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hrot

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Everything posted by hrot

  1. My favourite place: http://pzmap.crash-override.net/#0.4105158938747446,0.1559763560464103,127.79199974824905 Surrounded by forest and far away from city, maybe not the best but i like it very much because of being isolated from everything and its hard to reach (kinda easy to get lost in forest too). My unfinished fort in this place from some time ago:
  2. hrot

    Updated UI

    This. I like this idea and boots slot, chest slot etc like in most of rpgs. It can be show in character window in "info" section or add a new one section named "equipment". Rest of UI is very good in my opinion, minimalistic and simple.
  3. That's the thing that completly ruined my game experience in current build. Zombies attack your base without a reason. It's just stupid. They should just wander mindlessly if nothing attract them not destroying your base over and over again. Just make an option for it in sandbox mode so zombies would not attack when they aren't attracted by something. Also they like doors more than walls so it's even more stupid if you make your own walls around safehouse with doors in it. Zombies will always destroy doors not the walls. Completly stupid system. It ruins immersion of zombie apocalypse. Now it's like playing zombie shooter on survive mode. Zombies come to you from every corner endlessly but in zombie shooter you at least have some good weapon like machine guns and dont' care about being tired&stuff. link if you don't know zombie shooter: Is that how gameplay will look like in build 1.0?
  4. hrot

    Hamachi server problem

    Anyone have some idea how to fix that problem?
  5. So i made a lan network with hamachi and my friend joined. I started a server, joined, my friend joined. Then my friend died and he could not join server again. So we wanted to start again (starting server again etc.) but still my friend couldn't join. Server window show something like this: Connected new client ID # 0 and assigned DL port 16262 testing TCP download port 16262 TCP port test: accept() timed out, client will have to try again Any help?
  6. hrot

    Realism mod

    I added new links to download. They should work fine. Making jams etc without sugar/salt could be option for characters with high skill in cooking. I will think about it.
  7. Plants require very little time to keep them growing. Just watering them once in a while and that's all. You can build your safehouse, go on loot run etc while your plants grows so i don't see any problem with this. You don't need to look at your plants 24/7 Also lucky trait affects in some way chance of being infected i think but i don't know exact numbers.
  8. Well if zombie attacks you there is very high chance that you will get infected and die. It's after all zombie apocalypse game and zombies are main threat to character. If you don't want to die then avoid getting hit by zombie. It's not RNG, zombie just caught you off guard and that's the consequences of it. PZ wiki is outdated so it's very poor source of informations. Also cabbages in real life grow in 3 months when in game it only takes like two weeks "in game time". So right now farming is super easy and it's the main reason why endgame is so easy in current builds.
  9. Thanks a lot. Now it works exactly how i want.
  10. hrot

    Realism mod

    Hi, i want to show you my little simple mod. Mod doesn't adds anything new, it's just changes various game mechanics. The reason behind my mod is to make game a lot harder and more realistic at the same time so i changed mostly how farming works. Changes: It mostly changes how farming works, it's now a lot harder (realistic growing time). All plants have realistic growin time now(and realistic time to rot): carrots: 4 months to grown 6 months to rot potatoes: 4 months to grown 8 months to rot tomato: 2,5 months to grown 2 week to rot (default time) cabbage: 4 months to grown 3 months to rot broccoli: 40 days to grown 3 days to rot radish: 5 weeks to grown 5 days to rot strawberry: 8 months to grow 3 days to rot Potatoes seeds are removed and you need potatoes to plant potatoes...(sound logical right? ) Some weapons have increased durability (axe, sledgehammer, pistols, rifles etc.). Normal books, magiznes and newspapers take more time to read them. Campfire recipe is changed to require stones (8 stones) not logs/planks. Spawn chance for jars, vinegar, sugar, jar lid is increased. Detailed list of changes: Many thanks to: Svarog RobertJohnson for answering my questions about modding and making this mod possible. Download: http://s000.tinyupload.com/?file_id=81753234771901339252 or http://sharesend.com/7x6bbptx or https://www.sendspace.com/file/zfcw0q ( I couldn't attach file in forum for some reason) Feel free to download, play and disccus about my mod
  11. Thanks a lot. I will try it out now. I had some problem with my code. edit: With those changes in ISFarmingMenu.lua what farming_vegetableconf.lua code should look like: Those lines especially: farming_vegetableconf.props["Potatoes"].seedName = "farming.PotatoSeed";farming_vegetableconf.props["Potatoes"].seedPerVeg = 3;
  12. Hmm i found a way around that i think. I just "removed" farming.Potato from game and replace it with farming.PotatoSeed and recreate properties of potatoes. So now in game it works as i want. Only in code it's looks strange It's look like this now in vegetableconf.lua -- Potatos (16 to 20 weeks to grow)farming_vegetableconf.props["Potatoes"] = {};farming_vegetableconf.props["Potatoes"].seedsRequired = 4;farming_vegetableconf.props["Potatoes"].texture = "tileThuztorFarming1_potatoMature";farming_vegetableconf.props["Potatoes"].waterLvl = 65;farming_vegetableconf.props["Potatoes"].timeToGrow = ZombRand(350, 415);farming_vegetableconf.props["Potatoes"].minVeg = 14;farming_vegetableconf.props["Potatoes"].maxVeg = 20;farming_vegetableconf.props["Potatoes"].minVegAutorized = 10;farming_vegetableconf.props["Potatoes"].maxVegAutorized = 24;farming_vegetableconf.props["Potatoes"].vegetableName = "farming.PotatoSeed";
  13. I would love to see fog in game. It will be great addition to game. Horde of zombies marching silently in thick fog
  14. I really like this idea. It also matchs dev's idea about more differences beetwen professions. It will be really good. If you pick carpenter for example you have bonus that non-carpenter can't have ever.
  15. I edited it earlier like that. That's my code -- Potatos (16 to 20 weeks to grow)farming_vegetableconf.props["Potatoes"] = {};farming_vegetableconf.props["Potatoes"].seedsRequired = 4;farming_vegetableconf.props["Potatoes"].texture = "tileThuztorFarming1_potatoMature";farming_vegetableconf.props["Potatoes"].waterLvl = 65;farming_vegetableconf.props["Potatoes"].timeToGrow = ZombRand(350, 415);farming_vegetableconf.props["Potatoes"].minVeg = 14;farming_vegetableconf.props["Potatoes"].maxVeg = 20;farming_vegetableconf.props["Potatoes"].minVegAutorized = 10;farming_vegetableconf.props["Potatoes"].maxVegAutorized = 24;farming_vegetableconf.props["Potatoes"].vegetableName = "farming.Potato";farming_vegetableconf.props["Potatoes"].seedName = "farming.Potato";but it's still requires seeds. I think "seedName" line is only resposible for what you get after plant is fully grown, what type of seed you get. Any ideas?
  16. Animals would mostly avoid humans and zombies. What most people forget is animals are afraid of humans and zombie is undead version of human so animals would avoid zombies too (except very rare extreme situation). Also a lot of zombies would be walking in group. Animals are not stupid, if one bear/wolf/wild pig would see a group of zombies they will run away. Also animals are capable of learning. After some events with zombies they would learn what zombie is and what's the differences beetwen normal humans and zombies ( best example would be dogs in cities). Also most animals would not want to eat a zombie ever. Also smell of zombies would be a factor for animals to avoid them.
  17. So i would like to change in my mod how potatoes works in farming. I already removed from spawning any potatoes seeds and bags of seeds. Now i have problem how to change this line: farming_vegetableconf.props["Potatoes"].seedsRequired = 4;How to change it to require just farming.Potato item not seeds? I want to remove potato seeds from game and changing seeding potatoes to require potatoes only. Can anyone explain how to change it? I know nothing about coding in lua. Maybe i need to edit some other lines / functions in other files etc? Thanks in advance.
  18. hrot

    scripts and lua folders

    Thanks for all replies. So now back to modding
  19. hrot

    scripts and lua folders

    Soo.. when i changed things in "scripts" folder for example recipes.txt or items.txt it doesn't do anything? So if i want to modify game i only change files in lua?
  20. Can anyone can explain what those folders and their content are responsible for and what's differences beetwen them? For example there is suburbsdistribution.lua file in lua\server\items and there is suburbsdistribution.txt file in scripts \items I want to understand better what files are for what etc. Thanks in advance
  21. Hmm well then i must do something with those informations if there is no more specific info about spawn chance. Thanks for all replies.
  22. Thanks for replies. I already knew what those numbers are but i need more details how excatly they're working.
  23. So can anyone explain me with details how i can edit spawn chance of certains items? For example i would like to increase number of empty jars but what's those numbers mean excatly? So numbers after name of items are spawn chances but what they mean excatly? "Base.Mirror", 3, - is it mean that mirror has spawn chance of 30% or 3% or something different? How number of rolls interact with those number next to item's name. I would like to remove some items from spawning at all. How do it?
  24. Well i just read new mondoid and i'm quite happy with those changes. Finally panic would be something that players must take in consideration when running around a horde of zombies and shooting them.
  25. hrot

    "Time" line

    I have a simple question. Example: recipe Sawn-off { Shotgun, keep Saw, Result:ShotgunSawnoff, Sound:PZ_Saw, Time:200.0, OnCreate:ShotgunSawnoff_OnCreate So how "time" line works. Is it 1s in RL = 100.0 or it's different?
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