Jump to content

Skallagrim

Member
  • Posts

    59
  • Joined

  • Last visited

Everything posted by Skallagrim

  1. A garden fork would be nice, too. But shovel will do for now. I hope the bushes can be created by lua yet. I'll look it up the weekend, I got to get back to work.
  2. I like the idea. I wanted to try replanting tree's. But replanting berry-bushes sounds even better. Too bad I hardly have time.
  3. 0.1.5 is out. I could not wait until the modloader is fixed. Now all the critical files are crammed into one file. This should solve the issue loading files in the wrong order for the moment. It should also work now independent of OS. An important change I did is that planting from the original farming are now converted to the way this mod handles them. You will no longer lose your original farm using this mod. This has also the nice effect that it fixes invisible plantings that you can still right click, but not see! Sadly, plantings from the original farming that you can see but you can no longer right click are likely lost. But it is still worth giving the mod a try saving the planting Newly converted plants will keep their growing state, but the next grow time will be reset. Keep that in mind. If original planting are available, a window will pop up at the beginning and tell you the status of the conversion of planting. In case not all plantings got converted right at the start, try moving closer to your farm. If there is nothing to convert, there should be no window at game start. Let me know if something goes wrong / does not work. Cheers, Skallagrim PS: I have the plan to add "growing trees" to the next version, I hope it will work out. And if it turns out easy to add textures, I might write how to easily add things yourself.
  4. Thanks. Just tried it with Debian, "require" lines are still ignored and files were NOT loaded alphabetically. Which means the mod only works with Windows (7?) at the moment Maybe I just put all lua code into one huge file I had hoped to add a converter from original farming plots yesterday, but my trusty laptod died on me after nearly 5 years hard labor. It does not look good, but I have not given up on it yet.
  5. If they have reached the last growing phase, they will rot after a few days, depenting on the vegetable. You can harvest some of them at the second to last growing phase, but you will not get any seeds.
  6. I added this function to the ISBuildUtil.lua file: And then call it every time a floor tile is created.
  7. 0.1.4 Jumped a number, did some experiments. Nothing you will notice if I did it right (fingers crossed). Should now work with .17 0008 and later. Have trouble with the lua loader ignoring my "require" lines, files are wrongly beeing loaded alphabetically (for me that is). Now I changed folder and file names for the loading in the proper order, which is not nice, but it works for now. I added a new tool, the "Makeshift Sickle", it can cut long grass. I found it annoying to lie down floor tiles and have the grass still hang out. Now you can cut the grass first and then make the floor. Also you can cut the grass around your garden to make it look more orderly. To make this tool you need a string, a stick (from planks) and a kitchen knife. Strings can be made from yoyos or shoes (laces). recipe Craft Makeshift Sickle{ KitchenKnife, Belt/String/Wire, WoodenStick/Poolcue, Result:makeshift_sickle, Time:200.0,}
  8. .17 0011 Appart from the vending machines, I could not loot any container in this building. X:11893 Y:6806 And the Knox Bank in West Point has this door leading to a scary drop.
  9. Intel Core 2 Duo 2GHz, 32 bit NVIDIA GeForce 9300 GS 2GB RAM Multithread: on Shaders: no Lights: low FPS-lock: 30 .17 0011 Resultution: 1024x768 Fraps: ~12-15 fps Resultution: 1680x1050 Fraps: ~3-15 fps
  10. Thanks, but ZombRand(5,8) helped to make the one day old seeds of my extended garden look a bit more mature (for the picture only), I feel a bit like a cheat.
  11. I found a way to set an IsoObject invisible/visible. Setting IsoObject invisible: tile_object:getProperties():Set("invisible", "true")Setting IsoObject visible again: tile_object:getProperties():getFlags():set(36, false)!important, "getProperties():Set()" has to have been used once before, to initialize the necessary objects.More details: PS:
  12. Oh, you are right, but IsoThumpable has two setSprites. I forgot that. The one from IsoObject takes a IsoSprite as argument, while the second one from IsoThumpable only needs a String. I was hoping to only offer the string which spares me the creation of an new IsoSprite myself. Sorry for not beeing more specific. Not realy, but thanks for trying. I hope to not have the IsoSprite removed or replaced constantly. And if not possible, have it done by something that does it savely.
  13. At the moment I use the IsoThumpable object for icons that are visible sometimes and sometimes not. I use this object solely because it is the only object I know, that has a "setSprite()" method. In order to get it invisible I currently do it like this: IsoThumpable.setSprite("") But I have a bad feeling about doing it like this. Is there mabe a better way? I am looking for something like "setVisible(false)"
  14. New Version 0.1.2 out. Found out one of the differences between objects and spezialobjects in squares, you can shoot and damage/destroy spezialobjects. In the new version plantings will now only succumb to the shovel as intended. Also, the weed on the ground is now removed when plowing.
  15. Do it ... even without the roof it is the best PZ screenshot I have seen so far Thanks, but there were one or two nice fortresses among them. I did not get the lighting right for the roofing, but I know now why the roof is missing. The floortiles I build to keep zombie hords from spawning inside my yard makes the game think I am inside. But now my catwalk to the back entrance is also visible, got to give it some fence first, hope I still got enough nails left. And I got to find a way to remove the high grass when plowing a square.
  16. Hope it all still works, did a not that minor change yesterday. The good thing about fixing all the bugs I introduce is that I understand more and more how things work together. PS: If I manage to photoshop the roof on the house I will think about it, thanks.
  17. Credits go to Robert Johnson for the original code and to Thuztor for the textures. Description: FarmingNOI looks 100% the same as the original by Robert Johnson, but with hopefully fewer glitches, the main focus of this Mod. Little differences are farming xp for plowing, and planting tomato requires sticks and plowing removes common grasses and bushes. A recipe for a makeshift sickle offers the ability to create a tool able to remove long grass, flowers and some bushes. A little gardening (high resolution) Requirements: This mod is made for 2.9.9.17 and it will not work in previous versions. Background: Since I choose „my way to die“ to be "old age", farming became a necessity. But certain glitches made this a little annoying. Glitches like invisible plantings, plantings but no way to interact with it by right click, two farming plots on one square, some plantings growing rapidly even thought they should be drowning (radish). I started looking for causes in the farming code and ended up reorganizing it to have a better overview. The mod here is the result of this. Download: Version (0.1.5) FarmingNOI.zip Install: Installing a mod , thanks RoboMat Important: Backup your save game before using this mod! Original plantings will be converted to a new saving and loading system and will not be recognized if the mod is deactivated/removed. If something goes really wrong, your save game could become broken. Backup your save game! Unnoticeable changes: Using rain barrels as prototype code, the saving of plantings has been altered, same goes for the way textures are handled. Lot's of other small things. Known issues: - Mildew/flies cure spray may not work (sometimes) after exiting and returning to a game, if used at leased once before.(untested in > .17 0011)
  18. event: OnGameEndLoadGridsquare At the begin of a game "LoadGridsquare" seems to be called for all gridsquares, which makes it possible to load and display, all barrels for example, on the whole map. But after that, only grids around the player are accessible. This means that, for example water levels stored in the moddata of a gridsquare, can not be updated in grids the player is not close too. If one exists the game far away from, lets say barrels, the change of waterlevel since leaving them will be lost. If there is no alternative already, I would like to have an event that triggers when one exits the game, before all griddata are stored on HD, to give the chance of updating the gridsquare values all over the map.
  19. Thanks very much, thats good to know. I confused a .16 lua folder with a .17 lua folder and got totally supprised by the "getText()". I use a modified farming script based on .16 and could not remember to have ever encounterd this function. In my confusion I miss read this code IsoObject.new(plant.gridSquare, "tileThuztorFarming1_smashed", getText("Farming_Destroyed") .. " " .. plant.typeOfSeed);and mixed up the name of the tile with the texture name of the tile, which made me even more confused. But I think I have sorted it out now, thanks again.
  20. Here and there I find the global function getText(), but I could not find it defind in the lua files. Is it a java function? example: farming_vegetableconf.props[getText("Farming_Carrots")].waterLvlMax = 65;What does this function do? Seems at first like a function that could, for example, depending on a choosen language return a text in a different language, is this right? If yes, then there seem to be default strings for names of textures, too? If this is true, is it possible to access/modify this list?
×
×
  • Create New...