Jump to content

Thuztor

Member
  • Posts

    368
  • Joined

  • Last visited

Reputation Activity

  1. Like
    Thuztor reacted to blindcoder in Tiny Automated Version Checker (tiny_avc) 0.8.5   
    UPDATE
     
    Version 0.8.0 is out (see first post)!
     
    LOTS of changes in here:
    New and improved UI integration
    The version information is now directly integrated into the Mod Selector! No more extra windows to take care of! Uses mod.info instead of tiny_avc.txt now!
    The update information are now integrated into mod.info! No need for tiny_avc.txt anymore (although it is still supported for backwards compatibility). This makes supporting tiny_avc even easier for Modders (see first post for details) Special Thanks go to RoboMat for the mod.info support (all kudos to him!) and generally helping me out a lot! This version wouldn't exist without him!
     
     
    Enjoy!
  2. Like
    Thuztor got a reaction from MrZombifiedGamer in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL,  if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars
    - The correct beginning and end of sunrise and sunset depending on the season.
    - the strength of rain, clouds, fog, snow and wind is visible in the horizon clock
    - extra ui for the wind direction

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
     





  3. Like
    Thuztor got a reaction from lordixi in Horizon Clock Mod v.0.6 for Build 41   
    Now it should work with the current PZ version!
    For me it works great!
     
    Just download the files from the new link in the OP.
     
    Edit: I have vacations now!
  4. Like
    Thuztor reacted to Dr_Cox1911 in System for locked houses/containers   
    A slightly more realistic approach to the claiming system.
     
    We already have keys for doors and padlocks for containers, so why not doing it this way:
    Container has padlock => can´t be destroyed until padlock is removed Ability to barricade windows from either side, you can only remove barricades from the side they are built, you can still chop them down Ability to lock windows from the inside I think pretty much all of the points would be rather easy to implement (don´t know about the barricading) and would still provide safety for your safehouse in a slightly more realistic way.
  5. Like
    Thuztor reacted to EasyPickins in RELEASED: Build 32.16   
    Public build 32.16 released.
    Fixed coop health-panel breakage. (Issue #001902) Fixed right-click events being sent to non-visible panels. (Issue #001903) If you clicked "First Bite" then backed out and clicked "Survival", the Zombie Lore settings would be stuck on the easier "First Bite" settings in the "Survival" game.  The Zombie Lore settings would go back to normal once you loaded the game again though. New "Continue" button plays the last save from the main menu screen. Fixed incorrectly counting the number of times some recipes can be done.  (Issue #001912).  A few recipes with custom OnCreate Lua functions may not return the correct result. Fixed no damage being done to a standing zombie on the next attack after it was shoved. 'Get Bacon Rashers' & 'Get Bacon Bits' work with Hunting Knife. Fixed bombs destroying the outside walls of safehouses. (Issue #001911) New "Extinguish Fire" user interface.
    You can target a 2x2 area. The white circle shows where the player will stand. Extinguishers and Dirt/Gravel/Sand-bags use 1 unit per square. Water items use 10 units of water per square (1 water-bottle's worth). If nothing is burning on a square, nothing is consumed from the fire-fighting item. You can extinguish yourself/others. The best available extinguisher is chosen (Extinguisher, then Dirt/Gravel/Sand bag, then a water source) and equipped automatically from main inventory.  If you already have a suitable item equipped, it will use that.
  6. Like
    Thuztor reacted to EasyPickins in IWBUMS 32.15   
    I don't feel good putting an update out so soon after the public release, but since I broke coop health-panel stuff an update is needed.
    Fixed coop health-panel breakage. (Issue #001902) Fixed right-click events being sent to non-visible panels. (Issue #001903) If you clicked "First Bite" then backed out and clicked "Survival", the Zombie Lore settings would be stuck on the easier "First Bite" settings in the "Survival" game.  The Zombie Lore settings would go back to normal once you loaded the game again though. New "Extinguish Fire" user interface.
    You can target a 2x2 area. The white circle shows where the player will stand. Extinguishers and Dirt/Gravel/Sand-bags use 1 unit per square. Water items use 10 units of water per square (1 water-bottle's worth). If nothing is burning on a square, nothing is consumed from the fire-fighting item. You can extinguish yourself/others. The best available extinguisher is chosen (Extinguisher, then Dirt/Gravel/Sand bag, then a water source) and equipped automatically from main inventory.  If you already have a suitable item equipped, it will use that.
  7. Like
    Thuztor got a reaction from Solokill72 in Horizon Clock Mod v.0.6 for Build 41   
    Horizon Clock Mod
    version 0.6 for Build 41
     
    Concept, Textures, Code & Overhaul: Thuztor
    oldCode: TurboTuTone
     
    Translations:
    English & German: Thuztor
    Russian: Nebula
     
    Surprise! I'm back and not dead yet! Not yet!
    I hope I can revive even more in the future.


    Update to Version 0.6 for Build 41 and probably lower:

    - complete overhaul ( see Features )

    Features of this version:

    - You don't have found a watch, yet?
    ! Orient yourself at the level of the sun or the position of the stars!

    - You have a watch, but you can't see the clock?
    ! Hold Right CTRL,  if you move or whatever with the keyboard!
    ! Otherwise just press Right CTRL!

    - You can't see the sun or the stars, if you are inside a building or it rains?
    ! That's correct. It has to be like this!

    - You want a digital watch, but without the luxery temperature display?
    ! You can find black cheap digital watches on corpses and at some other places!

    - Language Support: english, german, russian (Nebula)

    Planned for the next version:

    - texture overlay, if you are sitting in cars
    - The correct beginning and end of sunrise and sunset depending on the season.
    - the strength of rain, clouds, fog, snow and wind is visible in the horizon clock
    - extra ui for the wind direction

    Future plans:
    - an analog watch
    - button cell battery for watches (keep a very long time, but eventually the clock will stop working)
    - windup watches that needs no battery, but needs to be wind up again and again.
    (Bad luck if one forgets it sometimes. Then you have to just guess what time it is)

    Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=498643301
    Dropbox-Link: https://www.dropbox.com/s/1cbrgt4kdj55tju/HorizonClockv0.6.zip?dl=0
     
     
    See you soon!
     





  8. Like
    Thuztor got a reaction from GunJamann in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  9. Like
    Thuztor reacted to Aoide in Crochet Spiffo!   
    I decided having an in-game spiffo plushie wasn't enough, so I made up a pattern to make an irl crochet one. I'm considering making a second one to mail to the devs, any thoughts?
     
    Also if anyone else's into crochet (not sure if there are many in this crowd lol) I could send pics of my pattern, however it's handwritten and kinda rough so it might be a tad hard to figure out
     




  10. Like
    Thuztor reacted to EasyPickins in RELEASED Build 32   
    [NEW STUFF]
     
    Zombie Respawning
    The zombie-respawning system was rewritten.  This picture shows a part of West Point.  Each large rectangle is one cell (300x300 tiles).  The small rectangle is the loaded part of the map around the player.  Each red dot is one zombie.  The yellow dots are the "real" zombies in the loaded part of the map.  In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population).  The third number is how many hours before new zombies can spawn.
     

     
    The sandbox option "Zombies Respawn Interval" controls how often zombies respawn.  Zombies will respawn only when the current population in a cell is lower than the desired population.  In mutiplayer, the HoursForZombiesRespawn server option is used instead.  In survival mode this is set to "Every Day".
     
    The sandbox option "Zombies Respawn Percent" controls how many zombies respawn each interval.  This is the percent of the desired population that is added each interval.  In multiplayer, the ZombiesRespawnPercent server option is used instead.  In survival mode this is set to "10 percent".
     
    Zombies won't respawn in loaded parts of the map.  This is to avoid zombies popping up in front of the player.  They also won't spawn in any part of the map that was loaded within the last hour of game time.
     
    Zombies should never respawn in any buildings or fenced-off areas.  The game checks if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies.  If a path can't be found, then no zombies will be spawned in that part of the map.
    2 new professions: Electrician (can operate generators and create electronics device for traps) and Engineer (can create traps/explosive) Added generators:You can find them in shed/generator, you can then take them and drag them near a house. You need to be an electrician or found the recipe book to use them. Once placed near a house, it doesn't work with player made safehouse yet, right click and plug it. You can now add fuel in them and then turn them on. It now provide electricity to surrounding area. The generator will deplete fuel and condition slowly, a bad condition generator could start a fire or even explode, be sure to fix them with electronics scraps! Oh, it also does a lot of noise... Traps/Explosive:Molotov, flame trap, pipe bomb, noise maker, smoke bomb and aerosol bomb! After crafted them (need to be engineer, but you can find some books to learn the recipes) you can throw them or place them on the ground. Some electronics devices can be added to them: remote trigger, movement sensor or even timer! Added the tutorial, give it a try! It's the first step tutorial, it won't teach you all the mighty stuff you can do, but it'll provide a good base for new player as it teach movement, fighting, looting, eating/drinking... And use of context key! Random character creation and save your character creation! (mod from BlindCoder) Added 2 new challenges!Opening hours: The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter. Be ready for them. Winter is Coming: It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it. You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly. Wrap up warm, survivor... Claim safehouse in Multiplayer! Added StartYear and StartDay sandbox options. Added SaveWorldEveryMinutes server option. New server option = AllowDestructionBySledgehammer:true // If false, don't allow the use of the sledgehammer to destroy stuff. Dismantle electronics stuf to gather electronics scraps! Tooons of new items, more than 30! [bUGFIX]Don't create backups of client savefiles when the game's version changes. Fixed rain barrels collecting rainwater when inside. (Issue #001594) Fixed sheet rope sometimes going on the wrong side of the thumpable/window in multiplayer. (Issue #001569) Fix unkickable players in multiplayer. Client savefile names were changed to IP_port_username. (Issue #001626).  It used to be IP_username, so you may want to rename your multiplayer directories to include the server's port number, otherwise the game won't find your old player. Fixed the "device not closed" error message when exiting. (Issue #001630) Fixed "dirty" appearance to a clean bandage on male upper right leg. (Issue #001625) Fixed campfire items not cooking after loading. (Issue #001611) Fixed lightfooted/sneak XP being awarded to the wrong player in splitscreen multiplayer. (Issue #001644) Fixed zombie-grab slow-factor not being applied to the correct coop player in multiplayer. Recover from colds inside player-made buildings. (Issue #000958) Added "Remove Broken Glass" context menu command for broken windows. Don't show the combination padlock dialog until the player has finished moving next to the locked object. Blood splatter gets fainter and blacker over a 3-day period. New server option HoursForCorpseRemoval will delete corpses older than this many hours.  Player corpses aren't deleted. Fixed getting into locked containers exploit. (Issue #001649) Fixed beginner mode shut water/elec to 8 days Probably plenty of other stuff I forgot there. Update: May 26th - 32.1 http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181668
    Update: May 27th - 32.2
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181970
    Update: May 28th - 32.3
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=182464
    Update: June 3rd - 32.4
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=183846
    Update: June 5th - 32.5
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=184392
    Update: June 8th - 32.6
    Update: June 19th - 32.7
    Update: June 22nd - 32.8
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=187945
    Update: June 23rd - 32.9
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=188163
    Update: June 27th - 32.10
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189247
    Update: June 28th - 32.11
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189442
    Update: June 29th - 32.12
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189749
     
    Update: June 29th - 32.13
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189840
  11. Like
    Thuztor reacted to Marya Clare Predko Brown in TileZed Paint.net Palette   
    I was looking at Thuztors Mapping Guide on this forum and noticed in the pdf provided that he included 2 tables for color reference. He mentioned using paint.net and I thought to make things easier I would make a nice color palette that would consist of TileZed appropriate colors.
     

     
    Table in Zip:
     

     
    The zip includes both a palette file and a word document with a table to be used for reference as well as explain what each color is for. You can also check out the mapping guide I linked to above which I strongly suggest as it includes a lot of good tips on how to make a custom map.
     
    To access the palette in Paint.net, open paint.net, than look at color window on the top of the palette there will be two icons the icon on the right is of a folder with a color wheel inside it. If you hover over the icon it will say "manage color palettes." Click on the down arrow beside the color palette manager icon and select the option that opens the palette folder. In the folder, drag and drop the "TileZed.txt" file into it. Close the open folder menu and click the down arrow beside the palette manager again, an option for a "TileZed" palette should available:)
     
    TileZed paint.net palette/Table Guide: color reference.zip
  12. Like
    Thuztor got a reaction from Atoxwarrior in Thuztors Mapping (Tutorial) Videos   
    In this video I will show you, how I implement a new coloured floor tile, which I've created in this video too.
     

  13. Like
    Thuztor got a reaction from Suomiboi in Thuztors Mapping (Tutorial) Videos   
    In this video I will show you, how I implement a new coloured floor tile, which I've created in this video too.
     

  14. Like
    Thuztor got a reaction from RichCoconut in Thuztors Mapping (Tutorial) Videos   
    Hi!
     
    Some of you know already, that I've made some mapping videos (some of them tutorials) of Project Zomboid. I thought, I have already a topic about this videos, but I was wrong.
     
    Oh, and a new tutorial about custom textures is uploading right now!
    It will be in the General Mapping Tutorial Playlist.
     
     
    So here are the playlists:
    Beginner Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-FOEXSdFYF4dUcnnsu53yey
     
    General Mapping Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-G3Pb23LgRz_NJsKZGPikE7
     
    Vacation Islands Mapping Season 1 | Golf Clubhouse: https://www.youtube.com/playlist?list=PLP83OxbJU9-HvB16MC2wmIdoFsryXsYeF
     
    I hope, that the videos could help you and that my pronunciation won't disturb you.
     
     
  15. Like
    Thuztor got a reaction from blindcoder in Thuztors Mapping (Tutorial) Videos   
    Hi!
     
    Some of you know already, that I've made some mapping videos (some of them tutorials) of Project Zomboid. I thought, I have already a topic about this videos, but I was wrong.
     
    Oh, and a new tutorial about custom textures is uploading right now!
    It will be in the General Mapping Tutorial Playlist.
     
     
    So here are the playlists:
    Beginner Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-FOEXSdFYF4dUcnnsu53yey
     
    General Mapping Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-G3Pb23LgRz_NJsKZGPikE7
     
    Vacation Islands Mapping Season 1 | Golf Clubhouse: https://www.youtube.com/playlist?list=PLP83OxbJU9-HvB16MC2wmIdoFsryXsYeF
     
    I hope, that the videos could help you and that my pronunciation won't disturb you.
     
     
  16. Like
    Thuztor got a reaction from kaizokuroof in Thuztors Mapping (Tutorial) Videos   
    Hi!
     
    Some of you know already, that I've made some mapping videos (some of them tutorials) of Project Zomboid. I thought, I have already a topic about this videos, but I was wrong.
     
    Oh, and a new tutorial about custom textures is uploading right now!
    It will be in the General Mapping Tutorial Playlist.
     
     
    So here are the playlists:
    Beginner Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-FOEXSdFYF4dUcnnsu53yey
     
    General Mapping Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-G3Pb23LgRz_NJsKZGPikE7
     
    Vacation Islands Mapping Season 1 | Golf Clubhouse: https://www.youtube.com/playlist?list=PLP83OxbJU9-HvB16MC2wmIdoFsryXsYeF
     
    I hope, that the videos could help you and that my pronunciation won't disturb you.
     
     
  17. Like
    Thuztor got a reaction from Atoxwarrior in Thuztors Mapping (Tutorial) Videos   
    Hi!
     
    Some of you know already, that I've made some mapping videos (some of them tutorials) of Project Zomboid. I thought, I have already a topic about this videos, but I was wrong.
     
    Oh, and a new tutorial about custom textures is uploading right now!
    It will be in the General Mapping Tutorial Playlist.
     
     
    So here are the playlists:
    Beginner Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-FOEXSdFYF4dUcnnsu53yey
     
    General Mapping Tutorials: https://www.youtube.com/playlist?list=PLP83OxbJU9-G3Pb23LgRz_NJsKZGPikE7
     
    Vacation Islands Mapping Season 1 | Golf Clubhouse: https://www.youtube.com/playlist?list=PLP83OxbJU9-HvB16MC2wmIdoFsryXsYeF
     
    I hope, that the videos could help you and that my pronunciation won't disturb you.
     
     
  18. Like
    Thuztor got a reaction from Mail6400 in Mapping Guide - v.0.2   
    Also thanks!
    I wish, I would have more time to edit and expand this guide.
    I wish, I would have more time in general for all the stuff I would like to do.
  19. Like
    Thuztor reacted to blindcoder in Spray Paint Mod v2.41a   
    Okay, bad news: I forgot to attach the file in my last post.
    Good news: I have put this up on github and added tiny_avc support!
        https://github.com/blind-coder/pz-spraypaint
    Download latest version:
        https://github.com/blind-coder/pz-spraypaint/archive/v1.7.zip
  20. Like
    Thuztor got a reaction from Atoxwarrior in Mapping Guide - v.0.2   
    Also thanks!
    I wish, I would have more time to edit and expand this guide.
    I wish, I would have more time in general for all the stuff I would like to do.
  21. Like
    Thuztor got a reaction from WolfeClaw in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  22. Like
    Thuztor reacted to Jela331 in Drayton (Rebuild) v1.0.2   
    Rebuild
    Drayton
     
     
    After over a year, the map is done. I began working on it late February 2014 and worked a few months on it. I returned and started working on it again in January 2015 and now I finished it.
     

     
     
     
     
     
     
     
     
     
    Map Download: http://www.mediafire.com/download/h0b4s71dg6f2owm/Rebuild102.rar
    Also available on Steam Workshop (I recommend downloading it from there): http://steamcommunity.com/sharedfiles/filedetails/?id=500222958
     
    Credits:
    Jela331 - Well, for obvious reasons
    Suomiboi - Who gifted me PZ during the map development, who also taught me stuff about map making
    Thuztor - Taught me some stuff back in 2014 about the map tools
    Maklane - For his awesome school building
     
    First Look of the map(by Chris aka ManBearPig):
     

     
    Changelog:
     
    I hope you enjoy the map, and it would be great if you could report any bugs on this thread. Thanks.
  23. Spiffo
    Thuztor got a reaction from Atoxwarrior in Gutrot - Vacation Islands (pre-Alpha 1)   
    I've decided, that everybody, who wants to test the map can do it now.
    I would be pleased, if you could give a feedback (if it doesn't works; Oddities in buildings, which I've overlook and so on)
     
    NOTICE: There are a lot of features, which doesn't work in this map with my own textures, for now.
    for example:
    - dig / farm / everything what is related to the grass-textures
    - a right item distribution of the rooms
    - Change of season / correct weather
    - A proper tropical vegetation / no erosion / no vegetation growth
    - taking / placing of my objects
     
    But I hope, you have a bit fun testing my map.
     
    Download here: https://www.dropbox.com/s/m5x3a2u5mk6kqbn/Gutrot_Island_PRE_TEST1.zip?dl=0
     
    Put the folder in your /Users/YOU/Zomboid/mods
    Activate the mod in the main menu!
     



     
  24. Like
    Thuztor reacted to blindcoder in Hotbar for quick item access - v0.8.0   
    I blame lemmy for this, he put the idea in my head
     
    This is a mod adding a hotbar for quick item access to the bottom of the HUD.
    You can get it in three sizes:
    - Small:

    - Medium:

    - And large:

     
    You can find the settings and a configurable button to toggle the hotbar in the options menu:

     
    And attach items to the slots via the contextmenu:

     
    And quick access the context menu from the hotbar with RMB:

     
    And finally, download the mod here:
    From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=503645367
    From github: https://github.com/blind-coder/pz-hotbar/releases/
    Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases
     
    Changelog:
     
    Enjoy!
  25. Like
    Thuztor reacted to Deadend in Item Spawn Mod: The Ultimate Item Spawning Machine!   
    So I've used this nifty little mod once in a while. More or less for modding testing purposes but decided to clean it up a bit and release for anyone to use and so here it is  DOWNLOAD(reference last updated to Build 30.16) INSTRUCTIONS:You know how you can now write stuff onto notebooks, journals, and doodles right? Well get yourself one of them to write on and then follow this simple instructions. 1) write this line "materialistic wish granting machine activate:" This activates the mod. 2) press enter, in the second line write "=itemID,quantity-" Replace 'itemID' with the ID of an item, looks something like 'module.itemName' (e.g. Base.Axe). Then replace 'quantity' with how many units of that item you want (e.g. 1). 3) press the "OK' button and watch the magic happen as the item spawns in your inventory! Don't worry if you mess up on the second line, as long as you get the first line right something should show up in the command prompt (that runs along with the game) telling you what went wrong.P.S: the mod is case-sensitive and doesn't guess what you 'meant' to write or complete words for you, so make sure to enter everything correctly without misspelling. 
    Here is an example:
    materialistic wish granting machine activate:=Base.Lollipop,1- Reference: so I made this little program that went through all the item script files of the game and stripped all the item IDs, compiling them all in a reference.txt file. You can find this text file inside the mod folder. Use this to find whatever is that you need if you not sure. I did a quick scroll through and found some hiccups here and there but for the most part is pretty useful. Use Ctrl+F to search through faster.  P.S.S: you can also spawn items from any mod with this, you'll just have to know their itemIDs. For example if I wanted to spawn a quart jar from my Canning Essentials Mod I would write '=CanningEssentials.GlassQuartJar,1-'.  P.S.S.S: I did make this mod with somewhat of a modder perspective so if you have no PZ modding background whatsoever and find it too difficult to use or have any suggestions, feel free to comment.  And That's it, Enjoy!
×
×
  • Create New...