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Mathi

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  1. some stuff can be made with mods, i was thinking about it, but it's of no use if you have ideas, but no talent in scripting. :/ . "Overpowered" weapons is a really relative statement, since you can alter all parameters of zombies and weapons. How overpowered can a machine gun be if a zombie has tripple the health as now and the gun is no one-hit-wonder? You can even implement solar-panels that "grow" battery packs use for laser rifles. But that would be a different thing. I just wanted something else than rednecks surviving in a trailer park. What about the special forces squad out there practicing dooms-day with abc-protection when the apocalypse hit the region? But i think something like that is straight against the intention of Indiestone, so it has to be done with modding.
  2. to realistic, i think? converted from free foto.. maybe less detail?
  3. I am just editing my old thread requesting stationary guns, avoid garbage, save the nature. Is anyone interested in creating a "military" mod? Based upon a army squad that survived the apocalypse, with access to proper equipment. Just to clarify: i do not want a mod that makes soldiers unkillable, with chainguns, mowing down Z's. Everything scaled (no overpowered weapons..) I have a few ideas, but unfortunately no proper scripting skills. (enough for creating items and implementing ingame, and maybe create the pixelart, but i am quite new to this.) Some ideas: -stationary guns - solarpanel as a new ressourcegenerator (could be done with something like the farming/gardening. as a "crop" you get battery packs) - different kind of weapons - new professions..Assault, Sniper, Engineer, Medic, SEAL - more relying on metal than wood (i have no idea how to do this, harvest overseas container with a cutting torch?) ==================================================================================================== is it possible to create a weapon that can be used when put on the ground? I am thinking of something like icon = browning,ResizeWorldIcon = FALSE,CanBeDoneFromFloorIsAimedFirearm Any ideas? (any missing animations aside.just put it on the ground and use it like Hydromancers kiln)
  4. Mathi

    Hydrocraft Mod

    found another typo... Food Jam.txt recipe Prepare Strawberry Jam { destroy HCJamstarter, Strewberrie=8, Result:HCJamstrawberrypot, Time:90.0, } recipe Make Jar of Wild Berry Jam { HCJar=2, HCJamwidberrycooked, Result: HCJamwildberry=2, Time:25.0, OnCreate:recipe_hcpot, } i'll just edit this posting if i stumble upon others. Great mod Hydromancer. I wish i could do something like 0.1% of this by myself..
  5. What about adding some options like: "realistic" (death system as actual, infected => nearly dead) "milkdrinker" (no perma-death.if you die, you are able to spawn, but lose a significant amount of your gained skills, like 20%. So you have to learn it again) "action" (like milkdrinker, but adds more weapons) And finally implement Hydrocraft...it just doubles the game.
  6. Mathi

    Hydrocraft Mod

    small typo: Mining.txt 2 times "unpack red clay" ... one should be "pack red clay", however, it works
  7. i played "The last stand - Dead Zone" on Armorgames for quite a while, but the ridiculous pay2win and gamebreaking car upgrade p*ssed me off. So i was looking for something alike and stumbled upon PZ. My first reaction was "wow, someone put the Sims, Fallout and Ultima Online together.." I really like the Fallout - series and played UO on freeshards for nearly 5 years (3 only as player, 2 as counselor,too). Showed the game a friend of mine. His reaction was "Jagged Alliance and Ultima? Hell yeah!". So i rented a small server and we started playing some days ago..
  8. Maybe you should keep some of the old versions, for reasons.
  9. Mathi

    Hydrocraft Mod

    dog-topic: at the moment still only decoration or am i missing something? She is just sitting there, refusing food,water and toys :/
  10. Mathi

    Hydrocraft Mod

    just a small bug: i use Hydrocraft on my server. and after crafting and adding duct tape pouches to a big hiking bag i was not able to wear ANY bag on my back. After restarting server everything was working normal (pouched bag is wearable, too) (latest version of PZ and hydrocraft)
  11. First of all, sorry for dumb questions, but English is not my first language, and i am completely new to scripting. And in my late 30s. I am running a small pz server for me and some friends. It works fine and i can manage to change the basics in sandboxvars and ini file. But i am completely lost in adding mods. I followed the basic instructions, used the pzic item creator, and it "looks" fine, but doesn't work. So i am quite sure i am missing the basics. The serverfiles look like this: In both server/mods/ and server/zomboid/mods is a readme "please put server mods here", so i think one is redundant ( root/mods contains a readme "Please drop server side mods in the /server/Zomboid/mods folder!"). Putting a mod in both should not be a harm, or is it? I added the mod to the ini file. I put the mod to my C:\Users\myName\Zomboid\mods folder. I checked the mod loading in main menu. But i am stuck. It is just a simple mod of an crossbow (using shotgun stuff), mostly copy and pasted for the beginning. (please do not laugh..). Edit: put recipe at bottom, changed modulename please help an old guy out...
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