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PPanda0421

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Everything posted by PPanda0421

  1. I think you mean you're at level 5 metalworking. Cars and mechanics skill is only for builds 39 and higher. Ah I see the problem, HC was updated to support cars/mechanics skills so he changed some recipes' requirements to having mechanics skills. Unfortunately that seems to break games with builds 38.x and below which used metalworking skill instead. Good job! Now people who (still) play 38.x will know how to fix it.
  2. I looked at the code for this: recipe Make Mine Cart { SkillRequired:Mechanics=2, HCMetalwheel=4, SheetMetal=5, HCSteelrod=8, HCSteelpole=2, HCSteelbeam, HCWeldingset, keep WeldingMask, keep HCWorkgloves, CanBeDoneFromFloor:true, NeedToBeLearn:true, Result:HCMinecart, Time:1000, Category:Engineer, OnGiveXP:HCMechanicsWelding_OnGiveXP, } Looks like you need level 2 mechanics. He probably forgot to add the requirement to the display. Guessing other recipes require certain mechanic levels as well...sigh.
  3. Looks like solar generators are broken again after the most recent IWBUMS update. Same issues as before: 1. Solar gen is on/connected freezer has power. Exit game. Reenter game. Solar gen on/connected but freezer has no power. 2. Solar gen is on/connected freezer has power. Leave the area. Run back to area. Solar gen on/connected but freezer has no power.
  4. What you get depends on the mine type and your forage levels. The dark mine contains the highest ores/minerals in the game. The normal mine - with or without pulley only mines up to a certain level of ores. That's where foraging comes into play. The higher level foraging you have higher tier ores you get for that mine. So in other words increase foraging levels. You'll need foraging anyways for other skills for HC end-game. The best way to get iron/steel is to recycle items. There are tons of recyclable items in the hardware stores.
  5. @Hydro. I did some tests on SP. The new changes to potted plants are working, at least for strawberries, cabbages and tomatoes. This is a welcome change now that we don't have to micromanage them all the time. Sleeping bags and Dome Tents are also working indoors and outdoors, though I haven't tested them outdoors while it is raining. As for Solar Generator. In SP you still need to make sure no other vanilla generators are in the area. If vanilla generators are in the area, the solar generator will stop working (eg no power) if you either leave the area and come back OR if you leave/reload the game. If no other vanilla generators are in the area they work normally. I don't have another solar generator so I can't test what happens if you have multiple solar generators in the area. Speaking of solar generators, I think you should make electric clamps (that one used to create the HC battery with clamps) craftable. How about have a level 6+ electronics requirement to make the clamps. I have a bunch of other minor bugs which I'll list later. One thing that's bothering me is the time on some actions. Some minor actions like 'Shuck Corn', 'Soak/Dry Jute Stems', takes 1000ms (10 min in game). I think it's overkill. When you plant/harvest some of these craps they drop 4-10 of them. It takes me 1 in-game hour to shuck 6 corn? I think the times in some of these actions (especially in Herbalism.txt) should be reduced.
  6. First, I don't think you understand what I mean. Yes according to the UI you have a 50% chance to repair for wood glue on a weapon the first time you repair it and it goes down after each time. However repair chance also depends on your carpentry skill (and other things according to the wiki) and my carpentry is at level 10. So I'm sure the 50% repair chance is part of the repair calculation. Second the issue is the UI shows fake success even though the repair failed. Perhaps it is a vanilla bug where the UI shows a successful repair by increasing the durability on screen even if you failed to repair the weapon. Last I know Hydro made changes to repairing items including allowing items to be repaired using his materials. Perhaps that changed bugged out weapon repair in general.
  7. @Hydro Just wanted to confirm that potted plants are now working in SP, at least for strawberries and cabbages. Will do additional testing including other plant types but they are finally progressing to the normal size/ready stages. Haven't checked yet but did you fix weapon repair? I don't mean the bug where you cannot repair weapons with hydrocraft repair items. There is a bug where if you repair a weapon say with wood glue (or some other vanilla repair material) the weapon's durability stays the same. The weapon UI says it's been repaired (count increases and green bar increases) but when you actually use the weapon the durability is the original durability before the repair. Doesn't happen all the time but happens a lot of the time especially when repairing axes. I found a bunch of other minor issues but I'll wait till things settle down with the major issues first. Just a FYI, converting vanilla car batteries to 'battery with clamps' was *very* clever! I just hope there are enough clamp cables in world (perhaps we an make those in the future?). Also, being able to recycle car parts/tools was a fantastic idea as well.
  8. My vanilla generators were within a few cells of my solar generator. No a barbecue does not count as a generator. You should do additional testing. Go to a large empty area and place the solar generator and see if it works when you leave/enter the area. Then place the vanilla generator right next to it and see if the solar generator still works when you leave/enter the area.
  9. Arcane, I ran into this issue also. The work-around is to remove ALL vanilla generators from the area. The solar generator should then stay on when you leave/enter the area and when you reload the saved game. I have over 20 large fridges/freezers being powered by my solar gen so I don't think there is a limit. In vanilla the more devices that are connected to your gas generator there are, the more gas it consumes. Since the solar gen doesn't consume gas there shouldn't be a limit. The only thing that would affect power is range.
  10. There's already a mod that allows you to create ORGM ammo in Hydrocraft. However that mod only creates the ammo for the old ORGM version which was renamed to ORGM Legacy.
  11. @Hydro I don't want to be that guy to tell you how to do your job but you accepted the responsibility when you included her mod in your mod. When she made any changes she should've tested her changes with your mod to make sure it works, and not just on her server. You in turn should have tested it yourself under various scenarios as well. You've put a lot of work in your mod, don't ruin it by accepting buggy code. Sorry if that sounded harsh to Leliana but after 3 updates and quite a few complaints here and on the steam forums that's how I see potted plants as they are now. Also don't forget that this mod is owned by you. You are allowed to make any changes to merged mods/code as you like unless you signed some kind of contract forbidding you from making changes to mods developed by others that are included in HC. In other words, you should be able to change/improve/bug fix certain aspects of the mod.
  12. @Hydro, OK, potted plants for SP STILL IS NOT WORKING. I don't get it. We've had 2 or 3 updates since you've incorporated this feature into your mod and every time there is the same issue with it. Let me ask you this - is working for you? If it is then please tell us how you are making it work on your end? Which plants actually make to the (final) ready for harvest stage after watering them several times? I know some recipes require materials only available through potted plants so this issue is preventing players from progressing. And yes when 10.2 came out, I planted cabbages in my planter and watered them for 4 days straight when they became dry. It never progressed to the next stage after being watered several times. Perhaps I am doing something wrong? They're on the ground. When a potted plant becomes dry, I right-click it and water it. The potted plant appears in my inventory as a small potted plant. I place it back on the ground for the next watering. At this point I think you should revert potted plants to way they were if you cannot figure out this issue. Perhaps have a timer like with the animals or increase the water/fertilizer requirements. Let me ask other users. Did anyone get this to work with the default HC settings? (eg. not changing any code to make it work).
  13. Yep as of this writing HC 10.1 requires level 5 trapping to get donkeys. Check out the website: http://undeniable.info/pz/wiki/recipelist.php and search for 'Track' to find the other animals and their requirements. So far the highest requirement is level 5 trapping. I only use the donkeys for their ability to carry bags. Add 2 Fine Leather Alice packs to a donkey for 91 storage (if you have the organized trait) and 100% weightreduction . They can be used in primary and/or secondary slots.
  14. Not sure what you mean by nothing personal, I didn't create those HC videos. Like I said before I've tried the trapper route to increase my cooking skills and it was too inefficient/slow for me for the following reasons: 1. Requires veggies as bait to catch the larger animals. 2. The veggies can turn rotten inside those traps but you can't tell until you check. 3. Animals can escape those traps while you're checking on them. I think the wire/cage trap reduces animal escapage chances. 4. Bait is eaten but no animal is there. Possibly due to animals escaping before you check the traps. 5. Certain traps only catch animals at certain times. 6. Due to #5 it's more efficient to check/rebait animal traps more than once a day. 7. Animal caught is inconsistent. Could be groundhog, rabbit or the nutria all with different sizes. Cabbages provide a consistent -25 hunger giving 2 portions each in recipes. Makes it easier to perform calculations to get the xp needed for leveling. I am only informing you (and others) that there is an easier route if you want to level cooking very fast. However if you're in no hurry to level cooking, then any method will work, no matter how slow they are. I mainly level cooking so I can make cheese and its variations: smoked cheese, cheddar cheese, waxed cheddar. What a sight it is to see that -120 hunger smoked cheese wheel with 90+ days left till rotten! :). In my current game I only leveled trapping to level 5 so I can search for donkeys. Cows and pigs are my go-tos for meat. 1 cow can fill up 20 frying pans with 1 portion per frying pan. 5 pigs can fill up the same 20 frying pans with 2 portions each pan with leftover bacon and ham to be used elsewhere. The rest of the portions can be filled with cabbages, tomatoes or other veggies. In the end each frying pan has enough to provide -119 or -120 hunger.
  15. I think I mentioned it before somewhere on this forum to watch Nomis Plays and Johnnyoooes channels for HZ gameplay. You could really learn a lot about the mod from them. I farmed thousands and thousands of cabbages and stored them in fridges/freezers. At that time I had 10-15 frying pans so I was able cook in batches. For me trapping was too much work (and inefficient) to level up cooking. You have to get the bait (veggies) then constantly monitor the traps. Plus some of the animals got away. This was when I setup 20 trap boxes! Since you need veggies as bait for the bigger animals might as well mass produce veggies, plus you level up farming as well! Like you said, to each their own. But sharing techniques/methods is not a bad idea.
  16. Wow that's a lot of text. What I am trying to figure out is why you installed HC when you don't even use (or don't want to use) the majority of things that it offers. Not knowing what to do is one thing, but when other gives you advice/goals/incentives and you just reject them without giving a valid reason is another thing. You cleared this up in the more recent posts. In the end you can play however you like. I was just curious why you don't want to make HC end-game items. Now I know that you like the simple lifestyle - no electricity, making meals from rotten food, no factory-like creations, etc. All of this is already offered in vanilla gameplay, so why install HC? Again you can decide however you like to play. BTW, you can only use rotten food in creating meal if you have level 7 cooking or higher so I presume your character is already at that level. Having power (using gas generators) really helped me level my cooking skill to 10 in record time.
  17. Alright your choice. We gave you advice/options/goals. If you choose to ignore them then don't start complaining (again) if you don't know what to do next.
  18. You should work towards a solar generator. I have one and I never have to worry about spoilage ever again. In fact my freezers/fridges are full of veggies (tomatoes, cabbages, potatoes, corn, etc) and I have 40+ frying pans full of stirfries just ready to be eaten. Any rotten veggies are turned into compost or left for my farm animals - 300+ cows and 400+ pigs. As for canned food, I have about 3-4 crates full of them (65 storage each due to organized trait). PZ brings out the hoarder, chef and farmer in me!
  19. Well I used to live in an area where winter temperatures ranged from -20 to -40C. You won't be growing anything outside in the winter with those temperatures (at least I don't think so since I'm not an expert in farming). In general plants do not usually grow in the winter. Are you more concerned about not having enough food in PZ for winter? Is that why you want to be able to plant crops outdoors?
  20. I think the drip irrigation original behavior is fine, mimicking real life. HC already makes PZ somewhat easier but with much more things to do. This farming behavior makes farming 'harder' in a way and I'm for it. As for disabling that code, that's what's great about mods, you can customize your own experience to your heart's content. For me I've already done a few changes myself such as: 1. Growing other crops on land like grapes, lemons, jute, rice, red chili pepper, etc. Takes 7 to 14 days. Makes farming more satisfying. Hopefully the potted plants will be fixed in the next release. 2. Foraging specific items such as violets, acorns and hickory leaves. The logic is the same as Gather Flora but instead returns very specific items so as not to gather too much unwanted materials/food. I'm thinking of making changes to just mine sandstone/limestone as well. 3. Minor changes. For instance items that are used in containers but don't return those containers when said items are used in recipes. Perhaps with the upcoming weather changes in vanilla they will change plant behavior to match real life plants dying in the winter.
  21. I like that idea, using a blowtorch/welding mask to dismantle cars and get back parts. The sledgehammer could be used to completely destroy cars just like how it works now with furniture. You use a hammer/screwdriver/saw to disassemble furniture but when you use the sledgehammer on those items they are completely destroyed. The tow truck idea is a good idea also. You can actually move cars now by pushing them with another car. But with huge traffic jams, moving cars this way is really tedious.
  22. I'm not too fond of the erosion feature in the game (because it makes the world look very ugly) so I set it to the longest as possible (500 days). However, I am well over 500 days in my world so I have a few questions/comments: 1. Grass has grown on roads and it looks very ugly. I can't seem to remove it. How do I do that? 2. Cracks have appeared on my walls (due to erosion). How I do repair them? We can make walls and plaster them, why not repair? 3. Can we have more options for erosion? Disable and/or custom number of days. 4. I've burnt a couple of hundred zombies and my world is filled with patches of black tiles. I hear you can remove them with the shovel only in the IWBUMS branch. Why can't rain also remove those black tiles? 5. Why can't new grass replace burnt grass? 6. I'm not sure and perhaps it does do this but why can't rain remove blood on the ground? Reasoning: Bleach is finite whereas zombies can spawn indefinitely (if using default settings). 7. I think tree/bush regrowth is the same setting as erosion. IMO they should be different settings. 8. With this latest patch there were some instances where I opened the mechanics screen but then it closes immediately for no apparent reason. Doesn't happen all the time. 9. I have level 10 metalworking and level 7 mechanics. How I do repair car parts? Limited documentation for this. Also, some have the option to repair and others do not. 10. Repairing car parts is inconsistent. I see the option for repairing a door for one type of car but not for another type. I think it was different for heavy duty and normal size car. In carpentry you could see all prereqs for a recipe but they were disabled if you didn't have the requirements eg. carpentry level or components. Why can't you do this for mechanics? BTW, I had all the mechanics tools with me. 11. When inflating/deflating tires why can't we set the number we want to inflate/deflate it to? I'm inflating my tire and I end up with 32.00001257 or some weird decimal number. 12. Perhaps I missed this in a previous patch note but why can't we add more seats to a vehicle? I found this van and it only had 2 seats but there was plenty of space for more seats. Could not add more seats. 13. Is car AC working? I turned AC on and it did nothing for my character's temperature - I was still overheating even though AC/Heater was at 100% health. 14. Burnt cars are annoying. Why can't we fully destroy them using the sledgehammer? Perhaps get scraps and/or metal sheets?
  23. You need smithing to make the end game machines like the steam hammer, solar gen and charging unit/station. Looks like you're in mid game...got long ways to go. EDIT: Here's a tip. Level blunt to at least level 2 and start leveling metalworking...
  24. Yes they would rather run into a corner, get trapped and get their faces bitten off by zombies :). Seriously though there are people who want to figure things out for themselves - kudos to them. Not me since this is a permadeath game and I don't like to waste time going around in circles.
  25. I wouldn't call it aggressive either but Capt. Motty did put a crap ton of time and effect into looking into the Riverside in-game map. He did all that work and you pretty much said it was useless because he appeared to be 'nit-picking.' Obviously TIS employees would take his side because he's helping them for free. Others are taking his side because he's doing the community a favor by reporting all these (graphical) issues and could possibly uncover some internal bugs we haven't seen yet, who knows. A 'nit-pick' could be a difference between life and death. For example what if he finds a missing floor on a high story building? I get it. You thought the online map was more important and he was more focused on the actual game map. I must admit, I use the external map (gotta find all those freezers and storage units) all the time but the actual game map is more important. Iron those issues out first then work on the external map accordingly. As pointed out previously, it takes time to update the external map to match the actual map in the game. Once IWBUMS is moved to stable, only then should you update the external (vanilla) map. By then it is considered 'official'. On a side note, I'd like actual in-game maps (with all the details included) like those found on maps.projectzomboid.com. Because in theory those in-game maps should be 100% accurate since the developers themselves are updating it. Also not everyone has the money or space for a multi-monitor setup.
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