers crossed*. Remember, all players on the multiplayer server must have the same file structure so every player must do this. Most of this mods recipes can be done from the ground. The way the game's mechanics are working at the moment, means that one of the required items can be on the ground. But only one. With this mod you can sustain your resources (firepower, water and canned goods) indefinitely... long after a server has been looted. FYI: The Katana uses the poolcue sprites, the Softball Bat uses the baseball bat, and the Streetsweeper uses the shotgun. This is fully updated to the current live build on Steam --> Early Access 29.4. I will not be publicly updating this for the IWBUMS branch anymore... just through 29 as I developed it. It should continue to work for players on that branch and I will probably update it to build 30 when it goes live if any tweaking is needed. I do not know about backward compatibility to previous builds. Recipes in this mod utilize the Stone Axe and Berries of the build 29+ branch and might 'break' something if used on previous branches. sustainMod.zip
  20. Yeah, no worries on my issue... take your time (IE weekend off)... it's by no means a game breaker... as long as you can't actually hurt yourself in game by being weighed down (yet), it's no issue at all really... -- Great game by the way... it's everything I wanted Dead Island to be... I loved the graphics in that game, but the 'sandbox' aspect of it was incredibly lacking and the game forced you into one style of play... run and gun--which was fun at first but eventually I wanted... more... I applaud this game's depth, or more accurately it's potential depth... keep up the great work!
  21. Game isn't updating to the 29.1 hotfix on Steam... I didn't know if this is a bug and belongs there but since I'd already discussed it here, I'll continue here... I am playing the "Early Access Build 29"... --> http://i24.photobucket.com/albums/c7/apelikejay/EA1_zps498c4e72.jpg I do have "Iwillbackupmysave" branch enabled and downloaded... --> http://i24.photobucket.com/albums/c7/apelikejay/EA3_zps55a53a73.jpg And it won't let me saw logs from the ground... --> http://i24.photobucket.com/albums/c7/apelikejay/EA2_zps22480a01.jpg Either the hotfix didn't work or Steam isn't updated/updating... I know it's not critical to the game but it's a tad big for the mod I'm working on... thanks for looking into it at your convenience...
  22. If you're on IWBUMS, it should be downloaded automatically by Steam. Thanks for the reply... it might not be updating as I am working inside the actual game files (for multiplayer server setup) rather than the mod folder and Steam doesn't always update folders that are changed locally versus the default game files. (as in when you uninstall it keeps the Project Zomboid/media folder -- if you have manually changed anything -- while deleting everything else). I will try and reinstall and see if that catches the update... thanks again.
  23. I feel like an idiot... but how does the 29.1 hotfix apply itself...? Is it supposed to automatically update when you work with the IWBUMS branch? If so, I'm not seeing any change the last few days... Or do I have to uninstall/reinstall the game under the IWBUMS branch...? Or, do I have to manually install the hotfix and if so, where would I find a link to it? Trying to get this "canbedonefromfloor" thing back in motion but having this hiccup... Thanks.
  24. Todays I-Will-Back-Up branch has this... Fixed rain barrel and trap data not being updated on the server when IsoThumpables were destroyed on a client....which is what was causing the problem... it wasn't even a mod... this is solved. And timely I might add...
  25. Apparently it's deeper than the mod issue... the code from "RainCollectionBarrel" quoted above does not appear to be changed at all from the orignal default code for that file. It must originate from a different file in the mod, something that helps define the parameters of the mod's overwrite of the original code... still looking... deeper...
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