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PSPSoldier534

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Posts posted by PSPSoldier534

  1. Not sure if this was reported, but cookies are currently very broken. Currently, creaking cookies and adding them to a tray produces multiple trays, all of which have multiple cookies and return a baking tray. One baking tray becomes six trays of cookies, each of them having six cookies apiece. From those recipes you get a total of 36 cookies and 6 baking trays from one batch of cookie dough and a baking tray. My fix was just to edit the recipe to only give you one tray. Also due to personal preference, I changed the lua function to give the player 10 cookies per tray. Gingerbread cookies are also all called "ginerbread" and I believe their hunger reduction may need a look.

  2. There have been a few topics about this in the past, but apparently there still isn't a way to remove them. Is it possible in any way to implement this feature via modding or something or does this need to be hard coded in? I'd love to be able to fix architectural mistakes like this.

  3. Planks are supposed to add 2 hours to the campfire lifespan, and logs add 4. If you throw a few planks and a log on there and a couple of branches or something you can easily get a fire to last 8 hours or longer.

  4. Hmm this is all some really great information guys! 1000 appreciations are yours. However, because I have the IQ of a dead baby elephant, what's the step by step for canning food?

    The current system in game is just a crafting option. Have an empty jar, lid, a bunch of water, vinegar, sugar, and 5 of your food item (unless it's cabbage, in which case you need 3). Right click and can it. Then cook it over a heat source, and it will be preserved for up to 90 days (fresh for 60).

  5. Try spacing out your planting dates instead of planting all your seeds on one day, waiting for the crop to grow, then watching the harvest go to rot. Plant a few plants every few days. Time it right, and eventually you'll have smaller, more frequent harvests ensuring constant fresh veggies, and no more huge harvests getting tossed out.

    I had this idea. I think this is the way to go!

     

    Home canning is now an option in build 30. Be sure to stock up on as much sugar, vinegar, jars, and lids as you possibly can. They will let you preserve your harvests if you are unable to eat them all in time. Also, keep in mind that since plants take longer to grow, they also take longer to rot when still on the vine.

    Oh my gosh! This is a thing?! Wow! Okay. Thanks a heap. This solves all of my worries!

    Keep in mind though that right now home canned food is a limited time option because it's dependent on sugar and vinegar which are currently finite resources.

  6. Home canning is now an option in build 30. Be sure to stock up on as much sugar, vinegar, jars, and lids as you possibly can. They will let you preserve your harvests if you are unable to eat them all in time. Also, keep in mind that since plants take longer to grow, they also take longer to rot when still on the vine.

  7. Yeah I never understood why planks were the sole materials capable of making a campfire. Not to mention that if you had to use only one set of materials, planks are probably the least common and least intuitive item to use.

    You can use logs instead of planks to make campfire kits in Build 30. And you can use books, magazines, newspapers or twigs instead of sheets / ripped sheets.

    Was not aware logs were now an option, making progress!

  8. There doesn't necessarily need to be an entire power plant on the river. The amount of energy gained from water would require large turbines pushed by a fast current to make a lot of power. So it may be a consistent but weak source of energy until you can get more turbines up. By the late game it shouldn't matter too much because you already have a square mile sized fortress with enough farms to feed all the poor in Botswana.

  9. Yeah I never understood why planks were the sole materials capable of making a campfire. Not to mention that if you had to use only one set of materials, planks are probably the least common and least intuitive item to use.

  10. I did this exactly how you said, but none of the 8 mods I have show up. Help please?

    place them inside this folder under the local disk:

     

    C:\Users\UserName\Zomboid\mods

     

    some mods require you to place them in both steamapps/common/projectzomboid/mods folder and the one above.

    And if you can't find any in the mod folder still within the mod directory under your username, add a file called loaded.txt and type in the names of the mods as they are identified in the mod.info files.

    Also, Keyboardassassin, is that Corey Taylor in your avatar? :D

    Yes sir :) finally somebody gets it haha

    We are the only pulses of the maggots here apparently :P.

  11. I did this exactly how you said, but none of the 8 mods I have show up. Help please?

    place them inside this folder under the local disk:

     

    C:\Users\UserName\Zomboid\mods

     

    some mods require you to place them in both steamapps/common/projectzomboid/mods folder and the one above.

    And if you can't find any in the mod folder still within the mod directory under your username, add a file called loaded.txt and type in the names of the mods as they are identified in the mod.info files.

    Also, Keyboardassassin, is that Corey Taylor in your avatar? :D

  12. I'm currently coding that :)

    But way simplier than the mod, tho it gave me the idea for the jam :P

    Basically, you just put everything inside the jar, vinegar, sugar, water and vegetables and here you go.

    I may add that you need boiled water, but need to tweak the cooking food code for that a lot I think..

    This is fantastic! Can't wait to try this out. Is this similar to the evolved recipe type system? Lots of modding potential if so and should make it easier to flesh out.

    Edit: Also, boiling water may not be necessary. If the source water is relatively clean then merely boiling the sealed jars for a while should suffice. Boiling water is critical for open kettle canning but for water bath and pressure canning it only reduces the processing time.

  13. Never have been a fan of visual indicators for this thing, as it's pretty intuitive as it is . . . enough so that it's literally just "hold rmb for 1 second, then swing." There's just no real complexity to it.

    But I understand if people frustrated about it.

    It's not that it's complex, it's that it's vague, sorry. People do not see the difference, or even know that spamming is less effective. That is the whole purpose for this suggestion, to be crystal clear to newbies that spamming is not as good as charging. People who are not told these things will never know, and then when they're punished for something they can't see, they blame something else.

    It's not that the system needs changed, it's that it needs to be represented somehow with either HUD, gameplay, or animation. That's just what I think, though.

    But you can see the result . . . to spam means to hit a dozen times. To not spam means to kill in 1-2 shots.

    That they don't know is certainly a problem, even with the survival guide telling them so.

    You see the result if you know charging is a thing. Most players, including myself, just initially assumed random health on zombies (is that the case?) was the sole reason for some of them going down quicker. When I first heard about charging swings I was skeptical because there was absolutely no clear indication of it in-game whatsoever.

  14. how about boxes for the mason jars to. usually when people can they wont have only a couple jars laying around. Here in Kentucky we can by the boxes

     

    Good point, think I'll add this in the next update. Shouldn't be too much of a problem.

     

    haha you must not know Kentucky than xD man from my granny canning,to my parents,or some years having our own farms,we mostly always can ;) but good job on the mod

     

    Once again, another good point. When I was thinking of people not knowing how to can I was thinking people in general, but considering the game world is based off rural Kentucky, the in-game characters are more likely to have an idea of how to can food. Either way the implementation of skillbooks and having the actual character "learn" how to can each food would over-complicate the mod. So I'm most likely just leaving it as you just have to find the right items and know the recipes and steps. And possibly follow the game's skill model and just require you to have certain cooking skill level to be able to can different foods.

     

    Any more feedback you can give would be great, such as if you need farming knowledge to can (are you more likely to can food if you're a farmer/gardener?). And if you actually believe certain foods are more complicated to can properly (hence the need to link it to a cooking skill).

    just saying great job on the mod!!! Support you all the way. Trying my best to get the Devs to add this to vanilla

    Definitely behind that. If they are going to be adding home canning I don't see a better starting point than this mod; even if the actual mechanics of the system maybe completely scrapped and redone from scratch, the spirit and gameplay impact is what matters and this is the best food preservation base mod I've seen yet.

  15. I dislike the change to exertion. It just makes gameplay more sluggish; the much-lambasted 'fight, back off for a minute, resume' mechanic is now 'fight, back off to the nearest house, sit in a chair for an hour, resume'. Too much added tedium for little real added challenge. It also makes traveling across the vast map even more irritating - before this patch it was possible to travel between Muldraugh and West Point in a day at a constant sprint, now it's impossible to make the trip in under two days. (And if we must talk realism, West Point is less than six miles up the road from Muldraugh, which wouldn't take more than a couple of hours to walk.)

     

    There's no point in having two different moodles to represent the effects of long term exhaustion, either. If you don't want short term exhaustion being represented in the game anymore, then just remove exertion entirely and combine its effects into the tiredness moodle.

    Agreed. Exertion shouldn't be a system you can easily circumvent by backing off for a couple of seconds, but making it a day long based system seems like a bit too much. I miraculously found about 20 minutes to play today and from what I've seen so far I'm not really liking this system either. It needs to be longer term than an hour or two, and it needs more gradation, but it shouldn't be a redundancy to tiredness.

  16. Fully aware that this (and Dreadwood) aren't in their final phases but will the next version of this be positioned on the map in a more logical location? The Main Street looking road in Bedford Falls is just screaming to be linked up at a point on the main road; I was thinking in New West Point (the area with the mall) past the warehouse near the gas station.

    just because that area may not have anything in it right NOW, that does not mean it will remain that way.

     

    it is all too common for people to assume things will stay the way they are, when the truth is that the map is also having a lot of work done on it. the whole map in general will be so big that it's taking a lot of time to get it done right.

     

    of course, we all want Bedford V3, but Ringo is already plenty busy doing the work he gets paid for.

    Shouldn't that mean practically any area of the map would be off limits using that logic? Bedford falls is gonna be moved anyway. As long as that area remains empty it seems like a logical place to put it. Move it if the area becomes occupied.

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