Rodjah

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  1. Rodjah

    How to use the "Heat" event on recipes?

    Mhh... I see, I know that the item must be "IsCookable=TRUE" for heating up like happen on the "Disinfect Bandage" where the WaterPot is the base heating item, but If I want to use the "Fry Egg On Stone " recipe the stone won´t be heated cuz it doesn´t have the "IsCookable" value and the Egg despite it "IsCookable" nothing seems to happen, I mean is the heat variable depending to the WaterSource for make the recipe work? Thanks for replying!
  2. Greetings! I'm trying to use for modding a cooking recipe similar to the "Disinfect Bandage" like the way of using an item while is hot to craft another, but I can't find the script or code related in the media file to the whole heat system. Is it controled by some Lua code or some item script? I think that the logical way that the heat value works is only because of the WaterSource items like FullKettle or WatterPot. I mean I´ve tried something like a stone for frying an egg for example: recipe Fry egg On Stone { Stone, Egg/WildEgg, Salt;1, Result:FriedEgg, Time:50.0, Heat:-0.22, Category:Cooking, } The recipe won't happen because there is no base item to be heated, also how does the scale of the heat value works, it's just setting Heat:-0.22? . Thanks!
  3. Rodjah

    Creating new Food Recipes

    Yeah I know that OnCreate could help, but It seems to be attached with lua... and I don't understand that well.
  4. Rodjah

    Creating new Food Recipes

    I've tried to figure out this last weeks on how the food system works in the game. I started with a simple food item, but when I wanted to make a step to step recipe, I noticed that is not as simple as it looks. I'm still complicated to change the display food icon, after testing many times the MinutesToBurn and DaysTotallyRotten parameter, when the item gets root or burned. I'm trying for example to make a cookie recipe Module MoreFood { Recipe Make Cookie Batter { Bowl, Flour=2, Butter;15, Sugar=1, Chocolate, Egg, Yeast, Milk, Result:CookieBatter, Time:50.0, Category:Cooking, OnGiveXP:Give10CookingXP, } Imports { Base, } Item CookieBatter { Weight = 0.3, Type = Normal, DisplayName = Cookie Batter, Icon = MF_CookieBatter, } So after get the ingredients I have this new item ( Cookie Batter) , the next thing is making a Cookie dough Recipe Make Cookie Dough { CookieBatter, Keep RollingPin, Result:CookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give5CookingXP, } item CookieDough { Weight = 0.3, Type = Normal, DisplayName = Cookie Dough, Icon = MF_CookieDough, } The problem here is that I can't get the bowl back when I write "Result: CookieDough;Bowl" , next thing is placing the dough in a baking pan recipe Make Baking Tray With Cookie Dough { BakingTray, CookieDough, Result:BakingTrayCookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give2CookingXP, } item BakingTrayCookieDough { Type = Food, DisplayName = Baking Tray With Cookie Dough, Icon = MF_BakingTrayCookieDough, ReplaceOnCooked = MF.BakingTrayCookieDone, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, } Here is where happen the most of the problem, when I put this on an oven after reach the cooking time the item disapears and it says "ItemContainer.Additem: can't find MF.BakingTrayCookie" but the " BakingTrayCookie" is in the item script. My head is almost to blow up hahaha Now what happens when you decide to use a metal cookie mold to place the dough in the baking tray? without burning them recipe Make Baking Tray With Cookie Dough { Keep CookieMetalMold, Keep RollingPin, BakingTray, CookieDough, Result:BakingTrayCookieDough, Time:50.0, Category:Cooking, OnGiveXP:Give10CookingXP, } item BakingTrayCookieDough { Type = Food, DisplayName = Baking Tray With Cookie Dough, Icon = MF_BakingTrayCookieDough, ReplaceOnCooked = MF.BakingTrayCookieDone, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, } Once it's done our cookies are ready ,but we need to take them back from the baking tray. I've try many ways to make a functional script without any success, it seems that the "Result: Base.BakingTray; MF.Cookies" can't be an action. recipe Take Cookies from Baking Tray { BakingTrayCookieDone, Result:BakingTray; MF.Cookies, Time:10.0, Category:Cooking, OnGiveXP:Give15CookingXP, } Would someone please give me a hand? I want release this mod before Christmass...
  5. Rodjah

    Can't make the mod run

    I can't express how thankful I am, thank you so much for this. Now I see what was the problem!
  6. Rodjah

    Can't make the mod run

    Anyone please? I've try so many ways to fix it by reading older posts, but this error message keeps appearing and I don´t really know why... It's seems to be related with the file: MainScreen.lua line #
  7. Rodjah

    Can't make the mod run

    So it should be like "DriedFruits.BakingTrayFruit" & "DriedFruits.DriedFruit" ?
  8. Rodjah

    Can't make the mod run

    Would you please tell me what do you mean by "upload your MOD, or console.txt file"? I think I already showed all the content what the MOD have. If you mean this upload, here it is. Dried Fruits.rar
  9. Rodjah

    Can't make the mod run

    Greetings all! I'm trying to upload a mod which involves adding new items and recipes to the game system, but I'm having troubles making it run. Here is a description of all the mod. The mod folder is located in: UserName>Zomboid>mods>DriedFruits DriedFruits folder contains: -media (folder) -Driedfruitspic.png -mod.lua name=Dried fruit Food poster=Driedfruitpic.png id=none description=test --------------------------------------------------------------------------------------------------------------------------------------------- media (folder) contains: -lua (folder): >server (folder): Loading.lua require "Items/SuburbsDistributions" require "Items/ItemPicker" DFSprites = {} --Ensures exisance of graphics. DFSprites.getSprites = function() -- Food getTexture("Item_DF_BakingTrayFruit.png"); getTexture("Item_DF_DriedFruit.png"); end -- Add items for kitchen SuburbsDistributions["kitchen"] = { { locker ={ rolls = 1, items = { "Base.Base.BakingTray", 25, "Base.Base.BakingTray", 25, "Base.DriedFruit", 25, "Base.DriedFruit", 25, }, }, smallbox ={ rolls = 1, items = { "Base.DriedFruit", 25, "Base.DriedFruit", 25, "Base.DriedFruit", 25, } }, }, }, Events.OnPreMapLoad.Add(DFSprites.getSprites); print("DriedFood: SuburbsDistributions added. "); --------------------------------------------------------------------------------------------------------------------------------------------- -scripts (folder) items.txt module Base { item BakingTrayFruit { HungerChange = -5, Weight = 0.6, Type = Food, DisplayName = Baking Tray With Fruit, Icon = CF_BakingTrayFruit, UnhappyChange = -5, ReplaceOnUse = BakingTray, ReplaceOnCooked = Base.BakingTray;Base.DriedFruit, IsCookable = TRUE, MinutesToCook = 20, MinutesToBurn = 40, BoredomChange = -5, DaysTotallyRotten = 8, DaysFresh = 5, Carbohydrates = 40, Proteins = 2, Lipids = 0, Calories = 168, } item DriedFruit { HungerChange = -5, Weight = 0.3, Type = Food, UnhappyChange = -10, DisplayName = Dried Fruit, Icon = CF_DriedFruit, FoodType = NoExplicit, Carbohydrates = 40, Proteins = 2, Lipids = 0, Calories = 168, Packaged = TRUE, } } -recipes.txt module Base { recipe Make Baking Tray With Chopped Fruit { keep KitchenKnife/ButterKnife/HuntingKnife, Cherry/Orange/Apple/Peach/Pineapple/Strewberrie/Banana, destroy BakingTray, Result:BakingTrayFruit, Time:50.0, Category:Cooking, } recipe Empty Baking Tray With Chopped Fruit { destroy BakingTrayFruit, Result:BakingTray, OnGiveXP:NoXP_OnGiveXP, Time:10.0, Category:Cooking, } -textures (folder) -Item_CF_BakingTrayFruit.png -Item_CF_DriedFruit.png This is all what my mod have, but when I activate it at the menu, the game crashes then I have to erase the original folder to make the game run again. If someone could please tell me what I'm doing wrong... My apologises if I commit any mistake posting, this is the first time I do a post. Also I think I made a mistake posting this on mods>items>help so I'm posting this again.