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Sparrow

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  1. Like
    Sparrow got a reaction from Kuren in RELEASED: WEATHER TEST BUILD   
    I was literally holding my breath for this!!!

  2. Like
    Sparrow reacted to bpdlr in Farm animals   
    I read a while back that the devs were thinking about adding deer to hunt, not sure what the progress is on that. I was thinking, there's all these farms around Redwood with chicken coops and other animal enclosures, wouldn't these animals still be around? It would add so many levels of gameplay.

    - zombies could attack the animals initially, chasing them out of their enclosures and also causing more noise and disturbance. This could make for great early-game distractions for those who like more zombies but want a slightly easier start.
    - the animals would mostly die after a couple of in-game months for lack of food, and they'd get skinnier and provide fewer calories over time. Maybe some could find food and live longer - for example, some could find the corn field near Muldraugh. [This reminds me, why are there so few crop fields like this one? And why do they go rotten so quickly? But that's another suggestion for a Farming overhaul...]
    - taming should be an option, depending on Farming skill
    - cows will be easy targets for zombies and many won't survive, but those who make it can live off the land forever. They could be easiest to tame but harder to find, and you won't want to slaughter them unless it's an emergency, so they'll only be good for milk. You could "tame" them just by attaching a rope to them, but you'll them have to lead them all the way back to your base...
    - chickens could provide meat and eggs but attract zombies in the morning. Breeding would be easier (but eggs are already pretty plentiful). Cereal or popcorn to tame, leave a trail into a wire cage. There'd be fewer chickens in the world initially, but they can't be caught by zombies, just chased away. However they won't last long in the wild (maybe natural predation?)
    - pigs would be hardest to find, hardest to tame (you'd need fresh apples or something) and would take longer to breed and then rear, but could potentially have a big litter of piglets. 
    - to hunt these and wild animals, you'd have to be either great at sneaking and use a spear, or use a bow and arrow (please add!), but this wouldn't kill them outright. You'd have to track their blood trail, which along with the noise would attract zombies.
    - also, future potential for using animal skins to make warm clothes.
    EDIT: oh, also - horses?
  3. Like
    Sparrow got a reaction from Legoland99 in RELEASED: WEATHER TEST BUILD   
    I was literally holding my breath for this!!!

  4. Like
    Sparrow reacted to turbotutone in RELEASED: WEATHER TEST BUILD   
    Ey all, thanks for the feedback so far and giving the build a go!
     
    Some interesting points for us to look into have already been raised, also might do a quick fix later on for some of the issues like the black lines in fog and the linux thing.
     
    A few notes/responses on some of stuff mentioned:
     
    Temperature
     
    @MaxD12 On the building failing to mask fog:
     
    @MadDan2013 the transition is supposed to be gradual, please give a shout if the problem persists. a vid or some screenshots from moment to another would be handy if possible.
     
    @Soul Filcher Filcher when taking control of weather via Fx panel by disabling the climate manager no sub effect (like snow on ground etc) will take place since the climate manager takes care of that. you only have direct control over the values on the panel.
     
    @Eggtooth (and @trombonaught) agreed, in fact the system actually should do that already when the weather pattern is a blizzard and its intensity is on the high end it should throw in some fog.
    The fog indeed doesnt play well with the dark of night, however atm normal fog that is generated by the system only appears in the early morning and gets burned away by the sun around midday'ish.
     
    Lastly, for those interested a little more info on weather patterns for testing:
     
    .
  5. Like
    Sparrow got a reaction from Hans A. in RELEASED: WEATHER TEST BUILD   
    I was literally holding my breath for this!!!

  6. Like
    Sparrow got a reaction from turbotutone in RELEASED: WEATHER TEST BUILD   
    I was literally holding my breath for this!!!

  7. Like
    Sparrow reacted to Batsphinx in RELEASED: WEATHER TEST BUILD   
    This week we’ve been connecting the wires on the improvements and features that didn’t make it into the initial vehicles release, but have hit a few MP snags that have prevented us from putting them out into a new IWBUMS beta today.
     
    With that said, Turbo does need to get some feedback on the new weather/climate/storms/fog system, so we have decided to put out a time-limited new Steam beta of Turbo’s recent work for people on the forum to try out. This is not an ‘official’ beta, and won’t be around for long, but will be very helpful for us to hear reports on. The details are below:
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    Please note that MP functionality is not currently in-game, the debug windows described below are currently a system hog and you should not consider your savegame sacrosanct.
     
    This is a one-off beta that we’ll turn off once Weather is part of the usual IWBUMS testing process. Please put any/all feedback on bugs and your experiences playing with the build in this thread.
     
    You can play PZ as you would normally, experiencing the weather as it occurs on a daily and monthly basis, but for this build (and this build only) we have also included Turbo’s debug panels – details of which can be found below.
     
    So what feedback will be helpful for Turbo to hear back on?
     
    The overall experience of it, and any general bugs The feeling of starting the game in different seasons, and surviving through each. Autumn will generally have higher chances of extreme weather, while late summer moving into autumn will also see a good chance of the generation of large/tropical storms. Winter clearly will see more snow. Player opinions on the new shaders that give a better feeling of the time of day, and the time of year. Any issues with rain/snow/fog appearing strangely when you are inside a building. Any issues with rain/snow/fog around player-made buildings. A player-constructed building with walls/doorframe/windowframe/fences should fully mask fog – and if it doesn’t then please provide a screenshot of your base.  
    Please note that this is a 'realistic' climate system. Not every summer will be a scorcher, and not every winter will see snowfields.
     
    As mentioned, this is a debug build - so it also comes with a suite of (unoptimized) UI windows and functions for you to play around with.
     
    FX PANEL

    This is opened with SHIFT+BACKSPACE. Here you can play around with various values such as fog intensity, precipitation levels and precipitation type. Please note that to play around with these you will need to disable the ‘Climate’ manager or the simulated daily climate will overrule your changes.
     
    Please also note that fog enable through this method is for testing fog masking around buildings, and won’t look as good/varied as the fog generated by the virtual climate system – as it won’t take into account colour or desaturation.
     
    CLIMATE VIEW PANELS

    These both open with SHIFT+PLUS, and provide a stockmarket-type graph of the current/recent weather over hours (H1), days (D1) and months (M1)
     
    To see what values are running under the bonnet use the legend/panel on the right, and values turned on will be green. The panel below, meanwhile, displays additional info about seasons, cloud cover, etc.
     
    These panels are overall for the provision of information, but that said when you toggle "airMass" on, when it crosses the 0 middle line you will see weather generated when airmass switches from hot/cold.
     
    THUNDER PANEL

    This is opened with SHIFT+MINUS, but is only useful if there is a storm active. A geographical indication of where the storm is over the PZ map can be seen, as well as lightning locations.
     
    ISOREGION DEBUG SCREEN

    This is opened with SHIFT+0, and is being used by Turbo to detect when player-made buildings are fully closed off from the PZ map – and as such will allow fog/precipitation to surround structures, but not appear within them. PLEASE NOTE: this is a real performance hog, so may well slow down the game when turned on.
     
     
  8. Like
    Sparrow reacted to IanSchot in Looking for Artists for Hydrocraft Mod!   
    Hello, I've been using your mod for quite some time now and do enjoy everything you are doing with it. So i come baring .pngs that i've been working on recently.
    I've attempted to recreate the pz art style, but you can probably see I have too much pixel blending going on, with certain sprites but i think they still would fit the profile you are looking for.
     
    Some of these are edits from vanilla and pre-existing hydrocraft items, and some of its hand-drawn by your's truly.
     
    Now some of this shit you probably didn't request. But hey add it, modify  it, ya' know.
     
     
    Alfredo Sauce.       Baby Formula.      Baby Medicine      Starch Syrup (Corn Syrup right?)     
     Evaporated Milk (All visual states)
     Water flavoring packets (Blank, Cherry, Lemonade)  Dinner rolls (All visual states)
    Boxed SpaghettiBoxed Rotini     Boxed Macaroni 
     Sushi rice patties or whatever the Japanese would call these. Rice ball things.
     Tamago Sushi      Tekka Maki Sushi    Torigai Sushi     Unagi Sushi     Abwai Sushi     Akagai Sushi     Bintoro Sushi
    Boston roll Sushi     California roll Sushi     Dragon Roll Sushi     Kanpachi Sushi     Kappa Maki Sushi     Katsuo Sushi  
    Maguro Sushi     Negitoro maki roll Sushi     Sake Sushi
     Unofficial Pizza Whirled Delivery Bag     Canned Water
    I'll probably be posting some more stuff in the future. 
     
     
  9. Like
    Sparrow got a reaction from Cyrrent Eiledoll in Looking for Artists for Hydrocraft Mod!   
  10. Like
    Sparrow got a reaction from DramaSetter in Looking for Artists for Hydrocraft Mod!   
  11. Spiffo
    Sparrow reacted to Minnigin in Hydrocraft Mod   
    ya it finally grew up MOOO!
  12. Like
    Sparrow reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v9.9 has been released!
     
    Which includes ...
     
    - Possibly Fixed Solar Gen
    - Fixed Disapearing Binoculars
    - Fixed Missing Spindles from Thin Rope
    - Added Slower Threashing
    - Fire Bow Drill Added to Recipies
    - Fixed Farmoid Mod
    - Commented Out Fire Station loot Spawn
    - Removed Arrow Return to Reduce Lag
    - Can Recycle Saucepan
    - Fixed Clay Cauldron
    - Removed Duplicate Armor Recipe
    - Fixed Make Hardened Leather
    - Can Craft Red and Black Cans of Paint
    - Fixed Glue Gun and Welding Set.
    - Added Small Curved Shaft, Bow Drill bow, Fire Bow Drill and Flint Tipped Bow Drill
    - Added Cobalt Ore, Cobalt Powder, Lapis Lazuli Powder and Azurite Powder
    - Added Clay Pipe and Renamed Clay Smoking Pipe
    - Added Wooden Tongs, Bone Needle and Venus Figurine
    - Added Mechanical Thresher
    - Added more chances to get  various XP to recipes.
    - Most recipes now make you a little bit hungry when you do them. Its is to not only simulate burning calories when working but to help reduce the abundance of food around by making players eat through their supplies faster. Please give feedback. And don't AFK craft anymore or you will starve yourself to death.
    - Added Beehive Changes by JackMods!
    - Thanks to everyone who helped!
     
    Enjoy!
  13. Like
    Sparrow reacted to Hydromancerx in Looking for Artists for Hydrocraft Mod!   
    @Sparrow
     
    I need some more plant art again please.
     
    - Indigo
    - Rose Madder Root
    - Weld Herb
    - Larkspur
    - Wild Carrot Root
    - Crabapple
     
    Thanks in advance!
     
    EDIT: Some other items for anyone to make art for ...
     
    - Bone Chest
    - Bone Marrow
    - Bone Marrow Cake
    - Wishbone
     
    EDIT2: Also i need some different types of Fish Hooks ...
     
    - Bone FIshhook
    - Copper Fishhook
    - Tin Fishhook
    - Bronze Fishhook
    - Iron Fishhook
    - Steel Fishhook
    - Aluminum Fishhook
    - Titanium Fishhook
     
    EDIT3: More random stuff ...
     
    - Sundial
    - Cistern
  14. Spiffo
    Sparrow reacted to Fenris_Wolf in Buyable Traits Mod   
    So, your 8 months into the outbreak. You've got more skill points then you can spend in a lifetime. Your character is kicking ass, but....you're regretting that negative trait you picked on character creation....or your wishing you had picked that positive one...but its too late now right?
     
    WRONG!
     
    Now with the Buyable Traits mod you can spend those unused skill points on something useful!

     
    By default, adding/removing traits costs x4 as many points as the initial character creation.
    Learning a new trait grants all skill levels, and free recipes it normally would.
    Traits can be blacklisted from being added or removed (such as the Overweight in the screenshot above)
    Profession/free traits cannot be added or removed, negative traits cannot be added, and positive ones cannot be removed.
    Double clicking on a trait will bring up a confirmation box.
    This should support traits added by 3rd party mods as well.
    No refunds.
    Visa and Mastercard not accepted.
     
    Support for game controllers is doubtful at this time (I lack one to properly test)
     
    Current Version: 1.00-stable
     
    Download:  https://downloads.tekagis.ca/ProjectZomboidMods/BuyableTraits.zip
    Github Development: https://github.com/FWolfe/BuyableTraits
     
    Credit goes to @Sparrow for demanding this be a thing
     
  15. Pie
    Sparrow reacted to Kurogo in Project Farmoid v0.75c   
    Hey everyone, it's getting close to time for my next update. One of the things I'm planning on adding to the game is a potting system so you all can have your lovely gardens indoors. There's about 5 more items on my to-do list with them, but so far they work like this: you can place empty pots anywhere, outside or indoors; you can fill pots with potting mix up to 50; you have to have at least some potting mix in the pot to plant seeds; you can only have as much water as you do potting mix (e.g. 35 potting mix = 35 water max); seed, water, harvest, and fertilizer amounts are reduced to reflect that the pot is smaller than a normal farming plot; harvesting will reduce the potting mix level dependent on your farming skill; potting mix recipe can be learned, and requires compost + moss to make; moss is a new forage item, you can find it starting at Forage lvl 2.
     
    Once I've finished my to-do list for pots, I'm going to start work on raised garden beds.
  16. Like
    Sparrow got a reaction from Nisora in Instant exhaustion foraging 'feature'   
    I agree, especially since the areas you forage are deplete-able. It doesn't make sense that it makes you so tired, I could see it increasing your fatigue level, but foraging makes me so tired that I always wait to do it until the end of the day.
     
    This would be nice applied to digging with the trowel too.
  17. Like
    Sparrow got a reaction from FinestHops in Instant exhaustion foraging 'feature'   
    I agree, especially since the areas you forage are deplete-able. It doesn't make sense that it makes you so tired, I could see it increasing your fatigue level, but foraging makes me so tired that I always wait to do it until the end of the day.
     
    This would be nice applied to digging with the trowel too.
  18. Like
    Sparrow reacted to Nisora in Instant exhaustion foraging 'feature'   
    Amen to this. It doesn't make sense that you can marathon run down the highway, but finding a pinecone leaves you barely able to walk.
  19. Like
    Sparrow reacted to FinestHops in Instant exhaustion foraging 'feature'   
    Please stop this madness. Instantly becoming exhausted after foraging once is just insane. At most, foraging after a couple times being exhausted would be fine. There is no reason why this should be a thing. I thought this whole time it was simply a bug until I heard otherwise. For the love of all that is gaming, remove the "instant exhaustion" in favor of something that makes sense and as more purely based on skill level. 
     
    Simple really....
     
    example numbers. 
     
    baseEnergy 100
    baseForagingCost 60 (makes it once without instant exhaustion at base level)
     
    energyLeft = currentEnergy - (foragingLevelMultiplier * baseForagingCost) 
     
    Then assign an energy used reduction per level. Maybe at level 2 a reduction thats enough to get 2 shots without exhaustion but not enough energy for more. 
    Then each level after would be a smaller energy reduction equaled out to achieve a goal of X amount of times total at a certain higher level. 
    So say you want the max to ever be able to do is 10 times... take the energy needed for 8 times and apply reductions for skill levels 3-10 so that by skill level 10, they can accomplish the 8 times. 
  20. Like
    Sparrow reacted to Ʀocky in Buldings for Wild West   
    house1.tbx
    farm house farm4.tbx
  21. Like
    Sparrow reacted to Fenris_Wolf in Lua Timers: Adding repeatable timers with less then 10 minute intervals   
    As you (probably) already know, PZ allows us to define timed events using OnEveryTenMinutes, EveryHours, and EveryDays.  As handy as they are, sometimes we want a more refined system. Maybe we want a event to trigger in 15 minutes, and possibly repeat itself a few times then stop.
    Maybe we want something to happen every 60 seconds in game.
    Well I got bored this morning and cooked up such a system... (this would go in the lua/shared folder)
     
    First we create our Timers table:
    Timers = { ActiveTimers = {}, } This will hold our functions, and the sub-table ActiveTimers will hold our actual timer queue.
     
    Now we need a handy function to add timers to our table:
    Timers.add = function(delay, repeats, callback, args) local hours = getGameTime():getWorldAgeHours() local t = { delay = delay, callback = callback, args = args, repeats = repeats, trigger = hours + (delay/60), } t.id = ZombRand(100000) .."-".. t.trigger Timers.ActiveTimers[t.id] = t return t end This function takes 4 arguments:
    delay = the number of minutes to wait before triggering our timer. This should be a integer value greater then 0.
    repeats = the number of times to repeat the timer, after the first triggering. If repeats is 0, nil or false, it will only fire once. If true then it will endlessly fire. A value of 2 will trigger a total of 3 times (the initial trigger, then 2 repeats)
    callback = the function to call when this timer is triggered. It should accept 2 arguments: the timer itself, and whatever value is in the 'args' variable
    args = passed to your callback function. This can be anything, although you should be careful not to pass variables that may have expired (ie: a IsoPlayer object on a server, in case that player disconnects before the timer is triggered)
     
    Its going to be up to you to make sure your callback function properly verifies anything you pass to it as args.
    Notice we use getGameTime():getWorldAgeHours() to help define when this timer should trigger (see the t.trigger variable in the above function). This will return a float value such as 125.25, which would mean 125 hours and 15 minutes into the game (125.50 is 125h and 30min). Since our 'minutes' are a percent value of 1 (15 minutes = .25)  we use delay/60
     
    Now we need a function to remove our timers just in case we need to cancel early:
    Timers.remove = function(timer) if type(timer) == "table" then -- not a proper timer table if not timer.id then return end timer = timer.id end Timers.ActiveTimers[timer] = nil end The timer argument can be one of 2 things: the actual timer table returned by Timers.add(), or the timer id.
     
    Now those 2 important functions are out of the way, time for our function that actually checks if a timer should be triggered:
    Timers.check = function() local current = getGameTime():getWorldAgeHours() for id, timer in pairs(Timers.ActiveTimers) do if timer.trigger <= current then if not timer.repeats or timer.repeats == 0 then Timers.ActiveTimers[id] = nil elseif type(timer.repeats) == "number" then timer.repeats = timer.repeats - 1 end timer.trigger = current + (timer.delay/60) timer.callback(timer, timer.args) end end end basically we loop through our Timers.ActiveTimers table, and if the timer.trigger is less then the current world age hours, its time to call the callback function! Notice if the timer.repeats is a number (and not 0) it lowers the repeat by 1.  It also sets up the next timer.trigger value.
    Pretty easy stuff.
     
    Now we need to be able to call the Timers.check() function on a interval, using PZ's events system. There's 2 events we can use, each with benefits and drawbacks:
    Events.OnTick.Add(Timers.check) This method using OnTick will give you the most accurate timers and allows you to setup timers with a delay of 1 minute. Its drawback is that its called ALOT (multiple times per 1 second of game time), so if your planning on having alot of active timers at once, performance may suffer and you should probably use this instead:
    Events.EveryTenMinutes.Add(Timers.check) The drawback here is timers are effectively only triggered every ten minutes.
     
     
    So now for a example of a timer added client side (they can be added server side as well)
    local callback = function(timer, args) if not timer.repeats or timer.repeats == 0 then args:Say("Last Call!") else args:Say("Timer Triggered!") end end Events.OnGameStart.Add(function() Timers.add(15, 3, callback, getSpecificPlayer(0)) end) On logging into the game, this will make our player say "Timer Triggered!" every 15 minutes, 3 times, then 15 minutes later say "Last Call!"
     
    Please note these timers are NOT saved on exiting (or server shutdown), I'll leave that part to you creative people to figure out a method of doing so.
    This is after all, a tutorial on timers, not saving data
  22. Like
    Sparrow reacted to Ʀocky in Buldings for Wild West   
    Hi, here from time to time I will attach buildings that will be added to the server "Wild West", I will be glad if someone adds their own buildings that I will also gladly add to the server 
     
  23. Like
    Sparrow got a reaction from Crowborn in Looking for Artists for Hydrocraft Mod!   
    I wasn't sure about how big it should be, feel free to edit or resize it
     
     
     

  24. Like
    Sparrow got a reaction from Crowborn in Looking for Artists for Hydrocraft Mod!   
  25. Pie
    Sparrow reacted to Ʀocky in Mods for realism "Wild West"   
    Hi, I create a server and a new unique world with the time of the old wild west.

    More screenshots you can see here discord Server description you can see here discord
      The server will feature a variety of unique mods designed to provide greater realism and interest in the game. All the mods that are planned to be added will be shown here.
     
    Finished mods:  
    Planned mods:  
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