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JimPanzee

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  1. Like
    JimPanzee got a reaction from Harms in IWBUMS 32.15   
    Awesome! Now to cars.
  2. Like
    JimPanzee got a reaction from LogicalKip in RELEASED Build 32   
    It's most probably one of your mods that causes this. Either deactivate them all or look for Errors in the Console-Window.
  3. Like
    JimPanzee reacted to Suomiboi in How to test .lua code on the fly?   
    There's the lua debugger. You can load edited lua files while playing. But you still have to edit the files outside of the game. It won't always work/glitches at times, but it's a very useful tool for testing simple value changes for example.
  4. Like
    JimPanzee reacted to ethanwdp in How to test .lua code on the fly?   
    The Let Me Speak mod I'm testing has a very basic lua interpreter that interprets one line. I've almost completed the interpreter, so if you want I could give you the code for it.
    It's basically a singleplayer chat bar, and you can type /lua codehere to launch some code. You can take advantage of this to launch (global) functions from your mod, or from the CheatCore provided, or just run some code in-game. You can also define variables with it.
     
    Edit: Here you go. For each of the spoilers is a new lua file, FYI.
     
    letmespeakwindow
     
    letmespeakcommands(unfinished, but the Lua part works)
     
     
    CheatCore
  5. Like
    JimPanzee reacted to ethanwdp in How to test .lua code on the fly?   
    Some of the code there was from an early version, so the lua interpreter might be buggy (fixed version below)
    And for your question, I have no clue. I don't have much experience with lua interpreters. That was my first time making one
    Not too sure how autocompletion would work. The ISTextEntryBox doesn't support tooltips AFAIK.
     
    Btw, here's an updated lua interpreter, because the last one couldn't even accept spaces:
     
    letmespeakcommands
     
    Updated CheatCore:
    I would throw up a download, but the rest of this mod still needs a lot of work. Hope that works in the meantime.
  6. Like
    JimPanzee reacted to ArbuzBudesh in RELEASED Build 32   
    Well i get it, thats why we have exp penalties so we prioritise. Yet you can level up cooking, aiming, melee, farming and carpentry without having huge start up obstacles. You have things to practice on, and quite often i cant find mouse trap even in 1month in-game playthrough.
    I am not demanding "make trapping easier", more like balance things out that most proffesions felt somewhat equal. Maybe even making other skills harder to start up like trapping, because at the moment trapping feels like scapegoat.
  7. Like
    JimPanzee reacted to lifemare in Item and Recipe Script Variables + Brief Description   
    You, sir, should be playing slots in Vegas instead of wasting your time on a noob like me. Excellent bet! Found it at \media\lua\shared\translate\EN\IG_UI_EN.txt. Thank you
  8. Like
    JimPanzee reacted to Svarog in Item and Recipe Script Variables + Brief Description   
    Sure, I'll try to add them below the variable soon. Thanks for the suggestion.
    Also, Dangerous if Uncooked is automatically added as a tooltip if item is DangerousUncooked = TRUE,
     
    Edit: I've more\less finished the list now, if I forgot something and you notice it, please do tell.
  9. Like
    JimPanzee reacted to Svarog in Item and Recipe Script Variables + Brief Description   
    recipe Recipe NameDefines the name of the recipe, it will be used in .lua as it serves as recipe ID too. IngredientItemID,One of Ingredient will be used IngredientItemID=1,One of Ingredient's UseDelta will be used (If use delta of ingredient item is 0.1 the item will have 9 uses left) keep IngredientItemID,You will keep Ingredient Item upon recipe's execution. destroy IngredientItemID,Item will be removed upon recipe's execution. IngredientItemID/IngredientItemID2/IngredientItemID3Recipe will use IngredientItemID or IngredientItemID2 or IngredientItemID3 and so on... Result:ResultItemID,Defines the item that will be created upon recipe's execution. SkillRequired:Electricity=2,Defines the level of skill required to execute the recipe. Known Skills:AxeStrengthCookingDoctorAimingReloadingFishingPlantScavengingFarmingWoodworkBladeMaintenanceBluntMaintenanceNimbleSneakLightfootBluntSprintingFitnessTrappingBladeGuardBluntGuardElectricity NeedToBeLearn:true,If TRUE the recipe will need to be learned by the character in order to be used. CanBeDoneFromFloor:true,If TRUE the recipe can be executed if required items are on the floor.  Category:Cooking,Defines the category used in Crafting UI (Build 32) Known Preset Categories:
    CarpentryElectricalCookingEngineerFarmingSurvivalistFishingHealthTrapper Time:100.0,Defines time required to complete. OnGiveXP:LuaFunction_OnGiveXP,Upon execution, this will call a lua function that grant's the character XP points for it's execution. OnCreate:LuaFunction_OnCreateCalls a .lua function upon execution. The only way to have multiple results is to create a .lua function. For various OnCreate and OnGiveXP .lua functions used see the file below. C:\Steam\steamapps\common\ProjectZomboid\media\lua\server\recipecode.lua
    Again, see recipes.txt for examples on how to create a recipe, this just lists various things you can add\use in your recipes. REPAIRING - Below you will find stuff useful in repair scripts. Fixing scripts work almost identically to Recipe scripts. fixing Fix NameSame as recipe Recipe Name Require : ItemID,Defines the base item that will be fixed. In needs to have durability. Typically, it will be a weapon. Fixer : ItemID=2; SkillID=2,Defines the item used for fixing and skill required in order to sue it properly. Fixer : ItemID=4,Defines the item used for fixing, in this case, 4 of it or it's UseDelta will be used. Fixer : ItemID,Defines the item used for fixing, 1 will be used. 
  10. Like
    JimPanzee reacted to Svarog in Item and Recipe Script Variables + Brief Description   
    Type = Normal,There are various types of items in Project Zomobid, below you will se each of them with a short description. Normal – A basic item. Drainable – An item that has a certain amount of uses before it's destroyed Food – An item that can be consumed by the character Weapon – An item that can serve as an equpable weapon. Container – An item that can store other items inside it. Clothing – Item worn by the player character. Literature – A readable item like a book or a newspaper. Weight = 1,The weight of an item as seen in-game, it should be a sum of weight + size of the item.Typically used in Item Type: All DisplayName = Example item,Defines the name of the item as displayed in gameTypically used in Item Type: All Icon = ItemIcon,Defines the icon the item will have in-game, the .png file of the icon should be in media/textures folder of the mod and the name must look like this Item_ItemIcon.pngTypically used in Item Type: All UseDelta = 0.1,Defines how many uses a Drainable item has, if it's 0.1 the item will have 10 uses before it's depleted.Typically used in Item Type: Drainable Capacity = 20,Defines the maximum carrying capacity of the container.Typically used with item Type: Container CanBeEquipped = Back,Defines the clothing slot the item is equipped in, typically only used for containers in the form above. BodyLocation = Bottoms,Defines what part of the body a Clothing item is worn on. Can be Bottoms, Shoes or Top Temperature = 8,Defines the temperature resistance a Clothing item gives to the player when worn. CanStoreWater = TRUE/FALSE,Defines if the item can be used to store water. Defaults to FALSE if not used.Typically used in Item Type: Drainable IsWaterSource = TRUE/FALSE,Defines whether or not the item is a source of water. Defaults to FALSE if not used.Typically used in Item Type: Drainable UseWhileEquipped = TRUE/FALSE,Defines if the items has to be equipped in Primary or Secondary slot in order to be used. Defaults to FALSE if not used. ReplaceOnDeplete = Module.ItemID,When the item is depleted (Has no uses left or if you've eaten\drank all of it) it will be replaced by Module.ItemID ReplaceOnUseOn = WaterSource-WaterBottleFull,If the item is used on something it will turn into something else, in the case above, if used on a Water Source (Item\Water Barrel\River) it will become WaterBottleFull IsCookable = TRUE,Defnises whether or not the item can be Cooked using Fire Pits, Stoves or BBQ. If the item is cookable and stores water, it can be used to boil it to remove the tainted water effect. Defaults to FALSE if not used. DangerousUncooked = TRUE,If TRUE, eating the food item without cooking will result in it having a semi-poisonous effect. HungerChange = -20,Defines how much hunger will be removed upon consumption, if the value is Positive, consuming the item will make the character more hungry. ThirstChange = -20,Defines how much thirst will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more thirsty. StressChange = -20,Defines how much stress will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more stressed. UnhappyChange = -20,Defines how much happiness will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more unhappy. BoredomChange = -20,Defines how much boredom will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more bored. FatigueChange = -20,Defines how much fatigue will be removed upon sonsumption, if the value is Positive, consuming the item will make the character more tired. EnduranceChange = 20,Defines how much endurance will be removed upon sonsumption, if the value is NEGATIVE, consuming the item will make the character more fatigued. Alcoholic = TRUE,If TRUE consuming the item will make the character drunk. If used for Bandage items, it will act as disinfectant. DaysFresh = 6,Defines the amount of days before a food item starts to rot. DaysTotallyRotten = 10,Defines the amount of days before the food item rots completely, becoming poisonous. MinutesToCook = 40,In-Game Minutes before the item is cooked, use with Cookable = TURE, MinutesToBurn = 110,In-Game Minutes of Cooking the item before it becomes Burned. Poison = TRUE,Defnines if the item is poisonous upon consumption. PoisonDetectionLevel = 1,Unknown, probably defines the difficulty of detecting poison if used in Evolved Recipe. PoisonPower = 5,Defines the power of poison, the higher the value, the more lethal it is upon consumpion. 5 Is PoisonIvy (White Berry) 45 is Bleach level. UseForPoison = 1,Unknown, possibly amount of PoisonPower goes into Evolved Recipes. FoodType    =   Fruits,Unknown, no known use as of Build 32 AlwaysWelcomeGift = true,Unknown, no known use as of Build 32 CustomContextMenu   =   Take,Will replace "Eat" text in the context menu for food items. EvolvedRecipe = Stew:3;Pie:3;Soup:3;Sandwich:3;Salad:3;Roasted Vegetables:3,Item can be used in Evolved Recipes, in the above case, it could be used in Stew, Pie, Soup, Sandwitch and so on... DisplayCategory = Ammo,Will be displayed as the item's category, can be anything but custom Categories need a Translation file. CanBandage = true,If TRUE the item can be used as a Bandage for wounds. BandagePower    =   4,Defines how good a bandage is, higher values make the bandage last longer before it goes Dirty. ReduceInfectionPower     =   50,If used, it will reduce infection (NOT Zombie Infection, it reduces regular wound infection, it might slow down zombie infection though, uncofirmed) Tooltip = Tooltip_UseOnHealthPanel,Will display tooltip if item is moused over in inventory, requires Translation file that defines the text to display. Known Preset Tooltips:
    Tooltip_Painkillers,Tooltip_PillsAntidepressant,Tooltip_PillsBetablocker,Tooltip_PillsSleeping,Tooltip_tissue_tooltip,Tooltip_IronSight,Tooltip_Scope,Tooltip_AmmoStrap,Tooltip_Sling,Tooltip_FiberglassStock,Tooltip_RecoilPad,Tooltip_Laser,Tooltip_RedDot,Tooltip_ChokeTubeFull,Tooltip_ChokeTubeImproved,Tooltip_Trap,Tooltip_Generator,Tooltip_UseOnHealthPanel,Tooltip_Vitamins, RequiresEquippedBothHands = TRUE,If TRUE the item HAS TO be equipped in Both Hands in order to even be carried. TeachedRecipes =   Make Bread Dough,If Read the item will teach the character how to make Bread Dough, any Recipe name can be used.Typically used with Literature NumberOfPages = 260,Defines the number of pages a Skill Book has.Typically used with Literature Skill Books SkillTrained = Trapping,Defines what skill the Skill Book gives a multiplier to. LvlSkillTrained = 3,Minimum skill level required to read the skill book. NumLevelsTrained = 2,Amount of skill levels the multiplier will apply to beginning with LvlSkillTrainer. CanBeWrite  =   true,If TRUE the item can be used to write on if the character has a Pencil or Pen Weapon Type Only Below: MELEE/RANGED WEAPONS
     
    MinRange = 0.61,
    Defines the minimum range at which the weapon is effective, if the target is closer, he will be pushed away. Possibly 1 = 1 tile.
     
    MaxRange = 1.5,Defines the maximum range at which the weapon is effective. Possibly 1 = 1 tile. WeaponSprite = Fireaxe,Defines the weapon model used. MinAngle = 0.2,Unsure, defines the angle at which the weapon is effective. HitAngleMod = -30,Unsure, as above. SwingTime = 3.0,Defines the default time it will take for the swing animation to play out. MinimumSwingTime = 3.0,Defines the minimum time it will take to swing the melee weapon, affects the speed of animation and DPS. KnockBackOnNoDeath = TRUE,If TRUE the weapon will knock back the target if the strike was not lethal. SwingAmountBeforeImpact = 0.002,Defines the time from start of the swing before it makes an impact. Categories = Axe,Defines the weapon Category. Can be Blunt, Blade, Axe, Improvised, Unarmed SubCategory = Swinging,Defines the weapon Sub Category. Can be Swinging, Stab, Firearm ConditionMax = 15,Defines the maximum durability of the weapon. ConditionLowerChanceOneIn = 30,Defines the chance for weapon condition to lower when used. SplatNumber = 1,Unsure, Possible affects how many blood splats comes out after impact. SplatSize = 5,Unsure, possible affects how much blood comes out with each splat. SplatBloodOnNoDeath = TRUE,Defines whether or not blood comes out if the strike was not lethal. PushBackMod = 0.3,Modifies the strength with which the target is pushed back upon impact. MinDamage = 1,Defines the minimum damage. MaxDamage = 2.5,Defines the maximum damage. MaxHitCount = 2,Defines how many targets can be hit with a single attack. DoorDamage = 35,Defines the amount of damage done to doors. Doors have 100 HP by default. TreeDamage  =   35,Defines the amount of damage done to trees. Trees have 100HP by default. IdleAnim = Idle_Weapon2,Defines the idle animation that plays when the character is holding the weapon. SwingAnim = Bat,Defines the swinging animation that plays when the weapon is used RunAnim = Run_Weapon2,Defines the animation that plays when the character runs with the weapon. CriticalChance = 20,Chance to inflict critical, lethal damage upon the target. WeaponWeight = 3,Higher values cause exertion faster. KnockdownMod = 2,Defines the knockdown modifier, higher values mean it will be easier to knock the target down. TwoHandWeapon = TRUE,If true the weapon will be most effective if equipped in both hands. CloseKillMove = Jaw_Stab,Defines the type of close kill move, used for knives and some other stabbing weapons only. CantAttackWithLowestEndurance = TRUE,If TRUE the weapon can't be used if the character is under Extreme Exertion moodle. EnduranceMod = 0.5,Modifies the amount of endurance used up when swinging the weapon. Higher values mean exertion comes on faster. Weapon Type Only Below: RANGED SPECIFICRanged weapons will use a lot of variables, if not all, used by melee weapons, below you will find variables specific for Ranged Weapons, they would probably all work with a melee weapon, you can experiment. AmmoType = BerettaClip,Defines the type of Ammo being used. To the best of my knowledge, reloading requires .lua code. ImpactSound = null,Defines the sound created after impact. SwingSound = 9mmShot,Defines the attack sound. SoundVolume = 75,Defines the volume of attack sound. ToHitModifier = 1.5,Unsure, possibly a modifier for a chance to hit the target. NPCSoundBoost = 1.5,Unknown. No use as of Build 32. Speculated boost to sound if used by NPC so more zombies hear it and come. Ranged = TRUE,Defines if the weapon is a ranged weapon. ProjectileCount = 1,Defines the amount of projectiles created by shooting the weapon. ShareDamage = FALSE,Unknown effect. IsAimedFirearm = TRUE,Defines if the weapon needs to be aimed. UseEndurance = FALSE,Defines if using the weapon uses up endurance. MultipleHitConditionAffected = FALSE,Unknown. SoundRadius = 150,Defines the sound radius, higher values cause more zombies to hear it from more far away. AimingPerkCritModifier = 10,Defines Aiming Skill Bonus to Critical Chance AimingPerkRangeModifier = 1.5,Defines Aiming Skill Bonus to Range. HitChance = 45,Default chance to hit the target. AimingPerkHitChanceModifier = 15,Defines Aiming Skill Bonus to Hit Chance. AimingPerkMinAngleModifier = 0.05,Defines Aiming Skill Bonus to Min Angle. RecoilDelay = 20,Unsure. Defines time that must pass between shots. SoundGain = 1.5,Unknown effect. ClipSize = 15,Maximum amount of ammo that can go into the weapon. Again, .lua code is required for the weapon to be re loadable. ReloadTime = 10,Defines the time needed for the weapon to be reloaded. AimingTime = 40,Defines Aiming Difficulty, lower values increase chance to hit with low aiming time. PiercingBullets = TRUE,If true, multiple objects can be hit by a single projectile if they are in the right angle. Weapon Type Only Below: THROWN SPECIFIC UseSelf = TRUE,If TRUE the item itself will be used up when attacking. PhysicsObject = Aerosolbomb,Defines the thrown item sprite. ExplosionPower  =   70,Defines the power of the explosion created upon impact. ExplosionRange  =   6,Defines the AoE of the explosion. FirePower  =   97,Defines the amount of fire that will be created upon impact. FireRange  =   6,Defines the AoE of fire. triggerExplosionTimer   =   50,Defines the time before exlosion if placed. ExplosionSound  =   smallExplosion,Defines the sound of explosion. PlacedSprite = constructedobjects_01_32,Defines sprite used if the weapon is placed as a trap.
    I hope this helps anyone who wants to create their own items for PZ. Remember, this is just a list of variables, don't use all of them, it's not required. Take a look at items.txt and newitems.txt to see what variables are used by what items and base your items off that. 
  11. Like
    JimPanzee got a reaction from LeoIvanov in [Tool] automatic creation of translation files   
    What? How?
    This script will read the scripts folder of your mod and read every item (DisplayName) and recipe.
    It than connects to google translate and will write the translation in the lua\shared\Translate\[language]\ files.
     
    But!
    Yeah, it's only google translate. It works best with sentences. With groups of 3 words or less its not as good. While testing it with german, it got about 40% - 60% spot on and about 90% close enough to understand.
    You have to decide if this is enough for your mod. Even if you don't want such a translation, this script will be good enough to create a starting point for a manual translation. It's faster to correct a few wrong words, than writing the whole file yourself.
     
    Ok, how do I...
    you need Python 2.7 installed on your machine to run the script both scripts needs to be placed in your mod folder, next to the media folder double-click "createTranslation.py" it will create a results.log with some information about the process it will write the translations in the folder Project Zomboid expects them. What if I already have translation files for my mod, but I want to add a new item and need a translation just for this one?
    First of: Better backup your existing translations first! Seriously file encoding is a bi.... I can't guaranty that it will work with your files. Special chars could get corrupted by the script if your file isn't utf-8.
    But, if everything works, the script should always read existing translations first and just add new items and recipes to the existing translation files. It should NOT replace existing translations with google translate.
     
    I'm from ... can it also create a translation for my language?
    Sure. Right now it will only create german and french. But you can just open the file via any text editor, scroll to the bottom and add the line writeTranslationFiles('[your language]') to the other lines.
     
    Copyright
    The script that talks to google (goslate) is not from me. If you want more info about it, go here: goslate
    With the rest, do what you want.
     
    Download
    Translator.rar
     
    Please report any bugs you encounter.
  12. Like
    JimPanzee got a reaction from Suomiboi in [Tool] automatic creation of translation files   
    What? How?
    This script will read the scripts folder of your mod and read every item (DisplayName) and recipe.
    It than connects to google translate and will write the translation in the lua\shared\Translate\[language]\ files.
     
    But!
    Yeah, it's only google translate. It works best with sentences. With groups of 3 words or less its not as good. While testing it with german, it got about 40% - 60% spot on and about 90% close enough to understand.
    You have to decide if this is enough for your mod. Even if you don't want such a translation, this script will be good enough to create a starting point for a manual translation. It's faster to correct a few wrong words, than writing the whole file yourself.
     
    Ok, how do I...
    you need Python 2.7 installed on your machine to run the script both scripts needs to be placed in your mod folder, next to the media folder double-click "createTranslation.py" it will create a results.log with some information about the process it will write the translations in the folder Project Zomboid expects them. What if I already have translation files for my mod, but I want to add a new item and need a translation just for this one?
    First of: Better backup your existing translations first! Seriously file encoding is a bi.... I can't guaranty that it will work with your files. Special chars could get corrupted by the script if your file isn't utf-8.
    But, if everything works, the script should always read existing translations first and just add new items and recipes to the existing translation files. It should NOT replace existing translations with google translate.
     
    I'm from ... can it also create a translation for my language?
    Sure. Right now it will only create german and french. But you can just open the file via any text editor, scroll to the bottom and add the line writeTranslationFiles('[your language]') to the other lines.
     
    Copyright
    The script that talks to google (goslate) is not from me. If you want more info about it, go here: goslate
    With the rest, do what you want.
     
    Download
    Translator.rar
     
    Please report any bugs you encounter.
  13. Like
    JimPanzee got a reaction from Suomiboi in Tool to find bugs when creating new items   
    What's that?
    This python script checks every file in the "scripts" folder of your mod and compares the referenced icon names with the file names of your .png files in your texture folder.
    It creates a "results.log" that will tell you:
    references of icons that have no .png in the texture folder .png files that are never referenced in one of the scripts But why?
    If your mod adds many new items, you sure will encounter a bug where you have a spelling error in your scripts or while naming your .png. Even if it is only an upper- lower-case problem. This script will inform you about it.
     
    Ok, what do I have to do, to use it?
    you will need Python 2.7 the script needs to be in your mod folder (next to the media folder) you just double-click the script and than read the results.log Copyright?
     


     
     
    Download
    checkReferences.py

    Update
    will ignore icons: ...baked, ...cooked, ...burned, ...rotten will ignore if script reference is "name.png" instead of "name"
  14. Like
    JimPanzee reacted to RoboMat in What codec for translation files?   
    I think PZ uses different encodings depending on the language. You'll have to make sure to encode the different files correctly.
    For German, French and Finnish translation files I use the Windows 1252 encoding. For the Russian translation I use Windows 1251.
  15. Like
    JimPanzee reacted to blindcoder in What codec for translation files?   
    UTF-8, no BOM, little endian.
  16. Like
    JimPanzee got a reaction from KorruptkSwades in Hydrocraft Mod   
    First of: Best mod ever!
     
    Bugs:
    The Syringe seems to have no icon.  
    Now some ideas for you:
    To give the new clothes a use, you could allow to make ripped sheets out of them. Should be as easy as the bandaging thing. Katana is way to OP. With a few levels in BladeMaintenance they are very durable. (Compare to kitchen knifes) Maybe you should reduce the durability further. Or to go with more realism you only hit one Zed at a time. Shouldn't be able to slice three of them in one hit anyway. Also if you take the luck perk, you find them faster than they break. It's like every 20th Zed has one. A town of ninjas. With the new electrician skill, you could add "Scavange for electronics" to some of your items. The CraftHelper mod is as awesome as yours. But the pages get clustered with "Recycle ..." Maybe there is an option to exclude such objects from the CraftHelper list.
  17. Like
    JimPanzee got a reaction from NoMiS Plays in Hydrocraft Mod   
    Hydrocraft Mod does not work with this. You can't open the new Crafting Menu. I tried a little bit and when you remove the "scripts" folder it works, so it isn't the lua. But I can't see a difference in the vanilla item / recipe syntax and the one used in hydrocraft.
     
    Exception after starting a new game:
     
    Exception after pressing "b":
  18. Like
    JimPanzee got a reaction from NoMiS Plays in Hydrocraft Mod   
    On another note. Your awesome work has inspired me to help you. I'm writing a python script right now, that automatically checks the script-files and the .PNG folder to find wrong or missing references. As this seems to be a major cause for bugs in your mod. I need more info to refine this script:
    is it an error to write "icon = HCblabla.png" in the script file instead of just "icon=HCblabla"? are there references of the icons at other places, that need to be checked? When it is finished, I can upload the script somewhere for you, so you can run it before releasing a new version of your mod. (You will need Python 2.7 on your machine, I have not tested the script for Python 3.x)
     
    I'm also adding an automated translation feature to the script, that is using the google translator to create the translation files. Question:
    Do I just need to convert the spaces in the "DisplayName" attribute in the scripts to underscores and add "DisplayName_" in front of it? I would post an example of the bugs the script found right now, but since it is somewhat lengthy can someone tell me how the syntax for the spoiler code is in this forum?
     
    Here is an example of the scripts output right now:
     
    Edit: Looking at it, I could also change it to ignore any mentions that do not start with "HC..." to exclude references to the default textures.
  19. Like
    JimPanzee got a reaction from Wveth in Hydrocraft Mod   
    The new build (32.8) doesn't work with this mod. You can't open the new crafting menu when this mod is activated.
     
    Edit:
    I found the two script files that are causing the problem:
    Food Soup.txt Food Taters.txt If you delete them, you can open the crafting menu. I have no idea what is different in this files.
  20. Like
    JimPanzee got a reaction from Wveth in Hydrocraft Mod   
    Hydrocraft Mod does not work with this. You can't open the new Crafting Menu. I tried a little bit and when you remove the "scripts" folder it works, so it isn't the lua. But I can't see a difference in the vanilla item / recipe syntax and the one used in hydrocraft.
     
    Exception after starting a new game:
     
    Exception after pressing "b":
  21. Like
    JimPanzee got a reaction from D9sinc in Hydrocraft Mod   
    Yeah sorry, this post was originally in another thread and got moved to this one. I removed this part.
     
    Until Hydromancer looks into it, removing the two files is the only way to play with the new build and hydrocraft.
  22. Like
    JimPanzee got a reaction from Elizabeth Bailey in Hydrocraft Mod   
    You're welcome. It's a pleasure to help make this mod even more awesome.
     
    Please answer my questions, so I can make the script even better and than send it to you.
    Also the translator is finished. Sadly the google auto translate is... lacking in quality. It may be useful as a start for a manual translation and some of the automated translations are spot-on. So you have to decide if you want to use it, or not.
     
    Example for the automated german item translation:
  23. Like
    JimPanzee got a reaction from Elizabeth Bailey in Hydrocraft Mod   
    First of: Best mod ever!
     
    Bugs:
    The Syringe seems to have no icon.  
    Now some ideas for you:
    To give the new clothes a use, you could allow to make ripped sheets out of them. Should be as easy as the bandaging thing. Katana is way to OP. With a few levels in BladeMaintenance they are very durable. (Compare to kitchen knifes) Maybe you should reduce the durability further. Or to go with more realism you only hit one Zed at a time. Shouldn't be able to slice three of them in one hit anyway. Also if you take the luck perk, you find them faster than they break. It's like every 20th Zed has one. A town of ninjas. With the new electrician skill, you could add "Scavange for electronics" to some of your items. The CraftHelper mod is as awesome as yours. But the pages get clustered with "Recycle ..." Maybe there is an option to exclude such objects from the CraftHelper list.
  24. Like
    JimPanzee got a reaction from D9sinc in Hydrocraft Mod   
    The new build (32.8) doesn't work with this mod. You can't open the new crafting menu when this mod is activated.
     
    Edit:
    I found the two script files that are causing the problem:
    Food Soup.txt Food Taters.txt If you delete them, you can open the crafting menu. I have no idea what is different in this files.
  25. Like
    JimPanzee got a reaction from D9sinc in Hydrocraft Mod   
    Hydrocraft Mod does not work with this. You can't open the new Crafting Menu. I tried a little bit and when you remove the "scripts" folder it works, so it isn't the lua. But I can't see a difference in the vanilla item / recipe syntax and the one used in hydrocraft.
     
    Exception after starting a new game:
     
    Exception after pressing "b":
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