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Everything posted by TheRezAbides
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
I went through and did some minor edits to the mod, here's my changes: Changed all display text/menu text from "Garden Hose" to "Water Pipe"Changed "Barrel infos" to "Barrel Status"Added "toolstore" as a good place to find Water Pipes Download my changes here. Edit: Whoops! Missed a "Barrels Infos" reference. Link changed to updated version.- 203 replies
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
Multiplayer Testing, every looks great as well. Figured out that you do need 4 DIFFERENT kinds of food to make fertilizer, not 4 of the same thing (i.e. 4 Steaks) Honestly, everything makes more sense to call it "Water Pipes" through the whole code and menus, rather than "Garden Hoses". To me at least, they certainly look more like pipes, rather than a garden hose.- 203 replies
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
In Single-player testing, everything seems to be working great so far. Barrels craftable, pipe being laid out and watering crops, even filling barrels when you run a pipe from a sink directly. I can add NPK Fertilizer and have it distributed properly, no problem. Not quite sure how to make Fertilizer from Food though. I know you need at least 4 food sources, wondering if you need different kinds instead of 4 of the same item. Very minor error: The icon for Garden Hose in NecroForge doesn't display properly.- 203 replies
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
Can this be loaded with the "standard" Users/"user"/Zomboid/mods/ method?- 203 replies
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Oh man, this will be a godsend for lot of us mod users. Modders: PLEASE support this!
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After a clean purge and re-install, I'm still getting the option to hammer out Hammers and Sledgehammers into pieces of metal. The only thing I could possibly see doing this, would be the CraftHelper mod conflicting in some way, but I could be absolutely wrong here. Current list of mods I'm running: Extended Building Options (Duh)CraftHelper 1.5bSpraypaint Mod"Yet Another Weapons" ModCivilian MREsCanning EssentialsBedford Falls/Dreadwood maps
- 110 replies
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I'll echo the sentiment about PZ going on in this thread. I purchased the game through Steam Early Access a little over a week ago, and I've already clocked 101 hours in the game. It's gotten me so interested in the game, that I've started looking through Lua code and scripting, and started to learn how things work. Very few games I've played have gotten me this excited enough to want to start modding and contributing towards it in such a short time. Keep up the great work, devs! And to the fantastic modding community, big thanks to you as well!
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
Sorry for the delay. This week I've been terribly busy with my work and social life. Yesterday I was doing the last tests and it seems that everything works perfectly. Today I'll upload the updated version of the mod. Life and Work always comes first, man. Your efforts for the updates are not going unappreciated. My crops will thank you too!- 203 replies
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Will these lanterns only provide light when holding them, or will they light up areas by putting them on the ground?
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One small request: Would it be possible to add a Log Wall Pillar? Those open corner spaces really aggravate my architectural building sense.
- 110 replies
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
My farms could really use the updated version of this mod... here's hoping Maska_zgz comes through with that update.- 203 replies
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It's a bit cheap, but if you spill some sand from a Sand Bag on the ground, you can dig clay from that.
- 110 replies
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Hmm, that's a strange one. Do you have any other mods installed that modify clothing? Fur clothing mod or something like that? The only mods I have loaded are as follows: Dreadwood, BedfordFalls, CraftHelper, spraypaint, CanningEssentials, JPM-ExtendedBuildingOptions, NCYawMod
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I'm currently getting this error when loading the mod for my Private Testing server. Would this have been caused by adding this mod to an already "in-progress" server? -----------------------------------------STACK TRACE-----------------------------------------function: initClothing -- file: SoldierProfession.lua line # 148java.lang.RuntimeException: attempted index of non-table at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:91) at se.krka.kahlua.vm.KahluaUtil.luaAssert(KahluaUtil.java:79) at se.krka.kahlua.vm.KahluaThread.tableSet(KahluaThread.java:1581) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:574) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1667) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:64) at zombie.network.GameServer.doMinimumInit(GameServer.java:1066) at zombie.network.GameServer.main(GameServer.java:208)-----------------------------------------STACK TRACE-----------------------------------------function: initClothing -- file: SoldierProfession.lua line # 148
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[ 05/01 - Build 23/26 - SP & MP ] - Drip irrigation farming
TheRezAbides replied to Kyun's topic in Mods
I too also get errors when trying to build a Rain Collector Barrel, both kinds. Same error output as above. I also noticed none of the item icons would display properly until I changed the getTexture entries in WaterPipes.lua (lines 24 through 35) to have the prefix "Item_" (i.e. Item_WaterPipe.png instead of WaterPipe.png")- 203 replies
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I wouldn't rule out inter-mod conflicts on my end. I've got a huge mish-mash of stuff, and I really need to go though and create a clean testing environment. So far, it's been a base-builders dream with this mod. And amazingly documented through all of the code. It's really helping me a lot personally to get to learn the language! My only two requests, would be more shelving options. If even just those nifty single/doube small wall hanging metal shelves. And a very high skill/material working fridge that works only when the power is on. Hell, I'd settle with just being able to move an existing fridge.
- 110 replies
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The Hammer isn't removed because you aren't hammering the Hammer or Sledgehammer into metal pieces; you are hammering some other item in your inventory into metal pieces instead. Neither the Hammer nor the Sledgehammer can be hammered into metal pieces because I was getting some odd results when I had that allowed. However, because they are the ingredient in a recipe, you can right-click on them to use that recipe. You can do the same type of thing if you right-click a Screwdriver and choose "Drill Plank". (Assuming you have a plank or log in inventory.) Can you give me some example items that you cannot hammer more than one of, please? I just tested against multiple Forks and Kitchen Knives looted normally and I could hammer them all. I was also able to right-click on a stack of two Golfclubs and then right-click and queue up the second bit of hammering while the first recipe was still running. For some reason, I can hammer out Hammers and Sledgehammers themselves still. Everything else functions normally when smashing them to bits or flattening them out.
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Question: Are crafted Brick/Cinderblock walls just as strong as their original counterparts?
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In hammering various things into pieces of metal, it doesn't remove the item (i.e. Sledgehammer), also, once you hammer one type of item, you cannot hammer more of the same item. Edit: Seems it only happens when you are hammering an item that is also used to create the Small Pieces of Metal. (Hammer or Sledgehammer)
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The smelter should not be consumed. You should be able to keep the Smelter, Tongs and Work Gloves/Oven Mitts. The Ore, Mold and Log should be consumed. Note that big items like the Kiln, Smelter and Compost bin are place holders until we get them working as placable objects. No, I'm saying it's excessive that the molds themselves are consumed, and not reusable.
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It might be a little excessive to make Ingot/Nails/Whatever Molds in use with the Smelter consumable. Or, at least have Clay molds consumable, but maybe iron/steel molds reusable, with a required skill level to craft. Maybe for the time being, remove "shed" item spawning?
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Discovered the old HCCharcoal/HCCoal bug at Line #21 in HCMineScavengeDefinition.lua. Was completely breaking Mining resources again.
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No problem. I mainly hunt just two things: Zombies, and bugs.
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With "new" Catapillars I'm picking up, it's not displaying the icon art correctly. Time to go bughunting with bugs.
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Upgraded to Hydrocraft 1.1 on my private server I share with a friend, now getting "Cannot load "Hydrocraft.HCCaterpiller" item. Make sure all mods used in save are installed." errors in the log when trying to view foraged bugs. I also have Carpentry and Farming both at 5, and still cannot build a Compost Bin. Should it be in the "Build" right-click Menu, or as a context item by right-clicking one of the items in your inventory?