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fluffe9911 got a reaction from ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]
Im also one of those number 1 fans lol
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fluffe9911 reacted to chewgowski in TRUMPS QUEST - 8 bit Epic Political RPG Sim
Trying to imagine a world where, due to the idioticly short sighted way the political system is systematically plundered by corrupt politicians and scare mondering media idiots. The worst possible moron is actually voted into power. Months later, 1/4 of the planet is out of work, and a facist military resume has assumed command due to exponentially growing civil unrest.
Basically post apocalyptic quest a thon.
In a word that makes no sense its the senseless man that us our only hope.
With any luck little Donnie Trump wont make it to the end of his quest, youll die horribly and things can return to normal.
...
Concept only presently, but i think im about ready to hit kickstarter.
What does PZ forum think? You in?
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fluffe9911 reacted to lemmy101 in The brutal truth about helicopters?
It's the military and they are very interested in observing any survivors for some reason
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fluffe9911 reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]
A whole new reloading mechanic that allows for multiple ammo types of the same caliber and multiple calibers in guns that allow it without "conversion" in game. That is the major change, along with a bunch of new guns. Also, all the other fixes I need to catch up on.
I was planning on putting in the new modification system in this next update, but I might make that the next one after that.
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fluffe9911 reacted to Jab in [Java] Sledgehammer Server 2.05_04
ZIRC Update V2.01:
Modified Events to be identified with Strings, rather than a Enumeration, in order for custom Events by third-parties to be handled in the future. E.G: FactionDisbandEvent Created a JAR classloader to load in Jar files at runtime for modules, as plugins. Requires a plugin.txt file specifying the module class to be loaded. IRC-BOT module ignores PVPAttackEvent. Cleaned up various areas of code.
I will also be creating documentation and tutorials on how to write plugins for modules.
I will also be adding more utilities, like sending packets of information wrapped in chat packets, and accessed through lua via ZIRC extension, so ZIRC plugins / modules can communicate with workshop mods.
I am also looking at fake player instances that can be controlled by modules, and item transfer methods to make things easier.
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fluffe9911 reacted to Cyrrent Eiledoll in Looking for Artists for Hydrocraft Mod!
Happy, happy, happy ... i have a lot to do at the moment so its good to see that someone other will made some stuff too
And @ queen glory
If you want to help you can do the following
Take a simple flag like the Netherlands
and change the Colors (i use MSpaint and remove the Background later with GIMP)
maybe to Germany (the large Flag contains only 2 or 3 shades of color the small one a little bit more)
simple Colorchanging.
If you want you can start with some simpel flags like Luxembourg, Hungary or Austria.
P.S.
for some reasons i cant remove the last three images so just ignore them.
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fluffe9911 reacted to Jab in Mc'Donalds (Released)
You'd probably become a god here if you did taco bell.
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fluffe9911 reacted to DarkKreepe in OZ More Medicine [ver. 2.0] — NEW UPDATE
This mod adds a lot of medicaments and medicinal items.
Hello everyone. I want to introduce you this mod which add immersion medicine in vanilla Project Zomboid.
Translations: English / Russian
Innovations
System of blood types (ABO)
Blood type is assigned to you randomly after game started. Each blood type have a unique features.
To find out your blood group look into the console or apply a blood type test
Blood types chances:
System of blood transfusion
System of blood transfusion allow you to do a blood donation. All you need is empty blood bag and refrigerator for storage.
Also you can do a blood transfusion from blood bag to player. You need a I.V. Starter Kit. But remember that you need to know the compatibility of blood groups. Otherwise, you will die
System of advanced meds properties
Each pills also have a unique features. Aspirin like painkillers, activated charcoal help you from poisoning, fluoxetine is a powerful anti-depressant, tetracycline help you from sickness and poisoning, nitroglycerine heals you a little.
Overdose of drugs
Each med. drug is very dangerous if you don't know measure. Be careful with your health. Otherwise, you will die
Cautery
Now you can cauterize your bleeding wounds with heated knives and gunpowder. Cautery stops your bleeding but it leaves burns.
Pharmacology
Now you can craft your own pills! You need to learn book of pharmacology for new recipies and find all required components.
Ethnoscience
Now you can make herbal tea! You need to have "Herbalist" or "Scout" traits (This traits give you a bonus to searching!) to find all required herbs for cooking. Also you can examine all ingame herbs. Basic information is avaliable for everyone. For advanced information you need "Herbalist" trait.
v. 2.0:
Here is the list of included meds
SPECIAL THANKS
DOWNLOADS
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fluffe9911 reacted to NagashUD in IWBUMS: Build 34.14
It's maybe the wrong topic but do you plan to add more fireplace ? or maybe be able to build them (carpentry ) ? could be a great heat source for the cold winter !
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fluffe9911 reacted to Neutz in Mc'Donalds (Released)
***Unfortunately i lost the original files to this, so unless there is a way to extract them from the mod pack this will have to remain as is***
You can subscribe to it on the workshop here, https://steamcommunity.com/sharedfiles/filedetails/?id=656317317&searchtext=
It works just like a map. Just activate it under mods and choose it as your map in a new game.
It is located just out of westpoint, see the picture at the bottom of this post.
Enjoy
Neutz
It is located here:
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fluffe9911 reacted to ShuiYin in Mc'Donalds (Released)
I want my 20pcs chicken mcnugget with barbecue sauce please. And also 1 big mac on the side. You have to include ronald McDonald in it
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fluffe9911 reacted to Neutz in Mc'Donalds (Released)
I might do KFC next, but i will probably update this first once build 34 releases and will add some new food items like Big Macs, Mcflurrys etc
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fluffe9911 got a reaction from ShuiYin in Mc'Donalds (Released)
Do you plan on doing more fast food restaurants? Like for example Burger King or Taco Bell lol
Also good job so far
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fluffe9911 got a reaction from wintermuteai1 in Hydrocraft Mod
Are you using a pirated version cause that shouldn't be possible lol the latest stable build is 33.20
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fluffe9911 reacted to wintermuteai1 in My In Progress Development
I'll show a few screenies of very alpha development i'm working on.
It is an isometric survival post-apoc type using Unity:
Feel free to post your thoughts
-Winter
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fluffe9911 reacted to wintermuteai1 in Moisture Tank (water from air) Mod
Hello everyone. I have created a mod that is aimed at higher level electrical skill.
You will be able to create a device that is based on "atmospheric water generator"
Read here for basic concept:
https://en.wikipedia.org/wiki/Atmospheric_water_generator
This device allows you to get water from moisture in the air.
To craft the device you will need electrical skill of 7, as well as the following items:
screwdriver,electronics scrap X 4,battery, and either an empty bottle or empty pop bottle.
Once the device is created you can use the device to get water from the air. You will also need another
empty bottle or empty pop bottle. What is nice is that once you make one Moisture Tank Water and drink the bottle,
the empty bottle can be used over and over again to make more water. This will be a great item for higher tier characters who have
7+ electrical skill. You also have more uses from these empty bottles and pop bottles
Mod Permissions:
Screenshots:
Click to download: MoistureTank.zip
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fluffe9911 got a reaction from ShuiYin in Dismantle and scavenge everything
Well there are still a ton of one tile objects that I wish I could grab up the most notable including walls and doors. lol
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fluffe9911 reacted to xenoglyph in Vorpal Weapons - complete rewrite of Heroic Weapons
Updated to 1.0.1, secondary weapons are now working.
this thing's pretty buggy ATM and hilariously OP, though my gf had a blast. I have a proper fix in the works. I decompiled the game to have a better look at Lua events, and realized that the code I copied is even more terrible than I thought. Next version will handle events properly, which should (theoretically) automatically fix most MP issues.
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fluffe9911 reacted to xenoglyph in Vorpal Weapons - complete rewrite of Heroic Weapons
-- ------------------------------------------------------------------------ -- -- Vorpal Weapons version 1.2.1: March 28, 2016 -- -- this is a mod for Zomboid which gives the player the chance to obtain -- unique and powerful weapons. after a certain number of kills your -- weapon will improve a property and it's name will change. properties -- that may improve include: weight, damage, knockdown, range, durability -- swing speed, etc. it's still being tested, and though it is overpowered -- by nature, i don't want to be too insanely overpowered. as i test it -- more and get feedback from people the values will be adjusted. you're -- free of course to fix things how you like, too. currently weapons will -- upgrade after 10-29 kills and then again after 30-70 kills. -- -- * Vorpal Weapons was adapted from tommysticks' Heroic Weapons mod -- * first time i've written anything of substance in Lua, maybe it works -- * thanks tommysticks, you had an awesome idea (but your code sucks) -- * seriously tho, i've had a blast with your mod, so thanks -- ------------------------------------------------------------------------ -- -- Changelog 1.2.1 (March 28, 2016) -- fix: issue resolved where second upgrade sometimes wasn't applied -- note: currently bugged weapons will remain bugged, sorry -- ------------------------------------------------------------------------ -- -- Changelog 1.2 (March 26, 2016) -- -- feature: multiplayer support! yay! -- fix: all weapons have been rebalanced, things should be mostly sane now -- feature: mod blacklist. Vorpal Weapons will disable conflicting mods -- feature: future nerfs/buffs will apply to any vorpal weapons created -- since this version (1.2) -- fix: weapons created by test versions of mod will be autofixed -- feature: probably a bug somewhere -- ------------------------------------------------------------------------ -- -- Changelog 1.1.3 (March 19, 2016): -- -- fix: removed some test code which could interfere with repairs -- ------------------------------------------------------------------------ -- -- Changelog 1.1.2 (March 19, 2016): -- -- fix: weapon stats are restored properly now -- fix: swing speed nerfed, durability nerfed, range nerfed, -- damage slightly buffed, still tuning -- feature: your character will now say something when weapon transforms -- fix: weapon weight was being lowered for every upgrade -- fix: now receive proper events with parameters -- ------------------------------------------------------------------------ -- -- Changelog 1.0.1 (March 17, 2016): -- -- feature: added support for secondary weapons -- ------------------------------------------------------------------------ -- -- Changelog 1.0.0 (March 17, 2016): -- -- things changed/added from Heroic Weapons: -- no more repair or equip/unequip bugs or other durability bugs -- merged it into one file and changed how everything works -- many names are changed -- most of the calculations are changed -- weapons autorepair at prefix/suffix kills for now. -- if anything is too ridiculously overpowered, please let me know... -- ------------------------------------------------------------------------ -- -- TODO: -- tweak the values as needed -- change naming scheme to something more like ultima online -- i.e. exceedingly accurate, etc. so i can ditch some of the silly names -- maybe more exotic weapon upgrades -- -- by electroglyph/xenoglyph -- ------------------------------------------------------------------------ --
Props to tommysticks. Without his mod this wouldn't be here. I really love his idea and it inspired me to (hopefully) improve upon it. Thanks PZ community!
The Workshop version will be the current & maintained version. It's provided here on the forums as a courtesy.
Any and all criticism is welcome.
Tested and working on 34.13 I<3BUMS
http://steamcommunity.com/sharedfiles/filedetails/?id=647041145
VorpalWeapons.7z
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fluffe9911 reacted to Cyrrent Eiledoll in Looking for Artists for Hydrocraft Mod!
Some Meds
Medis.rar
Nuts and Bolts
Nuts and Bolts.rar
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fluffe9911 reacted to Matthee in My map project
Hello people!
I have been working on this map for several months and finally briefly finished a cell.
So why not make a thread and gather some feedback
Overview
Screenshots
Any questions, comments, suggestions are welcome.
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fluffe9911 reacted to wintermuteai1 in Npc Modding?
Hello there,
I know npcs will eventually come into game, but I am very interested in attempting an npc mod.
Can anyone point me in the right direction to do this? I am not new to modding nor LUA. I simply have no real reference
materials.
tyvm
-Winter