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ShuiYin

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Posts posted by ShuiYin

  1. On 21/6/2016 at 1:52 PM, Adori said:

    Hey ShuiYin,

     

    Thank you for your amazing mod, it really does improve the gameplay.

     

    May I ask if you still accept translations for this project? I saw it was translated to Spanish. I would love to translate it to Hungarian, even though it's not a widely-spoken language. :)

    Hi Adori sorry for the late reply, i am glad that you find the mod usefull and will welcome the addition of Hungarian language. just send me the file.

     

    Thanks

     

    I have been a long time from updating this mod and also there are still a big change to game mechanic that will be coming from the animation update that is causing me to choose to wait it out. This mod try to simulate actions using bars, text, and sound etc to make a person look like doing something and it will be highly affected by the animations that is coming.

  2. 18 hours ago, MSKRod said:

    You're awesome! :D

    i have updated both steam and the download link i hope this fix your problem :) (i forgot to change the version number but its updated)

     

    btw for the other users of this mod i am sorry to have not delivered consistent upgrades on this mod but rest assured there is no intention of abandoning this mod. its just that i am doing some stuff right now and so modding have to be slow and i prioritize in fixing for compatibility for now. thanks for your understanding.

  3. 20 hours ago, MSKRod said:

     

    I've only downloaded the mod yesterday, from the link in this page, so I assume that yes? mod.info says: modversion=1.4.7

     

    I've disabled all other mods and started a new game to see if I still get the pop-up, and I do. 

     

    The full console.txt (if that is what you needed? Not sure) is here:

     

    http://pastebin.com/Erhd6Ygm

     

    One thing to note -- I have never installed Necroforge (noticed that entry at the bottom of the log and I don't have a character named "Bob")

     

    If I didn't do something right, would you please point me to the error and I'll be happy to re-upload or give other info. Thank you so much for your help!

    Cheers

    Funny these are the stuff that i fixed before this lat update, its basically refers to a tasty soup item that is no longer in game. ill download the file from my link and see if its actually updated or not, thx

     

    update: seems that there is another bug that i have discovered and will fix and update today maybe tommorow at the latest

  4. 10 hours ago, MSKRod said:

    Hi, after installing this mod, every time I start up the game and continue my save (installed it and continuing to play my sandbox game btw) I get a red pop-up with a number in the lower-right corner that goes away after a few seconds. Is that some error, couldn't find anything in the description to match that behavior. 

     

    By the way, thank you so much for making this game even better with your well-thought out mod!

     

    Screenshot:

    http://prntscr.com/b4e5cq

    hi did you update to the latest version? since the new stable build the mod will have that red error tags, please post me the error log on it (it the one under stack trace when you open the console) also pls disable all other mod and test again to see if the error is still up, thanks :) i hope your problem gets resolved soon

  5. -- 10 May 2016 PZ Vanilla Patch Build 1.4.7 Stable Build 34.23 Compatible
    1. Fixed player non local declaration
    2. Translation update
    3. Build 34.23 compatible

     

    New stable version got some really nice graphics but broke the vanilla patch mod because there is no longer tasty soup and tasty bowl i have fixed it and will upload today. very sorry for the long absence, i was failing a lot at grabbing the mirror thing for combing hair and shaving then got depressed a bit :P i have the solution to not use mirror at all just right click on the shave or comb to do it (if you want to roleplay you can do this in front of a mirror Lol but i dont have the skill to make sure you do :p. btw i am still unsure if there is more bugs because i havent playtested all the functionallity in the mod.

  6. Hi i manage to detect ash by checking the object name instead of object sprite :P btw now i have a new problem, seems like i cannot detect the mirrors on the walls, whenever i checked for the object sprite it always returns the sprite of the wall underneath it :( need this to add shaving. Anyone know how to detect if i am near an object or better still facing a mirror? so like if im facing the west then check player current square and 1 square to my west side (if it contain the mirror in these 2 squares then return true) anyone can help me by providing a code example to achieve this?

     

    Thx before

  7. My leg now feels stiff :P also pain from the sudden increase in excercise activity :P

    1 hour ago, Queen Glory said:

    I did a .3 mile run to my house and back to get my school I.D so I wouldn't have to wear a temp one, i was dying by the time i got back ;_; wishes i had any hobbies/skills

    other than that Congratulations!

     

    5 hours ago, blindcoder said:

    Wow, congratulations from me, too!

     

    8 hours ago, Geras said:

    Congratulations!

     

    That's pretty cool.

     

     

     

    Thx it was a good experience i know now that sport isnt really in my blood :P

  8. Hello all, this week ill just update a few translations, also because the turning off ambient is not as easy as i thought and did not work out as expected and keep producing errors, ill post it later today. i was also doing some 10k run  (i never did sport before (only finger sport with a keyboad) so i end up using the 3 days doing extensive running exercises to prepare) and finally last sunday i managed to finish the race at 1.39 minutes traveling 10km. So coding been slow this week because of the running event.

    IMG-20160424-WA0006.jpg

     

    im glad i made it and did not pass out on the way Lol my friends seems to think its very hard to do for a person that did 0 type of sports Lol.

  9. 27 minutes ago, EnigmaGrey said:

    So, the nutrition build has weighed heavily on my mind for a while: when initially proposed, it was meant to be something long term, that'd affect players over a period of time.

     

    Instead, weight rapidly fluctuates based on the amount of calories a player eats between two values. Every update beyond a certain threshold of calories adds or takes away weight.

    Worse, we're using realistic calories for food, but they don't actually translate into accurate weight gain, making this alteration rather pointless.

    So, I propose the following . . .

     

    function calcWeightChange()

    -- get player weight
    -- get calories from exercise

    -- calc minimum calories necessary to maintian weight, no activity, male
    caloriesBMR = 66.5 + (13.75 * playerWeightKG) + (5.003 * playerHeight) - (6.755 * playerAge) * 1.2

    weightChange = ( caloriesBMR + (caloriesExercise * difficulty) ) - caloriesConsumed / CALORIES_KG

    --round
    --apply weight change to character
    end

    Events.EveryDays.Add(calcWeightChange)

     

    Not only is the current "weight throttle" removed, but the player's weight can be taken into account, as well as the player's age.

     

    So, instead of gaining 3 KILOGRAMS just from maintaining a surplus of 3500 calories for a day, you'd only gain 1/3 a kilogram. Likewise with losing weight. Suddenly the change to realistic calories for food items makes sense.

     

    It can also easily be scaled for difficulty.

     

    No more yo-yo dieting . . .

     

    The original formula was too complex and this is much simpler, i was thinking at the line of if you dont eat 3x of decent meal a day then you start to lose weight, so as long as you eat more than that 3 meal a day you will not lose weight, now if your total food eaten is more than "value" percent fat then you will be considered eating fatty food and will get fatter and gain weight but if you eat non fatty food you will not gain weight, instead of ticks lowering hunger values maybe do it at increment of meal times so maybe 3x per day and everytime you eat enough for that meal the hunger will go away. if not you will start losing weight faster till you die.

     

    Sorry for my rambling :P

  10. -- 18 April 2016 PZ Vanilla Patch Build 1.4.6 is now live!
    1. Updated necro forge plugin file to include missed items like torches etc also changed the formating a bit to make future update easier
    2. Updated Spanish translation from Ditoseadio.
    3. Added Mod Settings translation in EN folder
    4. Some action Dialog are now able to be translated not all yet tho
    5. Added a menu on item to inspect how many uses it has left (Soap, Shampoo, and Tooth Paste and any usable item in the future that do not use the user delta) just right click on the item and click Inspect "ItemName".
    6. Added Brushing teeth using sinks.
    7. Added Brushing teeth using a mug of water.

     

    Will work on combing hair as the final male grooming update item next also will touch on girly make up stuff next. Probably also add my request to be able to stop water dripping at night by tightening the faucet.

  11. 12 minutes ago, Geras said:

    *facepalm*

     

    I was looking so hard inside the file I failed to look outside. 

    Well glad that we got it figured out :). Currently doing the brush teeth but its funny that when i right click the sink it do not register the sink but instead it display the counter underneath :( gonna try a different approach Lol.

  12. 18 hours ago, Geras said:

    There you go.

    ContextMenu.txt

    Hello i have looked at the file and it looks ok, only the file name i think you have to put _PL on the end. I havent tried it yet but i think that should fix it. So file name should be "ContextMenu_PL.txt"

  13. 7 hours ago, ZombiesLoveBrainiacs said:

    Does this mod make any changes to the crowbar? If not, that would be a great addition imo.

     

    This is one of those things that always feel wierd about vanilla PZ - the crowbar that can't be used like a crowbar and doesn't look like a crowbar, either. Sigh...

    You mean crowbars cant be used to force open doors? This mod try to not alter any graphic especially animated graphic so no change to how the crowbar looks. But crowbar functionality is a good idea and will probably be added in the future. 

  14. 12 hours ago, Geras said:

    As of now, as far as disinfecting bandages and ripped sheets are concerned, we are limited to a finite number of disinfectant bottles spawned in the world.

     

    Boiling bandages in a pot or pan of water over a camp fire/grill/stove would be a realistic solution for that problem. Dirty bandages/ripped sheets should first be cleaned and then boiled. It would be cool if we could put a few of those in a single pot/pan and mixed sheets with bandages as well.

    Will do some research on this and if its true than i will add it to the PZ Vanilla Patch Mod :)

  15. 12 hours ago, Geras said:

    I can't seem to manage to translate the ContextMenu strings. I've even copied the contents of your English ContextMenu_EN into my ContextMenu_PL, changed the 'ContextMenu_EN =' into 'ContextMenu_PL =' and translated the strings but even so, it's still in English in-game.

    I will try and test the context menu thing today. Btw can i have the context menu PL file too. Thanks Geras:)

  16. On 4/11/2016 at 2:12 PM, dangalong said:

    I made this mod because I wanted there to be a more sustainable way to get string material (twine and thread) for use in trapping, fishing, and clothing mods. And it made sense to me that in real life, if you had to, you could pull apart the sweaters you find/loot from closets and corpses to get loose yarn strings that could be made into twine and thread usable for crafting items needing cloth string material, or even suturing wounds needing stitches in a pinch.

     

    This is my first PZ mod and I kept it very simple. I made it for myself, but I also wanted to share it if I got it working right. It tests fine in build 33.2. Of course, it is not very complicated. It doesn't overwrite anything vanilla, including the option to rip sheets of sweaters. It just adds the 1 new item (Loose Yarn) in the game and 3 new recipes (Pull Apart Sweater, Make Twine from Yarn, and Make Thread from Yarn). Sorry for the crappy-looking icon for the Loose Yarn, but I wanted it to have it's own icon and I'm not that good at art.

     

    The recipes to make twine and thread from yarn don't give back whole rolls, only partial rolls, and you can only get the yarn from sweaters, not any other cloth items. It also takes a little extra time to craft the twine and thread from the yarn compared to most other simple recipes in the base game, because I think it would be kind of tedious in real life to get good results out of it.

     

    Update: I decided to add the ability to also convert thread into twine, and vice versa, with only a small yield of return, since it seemed to make sense if they can both come from the same base item. Download links below have been updated with the new version file.

     

    Download Link

    SweaterStrings.zip

     

    Very logical and makes much sense :)

  17. Hi i tested the Polish translation and found similar error to yours. I added the format from my Lua-Shared-Translation-EN folder and retested the translation and there is no error recorded. I think we have a misscommunication :P i thought that when you gave me the translation it was to be directly put into the PL folder but what you gave me was only a translation and not the actual translation files. Btw to make things easier i have made the EN folder(English translation) as the standard format, what i mean is that i will always add new translation components here so that you do not search the whole mod to find out what is added. This way all modders will just need to copy the contents of the EN folder and change the translation values and file names from EN to PL or any other language.

     

    I hope this will solve future translation problem or missunderstanding as i do not have the means to check the translation files itself.

  18. 13 minutes ago, Sky_Orc_Mm said:

    @RoboMat

     

    
    local player = getSpecificPlayer(0);
        local inv = player:getInventory();
    	inv:Remove(item);

    I try to use this code, but it doesn't seem to be able to remove items on the floor.

    Look at how i removed my ash on my mod PZ Vanilla Patch latest release

  19. 8 hours ago, Geras said:

    It's blank in your case because you probably have the game set to English, thus, translation debugger detects no missing translations because nothing is missing. I just don't know why in my file the 'displayname_' and 'recipe_' are missing. Also there are spaces instead of _

     

    About file format: it's only because it's the translationProblem.txt - it puts everything that is missing in my translation into one file. I then copy all displayname_ items into my Items_PL file, all recipe_ into my Recipe_PL and so on and translate. I don't put everything into one file.

     

    EDIT: Maybe Devs have changed it and now it displays like that. I don't know. I posted here because it happened to me with your mod :)

    Ooo ok i will try using the Polish language settings and see what happens. If its still error on my side than ill put it into a insert table format like my EN files and see if this will fix it

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