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UngratefulDead

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Everything posted by UngratefulDead

  1. Okay, I'm just going to use this as my general questions thread: how do I play a sound that will actually attract zombies? Other than for weapons, I can't figure out how to make one that isn't just for show. I've been digging through the luas trying to figure it out. Even just a way to trigger one of the weapons sounds would actually work in this case, I want a recipe that creates a loud gunshot sound as part of the triggered OnCreate function.
  2. Fixed a small bug preventing animal tracks from spawning in the forage tables.
  3. My apologies if this has been asked and answered before, but is it possible to write a mod that overwrites a base game item or recipe? For example, if I wanted to add fur to the skinning of rabbits and squirrels from traps. I know I can just change the script in the base folders, but is there a way to do it via the mod itself?
  4. Okay, well, I converted over the shotgun recipes no problem but it seems like he has different ammo for every individual rifle. I can make it work, it just means a bunch of recipes so it will have to be a work in progress. I don't really know how to do that, but if anybody were inclined they have my express permission to use my mod in any videos they desire.
  5. That should be pretty easy to do, I will look into making the modifications.
  6. So, this is my first attempt at a mod for Project Zomboid and my first attempt at a mod in general, but I'm pretty pleased with how it's turned out so far. My goal is to have a hunting system that requires the character to spend time out of doors and provides a source of meat as well as a use for the rifles when they often find themselves reduced to glorified noisemakers. Version 2.0 adds raccoons, skunks, opossums, foxes, beavers, deer, wild boar, and black bear to the existing rabbits, and squirrels, and now offers five types of birds rather than just one for both the hunting system introduced by Version 1.0 and the base game trapping system. Before hunting, a player must first track animals. This requires foraging, where any character will be able to find animal traces and combine them for animal tracks (and experienced foragers can find animal tracks directly). Animal tracks are needed to hunt birds or small game or can be combined again for large animal tracks needed to hunt deer, wild pigs, or black bears. Once the tracks are acquired, the player must have the appropriate weapon (kept) and four rounds (three will be expended), at which point they can attempt a hunt, the likelihood of success of which will be dependent on the character's Aiming and Sneaking ability. A totally unskilled character can expect to be successful around 40% of the time hunting with ideal weapons, expert hunters can more than double that. The probabilities are still being tweaked, so I'd appreciate any user input on that and any other aspect of the mod. The player can also hunt with throwing spears, expending three wooden lances, but this takes a substantially longer time and has a much lower chance of success (5% for an unskilled player hunting small game, so you'd better have a lot of animal tracks or a lot of Sneaking and Aiming). If unsuccessful, you will need more tracks for another attempt, but if successful the player will receive an appropriate carcass which can be butchered. Version 2.0 is now out, adding many more species of animals to hunt as well as revising the base game trapping tables so that all small game can be trapped. Raccoons, skunks, opossums, and foxes are all nocturnal and can be lured with any bait that works on squirrels or mice/rats, while beavers will eat only the same bait as squirrels and can be found only in the forests. Of the new types of birds, only pigeons can be found in the city while larger birds will require traps in more rural areas. Balancing is a work in progress, right now it's intended to be in line with the game's survival difficulty i.e. fairly unforgiving rather than an easy source of lots of meat. I'd appreciate any feedback in that regard. It should take a while (and a little luck) to bring in an animal, but it should be possible. This mod overwrites some base game Trapping files so it will be incompatible with any other mod that does the same. It is currently not compatible with gun mods, although this can be added. It will be integrated into the current Hydrocraft release, so do not attempt to run both mods simultaneously. v2.0 DOWNLOAD LINK PLANNED FEATURES:Gunshot sounds that attract zombies when huntingVersion compatible with popular gun modsMore animalsAnimal callsMore hunting gear?Suggestions? CREDITS: Fox/Bear/Deer: Hydromancer/DajikunPawprints: OpenClipArt by timleschAll other work by myself or .exegirl
  7. Another suggestion, something I've modded in myself since it was just a matter of find-and-replace, is to allow all recipes that require Sugar to use Jars of Honey as well.
  8. A small recipe idea that doesn't require new art: 1 wire + 1 plank (or wood block) to homemake mousetraps. Actually, aren't staples one of the things that's in the game right now but unused? It could require some of those too.
  9. I think I've found it, my server gives a Kahlua error (I don't know anything about coding but I like the beverage?) at line #150 of PlantsScavengeDefinition which refers to Mulberry. Looking closer, I think the HCMulberry and HCMulberryleaf items are both attempting to pull the Mulberryleaf script, I'm going to see if fixing that stops the error. EDIT: Success!
  10. Hmm, if you say so. I just haven't actually found any of the items period off the PlantScavengeDefinition list, only off the other ones. No instances of Candleberry, Grass, Straw, Bark, Birchbark, Fir Cones, Hickory Nuts, Oak Leaves, Willow Branches, Pine Boughs, or Fir Boughs when I distinctly remember finding a lot around my safehouse on the server running the previous version. On the other hand, looking at those files in a text editor no reason stands out why one would be working and not the other. I will keep hunting.
  11. This may not be a bug at all, but I haven't been able to find any grass, straw, bark, or any of the plant items while foraging since the latest update, just tons of clay, bugs, basic twigs/branches, stones, and berries. Are there different areas that offer better chances at the plants or something? I've got almost 4 ranks, which is supposed to be enough to find straw and grass, and I've foraged hundreds of times to get it that high.
  12. Another super minor one: Filling a barrel with wine requires five buckets of grapes but gives back six empty wooden buckets in the reaction. Also, unless this is an issue where it's hard to have recipes that can take multiple different inputs require multiples, but it's a bit weird that it only takes a single wild berry to make a "bag of dried berries" that cures 30 hunger.
  13. I am using the latest version, although I'm not 100% certain my duplicating cookies wasn't on the version immediately before that. The dried fruit is exactly like the next poster describes, the fruit vanishes immediately after I finish cooking it but reappears as soon as I log out and back in again (and possibly just after a long period of time too). I don't lose the trays (I get them back when I put the fruit in zipper bags) and nothing is duplicated, so it's not gamebreaking, just weird. I didn't realize it was only happening in multiplayer though, I wonder why none of the other many recipes have that sync issue since the mechanic of the uncooked item disappearing and being replaced with the cooked item shows up everywhere.
  14. Hmm, they re-appeared hours later in the campfire, I think after it went out and despite having been moved to my inventory. I also had one batch of cookies turn into 4 batches in a similar process so maybe there's an issue with the baking trays themselves?
  15. I'm having some trouble with dried fruit, definitely with apple slices I will check with others. I can mix them with lemon juice and get them on the baking trays and cook them no problem, but when I move the finished result "Dried Apple Slices" to my inventory it shows up for a second then instantly vanishes without a trace. The baking trays are gone too.
  16. Best spots for ALICE packs in my experience are the lockers at the big school in West Point and the two-story camping supply type store across the street from Thunder Gas in central West Point. Neither of which are particularly easy to access, but there you go.
  17. Where can I get hemp seeds? Foraging?
  18. Loving the Yeast stuff, I was thinking the exact same thing myself about how that should be a renewable resource.
  19. The 2-3-4 log stacks are a base game item right? I was thinking it would be nice if the icons were a little bigger, like the crates of lumber. I'm always losing mine in the tall grass since I rope as I cut and come back with a hand truck to pick it all up.
  20. Sandbags are infinitely refillable though.. I've got a ton of glass ingots just sitting by my smelter. Bauxite is just a crapshoot.. I've never found a fire extinguisher! Are they one of those things you have to grab from the environment rather than in a container?
  21. Another idea: there are a lot of boxed items that are barely useful, which is fine, but one that would be a pretty nice find, given the relative rarity of aluminum compared to glass, would be a Box of Jar Lids (x5 or x10). Also, I'm curious, is there a maximum length of time you can require the creation reactions to take? It seems like composting is the longest I've run into, wondering if you can go longer if you want, like the length of time it takes to read books or something.
  22. Oh, I've made a ton of butter, more than I can use. I was hoping for a way to further refine it into cheese. You actually already have intestines which are close enough to stomach lining, possibly they could be used as (or turned into) rennet to turn the butter into cheese.
  23. First off, amazing mod! I hope much of this is integrated into the game, because it's phenomenal. One question, probably a few more to come: can we make cheese? We can milk the cows and churn the milk to butter but it would be great to be able to make cheese too. EDIT: Ah, right, like the guy above me, I've been wondering what the purpose of the blood injections are.
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