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BorntoLoot

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    BorntoLoot reacted to RobertJohnson in The new Cooking System !   
    Heya peeps,
     
    So, we've worked on a new cooking system, trying to make it more user friendly, much more realistic and cool.
     
    Please bear in mind that it'll be in test and numbers may be tweaked ! It'll probably be in test in the next update...
     
                               
     
    1) The new recipes !
     
    Let me introduce the new "evolved recipe", let's have an example (brace yourself, you'll have a tons of example in this post !) :
     

    Spoiler module Base{    evolvedrecipe Soup    {        BaseItem:WaterPot,        MaxItems:6,        ResultItem:PotOfSoup,        Cookable:true,  }}
     
    How to add an item for a recipe ?
    Example of Chicken (directly in items.txt) :

    Spoiler item Chicken    {        HungerChange    =    -40,        Weight    =    0.3,        Type    =    Food,        IsCookable    =    TRUE,        DangerousUncooked    =    TRUE,        DaysTotallyRotten    =    4,        MinutesToBurn    =    60,        DisplayName    =    Chicken,        Icon    =    Chicken,        DaysFresh    =    2,        MinutesToCook    =    30,        EvolvedRecipe = Soup:15;Stew:15;Pie:10;Pan Fried Vegetables:10;Sandwich:5|Cooked,    }
     
    What does this mean ?
     
    Now to make a soup, you'll need a water pot, and at least one of the ingredient in the list, so yeah, it look like the same ol' recipe... But, as you can see, there's more than that in this recipe, some ":10", ":15" etc. This mean that we gonna take only the number for hunger reduction, let me explain :
     
    To create recipe/add ingredients, just right click on the base item (Water pot or Pot of soup)
    I create the soup with some Chicken, the chicken item say Soup:15, I'm creating the soup and it'll be a soup with 15 hunger reduction, while my Chicken will have -15 hunger reduction, meaning I can add more than 1 time Chicken (Chicken have 40 base hunger reduction).
     
    Then I could add some carrots in my soup, etc. As you probably saw, there's a limit of 6 ingredients in this soup.
     
    You can also add a "Cookable" in the recipe, meaning the recipe can be cook.
    But also ask for a ingredient to be cooked before being added (think about a chicken sandwich, you won't cook the sandwich, but the chicken need to be cook), like this :
    EvolvedRecipe = Sandwich:5|Cooked,
    Please note that even if you have a Chicken with only 5 hunger reduction left, you can still use it (but will only use 5 hunger reduction for the recipe, and count as 1 ingredient).
     
    2) Bonus, bonus, BONUS !
     
    We all love numbers ! (do we ?) So let's have a look at bonus for your recipe.
     
    Everytime you add 1 item, you'll add the hunger reduction + some hapiness/boredom reduction (5 per items), exepct if you're adding more than 1 time the same item, you won't have a hapiness/boredom reduction, and more than 2 times, you'll start to have malus in this properties, have an example ! :
    - Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Chicken = Soup with 30 hunger reduction, +0 hapiness/boredom reduction.- Add Chicken = Soup with 45 hunger reduction, -5 hapiness/boredom reduction.- Add Chicken = Soup with 60 hunger reduction, -10 hapiness/boredom reduction.etc.But don't think that adding 6 differents ingredients will give you 6*5 hapiness/boredom reduction ! It depend on cooking skill, a better chef will be able to add more ingredient and mix them well, so every cooking level will allow you to add 1 more ingredient without a hapiness/boredom malus, another example ! :
    Level 0 cooking :- Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Carrots = Soup with 30 hunger reduction, +10 hapiness/boredom reduction.- Add Broccoli = Soup with 45 hunger reduction, +5 hapiness/boredom reduction.- Add Leek = Soup with 60 hunger reduction, +0 hapiness/boredom reduction. Level 2 Cooking :- Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Carrots = Soup with 30 hunger reduction, +10 hapiness/boredom reduction.- Add Broccoli = Soup with 45 hunger reduction, +15 hapiness/boredom reduction.- Add Leek = Soup with 60 hunger reduction, +20 hapiness/boredom reduction.etc.Level 2 cooking mean I can add 2 more ingredients and still have the hapiness/boredom reduction bonus.
    PLEASE NOTE : The cooking level WON'T influence the hunger reduction ! Only the hapiness/boredom reduction.
     
    3) What's the difference between a good chef, and a bad one... ?
     
    So, if cooking skill doesn't infgluence the hunger reduction of the recipe, how does it works ?
    It'll reduce the used hunger reduction of the base item, ooook, another example because I'm sure you love them :
    Level 0 Cooking :- I create soup from Chicken, meaning my Chicken will have : 40 - 15 hunger reduction = a chicken with 25 hunger reduction.Level 2 Cooking :- I create soup from Chicken, meaning my Chicken will have : 40 - (15 - 10%) hunger reduction = a chicken with 26.5 hunger reduction.This mean I can use more time my Chicken !
     
    Cooking skill will also influence the time to add ingredient in your recipe.
     
    You'll also gain 2 xp per ingredients added.
     
    4) Rotten Food ? NOT ANYMORE !
     
    Erk. Yes, you can now use rotten food in your recipe... That's... Disgusting...
    You first need to be at least level 4 in cooking, if you have a rotten ingredient in your inventory, at level 4 you can use 5% of his hunger reduction, and 10% at level 5, let's have an example :
    Im level 5 cooking and have a rotten Chicken (40 base hunger reduction), I add it in my recipe :
    - Create soup from rotten chicken : Soup with (10% of 40) = 4 hunger reduction (and Chicken totally consummed)
    That's maybe not a lot, but still can use any rotten food in your recipe !
     
    Reality explanation : "A skilled chef has managed to cut away the parts which are still fine and used them." -Andy.
     
    Geez, I have to add more quote, they look awesome...
     
    5) Get a spicy day !
     
    You can also add salt and pepper to your recipe, it will not count as ingredient but add a slight hapiness/boredom reduction bonus, you can only add 1 unit of each spices in your recipe.
    Spice can be Salt and Pepper (for almost all recipe), Ketchup and Mayonnaise for some other recipe (sandwich, burger..).
     
    6) Excuse me sir, want some bleach with your soup ?
     
    Once you have at least 3 ingredients in your recipe, you can add Poison inside your food, to poison your fellows "mate".
    The poison can be detected by them though, each poison have a detection level (bleach is quite normal, poison ivy is low...) and a poison power, here's some example :
     
    Bleach : Detection level 7, Poison power 40, Dose of bleach per use : 15 (the Bleach have 60 thirst reduction, meaning 4 dose total)
    - I'm a level 3 chef.- I add Bleach inside my recipe, Detection level = 7 - 3(my cooking lvl) = 4 -> Meaning you need to be at least lvl 1 cooking to notice it.- Poison power is now 10.- I add Bleach again, Detection level is now 4 + (7-3) = 8, but capped to 5 (meaning ANYONE can detect it's poison !)- Poison power is now 20 though.So, what does this poison power thing mean ?
    Once you have been poisoned by food, you'll start to get some pain (after 20min ~), after some time being sick (around 1h30-2h30, depend on the strength of the poison) and start to lose health, you can try to eat a lot to counter this effect.
    A power of 20 won't kill you, but will let you with really low health ! And you'll need some time to fully recover.
    A power of 30 will kill you, even if you manage to eat well.
     
    Here's the icon when you detect a poisoned food (may be not the final one) :

     
    7) That's cool, but if I want to make custom recipe... ?
     
    Oh, first of all thanks for saying it's cool.
    Once you added at least 3 ingredients, you can rename your recipe ! Make it your very own, just right click on it and select "Rename *insert food name*.
    Transform your Soup into a Mighty Soup of Awesomness + 50 !
     
    8) Planned recipes !
     
    Here's some example we have in game :
    Soup Stew Sandwich (cold) Burger Pie (Fish Pie, hell yeah UK boys !) Cake Pan Fried vegetables Salads  
    9) Soooo, is it over... ?
     
    NO KIND SIR ! More things are planned (probably done tomorrow, I was just too excited to not post this now...), like :
    Use of "bad food" (like dog food, dead rat...), a good chef could "hide" their smell and so make good food from them.
    Add "unique recipe" for example creating a hot sandwich, add meat patty, salad, tomato, pickles, ketchup and it'll become a "Burger" with a slight bonus in his stats... (or a malus if you dare making a Fish pie... (actually kidding... It'll add a bonus if you're from UK only ))
    Add sleeping pills, broken glass, etc. as poison.
    Add a Chef profession..
    ...
     
    Remember we're always open for suggestion !
  2. Like
    BorntoLoot reacted to MonkeydoGames in MODs updated to (probably) work with build 30   
    looking at my layout of files for recycling I have:
     
    media\lua\client\Recycling\Recycling.lua (plus 10 other files beginning with recycling)
    media\lua\client\Recycling\TimedActions\(7 Files beginning with TA)
    media\lua\server\Recycling\Recycling.lua
     
    I did some fiddling with the content of the files, but from my memory I don't think i changed anyhting that directly affected the throwing mechanic (my main goal was to try and get specialist arrows working with a bow, but still cannot get range out of them)
     
    I cannot remember what the moment was that throwing started to work for me (although it still doesn't work very well...)
     
    My dream is to get rid of the 'charged throwing system' and just 'hook' the 'effects' into the normal shooting system, so you just point and click like with a gun, but you can have recoverable ammo, fire, explosives, etc.
  3. Like
    BorntoLoot reacted to mvhnexus in MODs updated to (probably) work with build 30   
    i can't get any throwing stuff to work in Recycle Mod. 
  4. Like
    BorntoLoot got a reaction from Sieben in Bedford Falls (Test V2)   
    Hey mate, thanks for the quick reply! Love the building aye! Playing on a max zombie population (albeit shamblers only) map and am slowly turning the place into a fortress. I turned the elevator shafts into rope ladder escape routes, been sandbagging certain hallways (I had the wrong weapon equipped and accidentally fired my winchester instead of swinging my axe...so now the bottom levels are swarming with zed) and dropping certain staircases to turn it into a long, drawn-out killing funnel. After I finally make a dumb mistake and die I think I might try a normal population (sprinters) map and see how long I can last in the same building!
     
    Edit: Oh and Sieben...the apartment full of flags, a mounted deer-head, barricaded windows and all the shoddy hand-built furniture...gotta say few place have quite caught my attention for their sheer character then that one apartment. A mate found it on his play-through and guided me too it. He said "I wonder how long they survived in there before the zombies got them?" I laughed and said "given the design choices I would say it was probably like that before the zombies started showing up" haha
  5. Like
    BorntoLoot reacted to Sieben in Bedford Falls (Test V2)   
    Hmm, I fixed the stairbug in this building since Ringo mentioned it in my thread. Maybe he's using the old one instead of the newer. I'll look up for it .
     
     
    There exist a wall texture of an elevator, but you can't go through or open it (there is a trick that would allow you to pass through the wall/door and you'll fall). I used these kind of doors, because the survivor has a chance to see if the elevator is on the current floor. If there will be some working elevator doors in future times, I'll add these.
     
    If you're intrested how I made the elevator look here: http://theindiestone.com/forums/index.php/topic/7520-siebens-little-how-to-i-made-some-stuff-for-buildings/#entry98916
     
    Edit: He's using my old unfixed version of this building
  6. Like
    BorntoLoot got a reaction from StendGold in Bedford Falls (Test V2)   
    Been playing on this map for pretty much the whole day and it is epic! Just a coupla gripes that you are probably already aware of...stairs that are directly above/below seem to cause problems when you attempt to go back down. For example in this (see A) building. Oh and would there be some way to maybe make a wall texture look like an elevator door instead of actual doors? After I got to the upper-most floor I settled in in the penthouse, realized I couldn't get down. Started exploring for enough sheets to make a sheet rope to the ground and suddenly found myself falling 7 floors to my doom down an elevator shaft...I blinked for a few seconds and then cracked up laughing...
     
    A: http://pzmap.crash-override.net/?desc=BedfordFallsV2#0.2930687871368344,0.24414361679874255,25.635791016870566
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