Jump to content

DeadlyStr1ke

Member
  • Posts

    18
  • Joined

  • Last visited

Everything posted by DeadlyStr1ke

  1. Glad to hear the problem is fixed! You can find straw by foraging.
  2. Absolutely fine for me, and I use more mods than just Hydrocraft. I doubt Hydrocraft modifies sledgehammer or leveling up, so most likely the problem is not from the mod itself. As overused as it is: try verifying the integrity of game cache(right click on Zomboid in steam library, click on properties, go to local files and click "verify integrity of game cache") or reinstall the game. Sorry, but this is all I can recommend, since I've never ran into this problem and so far noone replied that he had ran into it too. Hope those two methods help, though.
  3. Oh, thanks a lot! Don't know how I haven't noticed that after going through the code couple of times. Guess 24 hours without sleep is beginning to take it's toll. That one's one me then, now I just need to figure out how to remove the dummy result item as soon as it is crafted, if not a completely different way of executing the idea.
  4. Hello everyone! I've recently ran into some trouble while trying to make an item, that is drainable(I believe I succeeded in that part) and when used will slowly be usedu p while giving xp to a particular skill. I am super new to scripting, so sorry if my methods of executing some of my ideas will make you facepalm. Here's an example of what I'm trying to achieve, if that is even possible: I have an item. The item is a punching bag, I already have a working recipe to craft it. Now what I wan't the player to do is to use it for a long period of time, gaining say, 20xp to strenght at the end of every use. The item will slowly degrade and eventually I'll have to replace the bag with a new one to continue exercising with it. Now, beeing new and complete 0 at scripting when it comes to Zomboid, this is how I planned to execute it via a recipe. Recipe Code: Now the OnGiveXp and OnCreate functions that are in one lua file. Here's the full file how I have it: The problem I run into is that the item isn't craftable when OnCreate line is present in the recipe. I can use the recipe if I take it out, but OnGiveXP also gives no xp.(Misspelled "Strength" was to blame for that one. Thanks Dimitri Valko!) Edit: Still doesn't give the 10 xp in Strength after using it. Now, I know that the way I'm trying to execute this without proper knowledge may be the worst possible way to do it and there's a straight easy way of doing it, so I reach out to you guys, to help me out with this one, give some advice or point to the right way of executing this, if it is possible. Thanks in advance!
  5. Think I can take it if anything. I actually feel like I take anything after the first 2 days on my server. The only thing I managed to do before the plane flew over was put a sheet on a window in the warehouse. And then they all went towards it from all directions. I was super lucky to find a shotgun and some shells in one crate, so I bolted out of it and kept firing in a field away from base to draw them all there. After that it's only after many days and at least 10 broken weapons that I returned to the warehouse(with no doors and a few broken windows) and actually felt safe for a while. My character survived through all that hell only to be bit by a crawler a few days later. Those are my worst nightmare and the most often cause of death of many characters I've made. Still, if the military base is gonna be anything like the mall in Westpoint it's gonna be quite a challenge, but that's what makes it fun.
  6. 01000101, thanks for the tip about the firehall! Forwearned is forearmed! Higher chance that the expedition to Bedford Falls succeeds with minor to no loss on the way/there.
  7. Here's my base. It's on a private server me and my friends play on from time to time. Apart from hydrocraft the base is built with Extended Building Options mod. Here's the inner yard's blacksmith area, near it is a little building I've built. It's either gonna be a storage or a workshop: Farm area in the second walled of part in the back of the main building. We're planning to build small player houses there later and possibly a plant farm: And last is the rooftop view of all the base together so far: So far the base has held off 2 helicopter event hordes with only 10% of the walls broken. They were replaced later with level 10 carpentry, so we are pretty safe so far. Once we're done with the HQ base we're planning to move on to West Point, New Denver, Drayton, Bedford Falls and make a few rest stops there so we can easily make trips to those from our main base.
  8. Thanks! Glad the lines are actually visible now without the drastic changes needed to be made. Yep, I'm sure some sick bastards will enjoy doing just that to poor people/undead on multiplayer servers. I actually have a few other signs of "uncivilization" planned as a side-project. First one will probably be a nice way to deal with those sick bastards/bandits above and make an example out of them. I've actually remembered quite a few of these "punishments" from an old zombie series I read a few years back ("Epoch of the Dead" trilogy by A. Kruz, very dark and down to earth zombie apocalypse scenario, would recommend it, but I can't seem to find it in English, doubt it ever got out of CiS countires, sadly).
  9. Done. By the way, how is the scale of sprites ingame or you can take care of it in case any problems come up on that part?
  10. Done. Although I don't know if you want the bucket with water or empty? If anything I can make it empty.
  11. Clothes Line(4 Version: 1 Wire(+ with clothes), 2 Wires(+ with clothes):
  12. Here are some of the scarecrow sprites, including separate base. Why take it all apart. Well while I was making the scarecrow and I decided to make something extra using the base and taking in account the dark times. And so here it is. Zombies/Dead Player instead of the scarecrow. The face is taken from the early zomboid days as a little easter egg, although you can't really tell with all the blood. But I though it would be cool for multiplayer, so that you know you don't want to go into that base surrounded by all those hanged corpses. Or perhaps this could be a bandit brought to justice(Recipe would be something like: Scarecrow Base + Corpse + rope? That is totally up to you though in terms of inclusion and the recipe). Anyways, here are all the 6 versions, scarecrow and deadman both have 2 facing directions(perhaps 2 crafting recipies so that you can place them more freely?). I'll change the "bucket" to a real one, no problems! Can I use wooden bucket from the mod as base? And done. Made my own bucket, but if you want me to use the one from the mod, just say and it shall be done. Both version with new, actual bucket!
  13. Thanks a lot! All good with the distillery, I had fun making it either way and the most important thing is that it has a sprite, means we'll have another epic item in-game! Yeah, the door on the smoker is a bit too dark for the eye, these type of sprites are my real weakness, I always had problems when it came to dark metal objects and outlining some parts on them. I've made another version, but this is as far as I could take it without the lines getting so out of place that it's a sore in the eye and feels like the smoker has a giant super contrasting outline and looks weird. Here's version 2, a bit lighter. Hope the outlining is easier to see on this one, otherwise I might have to change colors drasticly to something that will still look not out of place, but is easier to see, if I can find that combination.
  14. Gave the smoker a try. Made the base with all the stones that lay around with not much use in mind + the example stuck in my mind throughout the making. Again, elements of makeshift in all the sprites. If you're looking for a smoker "out of a factory" just say so and I'll try to make it look like that. Last batch of icons for today. Haven't slept for almost 24 hours, but once I wake up I'll try to contribute some more if I see anything I can take on on the list. Hope you'll find at least one of these useful, thanks for the amazing mod! So here it is. Washboard(+ Tub). 6 variations.
  15. Made another one, this time it's the distillery(which I am also very excited about). Once again, the base is original assets so it fits the game as much as possible. Made two versions, so pick whichever you like most. One is the distillery itself and the other one has corresponding clutter/ingredients on the table. P.S. Hope this ain't just for whiskey. Would love to treat myself with a little bit of moonshine in the last days of humanity. Distillery: Distillery(Cluttered): Oh, nevermind. Didn't see that the Distillery was already made at time of my posting, sorry. Shower sprites are done. Again, two versions: one is jsut the base shower, second one is with mini-makeshift sink(wash hands etc), soap and towel. Shower: Shower+Sink:
  16. I've decided to make a windmill sprite, since I am really excited about seeing it in the mod! If you still need it, here's my take on it: I took the original assets as base for it, so it will fit in and won't look out of place. Also tried to make it look makeshift as much as possible, taking in account materials that you'd have by your side when making it(with carpentry I guess).
  17. Found more items with problems: - Bag of Corn/Flour Tortillas(No icon) - Canned Refried Beans(No icon, plus the display name is "Canned Refried BeansIcon") So far that is all the problems I encountered, which aren't game breaking. Thanks for a great mod! Will love to see how it develops and grows with more features around it as time goes on. And as for the wheelbarrow I understand and agree that it should function as you've said. It was the "Extremely Overweight" moodlet I've been concerned about. Not Very Heavy Load, but extreme with back injury threat. That and how with Organized trait and Large Alice Pack I could take far more planks(Not far more, as in weight hold, but far more as in - I could carry 10 planks in the alice pack at least without hitting the overweight state, while carrying 7 planks with the wooden wheelbarrow put me at Extremely Overweight right away) in it without even hitting the Overweight moodlet to begin with. But I guess with the large alice pack being pretty rare(at least in my experience) and Organized trait being optional it's more of a subjective issue, so nevermind that. Regardless, wheelbarrow being in this mod as an option to transport stuff already is a great thing!
  18. I will have to double check that. Thanks for reporting. EDIT: Yup I found it . Had the tag of "HCPillowCaseBackpack" when it should have been "HCPillowcasebackpack". Will be fixed for next release. Same thing is with Wood block not giving any output. I checked the recipe and it also had HCWoodBlock instead of HCWoodblock. Just wanted to report this, in case noone else did yet. Edit: Upon further investigation it appears the result for Wooden Wheel is also Result:HCWoodenwheel, while the item is HCWoodwheel. There are some problems with icon .pngs having different names than mentioned in the item config. Item_HCCamppack instead of Item_HCCampingpack. I'll list all the problematic items here as I find them: - Camping Pack(Icon) - Wood Block(Result) - Wooden Wheelbarrow(Icon) - Wooden Wheel(Icon/Result) Also, a question regarding the wheelbarrow. Is the weight reduction of 50 intended? I understand that it has a high capacity, but it overweights you with the weight of it's own already. So a few planks on top and I'm already Extremely Overweight. I know that this shouldn't be an OP "Carry the world with you" container, but with the requirement of equipping in both hands(leaving you defenceless, although it shouldn't be used around zeds) and overweighting you right away it just seems a bit weird.
×
×
  • Create New...