Jump to content

GunJamann

Member
  • Posts

    17
  • Joined

  • Last visited

Reputation Activity

  1. Like
    GunJamann reacted to EasyPickins in RELEASED: IWBUMS 32.21   
    HOW DO I GET THIS?
    http://theindiestone...my-save-branch/
    Fixed the game not running is Steam's "offline" mode. Added -nosteam option to client and server to disable Steam integration.  Set it using "Set Launch Options" in the game's Steam properties window. Added checkbox to public server list to display servers running incompatible versions. Steam servers display "Ping" instead of "Last Update" in the public server list. Stop MersenneTwisterRNG() going to random.org to get a seed. Require longer 'E' press to climb over a fence when there's no floor on the other side. Load mods from Zomboid\Workshop\* folders so modders don't need to copy files. Fixed Mac build not loading networking libraries due to missing libsteam_api.dylib. ModSelector has "BACK" button in same place as others screens. Clicking 'Get Mods here!" button opens Spiffo's Workshop in the Steam overlay or Steam client. Workshop items called "Mod Template" are marked as private. Workshop items containing a mods/ folder are tagged "Mod". Workshop items containing a maps/ folder are tagged "Map". KickFastPlayers=false by default because it doesn't work right for some people.
  2. Like
    GunJamann reacted to RoboMat in Convenient Bags (1.8.2)   
    Updated to work with the latest version of PZ. Modding utilities are no longer needed.
     

    ### Version 1.1.0- Added special menu entries for one and multiple objects- Added possiblity for translations - Added german translation - Added finnish translation - Added french translation- Fix #1: Items are no longer deleted- Updated folder structure to make the mod work with the latest version of PZ- Remove utility dependencies (no extra files are needed to run the mod)
  3. Like
    GunJamann reacted to Jab in [Abandoned] [Java] ModelLoader 1.16_02   
    The ModelLoader is currently Unavailable for download. There is instead an open letter here:
    https://dl.dropboxusercontent.com/u/31589881/PZ/ModelLoader/ModelLoader.html
     
    Purpose:
     
    The purpose of this mod is to expose and modify the model loading portion of the game in order to support customized models and their functions to be properly imported into the game.

    Instructions:

     
    Builds:
     
    Documentation:


    ChangeLog:
  4. Like
    GunJamann reacted to Thuztor in Spray Paint Mod v2.41a   
    Version 2.41a
    by Thuztor, Blindcoder, peanuts
    Contributors: Ryun, gon
    with initial help from RobertJohnson
     
    requires "Blindcoders Modding Utilities"
     
    -------->  Workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=499153179 <--------
    manuel download becomes available again, if the new version will be released
     
    ---------------------------------------------------------------------------------------------------------
    Changelog to 2.41a
    - 3D WorldModels of Spraycans and Chalk
    - A lot of new symbols to spray (alphabet, numbers, special characters, special symbols)
    - Every symbol is now drawn in 2x tile size
    - Replacing of the menu button
    - Resizing of symbol menu buttons
    KNOWN ISSUES:
    - Existing colours of e.g. blue will change after spraying the same symbol in e.g. red (after loading save game the colour is back to wanted colour)
    - Because of redesigning the menu I had to remove the ability to draw with chalk (it will back in the next version)

    You can find Spray Cans and Chalk in some of the containers.
    - 9 colours (black, white, red, blue, green, yellow, orange, violet, cyan) (chalk not in black)
    - A lot of symbols (alphabet, numbers, special characters, special symbols)
    Every spray can and piece of chalk has 40 uses.

    - If you have one spray can or piece of chalk in your main inventory, you can open the spray paint menu to begin to spray/draw.
    - After clicking on one of the symbol-buttons, a ghost tile of the symbol appears on your cursor.
    - Now click left on the position you want.
    - Your character will start spraying.

    Info:
    - You can't spray on natural tiles! Next Version, probably.

    planned for the next versions:
    - adding north,south,west,east versions of every symbol (textures are already done)
    - spraying on walls (textures are already done)
    - complex texts on walls with chalk
    - timedAction and walkTo
    - sounds
    - graffiti
    - attack zombies with spray cans to make them blind and without sense of smell (animation also planned)

    Have fun with spraying!
     
  5. Like
    GunJamann reacted to Omegapl in Craft Helper 1.2   
    Hello 
    Becouse Peanuts (creator of this mod) has been offline since december and no one is developing this mod anymore I (Omegapl) decided to take care of this mod and update it a little.
     
    INFO
    Get bored of pausing game to see if an item is a component of a recipe on your favorite pz wiki site ? This mod is for you. This mod will help you to learn the recipes of Project Zomboid.
     
    SCREENSHOTS

     
    HOW TO USE IT:
    CraftHelper offers two ways to learn recipes:
    See all recipes where an item is used See directly the complete list of recipes All you have to do is :
    Open your inventoryRight click on an item. If the item is used in or more recipes, the "craft helper" option will appear in the contextual menu Click on the "craft helper" option to see all the recipes where the item is used. Move the mouse over a recipe to see its composition in tooltip box Or
    Click on the new available button (to the left of screen, under character info button) to open a window where all recipes (sorted by name) are displayed. Like above, when your mouse is over a recipe, its composition will appear in a tooltip box. In tooltip box (recipes composition), you'll see [+], [~] or [-] before items name.
    [+] : means that you actually have this item in your inventory
    [~] : means that you actually have this item in your inventory but not enough to craft recipe
    [-] : means that you don't have this item in you inventory
     
    If you have picked up some items and you want to check if you can craft something with them , press refresh button on the top of the window in which the list of recipes is.
     
    Since version 1.5b there is CraftHelper menu available in recipes book . You can open it but pressing "O" button.Also you can add recipes to favorites by pressing right mouse button.
    FOR MODDERS

     

    HOW TO INSTALL THIS MOD:
     
    I have tested v.1.2 of this mod on build26 and 27 of pz and it worked on both of them.
    I haven't tested previous builds.
    Craft Helper (when loaded from mod directory on both sides client and server)
    in multiplayer works only on build27 and up
    Mod should work on Project Zomboid build 27 and up
    Just extract the archive into your mods directory located at  <C:\Users\USERNAME\Zomboid\mods> Turn it on in PZ's menu LINKS
    [v1.5g] Dropbox: http://adf.ly/1IFgQU v32.4
    [v1.5f] Dropbox: http://adf.ly/1HwuYL temporary version for v32.2
    [v1.5e] Dropbox: http://adf.ly/1Hqmhh
    [v1.5b] Dropbox: http://adf.ly/w7SVA
    [v1.4b] Dropbox: http://adf.ly/w7TLK  v30.8
    [v1.4a] Dropbox: http://adf.ly/w7TLM  v29.4
    [ v1.4 ] Dropbox: http://adf.ly/w7TLN
    [ v1.3 ] Dropbox: http://adf.ly/w7TLP
    [ v1.2 ] Dropbox: http://adf.ly/7222364/crafthelper1-2
     
    Direct Link:


     

    I don't want you to place these mod versions anywhere else.
    If you want to put my mod on other site put this download link not your own.

     
    cccp fixv2: http://cur.lv/b2k24
     
    It allows to run mod with cccp[v0.6] without errors.
    Just extract content of "cccp CH fix" directory to mods folder in your documents and overwrite every file.
    cccp mod: http://theindiestone.com/forums/index.php/topic/7385-cccp-consolidated-culinary-community-project-beta/
     
    Donation
     

    CHANGELOG
    v1.5g All features are back again. v1.5f released for PZ v32.2 experimental in that version evolved recipes aren't shown and craft helper doesnt show if item can be filled with water.  v1.5e Solved spam of errors in console. Bugfixes. Compatibility with other mods fix. v1.5b Added CraftHelper options menu which can be opened by "O" button next to close button. You can sort recipes list by result name or recipe name. Also you can switch between displaying result name and recipe name .
    You can now add recipes to favorites by clicking right mouse button when pointing on your often used recipe and then clicking on small button which pops up.
    There is option in CraftHelper  menu to display favorite recipes at the beginning of the list and option to display favorites only.
    Your favorites are saved on hard drive in "(,,,)\Zomboid\Lua\CraftHelper\Favoritelist.dat" and are loaded up when you start to play again. When you have mods adding recipes and you add to favorites some of these recipes, these recipes are kept saved when mod is switched off.
    And of couse I've made images for these buttons  v1.4: CraftHelper now loads Evolved Recipes too (soups,sandwitches etc) 
    Water fillable items have now info (blue) in recipe list
    Recipes in which can be used water contained in other items are now shown in the recipe list
    Bugfixes v1.3: Brough back feature: green highlighting of recipes when all needed items are in inventory,
    Proper names of items are now shown on the tooltip.
    Added "refresh button" which when pressed rechecks your inventory and available recipes.
    Icon of item created in a recipe is shown on the tooltip again.
    Mod uses much less CPU then in v1.1 ,when using mods which add big amount of recipes. v1.2: updated to build27 .
    For modders it is now possible, by adding item's name to the IgnoreList = {} ,to exclude recipes concerning an item. [beware in current version it removes whole recipe from the mod, but it's still craftable in-game].
    Minor bugfixes. v1.1.1 : compatible with new mods loading system of PZ 2.9.9.17 v1.1 : Show recipes you can craft with what you actually have in your inventory. For each recipes, show in tooltip box what items or not you have in your inventory.
    For modders, possibility to hide your recipes in Craft Helper (filter by items module name) v1.0.3 : Craft Helper window's background is now opaque (transparent background can make reading difficult recipes when multiple windows are open v1.0.2 : Now that the new PZ version (v2.9.9.10) is released on Desura, hotfix is included in v1.0.2 archive Hotfix : Makes CraftHelper compatible with PZ v2.9.9 (forum test release) v1.0.1 : Now works on Linux v1.0 : Initial release
  6. Like
    GunJamann reacted to EasyPickins in RELEASED Build 32   
    [NEW STUFF]
     
    Zombie Respawning
    The zombie-respawning system was rewritten.  This picture shows a part of West Point.  Each large rectangle is one cell (300x300 tiles).  The small rectangle is the loaded part of the map around the player.  Each red dot is one zombie.  The yellow dots are the "real" zombies in the loaded part of the map.  In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population).  The third number is how many hours before new zombies can spawn.
     

     
    The sandbox option "Zombies Respawn Interval" controls how often zombies respawn.  Zombies will respawn only when the current population in a cell is lower than the desired population.  In mutiplayer, the HoursForZombiesRespawn server option is used instead.  In survival mode this is set to "Every Day".
     
    The sandbox option "Zombies Respawn Percent" controls how many zombies respawn each interval.  This is the percent of the desired population that is added each interval.  In multiplayer, the ZombiesRespawnPercent server option is used instead.  In survival mode this is set to "10 percent".
     
    Zombies won't respawn in loaded parts of the map.  This is to avoid zombies popping up in front of the player.  They also won't spawn in any part of the map that was loaded within the last hour of game time.
     
    Zombies should never respawn in any buildings or fenced-off areas.  The game checks if there is a clear path from one randomly-chosen square on the edge of the world to the place it wants to place new zombies.  If a path can't be found, then no zombies will be spawned in that part of the map.
    2 new professions: Electrician (can operate generators and create electronics device for traps) and Engineer (can create traps/explosive) Added generators:You can find them in shed/generator, you can then take them and drag them near a house. You need to be an electrician or found the recipe book to use them. Once placed near a house, it doesn't work with player made safehouse yet, right click and plug it. You can now add fuel in them and then turn them on. It now provide electricity to surrounding area. The generator will deplete fuel and condition slowly, a bad condition generator could start a fire or even explode, be sure to fix them with electronics scraps! Oh, it also does a lot of noise... Traps/Explosive:Molotov, flame trap, pipe bomb, noise maker, smoke bomb and aerosol bomb! After crafted them (need to be engineer, but you can find some books to learn the recipes) you can throw them or place them on the ground. Some electronics devices can be added to them: remote trigger, movement sensor or even timer! Added the tutorial, give it a try! It's the first step tutorial, it won't teach you all the mighty stuff you can do, but it'll provide a good base for new player as it teach movement, fighting, looting, eating/drinking... And use of context key! Random character creation and save your character creation! (mod from BlindCoder) Added 2 new challenges!Opening hours: The Mall is surrounded. Once upon a time, it was an important place in their lives. Instinct has led them to its doors. A memory of what they used to do...  You are alone, but not for long. At 9AM the Mall will be ready for business: doors will open, and the hordes will enter. Be ready for them. Winter is Coming: It's mid-July, but suddenly there's a chill on the breeze. In a mere three days' time a winter will set in like no other before it. You awake in an isolated location. You have meagre supplies, and the undead hordes might be slowed by the intense cold - but they are no less deadly. Wrap up warm, survivor... Claim safehouse in Multiplayer! Added StartYear and StartDay sandbox options. Added SaveWorldEveryMinutes server option. New server option = AllowDestructionBySledgehammer:true // If false, don't allow the use of the sledgehammer to destroy stuff. Dismantle electronics stuf to gather electronics scraps! Tooons of new items, more than 30! [bUGFIX]Don't create backups of client savefiles when the game's version changes. Fixed rain barrels collecting rainwater when inside. (Issue #001594) Fixed sheet rope sometimes going on the wrong side of the thumpable/window in multiplayer. (Issue #001569) Fix unkickable players in multiplayer. Client savefile names were changed to IP_port_username. (Issue #001626).  It used to be IP_username, so you may want to rename your multiplayer directories to include the server's port number, otherwise the game won't find your old player. Fixed the "device not closed" error message when exiting. (Issue #001630) Fixed "dirty" appearance to a clean bandage on male upper right leg. (Issue #001625) Fixed campfire items not cooking after loading. (Issue #001611) Fixed lightfooted/sneak XP being awarded to the wrong player in splitscreen multiplayer. (Issue #001644) Fixed zombie-grab slow-factor not being applied to the correct coop player in multiplayer. Recover from colds inside player-made buildings. (Issue #000958) Added "Remove Broken Glass" context menu command for broken windows. Don't show the combination padlock dialog until the player has finished moving next to the locked object. Blood splatter gets fainter and blacker over a 3-day period. New server option HoursForCorpseRemoval will delete corpses older than this many hours.  Player corpses aren't deleted. Fixed getting into locked containers exploit. (Issue #001649) Fixed beginner mode shut water/elec to 8 days Probably plenty of other stuff I forgot there. Update: May 26th - 32.1 http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181668
    Update: May 27th - 32.2
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=181970
    Update: May 28th - 32.3
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=182464
    Update: June 3rd - 32.4
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=183846
    Update: June 5th - 32.5
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=184392
    Update: June 8th - 32.6
    Update: June 19th - 32.7
    Update: June 22nd - 32.8
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=187945
    Update: June 23rd - 32.9
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=188163
    Update: June 27th - 32.10
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189247
    Update: June 28th - 32.11
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189442
    Update: June 29th - 32.12
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189749
     
    Update: June 29th - 32.13
    http://theindiestone.com/forums/index.php/topic/14590-iwbums-build-32/?p=189840
  7. Like
    GunJamann reacted to Suomiboi in New Denver, BC (V2.1)   
    That just sounds like an ideal way to start with an unemployed agoraphobic. He dared outside, flipped out and found himself in the woods.
  8. Like
    GunJamann reacted to Pridelost in Dreadwood   
    Hello everyone, hope you're all well. Going to be taking the weekend off for my birthday so I uploaded images of the map where it is right now. You can check them out in the original post on the first page. 
     
    Whats new?
     
    Improving the grass texture to make it more realistic
    Added more trailers
    Added more suburban homes
    Added some shops and a train station.
    Added the highway asphalt
    (train station)
     
    A lot on my plate for Dreadwood but man it feels good to be back into mapping. I may try and add more cells around the map for just vegitation. I get the feeling having the city on the edge of the map might be a pain
  9. Like
    GunJamann reacted to Pridelost in Dreadwood   
    Here's a preview of one of the cells I've started working on. Keep jumping back and fourth between placement and detail, how's it looking? 
  10. Like
    GunJamann reacted to Pridelost in Dreadwood   
    It's just Texas and I. Who needs sleep? Thank you everybody. 
  11. Like
    GunJamann reacted to ORMtnMan in ORMtnMan's Real Guns Mod 1.242 [32.30]   
    Hello All,
    Here is the link to the most recent version of my mod, which is currently considered to be stable!
    http://www.mediafire.com/download/fdp5txod5h1pdtd/ORGM+1.242+-+ModelLoader.zip
     
    Installation instructions are included in the folder
     
    Going Forward this mod will require Jabs ModelLoader which is included in the download file for your convenience (much thanks to Jab!)
    Forum Topic here.
    Also, please be aware that this will require you to be on build 32.30
     
    Patches/Expansion mods
     
     
    I know there are those that say "Don't change guns it will destroy the feeling of PZ".
    Trust me, I know. Two things.
    First, I will try my hardest to implement them in game without really upsetting the balance of the game.
    Second, if you don't like it don't download it. No need to bash the mod unless you want it and it doesn't work right...
     
    What the mod currently includes as of version 1.24:
    - 102 guns (not including sawn-off versions, fire mode changes and muticaliber gun conversions like .357 to .38) - see list below
    - 16 gun modifications - see list below
    - 3 gun repair items
    - Custom inventory icons for all items
    - Custom models for guns
    - Custom firing sounds for most guns
    - Custom gun Reloading/Racking/Manual Action sounds for every caliber
    - Fire mode conversions (for guns with multiple fire modes)
    - Guns can use substantially similar caliber rounds (however, be aware some rounds will change how fast or slow a gun degrades)
    - Slug rounds for shotguns have a chance of spawning (shotguns require a conversion to use however)
    - Weapon conversion recipes that transfer (or remove) ammo
    - Ability to unload ammo from guns/mags
    - Custom reloading scripts for various gun setups including magazines and speed loaders
    - Full distribution of guns, magazines, mods and repair items in containers and possibly on dead bodies
    - Guns will spawn with possible damage, a possibility of having loaded ammo and a possibility of having mods attached
     
    I am also accepting suggestions for gun additions.
    Here are the parameters for suggestions:
     
    Here is an awesome link that has a full listing of items included in the mod:
    http://newdawn.aggressivegaming.org/wiki/itemlist.php?kind=ORGM
     
    Here is the list of included guns (101 in total not including sawn off or multi-caliber differences) and Gun Mods
     
    Here is a list of guns I have had suggestions for (or I thought of) and will add:
     
    Here is a list of guns (or functions) I have had suggestions for and will not add at least for now:
     
    Current Mod To-Do list
     
    Hall of Scholars and Gentlemen; Without whom, this mod would not be possible. (In no particular order)
    Obvious Ollie - for helping with some scripting, creating the original poster, testing, being a constant companion in this process, reminding me that I have this project to finish, working on some models, AAAAAAAAAND doing some awesome free advertising for the mod.
    PZ-NOOB - Testing, ideas and promotion of the mod! (Most awesome of all!)
    Fluffe9911 - for being the Doge master and for being one of the wonderful promoters of the mod!
    WolfeClaw - Providing his awesome gun models!
    Jopo80 - Great ideas for weapons and new functions
    Jab - For creating the ModelLoader which has made the mod compatible with other custom model mods ( and made my life immensely easier, no more having to edit the java every time I put in a new model)
    Fuji - Helping with an incredible amount of coding, providing gun models , making an awesome new poster and an incredible mod page title picture!, and being the awesome person who figured out how to unlock custom models for guns! Also, for being generally awesome!
    FLAKT - For providing more sound files for the mod.
    nolanritchie - creating a full item list, see the link above
    Khaos - Creating the wiki for ORGM, bug testing and possibly some models!
    Eddy-baby - For bugtesting and helping with the streamlining of the mod
    ExitiumRock - for breaking me through some coding walls and doing extensive (and helpful) testing.
    Archadeas - EXTENSIVE testing, an insurmountable number of ideas and providing fixes for my stupid mistakes!
    Reblar - Tracking down some coding errors and advocating for inclusion of my mod in his server.
    the_fallguy - Constructive criticism that is leading to some fixes, and a hoard of good gun suggestions
    turbotutone - Helping me through my contex menu issues.
    Pravus - For making the RKF mod for which I drew inspiration, and learned how to do distributions from scouring his code.
    Supporters on this thread - For sending good vibes and egging me on. Also good gun suggestions. Some examples:
    carmakazi
    956Texas
    Tech-Com
    Lamrett
    KingKickass1552
     
    Usage of my material
     
    If you are so inspired by my mod, or things in my mod and you use some of my coding, or items, or whatever, please at least let me know and give some attribution... some of the coding I have done took a lot of trial and error. I am not going to say you can't use my material because: 1) I do not have the means to really enforce or prove it 2) If you can make a better mod than I, I would rather improve the overall community than force my mod to be the only one.
     
    This hasn't happened yet, I am just going to get ahead of the ball here.
  12. Like
    GunJamann reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft is a mod based around crafting and filling in the empty world of zomboid with more stuff. It is inspired by survival crafting games like Haven and Hearth. It is very much a WIP and will be tweaked and added onto. Please try it out and let me know if you find any bugs or have any suggestions/ideas.
     
    Download
     
    Features
     
    Credits
     
    Permission
     
    Wiki
     
    Reviews
     
    HC Add-On Mods
     
    Recommended Hydrocraft Servers
     
    Patreon
     
  13. Like
    GunJamann reacted to Suomiboi in ModelsForZomboid   
    Hey!! Since Jab is awesome and wrote a bunch of awesome code, editing some of PZ's models is now possible!
     
    I started fiddling with them and decided I'll share the results!
     
    Foreword:
    Have you ever felt like "it's 8 months later and I don't even have a decent beard and just this slick hair/bald spot". Well those days are over and you too can have a manly beard and a girly hair! (I've long hear irl so don't take offense ;P)
     
     
    Download here.
     
    Extract to your ProjectZomboid/media/models and start playing. Back up the old files before overwriting. The overwritten hair is "messy" and the beard is "full" (Now actually a full beard!).
    NOTE: the models won't show in the character creation menu, only in game. Also known: the hair will clip into the body when running. I'll try to fix it later if possible.
     
    I'll post more models here if I get the urge to start fiddling.
     

    Happy Sundoid!

  14. Like
    GunJamann reacted to Blake81 in Ladders, Machetes, Fire Extinguishers and more!   
    Here are three new items with their respective mechanics that would flawlessly fit this game:
     
     
    1. Ladders
     
    Ever seen one of these? These foldable metal ladders (which are rather commonplace in garages, construction sites and tool shops) would make quite a great addition to the game.
     
    First, they could be used to access the second-floor window of a house you were trying to get into. The downside would be that the zeds could knock it down as you are climbing and send you to your death (or a lot of fractures if you happen to survive). Also, they could be useful for building roofs to our bases, instead of having to waste wood and nails on building a freaking stair.
     
    They should be pretty rare (sorta like Sledges, which are hard to find), but completely indestructible. Another downside would be that you wouldn't be able to put it on your pack; you'd have to carry it in both hands (just like with a corpse) and its great weight (I think 10lbs would be a good weight) would slow you down.
     
     
    2. Machetes
     
    No zombie game or movie is complete without one of these, and the same goes for pretty much every garden shed.
     
    Currently, the most practical weapons in PZ are always Blunt weapons (with the sole exception of the Axe, which is pretty uncommon); all Bladed weapons either do too little damage, break too fast or have a range so short you end up getting bitten.
     
    The addition of a machete to that list would help to balance against the more advantageous Blunt weapons like the Crowbar and the Baseball Bat (Nailed or not). Because the Axe is on the same level of rarity of the Sledge (which would be its Blunt counterpart) and given its wood-chopping capabilities, most ppl prefer (or at least so I've seen) to use it exclusively for lumberjack'n.
     
    Machetes should be the Bladed counterpart of the Crowbars; uncommon but not that rare, weighty but durable, and with a real good damage. They would also be found on the same places as Crowbars (crates, tool sheds, hardware stores, etc)  which wouldn't make it to hard for them to be implemented.
     
     
    3. Fire Extinguishers
     
    Technically, these are ALREADY in game, but they serve as much purpose as combs and toothbrushes (according to the Wiki, at least).
     
    But, let's be honest, we've all gotten our safehouse consumed by flames at least once. So, at the moment we see the flames emerging, why shouldn't we be able to grab one of these and put them out before they do more damage?
     
    It would require the same mechanics of a shotgun; just wear them in both hands aim at the flames and unleash a cone of CO2 upon them. However, they would run out after a few uses, just like a paint can. Not to mention they would be quite noisy and probably attract some zeds.
     
    Given they wouldn't have any combat use, they'd probably be pretty common. They could be found at houses' kitchens, offices, shops, schools, storehouses; in fact, they'd be found in lots and lots of places. Thing is, many of them would probably have little charge left or be plain empty. And, you wouldn't be able to refill them in any way; it takes a lot of specific tools and materials to get such task done, and it wouldn't be possible in a post-apoc setting.
     
     
    3. Nightsticks
     
    Commonplace in many zombie games, and some places in real life too. So I was pretty surprised that I didn't found any of these in the police station.
     
    They would be a decent Blunt Weapon; less range than the Bat, but with a faster swing and much more durable. (Police Officer and Security Guard Jobs could come with a swing speed bonus to it, kinda like Axe Man does for Firemen and Lumberjacks).
     
    As for places to find it, Police Stations or any place that may require a guard (Like Banks, some Offices, Stores and Supermarkets, etc ), and sometimes maybe in the corpse of a zombie. (Zombie Cops should be a thing too)
     
     
    4. Mops/Brooms
     
    Who doesn't have one of these at home or has seen the one the janitor of your office uses? They're not exactly a deadly weapon, tho (Unless you're Rei Miyamoto from Highschool of the Dead...).
     
    They'd be the shovel's weaker but more commonplace cousin; long range and lightweight but prone to breaking and rather weak.
     
    However, they'd be utterly common, and clearly a much better weapon choice than a pencil or your bare hands.
     
     
    5. Wrench/Spanner
     
    Now were's a commonplace favorite I can't believe I forgot about! And although they're not common in people's houses or garden sheds (unless you're the handyman type or the ''Screw mechanics, I'll fix my own car!'' type), they'd be omnipresent on Auto Repairs, Hardware Stores and maybe even the trunks of cars and trucks (when they get added, that is).
     
    Combat-wise, they'd be the crowbar's bigger cousin; heavier but deadlier too, yet not as strong as the Sledge.
     
    Plus, now that the new Engineer Job that comes on at Build 32, they'd make a fitting weapon for them, or maybe even have some purpose disassembling stuff (it takes more than a Screwdriver to dismantle freezer) . Not to mention that if you're female, you could call yourself a Wrench Wench, one with a mighty Wrench Whack 
  15. Like
    GunJamann reacted to NCrawler in Yet Another Weapon Mod   
    This is my addition to the mods section of the site.  I created this mod for my son and I and we think it turned out pretty good.  All of the default firearms, ammunition and attachments have been removed from the loot spawns and the following items have been added:
     
    Ruger Mark III - .22 LR
    Beretta 92FS - 9x19mm Luger
    Beretta Px4 Storm - .40 S&W
    Colt 1911 - .45 ACP
    S&W 686 - .357 Magnum
     
    Ruger 10/22 - .22 LR
    Winchester 94 - .30-30 Win
    Colt AR15-A3 - .223 Rem
    Remington 700 SPS - .308 Win
    SKS-45 - 7.62x39mm M43
     
    Mossberg 500AT - .12 ga
    Sawed-off Mossberg 500AT - .12 ga
     
    HK MP5A3 - 9x19mm Luger
     
    All weapons/ammunition have custom sound effects.  All ammo boxing/unboxing recipes are implemented.  Certain weapons can only be found in police departments and/or gun stores.
     
    Melee weapons, misc. items and containers added:
     
    Metal Baseball Bat
    Tactical Axe
    Tactical Machete
    Combat Knife
    Entrenching Tool

    Rain Poncho
    Gunsmith Toolkit
    Gun Cleaning Kit
    Weapon Parts Kits
     
    Large First Aid Kit
    Medium Tool Bag
    Large Ammo Can
     
    Medium ALICE pack
    Large ALICE pack

     
     
    Changelog (current):
     
     vB30.009 - 02/18/2015
        --Removed custom profession spawn points
            --[Not working right]
        --Updated ALICE Attachment system
            --[Now uses context menus rather than recipes]
            --[Added ability to pack ETool and Combat Knife]
        --Added Rare, Normal and Plentiful loot spawn distributions
            --[Choose during install]
        --Changed ALICE component distributions
            --[Added to their own spawn table]
        --Fixed issue with E-Tool not equipping
            --[Now works exactly the same as a shovel]

    * Full changelog contained in Readme.txt *
     
    Download Link:
     
    http://www.mediafire.com/download/292ek3wkrdxv50i/NCYawMod_vB30.009.exe
     
     
    Feedback is encouraged and welcomed but I will not be adding any overpowered military weapons to the mod unless the map is updated to include portions of Fort Knox.  Enjoy...
     
    TODO:
        --Add indicator for ALICE pack with attachments
        --Add Crossbow and Compound Bow + Ammunition to the mod
        --Add Tactical Hammer and write functions for it to be like normal sledge hammer
        --Add multi-tool
        --Coleman lanterns/portable stove with propane?
        --Whet Stone and Honing Oil to repair machete and tactical axe
     
    Credits:
        RoboMat - for answering some questions and some good ideas from his mods.
        Pravus - for the Rain Parka Mod.
        Krogothar - for some excellent feedback and suggestions.
  16. Like
    GunJamann reacted to Warmacha1 in Resident Evil / Biohazard Map Project   
    Any News?
  17. Like
    GunJamann reacted to MonolithicBacon in [Released] Phoenix; Beta 1.3 "Consumerist Ideals" Edition   
    What is Phoenix?
     
    Thanks and Credit:
     
    Version:
    Beta 1.3 "Consumerist Ideals" Edition
    To play this map, follow the link above and click "Subscribe" on the Steam Workshop Page. The map will appear on your map list in game, once it has downloaded!
     
     
    Please note that images below are presented in-process, and will change over the course of the map's development. For the most up to date view of the map, please see the "whole world" map above.
     
    Download:
     
    Videos:
     
    Images:
     
    Updates and Changelog (Older versions. Do not use):
     
     
    Work in Progress:
     
    Known Bugs:
    As always, please leave any feedback, and I'll take it all into consideration!
  18. Like
    GunJamann reacted to Xeonyx in New Denver, BC (V2.1)   
    New Denver
    British Columbia
    Canada
     
    (Now with Non-Steam download link...Again!)  http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
    Yea, I updated the map to 2.0 now; increasing the size from a 5x5 map to a whopping 22x16 map.
     
    With this latest update (2.0), you can now explore North of New Denver to the Slocan Lake Golf Course, South to the Farmlands, and the world East of New Denver, with houses, farms, and more.
    More bug fixes have been addressed, so the game should play more smoothly now.
    Update 2.0 does NOT have foragable land outside of the original map size (I'm only one person!!! but I will update this ASAP)
    Note the 2.0 Update will require you to start a new game as the exact location of New Denver has increased the distance to Muldraugh
     
     
     
     
      Behold! For 11 months I secretly worked on map accurately depicting my hometown.  In this 22x16 cell map, each building is unique and comparable to the real-life New Denver, down to (almost) every house, shed, etc.  I`d add the amount of buildings I created but I lost count long ago.
     
    During the creation of the map, a horrible canoe accident claimed 4 of my friends; 
    Skye Donnet,
    Jule Wiltshire-Padfield,
    Hayden Kyle,
    and Lily Harmer-Taylor,
    so this map is dedicated to their memory.
     
    (2.0) - Added "The Back Forty" update, have fun... (1.75) - Added Friday Market! This consists of a bunch stands set up by locals found:
    http://pzmap.crash-override.net/?desc=New_Denver_v1_31L0#0.47111386928726384,0.21069731021245483,41.11783324647789
            some more bugfixes, etc.
    (1.7) - Over 75 bugfixes from unaccessable stairs, and blocked rooms, to
    others, and some additional objects added.   (1.6) - Updated map compatability to build 32, bugfixes, etc.   (1.5) - Roads have been detailed with potholes, cracks and grime, added street signs and street lights, and some more changes    (1.4) - Added object.lua for trapping and foraging; it's mostly finished and will get updated soon, and some more bug fixes   (v1.31) - Multiple bug fixes, thanks to SiderisAnon for the good word.   (v1.3) - Removed the unsightly grass patches and updated the forest grass, multiple bug fixes, connected the road to Muldraugh   (V1.2) - Fixed up mentioned bugs and a few I found. A handful of graphical updates, road lines, missing blends, etc.   (V1.11) - Fixed the invisible wall problem at the museum that Marinus had pointed out, thanks bro!   (V1.1) - Added spawn points to New Denver, now it'll be like you actually lived there  
    (v1.06) - Fixed the house Spartanz920 mentioned, no one likes a house
    with bugs in it  
    (v1.05) - Now with a working Zombie Spawn Map; Now you can enjoy New Denver in fear!
     
    (v1.0) - At the moment, the map is ready and playable.  There are no spawn points yet, and certain details (mostly road accents) have not been added yet.  There has been some bug testing, but bugs still exist.
     
     
    Screenshots:
     


     
          Edit:  Quickly added in a brief location map; kinda helps

     
    Download Links:
    Steam Workshop
    http://www.mediafire.com/download/772cv61jad9ftnx/ND2.1.rar
     
     
      Enjoy my neck of the woods why dontcha?
  19. Like
    GunJamann reacted to blindcoder in Random Character Creator and Character Build Saver v2.1.0   
    Tired of the same old character build?
    Want to try something new but don't know what?
    Have a great build that you want to re-use but will forget?
     
    FRET NO MORE!
     
    This mod adds a button to your Character Creation screen to create a random build for you!
    It will select a random profession, add up to 5 positive and up to 5 negative traits, and then wiggle those traits until there are between 0-3 positive skill points left to spend.
     
    Obligatory screenshot:

     
    It also adds the possibility to save character builds and re-load them later on!
    Also implements dropUp menus on the side
     
    Another obligator screenshot:

     
    And even more obligatory download:
    randomCharacter_v2.1.0.zip
    randomCharacter_v2.0.0.zip
    randomCharacter_v1.0.0.zip
     
    Changelog
  20. Like
    GunJamann reacted to RobertJohnson in RELEASED: Build 31   
    [NEW STUFF]
    Keys:You'll now spawn with a key ring and key of your house. You can find additional keys inside containers and zombies who spawned in this house. If you destroy a door corresponding to a a key you have, take the door knob and rebuild a door with it, you have the key! Perfect for your safe house! You can mouse over a key to highlight surrounding doors that correspond to this key Padlocks, 2 types:"Mechanical", need a key, can be put on hand made wooden crates Combinaison, you setup a 3 numbers code for your padlock. [MP] Added a /noclip command for admins, if you set it to true, the players won't collide on anything [MP]Added a NoFireSpread server option, if true, fire won't spread (but still trigger) [MP]Added a AnnounceDeath server option, if true it'll show a message of who killed who, or who's dead (like [PVP] RJ killed Lemmy. or [PVP] Meabe is dead.) [MP] Admin now able to add xp and teleport to a player. [MP] Added a DropOffWhiteListAfterDeath server options, if true when a player die, he's removed from the whitelist. [MP] Added ConstructionPreventsLootRespawn server option. Player will now revive as a zombie after being infected and dead. Follow your character becoming part of a new horde and slaughter other poor players! (or being killed... Again.. Urg.) You're now able to clean blood, you'll need bleach and a dish towel or a bath towel You now have an option to craft all the stacks of something (having 7 logs? Right click, "Saw Logs" -> "All" ) Splatter blood in a radial pattern when stomping a zombie.  Might change it back to directional, blood tended to fly for 100 feet though. Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake) Added Melee command (Spacebar or left trigger) to shove/stomp. [MP] Server "-adminpassword XYZ" command-line option bypasses the enter-a-password prompt when creating a server. (Issue #001481) Added translation support for challenges.  Made it easier to add challenges via mods. (Issue #001483) Added "Rack Firearm" keybind, X by default.  Only for Hardcore reloading.  It used to be spacebar, but Melee uses spacebar now. (Issue #001494) [MP] Added MinutesPerPage server option.  This is the number of gameworld minutes it takes to read one page.  The default is 1.0. The user can choose starting clothing and colors when creating a new character. You now have an option to craft all the stacks of something (having 7 logs? Righht click, "Saw Logs" -> "All" ) Added a key binding (default F8) to hide/show the ping (top left corner) Hunger/Thirst reduction from base item now applied to evolved recipe (so if you used 25 hunger reduction to make your pie/cake, you'll have have this as a base when making your cake.. Make sense? I'm not even sure what I'm saying, duh.) Recipes can use "OnGiveXP:MyLuaFunction" to award XP when a recipe is used.  MyLuaFunction should take 4 arguments.  See the top of media/lua/server/recipecode.lua for an example. Mods can add their own media/lua/shared/Translate/ files. Fixed shoving zombies through closed windows. (Issue #001403) Add some translations.  The translationProblems.txt file (which is created when using the -debugtranslation option) now lists all missing translations in a form you can copy/paste into your translation files.  It also reports different numbers of % substitutions. Added new 16 foods item Added Frog in foraging Added tainted water:You can now gather water from the river but it'll be tainted. Same for rain collector barrel water. Tainted water can still be drink but cause some food poisonning. Boil it (only in pot or bowl) to remove the tainted New Traits/Professions/Last Stand/Level system: Explained by the one and true Lemmy: You have now 10 levels instead of 5, the level 10 correspond to the level 5. Professions
    Professions now often give skill points, and these tie in directly to the learning speed in those skills as well as the starting skill level. This is to further diversity character creation and make the professions feel like an actual previous experience exists instead of starting characters as blank slate.

    Also professions are not all necessarily free, so there is the potential for some more powerful start professions to require negative traits to balance. Unemployed gives 8 points to start. This is very important for reasons that will be clear when we talk about the new traits.

    So you may pick the Carpenter profession, and right out of the bat this gives you 3 points in carpentry. This not only means starting on level 3, but the carpenter will gain a 50% boost to XP in that skill.

    The scaling goes as follows, based on the starting skill level:

    0) 0.25x speed (eek)
    1) 1x speed
    2) 1.25x speed
    3) 1.5x speed
    4) 1.5x speed
    5) -

    This multiplier is permanent for the entire game. Even when you get to level 1 in a 0 level skill, you retain the x4 time to learn it.

    The idea being that now, a carpenter with skills ONLY in carpentry may advance in carpentry at a fast speed. Their hopes of becoming an expert farmer any time soon are remote. So this further diversifies characters to provide much more varied runs in single player, and provides more potential for teamwork and specific roles in MP and ultimately NPCs. However a carpenter being doomed to ONLY ever be able to learn carpentry quickly is going to be in trouble, so enter: Trait Revamp
    A few big changes to traits

    1) Currently non relevant traits have been removed until NPCs go in. Light Drinker and all the other cheesable traits.
    2) We've added a ton more. Some need better names and others may be OP/UP and may need nerfing or point values changing.
    3) To counter the fact that a profession may only allow leveling up a single skill. Specifically, a range of traits now act as hobbies. Say you pick 'Gardener' trait that says the character enjoyed gardening in their pre-apocalypse life. This will give a single point in farming, for example, and while this doesn't seem like a huge deal in itself, since its a character creation skill point, it DOES mean that they are now learning farming at a 1x speed rate instead of just 1/4th speed. This makes farming a viable skill to train up during a run. Think Morrowind minor / major skills. So now the player is encouraged to pick a few hobbies or other traits that round out their character with skills they intend to use, and now with little in the way of exploits with negative traits they will have to build some bigger disadvantages into their character to compensate. This is why unemployed gets extra points to start. They have the time to invest in hobbies, and need them to have any skills they can train at a decent speed at all.

    I haven't done the descriptions for the professions / traits yet (want to run them through Will) or any UI elements to convey the starting skills or training speeds etc, but here is a list of professions and traits: New professions list
    Unemployed
    Fire Officer (3 blade, axeman)
    Police Officer (3 aim, 2 reload, 1 nimble)
    Park Ranger (2 trap, 2 forage, 1 carpentry)
    Construction Worker (3 blunt, 1 carpentry)
    Security Guard (night owl, 2 sprinting, 1 lightfoot)
    Carpenter (3 carpentry)
    Burglar (2 nimble, 2 sneak, 2 lightfoot)
    Chef (3 cooking, 1 blade maint, 1 blade)
    Repairman (1 carpentry, 2 blade maint, 2 blunt maint)
    Farmer (3 farming)
    Fisherman (3 fish, 1 forage)
    Doctor (3 doctor)
    Veteran (desensitized, 2 aiming, 2 reload) Traits
    Not going to list them all, just the ones that may not be completely obvious.

    Adrenaline Junkie - Can run faster when in top level of panic
    Inconspicuous - Just naturally better at not standing out.
    Packmule - Raises amount that can be fit into bags.
    Disorganized - Lowers amount that can be fit into bags.
    Self Defense Class - 1 blade guard, 1 blunt guard
    First Aid (1 doctor - should be unselectable with doctor prof really. same with a few others)
    Fishing (hobbie - 1 fishing, should be excluded for fisherman)
    Gardener (1 farming, should be excluded for farmer)
    Jogger (1 sprinting, better endurance)
    Illiterate (can't read skill books at all)
    Dexterous (Faster loot speed. should impact other things too in future)
    All Thumbs (opposite of Dexterous)
    Pacifist (slower at learning combat skills)
    Brawler (1 blade, 1 blunt. Don't like this name, but basically someone who gets in fights regularly)
    Plays Baseball (faster swing with baseball bat)
    Hiker (1 forage, 1 trapping)
    Hunter (1 aiming, 1 trapping, 1 sneak)
    Gymnast (1 lightfooted, 1 nimble)
    Insomnia (fatigue recharge when asleep very very low. Will likely wake up tired) Challenges
    Also in this version is a modified version of Last Stand menu that allows for challenges using the last stand challenge system but playing in survival game mode. I discussed this in an earlier thread that it's important to make this feel a more complete game, a way of unlocking additional challenges, a feeling of progression, and also providing some goals for players that may have none. Now the framework is there, so if RJ , EasyP, Turbo want to add any challenges, or for that matter everyone on here with some lua skillz chance to contribute. Want a fun challenge to be in the game? Make something and put it on this forum, and get it past the community and us and its in there.

    Also there may be another challenge in there called 'A Really CD DA' which may be fun! More stuff will be added as we confirm/finish test [bALANCE]
    Reduced a lot the dmg of fire on zombies Zombies should less group when they follow you. Reduce the damage done by panic in melee Reduce the knockdown chance with panic [bUG FIX]
    Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Fixed infinite loop when building a second Lamp-on-pillar. (Issue #000417) Show Unhappiness change in Literature tooltip. (Issue #001342) Transfer weapon upgrades from Shotgun when creating ShotgunSawnoff. Allow adding/removing weapon upgrades on broken weapons. Prevent zombies spawning behind stairs or in pillars. Right Shift works same as left Shift to select multiple items in the inventory view. Fixed ServerLOS thread not waking up after rejoining a server. (Issue #001326) Stop all sound effects before exiting to the main menu. (Issue #001322) Fixed OnCharacterCreateStats Lua event getting called when loading player corpses. Do the "smooth scrolling" listbox-thing with the controller. Replace existing parts of zones when adding new zones (to support custom maps better). Fixed some controller issues in the main menu. Forbid certain types of items being used as campfire fuel by setting tcampingFuelType to -1. Remove reanimated-player zombies when doing a server soft reset. Fixed LosUtil.lineClearCached() oscillating between visible/not-visible. Skillbook now train 2 levels of skills (so still 5 books). Can't play with curtains from the outside. Display name of food items that have no hunger reduction (canned food, cigarettes, etc). Draw progress bar in Health window when bandaging a deep wound. Added a background under moodle tooltips to make the text readable on snow days. (Issue #001451) Fixed the Pause key (F2 by default) unpausing the game in the main menu. (Issue #001447) Wrap long server descriptions in the server browser. Fixed long text being drawn outside text entry controls. Fixed player-death related NullPointerException when joining a server. (Issue #001463) Fixed a multiplayer multithreading bug. (Issue #001465) Fixed some wounds bleeding when the health panel reported they weren't. Fixed losing XP when the trait multiplier was < 1.0 for a partially-read book. Fixed thump sounds playing when zombies were on fire in multiplayer. (Issue #001467) Fixed other players displaying the wrong equipped weapon in multiplayer sometimes. (Issue #001471) Fixed all items in a stack being unequipped when only the first was equipped. (Issue #001474) Fixed table lamps turning back on after loading. (Issue #001473) Fixed "You survived for" time being 0 minutes 0 seconds when player survived less than 1 hour. Sleep dialog appears after walking to a bed/seat, goes away if player moves. (Issue #001420) Drink Milk, don't Eat it. (Issue #001476) Fixed being given Aiming XP for all potential targets instead of only the few that a weapon could hit. Fixed zombie gibs causing tree-rustling sounds. Fixed typo with has-a-cold moodle. (Issue #001482) Fixed map-corruption bug (base overwritten by another part of the map). (Issue #001318) Fixed fire-sprite syncing on burning characters in multiplayer. (Issue #001429) Move items to main inventory before drinking or transferring water from them. (Issue #001427) Fixed endurance loss from shooting guns. (Issue #001415) Fixed toggle-safety action being interrupted by attacking. (Issue #001433) Fixed reanimated player inventory syncing in multiplayer. (Issue #001418) Fixed /addxp server command. (Issue #001416) Fixed "panic" sound playing for reanimated players. Fixed reanimated player walk animation being broken 1 time in 40 (caused gliding zombies). Fixed map objects.lua files being loaded in reverse order. Fixed graphical glitch in "Major skills" list (bars overlapped the text). Fixed Strength/Fitness not decreasing due to laziness. Fixed crazy-high XP Multiplier sandbox option causing infinite loop and sound spamming. Fixed Disorganized trait breaking inventory management. (Issue #001374) Fixed uncooked/rotten/alcoholic foods having no effect sometimes. (Issue #001408) [Translation]
    Updated the translations! (FR, DE, NL, RU, ES.... Everyone who posted in the official translation thread, thanks again guys, you're all a piece of heaven in awesome land)
  21. Like
    GunJamann reacted to RingoD123 in Bedford Falls (Test V2)   
    Hey guys, so here it is, Bedford Falls Version 2!

     
    Whats New?
    Well, lots of buildings bugs have been fixed, a lot of duplicated buildings have been swapped out for previously unused ones, a large military area and water treatment facility has been added to the north of Bedford Falls, the town itself has been placed in its final (until the vanilla map expands this far) place and just needs a bit more love to join it up with the vanilla map properly. Bedford Falls is now also its own spawn location alongside West Point and Muldraugh (it no longer replaces Muldraugh as a spawn) and also has a variety of random spawn locations.
    Zombie numbers have also been significantly increased across Bedford Falls.
     
    There may still be some buildings with bugged walls etc.
     
    Unzip the file into your "Project Zomboid" install folder, overwriting all files etc as you go.
    Load the game up and select your starting location. You can now choose between Muldraugh, West Point and Bedford Falls. Bedford Falls also includes random spawn points now too.
     
    Report any/all bugs in this thread. Use the pic above to note down the Cell the bug appears in, and provide a picture of the problem area if possible. I will be going through all the lots/world and fixing all these bugs for the Final release of Bedford Falls.
     
     
    Original Contributors:
     
    Current Contributors:
     
    Download:
    OLD VERSION - NO FORAGING OR ZOMBIE RESPAWN!
    BedfordFallsV2.zip NEW VERSION - STEAM WORKSHOPhttp://theindiestone.com/forums/index.php/topic/16546-bedford-falls-v3-steam-workshop/ ENJOY! <3
  22. Like
    GunJamann reacted to apelikejay in Sustain resources mod - build 29.4   
    This is a resource sustainability mod that my cousin and I play together nightly...
    it 'borrows' from the following mods:
     
    CraftHelper 1.2 (by Omegapl)                                                                    
    http://theindiestone.com/forums/index.php/topic/9267-craft-helper-12/
    This sustainMod adds 200+ recipes to the game... CraftHelper is essential in keeping it    
    organized both for me... and for gameplay! Amazing Mod... all credit Omegapl, and apparently
    Peanuts, the original creator of the mod.
     
    Reloading Mod v.0.2 (by Rausheim)                                                                
    http://theindiestone.com/forums/index.php/topic/10105-reloading-mod-make-your-own-ammo/    
    'Borrowed' greatly from this mod... textures and ammo-to-the-ground scripts are identical
    with only minor changes to recipes and drop rates. This provides a great foundation for
    providing ammo sustainability. Great work, Rausheim!

    Dry Towels (by Saranis)                                                                            
    http://theindiestone.com/forums/index.php/topic/7126-dry-towels/
    A great little mod that allows for cleanup of wet towels in games and extends itself well
    to the sustainability idea I am aiming for in this compilation pack. Allows for collection
    of water by wringing out otherwise spent items such as the wet bath towel and wet dish towel!

    The Toolbox.png and MetalScrap.png images used in this mod are from:                                                    
    Building Mod v.0.2.2 (by badtrix)                                                                
    http://theindiestone.com/forums/index.php/topic/7773-building-mod-v022/    
    I couldn't get this working with the latest builds... I didn't want to mess with it.
    This mod inspired the recycling aspect of the following mod. I never really looked at the
    recipe code from this so any similarity to my own code below is coincidental. They both do
    the same thing, coincidences were bound to occur. Credit for the inspiration and the images!
     
     
     
    If you are using any of these mods, you can disable them or uninstall them when using my mod.
    They are already implemented in this mod as they fit exactly what I am trying to accomplish with it.
     
    FILE UPDATE (11/26/14):
    No longer uses the Start Safe Mod...
     
    ---------------------------------------------------------------------------------------

    Now that credits are aside, what is in this mod?

    Dispose of corpses with axes, knifes... even spoons... and collect Disturbing Trophies.
     
    Allows for creation of new weapons: Katana (bladed), Softball Bat (blunt equiv), and the
    Streetsweeper Shotgun. Also build easier recipes like a Screwed Baseball Bat, Razor
    (bladed) Baseball Bat and the Backyard Katana...
     
    Can your own soups and stews and all farmable foods. Works with scavenged Berries.
    Store your farmed goods and use them when you need them, not just before they spoil.
     
    Allows for recycling of nearly every in-game item.
     
    Craft many in-game items: tools like the sledgehammer and saw, weapons like the shotgun
    and hunting rifle, even their modifications like the x8scope... most if not all of it is in here.
     
    Recycle spent ammo and craft your own ammo, mostly thanks to Rausheim! Spent ammo
    even kicks to the ground... collect them shells!
     
    Greatly lowered fixing costs for in-game items. They now require 1 of each default item.
    Changed gun fixing to use Bleach instead of another gun. The equivalent of cleaning.
     
    Craft a Beehive.
     
    Extract Honey from the hive and make Go Go Juice.
     
    Extract Beeswax and make Candles.
     
    Craft a Hand Torch, an offhand item that greatly increases night vision.
     
    Utilize Saranis' DryTowels mod and collect water from wet towels, or just dry them.
     
    Collect the patterns (in the form of books) to do this mod's recipes from zombies. The
    better the craft-able reward, the rarer the book drop. Books are spent on use so save them up!
     
    Track it all with the power of CraftHelper 1.2, by Omegapl.
     
     
    FILE UPDATE (10/6/2014):
     
     
    Pill bottles now kick back an empty bottle which can be recycled (the previous method was... ugly).
     
    Added ability to craft pills (via new recipe/book drops).
     
    Paint cans now give back an empty paint can when used up.
     
    Added ability to refill these empty paint cans -- only with the color they previously were. This means
    if you have one can of one color, effectually you can paint forever with that one color. Recipe drops
    are added for this as well.
     
    Craft Plaster Powder.
     
    Books can now be shredded into 20 sheets of paper. 20 sheets of paper can now be bound into books.
    The point of this mostly revolves around campfires. It makes no sense that I can light a fire with a sheet
    of paper but I cannot light many fires with the many sheets of paper inside a book. Now we can!
     
    Added a rare gun crafting recipe drop: Silenced Pistol. Has a touch less range but otherwise identical
    to the pistol... except it's quiet. Zombies should only hear it if they're in the room or very close.
     
    (This Pistol is a work in progress... it might take some modifying to get the sound right... I'll removed this
    parenthetical when it's confirmed solid.)
     
    Added ability to make Jerky from all trapping and fishing game.
     
    Added ability to craft recycling materials via semi-rare book drops -- for when servers get low on
    recyclable items. (Which shouldn't really happen considering you can recycle jewelry, pills and
    clothes and get the three main recycling mats, all from zombie drops--but it will be a nice little boost.)
     
     
    FILE UPDATE (10/13/14):
     
    Can now craft hinges and door knobs.
     
    Honey can now be put in Water Bottles, Whiskey Bottles and Pop Bottles... not just Wine Bottles.
     
    Plaster Powder now kicks back an empty bag when used. Just like the paint, this is needed to refill
    (craft) more Plaster Powder.
     
     
     
    FILE UPDATE (11/26/14):
     
    Eliminated the Start Safe Mod... no longer do you have to hit "insert" to get the starting items.
     
    Casks are now craftable via Handfuls of Minerals that drop regularly from dead zombies.
     
    Casks are now refillable.
     
    Essentially it takes 25 Handfuls to craft one cask... there are three casks to make... and each cask
    lasts for 100 uses... so there is a 25 mineral overlap to allow for some extra cask making if desired.
    This also means... more killing!
     
    Fixed (I believe) an issue with the non-shotgun bullet making. They should now correctly make
    whole stacks of ammo... this only affected the final step of ammo making.
     
    Fixed the inability to make Jerky from caught fish... now you fillet caught fish with a kitchen knife
    and then use the fillet to make the jerky.
     
    Messed around with the Silenced Pistol -- it's still loud on the players end...
     
     
     
    I hate to say it but... more to come... eventually....
     
    --------------------------------------------------------------------------------------------
    To use this mod:

    Download and extract to your /users/USERNAME/zomboid/mods/ folder for single player.
    For multiplayer, extract and overwrite your /media/ folder inside your game directory
    with the media folder provided in the zip file. It is advisable to backup your game's default
    media folder before making changes to it.

    This works perfectly fine on our multiplayer server on build 29.3. For multiplayer:
    When new patches or hot fixes come through, simply apply the patch then re-save the media
    folder over the game's default media folder... it's worked so far *fingers crossed*. Remember,
    all players on the multiplayer server must have the same file structure so every player must do
    this.
     
    Most of this mods recipes can be done from the ground. The way the game's mechanics are
    working at the moment, means that one of the required items can be on the ground. But only one.

    With this mod you can sustain your resources (firepower, water and canned goods) indefinitely...
    long after a server has been looted.
     
    FYI: The Katana uses the poolcue sprites, the Softball Bat uses the baseball bat, and the
    Streetsweeper uses the shotgun.
     
    This is fully updated to the current live build on Steam --> Early Access 29.4.
     
    I will not be publicly updating this for the IWBUMS branch anymore... just through 29 as I developed
    it. It should continue to work for players on that branch and I will probably update it to build 30 when
    it goes live if any tweaking is needed.
     
    I do not know about backward compatibility to previous builds. Recipes in this mod utilize the Stone
    Axe and Berries of the build 29+ branch and might 'break' something if used on previous branches.
    sustainMod.zip
  23. Like
    GunJamann got a reaction from omon4ik in How To Install / Uninstall Mods   
    Hey 2 Robomat and all of the Windows-using-Zomboiders out there!
     
    first of all Sry for my - I think overall more than horrible - english grammar and stuff like this ;D
     
    But I think you will be able to follow and understand me at the end... more or less I guess^^
     
    Kay, here´s why I´m writing:
     
    With the Windows path direction you will only open your current savegame folder. I don´t know yet if the Steam Version will use this path for its savegamefiles too... I will have a look at this later maybe^^
     
    The following path shouldt guide you to your Steam-Version  Zomboid--Mod-Folder... Of course only  if iinstalled steam with the common path etc pp^^
     
    C:\Program Files (x86)\Steam\SteamApps\common\ProjectZomboid\mods
     
    here you will find the examplemodfolder Robo talked about... Now, have fun ;D
     
    Greetz, by Fabz
  24. Like
    GunJamann reacted to Pravus in Rifle Mod v1.1a   
    Hey guys this is my first working mod I created for Project Zomboid!  I'm barely proficient as a scripter but, through study and a lot of trial and error, I managed to create something I'm pretty proud of.
     
    Rifle Mod adds a custom .30-30 Hunting Rifle to vanilla Project Zomboid, as well as .30-30 bullets which can be boxed and unboxed as necessary.  I tried my best to create a balanced weapon that felt natural to the game in its current development state and I feel pretty good about the end result.  The Hunting Rifle and its ammunition can be found in most places you would normally be able to find shotguns and/or shotgun shells (sometimes both firearms can spawn at the same location if you're really lucky).  The Hunting Rifle's power is just barely above that of the stock pistol but has slightly longer effective range.  .30-30 rounds generally drop in increments of "6," which is exactly the size of one magazine.  24 .30-30 bullets can be converted into a Box of .30-30 rounds and vice versa.
     
    All custom sounds from Stormy's additions to the client and you can learn more about them at his thread here: http://theindiestone.com/forums/index.php/topic/3238-adding-more-guns/
     
    Special thanks to RoboMat, Stormy, and NCrawler!  Your collective tutorials and released mods are what I studied to learn the basics of LUA and create this mod.  You guys rock!
     
    Download Rifle Mod v1.1a:
    http://www.mediafire.com/download/v8w3bxfbioayp1g/riflemod.rar
     
    *Updated Distribution tables to account for map expansion in Build 27*
  25. Like
    GunJamann reacted to RingoD123 in Newtown (WIP)   
    Hey guys, as some of you may know, the first community map mod, Bedford Falls ( http://theindiestone.com/forums/index.php/topic/6672-bedford-falls-test-v1/ ) is in its first test phase, once I have enough reported bugs and a few more buildings have been finished I will be tidying it up, meshing it up properly with Muldraugh and West Point and releasing it as a final version.
     
    In the meantime I have started planning the next town (city really), which at the moment has the brilliantly original name of "Newtown" because:
     
    A) Its new
    and
    B) it has a very large city area made up of typical American "blocks" that reminds me of New York.
     

     
    Its 10x10 cells big, making it 4x the size of Bedford Falls, were looking at 4 full cells of very dense city centre, 12 full cells of less dense city centre around it, 12-14 full industrial cells, about 24 full residential cells and a good 6-8 cells worth of farms, the rest will be made up with wilderness around the outskirts of the map.
     
    Obviously this map mod is going to take some considerable time to complete compared to Bedford Falls, but I wanted to get the basic plan out there now so all you lovely building makers have some ideas of buildings that i'll need. Im going to measure the smallest city blocks and the largest city blocks and then let you guys know these dimensions so you can make your "city centre" buildings accordingly.
    Specifically, I would love buildings that occupy an entire block, but with each face (North, East, West and South) possibly belonging to a separate store/office. So, for example, you might have a 5 story city building where the south facing side is a store that is restricted to the first 2 floors, the west side is also a store, but is only on the ground floor, the east and north facing sides are both offices that reach all the way to the top floor, but do not join up inside (unless someones takes a sledgehammer to the walls ).
    Any/all other buildings are still welcome, but the above style buildings will help the city centre look a lot more like a city centre. Also, another "type" of building we don't have that many of at the moment are regular houses/stores that face West or North, so they would also be good to concentrate on.
     
    Anyway, heres the first 2 pics so you guys can get a good idea of the layout, notice I even have an area for a "central park"
     
    <3
×
×
  • Create New...