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Thuztor

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  1. Like
    Thuztor got a reaction from Geras in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  2. Like
    Thuztor got a reaction from Marinus in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  3. Like
    Thuztor got a reaction from SiderisAnon in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  4. Like
    Thuztor got a reaction from Dudeman325 in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  5. Like
    Thuztor got a reaction from PhantomWarlock in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  6. Like
    Thuztor got a reaction from syfy in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  7. Like
    Thuztor got a reaction from Painkins in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  8. Like
    Thuztor got a reaction from ZedHead in Book Textures   
    Hiho!
    In April this year, I've drawn some textures for the skill books, but their were never used.
    Here is a list of all textures from lvl1 to lvl5:
     
    If you like this item textures, you can use these to replace existing ones.
     
    download: https://dl.dropboxusercontent.com/u/69737873/PZ/resources/skillbook_textures.7z
  9. Like
    Thuztor got a reaction from Packbat in Rotate Map   
    It's simple: If you rotate the camera around 45 °, also each object has to rotate by 45 °.
    That means, every object in the game, even junk on the street must have at least four textures.
  10. Like
    Thuztor got a reaction from t0niK in RELEASED: Build 30.12   
    I really like the new shader!
    Is it maybe possible to change closed up rooms (no windows), so that they are complete dark?
    Here is a screen of how it looks now in the pre-evening:

  11. Like
    Thuztor reacted to RobertJohnson in RELEASED: Build 30.12   
    New update! 30.8:
    Reduced a tad endurance loss when running Changed endurance loss when swinging, it's now tied to the damage you do Reduced a LOT the endurance used for stab weapon (even more when you do a close kill move) You can now use the module in result recipe, like Result=farming.Tomato Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar, cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Added more translations Reduced the forage loot rate with the sandbox options
  12. Like
    Thuztor reacted to RobertJohnson in RELEASED: Build 30.12   
    If you experience weird bugs, please first reinstall the game properly, Steam seems to mess with the files because we do a lot of updates these days, thanks
     
    [NEW STUFF]
    New sandbox stuff !You can now save/load sandbox presets and share them ! Files will be saved in C:/Users/YOU/Zomboid/Sandbox Presets New sandbox options : Starting Erosion, Characters stats decrease (hunger, thirst and fatigue), Locked houses/Alarms rarity, XP Multiplier and more ! Little screenshot to show you
    Spoiler

    The big return of the COOP ! Still need to do some things for the joypad but you can now play again in COOP ! (understand 2 or more players on a same splitted screen) EasyPickins rules! <3   The Erosion mod is integrated in the vanilla game with several new things!
    TurboTuTone's awesome Erosion mod is now part of the game. Erosion introduces seasonal changes to the look of the world, as well as increasing the growth of vegetation over the environment as time passes.
    Stuff you can expect to see includes:11 types of tree. Each tree comes in 4 different sizes. Some trees lose their leaves in the fall. 11 types of bush. 17 types of plant. Some plants have flowers that bloom depending on the season. Wall vines creep up some outside walls, sometimes growing over windows. Wall cracks appear on some outside walls. Cracks in street pavement slowly appear. Some cracks will have grass growing out of them. Snow covers the world on below-freezing rain days. Snow slowly melts away on days when the temperature is above zero. It's Kentucky though, so only expect about 12 days of snowfall per year. All the new objects will appear over the first 100 days, although some may continue to develop after 100 days. There is a sandbox setting that allows you to choose the initial amount of growth (from Never to 100). Each world has its own erosion configuration file that can be edited to change the rate of growth (more or less than 100 days) as well as other variables. Added a "only server that match your version are shown" text on public server list. New cyrillic fonts. Reduced heal time a lot. Added a debug file for translation, add a -debugtranslation options to have it (http://theindiestone...files/?p=147525) New farming tile by Mash. Added remove grass/bushes. Tweaked brightness and colours to make it a bit more realistic. Fixed flickering shadows bug. Changed endurance system, it now take longer to get exhausted, but take longer to recover from it. Added auto zoom on joypad. Zombies now clump together into groups more. You can now add/remove curtains on self made windows frame [Farming] Increased time needed for a plant to grow [Farming] Decreased water/health point loss for plants Potatoes will now last longer but give a bit less hunger reduction. Added a "Beginner" mode (it take the sandbox presets "Beginner") Added canned food: add vegetables (5) inside an empty jar + water + vinegar + sugar + Jar Lid (lost when reopened), cook it and you'll have a 2-3 months food preservation, Jar Lids will prob be needed in a future update, you can jar those vegetables for now:Tomatoes Bell peppers Red radishes Leeks Eggplants Potatoes Carrots Added a "OnCooked" on the items script to call a lua function when.. Well, the item is cooked Added logs stacks recipe: 2 logs and 2 ropes to make a logs stack that weight 1/3 less (also with 3 and 4 logs/ropes) Scavenging for food during winter will be impossible, or really hard in cold months Plants now loose health during cold temperature The new health system!
    Spoiler Note: when I say treat wound infection it does not mean treat zombie infection.
     
    1. A new health panel
    The health panel has changed so that it now displays every new wound on your body.
    You can also right click on it to reveal a menu that will let you treat your injuries.
    Wounds fade in and out depending on their level, and someone with a high medical skill will spot ailments a lot faster than someone with no grounding in doctorhood.
     
    2. New wound varieties
    A variety of new wounds and injuries are being added to the game.
    Several of them will impact on gameplay: a heavy wound on a hand will mean you won't be able to use it, for example, while injuries to the legs and feet will force slow movement. Likewise a busted arm will make your melee attacks and weapon aiming less effective.
     
    Remember: Blood is your life fuel! Your first reaction to any injury will be to stop the bleeding at any cost, and only then then to find somewhere safe to treat your wounds.
    Wound infection Cause: This will happen randomly, although it will be less likely with clean bandages. Leaving open wounds won't be clever.
    Symptoms: Pain, and a quicker degradation of health.
    Treatment : Alcohol, and disinfectant/alcohol wipes. You can disinfect a bandage or cotton balls to prevent wound infection. You'll quickly discover that proper disinfectant works better than whiskey...
    Deep wounds How: Many and various ways of injury, from smashing windows with bare arms to axe strikes, to zombie attacks etc...
    Symptoms: Heavy blood loss. Lots of pain.
    Treatment: This will have to be stitched - either with twine and needle, or a looted suture needle which will cause less pain.
    Fractures How: This will be the result of taking a running jump from the second floor, but will be more severe if you're carrying a heavy load. The impact of a blunt weapon could also cause breakages.  
    Symptoms: Pain, and lots of it. Leg injuries will slow you down, while arm injuries will hamper combat.
    Treatment: You can create a splint with a ripped sheet and a straight wooden items like branches and sticks.
    Burns How: FIRE!
    Symptoms: Huge amounts of pain, and severe health loss.
    Treatment: Burns must be treated with a clean bandage, then bandaged again - and regularly kept clean. The recovery time is lengthy.
    Lodged bullet How: Get shot!
    Symptoms: Major blood loss, major pain and severe health loss.
    Treatment : Bullet must be removed with a suture needle holder or tweezers, disinfected, stitched and bandaged.
    Lodged glass shards How: Break a window without using a weapon or tools, or climbing through a broken window
    Symptoms: Severe pain, and a wound that cannot be instantly bandaged.
    Treatment: Tweezers must be used to remove the shards. If you choose to bandage a wound that still has glass in it then it will cause extra pain.
    Scratches How: You already know how to get scratched, right?
    Symptoms: Some blood loss and pain
    Treatment: Well, bandages obv.
    Bites How: ...
    Symptoms: *evil laugh*
    Treatement: *loud evil laugh*
     
    3. New medical-related items
    Many and varied new items added, from tweezers to cotton balls. Alcohol and disinfectant can be used on bandages and ripped sheets in most the prevention and treatment of wound infection.  First Aid kits will be lootable, and will contain items and implements to help you survive. Tweezers and suture needle holders can be used to remove glass shards, antibiotics will be available for you to take to treat infection etc. The use of proper medical equipment is strongly advised, but home-made alternatives are available. Using suture needles and holders when putting in a splint, for example, will be far less painful. When you find medical supplies, take them and prepare for any and all eventualities.  Painkillers - a work in progress, but these will clearly be required! 4. A new First Aid skill
     
    Governing all of the above, is a new skill that will help you a lot during your rollercoaster journey towards death. Improving this skill will let you treat wounds faster, make better bandages, understand more ailments and spot infections on your health panel and much more besides. To level up in First Aid you'll just have to treat yourself and those around you, but advances will only come when wounds are healed - not through the initial treatment.
     
    5. Medical Multiplayer Functionality
     
    As is the way of the world, a good doctor is vital to any survivor group. All treatments can be performed on another character in multiplayer - just click on your wounded chum and select 'Medical Check' from the menu. Stand still for a while, wait until the patient's health panel pops up and then play doctor. Whether or not an experienced doctor tells the injured party exactly what's wrong with them, though, is pretty much down to you. Playing Doctors and Nurses has never been quite this intense and depressing, ever before...
     


     
    [bUGS FIX]Can't add infinite item in an evolved recipe anymore Can't add cooked food to a trap anymore Fixed player getting cooking XP when another player cooks food. (Issue #001005) Fixed player corpse not being created in singleplayer. Fixed bug which caused black screen after death. Fixed still gaining some blunt xp while bare handed Fixed "put into 2/4 bowl" for soup/stew not returning the cooking pot Fixed the "Soap" item (it was a Rubber Duck.. Hence why you found so much Rubber ducky ) Fixed allowing a broken sledgehammer to be used to destroy stuff. Fixed a bug when barricading something with a stone hammer. Fixed fertilize and shovel farming actions not stopping when player walks/runs. Don't add ping time to GameTime.geTimeOfDay() in GameServer.syncClock(). Fixed Core.bLastStand not getting set to false after backing out of a Last Stand game. Fixed sandbox options resizing. (Issue #001067) Fixed 3D corpse texture background not being cleared due to stencil test. (Issue #001016) Fixed mod clothing item icons not loading. Fixed farming problems (translations issues) (Issue #001053) Fixed barricade issues. (Issue #001030) Give the bowl back when you put a cake batter in a baking pan Fixed some farming bugs. Fixed some loot distributions (like books in the fridge in the motel) Full bug list fixed so far via our Bug Tracker
  13. Like
    Thuztor got a reaction from Geras in Vacation Islands (Bug-Report and General Discussion)   
    GUTROT ISLAND

    http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
     



    Preview:


  14. 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!
     
  15. Like
    Thuztor reacted to blindcoder in Dirty Water and Saltwater - get sick by drinking from the toilet / rain barrel, collect water from rivers   
    As the title says, this mod will give you food poisoning if you drink from a toilet or rain barrel.
    It also lets you take water from water tiles that you must distill before you can drink it.
     
    Features of dirty Water:
    Get sick drinking from a toilet or rainbarrel Get sick drinking water from a bottle, kettle, bowl, etc. filled from a toilet or rainbarrel Collect water from natural water sources (river, ocean, ponds, etc.) "Dirty" water in a bottle that is filled with "clean" water from a faucet is still considered "dirty" by pollution. Empty your "dirty" bottles before filling in "clean" water from faucets to not get sick anymore. Clean dirty water in containers with Bleach. A bottle of Bleach has 25 uses, one use is necessary to clean between 0.1 and 1.0 units of water.
    That means it takes 1 use of Bleach to clean a nearly empty bottle with 0.1 units left, but the same for 1.0 units, so be careful. Boil your water containers on stoves or campfires for at least 30 minutes if you have no bleach. This mod will change how Bleach appears and is handled in the game (it's no longer a Food, but an InventoryItem) and won't replace already spawned instances of Bleach, only new ones.
    It also implements stills, coolers and taking water from rivers and beaches.
     
    Features of salt Water:
    Pot stills. And Coolers. You can now collect saltwater from water tiles in any water container (yes, any!). This overwrites the water collection from the dirtyWater mod if both are active. You can pour saltwater into stills and light the fire below them to distill the water. If a cooler is positioned correctly next to the still, it will catch the distilled water. You can fill any water container from the cooler. Cooler changes sprite when it contains water. The rules of water states are:
    Adding clean water to clean water gives clean water.
    Adding dirty water to clean water gives dirty water.
    Adding clean water to dirty water gives dirty water.
    Adding saltwater to clean water gives saltwater.
    Adding clean water to saltwater gives saltwater.
    Adding dirty water to saltwater gives saltwater.
    Adding saltwater to dirty water gives saltwater.
     
    ISSUES
    In Build 30, there's an issue with the amount of water being stored. This'll fix itself through this issue: http://theindiestone.com/forums/index.php/tracker/issue-1261-rain-barrel-bug/?gopid=3850#entry3850
     
    TODO:
     
    Balancing.
    Make still do something.
    Make coolers do something.
    Check for possible bug duplicating stills and coolers.
    Make saltwater collectible. But from where? River?
     
    WONTDO
    I will not start calculating the dilution of saltwater to check if it's becoming drinkable.
     
    COMPATIBILITY
    Version 0.9 is NOT backwards compatible to 0.8 and earlier. Too much has changed, sorry.
    Version 0.9.5 is NOT backwards compatible to 0.9. The separation of the mods has changed the items category from DirtyWater to SaltWater
     
    LICENSE:
     
    You are free to use this mod in any way, shape or form. I consider it public domain, as far as possible. It would still be nice if you credit me if you use it for anything amazing (do not credit me if you use it to annoy your neigbour).
    Sprites are © Thuztor, ask him before you do anything with it.
    dirtyWater_0.8.zip
    dirtyWater_0.9.zip
    dirtyWater_0.9.5.zip
    saltWater_0.9.5.zip
  16. Like
    Thuztor got a reaction from StrictlyShane in Vacation Islands (Bug-Report and General Discussion)   
    For sure!
    But I have not as much free time as during my study time.
     
    I'm reworking my tilesets at the moment.
  17. Like
    Thuztor reacted to blindcoder in Spray Paint Mod v2.41a   
    Well, fuck me gently with a chainsaw... I have found the error!
    See, it never happened for me, because I always carry around a Hammer. And new building mods that explicitly don't require a Hammer now need to set the option noNeedHammer = true.
     
    So you can either go into the file Zomboid/mods/spraypaint/media/lua/server/BuildingObjects/tag.lua and add the line
    o.noNeedHammer = true;into the function Tag:new or download the new version here:
    https://oc.anderdonau.de/public.php?service=files&t=3fc0397016d7d53866e3f96089f74404
     
    Have fun
  18. Like
    Thuztor got a reaction from ManoGihl in Mapping Guide - v.0.2   
    Welcome to Thuztors Mapping Guide Version 0.2.

    With this document I'm trying to teach you in using the Mapping Tools.

    New in this version:
     
    - new BuildingEd tutorial
    - Your building on the original map
    - some other useful stuff.

    or better you look yourself what the guide has been to offer.

    I hope it helps you out to understand the tools.

    Here is the .pdf file: https://www.dropbox.com/s/adkkhrgxots0gn1/Mapping Guide_v0.2.pdf?dl=0



    And sorry, if the english gramma is not as good as it should.
    My native language isn't english.

    You can find a list of planned expansions of the guide in the guide itself.
     
    And here is content you maybe interested in:
     
    The Last Stand Map for playing: https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuideLastStand.zip
    Install: Copy the media folder in your ProjectZomboid game folder.
    Overwrite - yes (the savefiles are in the folder with the name savefiles)
     
    Four Buildings so far (use for free in your map): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/MGuide_buildings.zip
     
    The Last Stand Map (it maybe has problems to load the textures correct [it's now a bit weird with the tileset path of maps and the programs]): https://dl.dropboxusercontent.com/u/69737873/PZ/Sonstiges/mapping/LastStandMapMGuide.zip
  19. Like
    Thuztor got a reaction from enak9k in Vacation Islands (Bug-Report and General Discussion)   
    GUTROT ISLAND

    http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
     



    Preview:


  20. Like
    Thuztor reacted to turbotutone in ApCom - HAM Radio's & Walkie Talkies [SP/MP]   
    ApCom [sP/MP]
    Apocalypse Communications
     

     
    code: TurboTuTone, artwork: Nasko
     

    Features:
    HAM Radio and 12 Walkie talkies with different properties. Wear a walkie talkie in secondary slot to use it normally, place it down to lure zombies or spy on people. Small HUD element that displays your walkie talkie's status. 12 Frequencies to tune in on. A taperecorder and 5 different styled cassettes. Record speech on cassettes. Broadcast cassettes repeatedly via a HAM Radio. Power usage, devices need a battery to operate and drain power hourly. Interference due to bad weather, or when a device is bordering its maximum range. Players chatcolors are copied by all of the mods devices to dinstinguish "voices". Depending on type, the devices will attract zombies in certain radius.  
    Look at the information section at the bottom of this post for more detailed info and usage,
    it also showcases some of the awesome artwork Nasko made!
    Make sure to send him some love when he posts in this thread
     
     
     
    Thanks to:
    Twiggy for testing, suggestions, support, streaming, awesomeness
    Viceroy, for a bunch of cool suggestions made during one of our apparantly more serious convo's
    LogiHack, a fellow country man who helped out testing!
    EnigmaGrey, testing and correcting my grammar error's
    dko112, gameplay convenience suggestions
     
    A special thanks to:
    Both EasyP and RJ, various functionallity of the mod would not have been possible without help from your side, thanks guys! its awesome and very much appreciated
     
    [incase i forgot to mention someone, gimme a poke!]
     
    Thanks twiggy and subscribers for testing the mod with a bunch of people!
    A save of the stream can be found here:
    Project Zomboid | Subscriber Stream w/ ApCom (Radios) | Indie Hype*~!
    Twiggy @ twitch.tv
    Twiggy's twitter
     
    Download
     
    Requires build 27 and a fresh world for the items to spawn in containers.
    On a server to get best out of it set 'GlobalChat' to false serveroptions.ini.
    Also works in single player but chat is limited to the lines produced by pressing 'q'.
     
    Eventhough it has been tested, it's version 1.0 so there may be unforseen consequences.
     
    Apcom version 1.0
     
    Up to date version can be downloaded here. (last update 13 june 2015)
    Credit goes to Dr_Cox1911, who has tracked and fixed the incompatibility issues with new PZ versions!

    Also, a shoutout to ThatUser and Siriusx72 who posted a different approach for a fix in the thread, much appreciated!
     
     
    previous versions:

     
     
    Public servers running ApCom mod:
     
    Information

     
    HAM Radios



    This device can only be used when placed in the world, it can broadcast all over the map and thus is ideal for base to base communications. The ham radio has the ability to play cassettes as repeated broadcasts on a frequency, so they could be used to gather people or advertise a merchant outpost as well. (see tape recorder section for more info)
     

     
    A ham radio can be picked up and it will return the radio + optionally the battery or cassette inside the device.
    Whacking a ham radio with a weapon is not advised as it will destroy the radio and all in it.
     
    When receiving transmissions this device shows a animation.
     
    This device will attract zombies in a wide range, so secure your base perimeters, zombies will locate the sound coming from the machine but the cold steel confuses them so they wont destroy it
     
     
     
    Walker Talkers



    Worn in secondary item slot, the device can then be toggled on and frequencies be set. When the device is worn it will display a small UI element that displays the item icon and device info. When the battery power is low the item will start blinking a led to indicate this.
    When wearing a walker talker it will display up to 5 lines above your normal local chat area, as shown by "Another line".
     

     
    Walker talkers can also be placed down and picked up again to serve tactical purposes. When doing so, unlike the ham radio, this device will keep its battery, however make sure to turn it on each time you place it down.

    Lower tier walker talkers when placed in world are great for luring zombies due to their zombie attraction rate and low value. The higher tier devices when placed in world are great for spying, since their sound values make them hard to detect, especially the tactical army version which doesn’t display any text placed down, detects voice in 25 tile radius. The tradeoff is that these devices are very rare thus their discovery could be considered a big loss.

    Note that when a device is unequipped or picked up it is turned off.
     
     
     
    Walker Talker GUI

     
    When equiping a fresh found walker talker as secondary, a GUI like this will show up in left side of screen.

     
    Insert a battery and it will display battery status:

     
    When equiped as secondary, you can rightclick the inventory icon and turn the device on.
    When doing so, the sprite will show a green led, and more advanced models will light on their display, the frequency text will also be brighter when turned on:

     
    When the device recieves text it will also indicate it in the hud:

     
    The hud will display different stages of battery life as such:


    Finally when the battery is about to die, the item icon will start blinking a red led:

     
     
     
    About chat behaviour

     
    The mod follows a pair of rules to prevent spam and local duplication of text, they are:
     
    Firstly, when you are near multiple placed down devices and/or worn device, then for each frequency the system will pick the highest range device's values for broadcasting to prevent x times the same line popping up on the other end. Secondly, to prevent local duplication, the placed down devices will not display text coming from a source within a 5 tile radius. The devices that are worn do the same but for a 12 tile radius. Note: be aware that eventhough devices do not display the text cause of this rule, they will still attract zombies!
     
     
     
    Interference

     
    Interference will occur during bad weather, when its thundering the interference will be really bad. When interference is applied it will replace words or even multiple words at once with scrambled text.
    Interference will also occur at the last 10% of a device's range, the interference will become worse as you reach the limits of its range untill nothing is received anymore.
     

     
     
     
    Power consumption


    Done per hour for all devices that are turned on. Note that when you place a device in world and turn it on it will keep draining power even when that part of the world unloads.
     
     
     
    Cassette's

     

     
    These cool oldskool cassette tapes can be found all over the place, when rightclicking a cassette in your inventory it will display its ID and for convience the lines that are recorded on it. This menu has no functionallity, but the ID will come in handy.

     
     

    Tape Recorder

     


    Tape recorder needs a battery for power and a cassette to record. When having multiple tapes of the same type use the ID (see Cassette section) to indentify the correct one.
     

     
    When both are inserted wear the item as secondary, this will give another option in right click menu "record a line", click it and wait for the timed action bar to finish.
     

     
    The next line your character says will be recorded on the cassette.
    Cassettes can record a maximum of 5 lines.
    Also note that the players chatcolor is recorded on a tape as well, this is done per recorded line.
     


    After recording eject the cassette from the tape recorder. You can now add the cassette to a HAM Radio.
     

     
    When the radio has a cassette and is turned on you can start broadcasting the cassette on the frequency set for the device.
    Currently every 2 in game hours one line of the cassette is played.
     

     
     
     
    Device tiers and properties:

     
    The item properties below can be read as follows:
    - broadcast range is for outgoing signal only, to be clear a budget walker talker can only emit 500m but still receive chat from for example a ham radio which has global range. - voice detect range, the amount of tiles a player has to be near the device for it to pick up speech. - can hear range, the amount of tiles a player has to be near device to see "hear" its text. - loot chance, obvious. - zombie attraction, the displayed value for played devices, walker talkers have reduced attraction when worn as secondary item. Also note this value doesn’t always coincide with can hear range. - battery consumption, rate at which a device will consume power on hourly basis.  
    HAM Radio:

    broadcastrange: GLOBAL
    voice detect range: 5
    can hear range: 16
    weight: 15
    loot chance: very rare
    zombie attraction: extremely high
    battery consumption: extremely low

    Tier1: Walker Talker Budget

     
    standard
    broadcastrange: 500m
    voice detect range: 6
    can hear range: 12
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    colored
    broadcastrange: 1000m
    voice detect range: 8
    can hear range: 10
    weight: 0.5
    loot chance: high
    zombie attraction: high
    battery consumption: very high

    army
    broadcastrange: 1500m
    voice detect range: 10
    can hear range: 9
    weight: 1.0
    loot chance: normal
    zombie attraction: high
    battery consumption: very high
     
    Tier 2: Walker Talker Standard

     
    standard
    broadcastrange: 2000m
    voice detect range: 12
    can hear range: 8
    weight: 1.5
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium

    silver
    broadcastrange: 2500m
    voice detect range: 14
    can hear range: 5
    weight: 2.0
    loot chance: medium
    zombie attraction: medium
    battery consumption: medium
     
    Tier 3: Walker Talker Black Edition

     
    standard
    broadcastrange: 3000m
    voice detect range: 16
    can hear range: 3
    weight: 2.25
    loot chance: low
    zombie attraction: low
    battery consumption: low

    army
    broadcastrange: 3500m
    voice detect range: 18
    can hear range: 2
    weight: 2.5
    loot chance: low
    zombie attraction: low
    battery consumption: low
     
    Tier 4: Walker Talker Tactical

     
    standard
    broadcastrange: 4500m
    voice detect range: 20
    can hear range: 1
    weight: 2.75
    loot chance: rare
    zombie attraction: very low
    battery consumption: very low

    army
    broadcastrange: GLOBAL
    voice detect range: 25
    can hear range: 0
    weight: 3.0
    loot chance: very rare
    zombie attraction: ZERO
    battery consumption: very low
  21. Like
    Thuztor got a reaction from blindcoder in Space Trader   
    Wohu! I'll test it, if I have some time.
  22. Like
    Thuztor reacted to blindcoder in Space Trader   
    So I guess I'm a game developer now! Wooo!
     
    Download from Playstore

     
    Screenshots are on the games website.
     
    Space Trader is a strategy game in space. It is a port of the Palm Pilot game "Space Trader" by Pieter Spronck, which is inspired by David J. Webb's PalmPilot game SolarWars (which in turn is based on Matt Lee's game DopeWars) and the 80's classic 3D strategy game Elite (though it does not have Elite's 3D flight mode). The game is available as free software under the GNU General Public License.
     
    The game is free of charge, with ads displayed in-game (no interstitials).
     
    Some of the features of Space Trader are:
    Ten different trade goods are available, two of which are considered to be illegal but can bring great profits. Ten different ship types are available, some of which are especially suitable for trading, some for pirating, and others for both. Ships differ in size, the distance they can travel, their hull strength, the number of weapons, shields and gadgets they can carry, the number of cargo bays and the number of crew quarters that are available. Ships can be equipped with different selections of equipment, among which are several types of lasers, several types of shields, an escape pod and certain special gadgets like a cloaking device. You can distribute skill points over your character at the start of the game, to allow you to function well in your chosen role. For the skills your character lacks, mercenaries can be hired which may have different skills. There are more than a hundred solar systems in the galaxy, with different sizes, tech levels, governments, resources and special situations. These are not just for background color, but play a vital role in the game. While travelling to another solar system, you might encounter police ships, pirates and other traders. There are several ways to handle such encounters. You can even force a trader to allow you to plunder his ship. There are about a dozen unique missions and offers available, some of which may bring great special rewards. No in-game purchases! No "wait-to-play" scenarios!  
    Enjoy! Any and all feedback is very much welcome
  23. 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!
     
  24. Like
    Thuztor got a reaction from Bloody Mary in Vacation Islands (Bug-Report and General Discussion)   
    GUTROT ISLAND

    http://theindiestone.com/forums/index.php/topic/12359-vacation-islands-pre-alpha-1/
     



    Preview:


  25. Like
    Thuztor got a reaction from Necromatic_Corgi 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!
     
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