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Man_In_The_Purple_Hat

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  1. Pie
    Man_In_The_Purple_Hat reacted to TheRealXeonyx in New Denver, BC (V2.1)   
    Silverton has just been added; the last of the expansions, it lies south of New Denver.   Still have to add the forage map to the map but having to define over 600 map files sounds like a nightmare so I'll get to it when I can.  Also haven't added the vehicle spawn system yet as I don't know how to.   And yes, I still have to remove the road blocks, just having problems loading the map files with them.

  2. Like
    Man_In_The_Purple_Hat reacted to RobertJohnson in New Denver, BC (V2.1)   
    The thing is, you can spawn vehicles on your custom map, you just can't make custom vehicle spawning zone for now (like spawn only taxi somewhere, etc.)
    But you can do a zone (minimum 4x3) with parkingstall as type and you'll be good.
    Default will spawn almost every car in average condition, change it's name to "bad", "medium", "good", "spiffo" etc to spawn other cars: this is what I need to bring over LUA
  3. Like
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Released vehicle hotfix 26.1:
     
    [Bug Fix]
    Fixed zombies not being hit by car. Fixed some debug print line still there.
  4. Pie
    Man_In_The_Purple_Hat reacted to RobertJohnson in RELEASED: Vehicle Test 41   
    Build Vehicle 26:
     
    [New]
    New Vehicle Dashboard - final version from artist mash. Now has indicators to tell you if there's a problem with your vehicle, giving all the information a driver in the 'real world' would have to hand. You can now lock/unlock all doors from a vehicle's radial menu. You can now access pickup's open trunk without a key.  
    [Balance]
    Did some performances improvement on Bullet calcul. (Please let us know if this has an impact on your game.) Improved the random car crash spawning method. Reduced the number of car keys spawning on the ground.  
    [Bug Fix]
    Hopefully fixed vehicles being teleported randomly. The car will not try to start if battery is at 0. Fixed some exterior tiles acting as if they were offroad. Fixed some vehicle spawning errors. Fixed some bugs in the scripts. Fixed keys being removed from ignition before the engine stalls. Removed collision from some inappropriate objects.
  5. Pie
    Man_In_The_Purple_Hat reacted to Batsphinx in RELEASED: Vehicle Test 41   
    What the new dash looks like:

  6. Like
    Man_In_The_Purple_Hat got a reaction from RealHumanBeing in Looking for Artists for Hydrocraft Mod!   
    Had an idea for a late game electronic. You'll need around level 7/8 electronics and about level 5 metalworking to make it.
    But its a solar powered chest freezer! Ive made two new items you'll need to craft it. the crafting recipe is as follows:
     
    Items with *'s are new items
    15 - Nuts
    15 - Bolts
    4 - Large Steel Sheets
    2 - Regular Steel Sheets
    3 - Door Hinges
    1 - Leather Strip (handle for freezer)
    6 - Plastic Sheets
    4 - Fiber Glass Sheets*
    1 - Rubber Tube
    1 - Copper Cooling Rack*
    2- Solar Panels
    1 - Large Battery
    4 - Electrical Wire
    1 - Tank Of Refrigerant*
    1 - Electronic display
    5 - Electronic Componates
    1 - Roll of solder
    --------------------------------
    Tools:
    Screwdriver/Multitool driver
    Soldering Gun
    Welding Mask
    Welding Torch W/ Tank
    Working Gloves
    -------------------------------------------------------------------------------------------
    Thats it! I wanted to make it a bit harder to make since its quite the item, hence why it'll require steel sheets
     and the new copper cooling rack. Id like the freezer to hold as much as a regular chest (50 regular 65 with the organized trait just like chests)
    Reason I'm choosing steel is since the freezer has to sit outside it wont rust.  Next ill post the New items requires.
     
    Fiber Glass Sheet :
    Im thinking that this item could be found in scrapping broken fridges from the junkyard, since refrigerators have quite large sheets on all 4 sides
     
    Tank Of Refrigerant :
    Can be found in hardware stores! rare though
     
    Copper Cooling Rack :
    This item is what the refrigerant flows through to cool the freezer. It will need to be crafted from the following:
    6 - Copper pipes
    Pipe Bender
    welding mask
    welding torch W/tank
    Work Gloves
     
    And lastly the freezer its self!

     
    Hope you like the idea! I think it'll be a great addition for very late game survivors to store large amounts of food in a smaller space instead of rigging up tons of fridges using a lot of gas from the generator
    or a ton of fridges taking up space from a solar generator. feel free to change up any of the recipes
     
     
     
     
     
  7. Like
    Man_In_The_Purple_Hat reacted to Sparrow in Hydrocraft Add-On Mod   
    Hi all,
     
    I'm currently working on a mod that will expand/nerf the farming aspect of Hydrocraft.
     
    Farming, raising animals and all things related was always my favorite part of Hydrocraft, so I wanted to add some realism and more dimensions to it. I'm planning on a lot of features, but I'm posting this topic here to see if there's any interest/and or if anyone has any ideas of additional features I should work on.
     
    Here's a list of the stuff I'm working on now. I'm currently working on cows, since if I only work on one species at a time hopefully after I get all of the aspects working I can copy/paste it into the other species much easier.
     
    Cow Changes:
     
    Finished Items:
    - Bull takes 3 days to recover from breeding.
    - Cow takes 14 days to recover from breeding.
    - All animals make sounds when they change states.
    - Calves take 28 days to age into cows.
    - Cows have randomized calves when breeding, or no calf at all.
     
    To-Do Items:
    - More cow breeds.
    - New sprite art.
    - Bulls and steers weigh more than cows and produce more meat.
    - Milk breeds produce more milk longer, and less meat than meat breeds.
    - Young cows. (maybe)
    - Milk cows only once per day.
     
    I don’t know how to do this Yet Items:
    - Cows and bulls become hungry in any state. (The problem with this is complicated. I haven't wrapped by brain around it yet)
    - Make steers.
    - Small chance of cows getting sick every day.
    - Cows on grass tiles will need to be fed less often than cows not on grass or indoors.
    - Interacting with bulls gives a small chance of getting hurt. (maybe)
    - A way to make breeding more beneficial than foraging. (ideas?)
    - Cows become pregnant. (I have the code for this but the recipe keeps breaking when I use it. I need to keep tweaking it to get it working)
     
    Not Currently Do-Able Items:
    - Communicable disease.
     
     
  8. Like
    Man_In_The_Purple_Hat got a reaction from YourRussianZombieFriend in RELEASED: IWBUMS Build 38.29   
    highly agree that it could be an issue for preserving rotten food. maybe when you place the food inside of the compost bin it becomes a new item that looks like food mushed up, call it food pulp or something and it cannot be eaten and is only used for the compost bin? just an idea!
  9. Pie
    Man_In_The_Purple_Hat reacted to Sparrow in Hydrocraft Mod   
    I was thinking about that too! Like if the plants worked more in a timed way instead of using fertilizer! I think I want to turn Zomboid into "Harvest Moon with Zombies" ;D
  10. Like
    Man_In_The_Purple_Hat got a reaction from Sparrow in Hydrocraft Mod   
    This would be amazing!
  11. Pie
    Man_In_The_Purple_Hat reacted to Sparrow in Hydrocraft Mod   
    Hey, I was wondering if you could help me with some scripts. I have been playing with the Hydrocraft mod for a while, and I've been tweaking the farming part of the mod to better suit myself and make it more realistic to me. I've been making it take longer for animals to grow up, increasing the cooldown between breeding, etc to make it a little harder and more realistic. A couple of things I want to do though, I can't figure out.
     
    I'd like to make it so when an animal changes states, like when a sheep goes from normal to hungry, it plays the "baa" sound. Is that even possible? I like the idea of hearing the animals in the morning from inside the house. =) How would I write that code if it is possible?
     
    I'd like to make it so it's a random chance when breeding animals to get a male or female, instead of having two separate recipes, or a chance to get nothing at all, as in real life. No idea how to do that.
     
    Any help would be great, thanks! I love the mod, by the way. =)
  12. Like
    Man_In_The_Purple_Hat reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Have I mentioned I am really happy to see you guys picking this up?
  13. Pie
  14. Pie
    Man_In_The_Purple_Hat reacted to EnigmaGrey in RELEASED: IWBUMS Build 38.29   
    God, do I hate that ability . . . 
  15. Like
    Man_In_The_Purple_Hat reacted to agreubill in About Electricity   
    These points are solved since 38.26 IWBUMS. Ty devs
  16. Like
    Man_In_The_Purple_Hat reacted to Moose65 in RELEASED: IWBUMS Build 38.29   
    Please tell me this is going into the main game. If it does, you made winter survival that much more challenging since chefs can't stockpile tons and tons of rotten food to eat over the winter.
     
    Curious about the compost bins. Can they be exploited now to "preserve" rotten food if they leave the bin full of compost and store their rotten food in it? Or will the compost bin eventually delete the rotten food even if its full of compost?
  17. Like
    Man_In_The_Purple_Hat reacted to King-Salomon in RELEASED: IWBUMS Build 38.29   
    guess it is REALLY time to get the washing mashines running (as long as power/water supply is on)
     
    with all the dirty clothes/bandages features it's time for that
  18. Like
    Man_In_The_Purple_Hat reacted to Vitto4854 in RELEASED: IWBUMS Build 38.29   
    We really need to make Dirty Rags follow the same rules as clothes for washing purposes, because it makes no sense that you can wash a cloth with just water, but as soon as it is a bigger cloth you need water AND soap.
  19. Pie
    Man_In_The_Purple_Hat reacted to lemmy101 in RELEASED: IWBUMS Build 38.29   
    Iwbums 38.26 released
     
    should have full ded server support, please let us know if there are any issues with it!!
     
    * [FEATURE] Bandages created from bloody clothing taken from Zombies, now have a small chance of causing player to become infected, if it has not been properly cleaned before being applied.
    * [FIX] Pasta/Rice recipes not allowing any more items when creating the initial item from a spice.
    * [FIX] Fixed "Gode Mode" typo
    * [FIX] Use translated names when radio broadcasts increase a skill. (Issue 1118)
    * [FIX] Made perk columns as wide as needed in the Player Stats admin panel. (Issue 1147)
    * [FIX] Fixed spawn-with-player spawnpoints not working in splitscreen.
    * [FIX] Fixed ISTextBox bug with controller that broken splitscreen. (Issue 1106)
    * [FIX] Fixed lua error using the mousewheel to scroll through containers when the current container isn't in the list.
    * [FIX] Fixed position of two tickboxes in the options screen at 1280x720.
    * [FIX] Fixed corpses sometimes stay highlighted (again).
    * [FIX] Optimized rendering the inventory windows to reduce garbage creation.
    * [FIX] The load-game screen displays an indicator next to dead-player savefiles.
    * [FIX] Fixed "Continue" button showing the new-game screen for dead-player savefiles.
    * [FIX] Fixed not being able to enter a savefile name when there is only one spawn region.
    * [FIX] Fixed map screen not showing up when map is in the Loot Window.
    * [FIX] Fixed infinite icecream bug
  20. Like
    Man_In_The_Purple_Hat got a reaction from Kuren in RELEASED: Vehicle Test 41   
    You just won post of the month!
  21. Like
    Man_In_The_Purple_Hat reacted to DeadDuck in RELEASED: Vehicle Test 41   
    DedpaUrvor, That's not a crash site, that's how trailer park residents park...
  22. Pie
    Man_In_The_Purple_Hat reacted to Hydromancerx in Hydrocraft Mod   
    1. I will check out the shell stuff. Thanks for reporting.
    2. The Anarchist Cookbook should be obtained randomly if you remove book covers from red books. Note it will not spawn in bookshelves.
    3. Cool. Let me know if you find anything else.
  23. Like
    Man_In_The_Purple_Hat reacted to nolanri in RELEASED: Build 38.22   
    At least you got to see that beautiful roof before that zombie right in front of you became visible, right before eating you...worth it.
  24. Like
    Man_In_The_Purple_Hat reacted to Tails in RELEASED: Vehicle Test 41   
    Parked vehicles in driveways and Parking lots shouldn't look like someone ran out and  vandalized every car. only the cars that are abandoned on the highways should be the ones with the damaged textures.
  25. Like
    Man_In_The_Purple_Hat reacted to Magic Mark in RELEASED: Vehicle Test 41   
    Tried the vehicle build for multiplayer:
     
    -Terrible desync issues regarding TVs, loot
    -Glove boxes run on their own container per player
    -Keys that spawn on the ground were only seen by one player
     
    -All of the containers that were tied to the visual component of shelves were empty, 100% of them. Potential de-sync as the other player was able to find loot in the same containers.
     
    Gameplay:
     
    Trunks absolutely need to be able to opened from inside of the vehicle. A player decided to temporarily keep the keys in the trunk through sorting, and all of a sudden the key was gone forever as the key to open the trunk was within the trunk. Thankfully he was able to hotwire the vehicle. [Edit: This was in the station wagon which makes this just as much hilarious as ridiculous  ]
     
    Other bugs:
     
    Terrible visual issue where railings and posts fall behind walls layer on different tiles.
    Same applies to falling zombies, once they drop they go behind the wall. (Seen by all players in the server)
     
    Many map bugs, including the country club. Trees spawn in front of doors, etc
     
    This restaurant doesn't spawn restaurant loot but could have something to do with the desync issue above.
    http://map.projectzomboid.com/?#0.45248766594782497,0.185621247106945,491.02132435465785
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