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UngratefulDead

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Everything posted by UngratefulDead

  1. Super minor bug report: the tasty marinade recipe should specify one unit for pepper (I assume) like the basic marinade does with salt, otherwise you burn an entire shaker and presumably get some pretty damn pepper-y jerky.
  2. So, to be clear re: smelting, nothing reduces the chances to zero? I have a fire helmet and suit and still got a torso burn just now. EDIT: Nevermind, realized this is still different than the "Fire Suit". Does the suit spawn anywhere currently?
  3. First of all, this mod is great! Hadn't used it at all before playing on a server that had it but now I'm hooked! Anyway, I use it alongside Hydrocraft and I'd put together a quick mod that adds the necessary recipes so that the Hydrocraft ammunition smelting system can make the new ammo types (and so they can be broken down into gunpowder like vanilla ammo for repurposing). Somebody said you had been looking into doing something like that, so I should link it here.
  4. It wasn't even my actual antivirus - it was whatever the one built in to the Chrome download manager is. It wouldn't even let me download it, couldn't figure out a workaround, but since it wasn't showing a problem on your end I downloaded it with Firefox and don't seem to have any problems.
  5. Hey, so I want to try to add this but my computer is really, really convinced the 32.30 download link is malware and doesn't want to let me download it at all.
  6. I want to have an item that doesn't work every time, sometimes it sets the player on fire instead. I have all of that coded in the LUAs, except I'm hung up getting the fire to start. It doesn't seem to be: getPlayer():getBodyDamage():setIsOnFire(1);Because that gives me a stack trace. I'd be okay if it also set the square itself on fire (although I'm not sure how it would work on servers with no firespread), I just thought that would probably be a little trickier.
  7. Is there a way to code an item to provide a temporary boost to a stat when consumed? Specifically, I'm trying to make an item providing a temporary boost to sprinting, then after the boost goes away would exhaust the player. I think I can do the latter, but I have no idea on the former.
  8. Checking the scripts it looks like all the charging recipes keep the unit, so maybe he did fix it?
  9. -sigh- Guess I'll make a repair man for smithing Looking at the files, it looks like the requirements are pretty light - 1 or 2 points. That's a quick grind for any character, and anybody who fights zombies in melee much probably already has it. EDIT: Oop, those were just the tools, I guess it goes up to 4 for weapons which is a little trickier if you don't start with any points.
  10. How does this work with regards to electricity? If you move a refrigerator/oven to a player-constructed house, will it cease to function immediately, once the power goes out, or not at all?
  11. Hmmmmmm...now that I'm not sure about. Recipes do seem to typically accept rotten food by default and I'm not sure how to disable that.
  12. I imagine there is at some point, but it's high enough that I haven't encountered it. 3000 ticks is about (or maybe exactly) 60 seconds and I'm pretty sure I've done 10,000 ticks.
  13. No problem, happy to help. To require a skill you use: SkillRequired:Skill=Number, so for example SkillRequired:Electricity=2, Here is a very useful thread that has many of the variables, I think it also lists the game names for skills since they aren't always identical (Carpentry is Woodwork for example): http://theindiestone.com/forums/index.php/topic/15188-item-and-recipe-script-variables-brief-description/
  14. 1. For convenience, you can divide recipe and item scripts into two text files or put them both in the same, it doesn't really matter. Some larger mods can have multiple text files, the game will load them all. 2. There's really no way to know for sure, it just depends what changes, but compatibility issues are going to be much more likely if you're actually overwriting base game files (that is, having luas within your mod structure that have the exact same name as base game luas in the corresponding base game folders). Dealing with just scripts, compatibility shouldn't be a problem.
  15. They are packed in sprites, so if you have the knowhow to unpack those you can do so, otherwise the best method is to just to go the Wiki and look up items, it has most of them as pngs.
  16. Assuming you use the steam version, delete your old version of Hydrocraft and install it via Subscribe in the Steam Workshop, that might take care of it too, although I concur that the sledgehammer problem sounds like something with the vanilla files - unless you're on a multiplayer server with sledgehammer's disabled.
  17. Also, how do I get my mod to show up with the Mod tag on Steam Workshop? I can't figure that out for the life of me, no matter what I put after Tags= in the workshop file it shows up blank in Workshop.
  18. I'd love one for my Hunting Mod when you get a chance.
  19. Hunting Mod is updated to version 2.0, some new game have been added and four new types of bird. All small animals and birds can now be trapped in vanilla traps as well.
  20. Don't worry about dude, only a handful of those are really unusable (the desktop use only and the stuff where the source is unknown), most of it sounds okay it just needs to be attributed. They are super strict about that stuff here - and I understand why, I mean, some of these guys make art like this for a living - so Hydro is a little on edge about it is all. It's okay to use images from online to start with too, you've just got to make sure they aren't copyrighted. Google image search lets you search by "Reusable (with or without modification) only" which will give you totally open source images to work with and there are some websites that have them too, a lot with animals. It's all a learning process. Some require attribution, many (look for CreativeCommons license especially) don't even require that, they're just totally free to use for any artists.
  21. As of right now, the dogs have to be equipped like any other bag and can't be equipped on the back, although I saw an older different mod that allowed containers to be always equipped like key rings, it would be pretty awesome to get that applied to dogs somehow.
  22. I have a general Distribution related question - is there any where that lists exactly where some of the spawning zones are on the map? I've added a number of items to the "bar counter" and "bar shelves" areas for example but can't seem to find anywhere that spawns this item set - Twiggy's had nothing.
  23. So, I'm digging into the Trapping luas and while it seems routine enough to add new animals and baits to the tables, I run into a wall when I try to add new traps. It can't be a problem with sprites because I'm only using existing sprites at this point, just trying to figure out the coding end of it. Even if I set it to use, say, the sprites for a mousetrap, and I add the new trap item (which shows up under "Place Trap") there's no sprite to place. I'm assuming I need to be editing a file other than just TrapDefinitions, but I can't seem to figure out what it is.
  24. These are awesome. Would you mind if I used them in the standalone version of my Hunting Mod as well as the version in Hydrocraft's mod? I'd love to fool around with the luas and see if I can get them to show up in the Trapping tables (with an eye to integrate that to the Hydrocraft version as well if it works - I might even be able to get the traps to provide live rather than dead prey, including rabbits for breeding). If not, no sweat, I don't want to step on anybody's toes here.
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