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01000101

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  1. I've recently updated my copy of PZ to build 33, this mod still works and is usable with the current build (33.20).
  2. I would also like to report some issues: I can only place fridges rotated on one axis, placing stoves and leaving the area can cause the stove to disappear. Also, why trying to immediately pick a stove up just placed, I get a stove in my inventory but there is still a stove graphic left on the tile which isn't really there (no collision) and I can repeatedly pick it up. Trying to place it again results in errors in the log and no stove placed but it is removed from the inventory. Great mod though, coming along juuuuuust fine. -----------------------------------------STACK TRACE-----------------------------------------Callframe at: subfunction: perform -- file: InPickUpObjectAction.lua line # 52bugged action, cleared queuejava.lang.RuntimeException: missing argument #1to 'sub' at se.krka.kahlua.vm.KahluaUtil.getArg(KahluaUtil.java:389) at se.krka.kahlua.vm.KahluaUtil.getStringArg(KahluaUtil.java:339) at se.krka.kahlua.stdlib.StringLib.getStringArg(StringLib.java:680) at se.krka.kahlua.stdlib.StringLib.sub(StringLib.java:773) at se.krka.kahlua.stdlib.StringLib.call(StringLib.java:118) at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:74) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:8667) at zombie.characters.IsoPlayer.update(IsoPlayer.java:2708) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1336) at zombie.iso.IsoCell.update(IsoCell.java:5164) at zombie.iso.IsoWorld.update(IsoWorld.java:2354) at zombie.gameStates.IngameState.update(IngameState.java:1216) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:636) at zombie.GameWindow.run(GameWindow.java:1187) at zombie.GameWindow.maina(GameWindow.java:991) at zombie.gameStates.MainScreenState.main(MainScreenState.java:168)
  3. While NPCs are one of the things which attracted me to this game, and when I purchased it they had already been removed, I can't say for the price I paid for the game ($15 on sale, holy shit!) that I've been disappointed by it. Had I paid more (like GTA V's $70 kick to the nuts) I would probably be mad. I am a little disappointed by work on other areas of development which I have no interesting in (steam integration, MP) but not enough so to rant about it. NPCs are coming, they are working on it. Simple rule of software development - Skeleton then meat. Right now they are working on the skeleton and even at that, there is still a lot of meat on it. Would I like to see NPC development happen faster? Well, we all would. Can we honestly say that for the price we paid that we're not getting our monies worth? Of course not. Despite a lack of NPCs, there is plenty enough to the game that I think we've gotten what we paid for to a certain degree. How about 2278 for an ETA. Put that in your head and any date sooner that it actually happens will make you happy.
  4. Is it possible to get a non-steam download? I always manually install games and mods as automated systems tend to break things, steam and steam workshop are notorious for breaking things.
  5. I think it would be cool to see something like that sprinkled around the map (on some farms, rail yard, etc) but would otherwise be unbuildable due to it's very real need of production facilities. Although, you could actually make a "backyard built" one, but it would still require things like prefabricated sheets of plastic to weld, etc. I +1 the idea in general, implementation I'm not sure of though.
  6. Everything you've posted is your personal opinion, not fact and you contradict yourself. Life "inside the walls" may be easier for my survivors being able to make honey but using a katana which has stats somewhere between the baseball bat and the axe does not make things any easier when dealing with zombies. It's lack of availability or ability to repair actually makes it harder if choosing it as a primary weapon. If anything, your suggestion of a fully automatic weapon (machine-gun) would make the game easier. As I said, way to contradict yourself. Didn't your mother ever tell you, "if you don't have something nice to say, don't say anything at all." And don't forget the PZ forum motto, "be lovely." Coming into a thread to express your opinion in a negative way which is in contradiction to the topic of the thread violates both of those. Respond to this or not, I will not bother engaging with you any more as I and other have made the same points and this line of conversation has nothing to do with the topic at hand.
  7. Hi, Eric.

    1. 01000101

      01000101

      I thought I recognized you on here from the RW forums. :P

    2. Adamiks

      Adamiks

      Well... Same avatar, same name, not a challenge after all ;D When i saw binary code in the active users list i knew it was you, but i get sure by using binary code though.

  8. The fish tanks are nice, but I think he means something along the lines of this 2500 gallon water tank. Which would be cool to have, but impractical to build without an actual fabrication plant.
  9. Way to contradict yourself in this thread. "Mods/people who use mods suck but the devs should add some of mods contents to the core game." Anyway, DeadlyStr1ke, that base is pretty cool, I like using the firehall in Bedford Falls as my main base. The watch tower is very useful to erm, watch. I would post a pic of a base using Hydrocraft but I never get far enough because the mod updates too quickly and I restart to get the new content. I have used EBO in the past but I understood there was item redundancy which doesn't cross-over. I'll have to take another look at EBO again and see how much overlap there is.
  10. So I noticed something about PZ which kind of bothered me but not enough to do anything about it until I started using Hydrocraft and it's large containers (toy wagons, wheel barrows, etc) which is that, if my hands are full or my backpack is on, how could I possibly access it??? I don't know about you, but I always have to take a backpack off to sort through it as I don't have gelatinous tentacle arms or eye stalks so I can see behind me, straight down my back. What this mod does is inverts the logic for equippable containers. The container must be in your main inventory but not equiped to access it. No Equipped Access Container v0.32.0
  11. I've found the simplest and easiest method to survival since I got this game many alphas ago was to build completely at at-least one level above ground. The "problem" I encountered is that there is no requirement for an actual supporting structure. Once you can get to the second floor and start building your base, you are not required to actually support it. This means that once you find yourself a nice sledge and set up your sheet rope in the second story window, there is nothing stopping you from knocking out the stairs and walls below and just continue building up/out out without regard to distance to any actual supports. It seem to me that the simplest and fastest way would be to tie it directly to the carpentry and/or engineering skill at a rate of 5 + 0.5 tile distance per skill point from a support (read: wall) below it giving a range of 5-15 tiles between supports (10 carpentry AND engineering). Simple prevention from building any further out and should a support disappear, a radial scan for things which would come crashing down. It could be assumed that the initial map assets are built at a level depending on the structure, houses less, commercial buildings more, but anything player built would be restricted to player skills. I suppose most people have been just using common sense and self-limiting in this respect, but there is no actual in-game mechanic stopping you from building a completely floating safehouse or long elevated walkways from the forest through town.
  12. It has been discussed before. Placeable objects are just harder to add (aka the hoses on the ground). My lua guy is looking into it. Sorry to bring it up again then. At my end I simply removed the garden hoses (and all references) from your mod, replaced the water pipe graphic with yours, changed the spawning in the irrigation mod to match yours and added the recycling recipe. It doesn't throw errors but I haven't found any hoses yet. Could just be my back luck with the prng. Anyway, thanks for the fast reply. This mod is becoming a must have.
  13. Hey, it's been a while since I played PZ (Build 28 was the last time I did a serious play through). I'm wondering about incorporating the drip irrigation mod. I think it would be a brilliant addition, plus I hate having two mods adding the same items which are incompatible. Either integration or a redundancy check to not add items/recipes which would be dups (garden hoses). I don't know if on the fly testing of this sort can be done, adding the items to the world should be able to be done by testing but I don't know about changing recipes. Anyway, great mod, I am enjoying the heck out of it.
  14. They can be found where you would expect them, wardrobes, dressers, zombies, etc. The only thing I found I had to change was "parka" to "slicker" for my own personal OCD. A "parka" is a heavy cold-weather jacket which may or may not be water proof. A "slicker" is a water-proof covering made of a smooth material.
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