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Jeb

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Everything posted by Jeb

  1. And here I am with my controller in my lap sobbing 'cause it wont work. I'm... I'm going to let a zombie bite me. So long...
  2. In the case of Project Zomboid, just buy on Desura for the Steam Key, to avoid the price jumbling. I'm not sure how Desura works with international purchases though. I'm too lazy to go see. Just as a disclaimer, you know.
  3. Oooo, I'll send you a note or something in the next day or two.
  4. One hell of a job nonetheless—even though you got rid of Wimpy, err, Eating Spiffo.
  5. Eh. To search. Thanks guys and / or gals.
  6. How are these traits defined? In the file you've directed us to all I see is the trait being named with a description, but not the actual behavior of the trait—that is, how it will affect the gameplay. The same question goes for you. I'm looking at your custom profession, but again, your traits seem to have nothing but a title and description. Are there any changes to how the character and said skills are affected?
  7. Time to dance? http://www.youtube.com/watch?v=jofNR_WkoCE Do you like cheese?!
  8. To be more specific, create a .txt file in ProjectZomboid\mods\[modname]\media\scripts\items.txt with the following: module Base item blablabla { ... }}That should overwrite the item in the base items.txt or newitems.txt. As a side note, you don't have to name it items.txt so long as the module is Base, though you could also create a custom module name and add an import call like so: module Custom{ imports { Base } item blablabla { ... }}This should do the same thing, overwriting said items... I think. I know using the module Base without importing will do the trick, but if you want to create custom items, this would be how you'd do it. DISCLAIMER: I'm new to the modding scene, still working on my first mod, so my inexperience may shine brightly here, but I've had little issue using this method.
  9. Like NPCs. NPCs can be your multiplayer for a bit. How about that?
  10. Also, make sure the mod folder is found in [userProfile]\Zomboid\mods and that the mod name is listed in the 'loaded' file. I find activating mods to be a pain in the ass.
  11. Your choice. Someone else will want drugs. This mod WILL get made one way or another, by Ramibuk or someone else. Just like children will likely get added via a mod one day. And animals. And a whole slew of controversial things. The community doesn't need to discourage this kind of thing because a few don't think its great, or see alternative ways to go out, as I'm certain there are many that want to see drugs and children and other controversial things added.
  12. I have specs relative to you and have little performance issues. I'd personally say go for it, especially while you can still get it at the reduced price.
  13. To be realistic, what if you have run out of options and are ready to give up? It fits into the whole insanity thing, and the drug could be your way out. Alcohol has its place, and not everyone will want drugs, but I think there should be a mod for those who want it to take it. I for one likely wont use it, not that the idea of drugs is amiss, but just because...
  14. I'm putting together a mod, much like the StarterKit mod, that is essentially a Bug-Out Bag packed with all the goodies a prepper would need in a 72-hour bag. The items that will be packed in the bag are common enough items, both in the game and what you'd find in a real B.O.B., and only enough to last for, well, 72 hours. I will release multiple versions of the mod with the number of items in the bag to match each day / night period in the settings menu. I'll hopefully balance the number of items to be as close to 72 hours as possible in the game. In said bag will come a pistol and one (1) case of ammo (that's 50 rounds, which is what a usual case sells with), a gallon of water (a custom item that can be drunk from multiple times, and happens to be the amount of water suggested for a 72-hour bag, within realism of the game anyhow—to an extent), a simple first-aid kit which has painpills and bandages (one bottle of pills and one box of bandages) and a few more relatively common items found in PZ and in a B.O.B. I just think it's reasonable to be prepared. I've heard it said the game starts around 48 hours after the outbreak. Regardless of the number, your character starts in a house, which could be their own house or even someone elses house. If it's their house it'd be reasonable to say they had a bug-out bag packed either before the outbreak or spent at least some time after the outbreak to put one together. So there it is in their own house. If you'd consider the starting house someone elses home, then your character has obviously been looting before you even started the game. This makes a bug-out bag even more reasonable. Here's the key. Making a mod to add these items for you is for the most part easy. Choosing what items, and how many of those items, is worthwhile to make starting a new game a little easier but still fits with realism is the challenge. Also, so long as it doesn't break the experience the devs intended with Project Zomboid by making you have to go loot for supplies. Giving yourself a StarterKit or a Bug-Out Bag isn't about giving you an edge, just helping you along as realistically as possible. My Bug-Out Bag mod will run out of supplies. The only two things you'll come away with from my mod after the supplies run out are two bags, one of which is pretty hefty and the other a very small first-aid kit.
  15. There are plenty of points to adding drugs—just rethink your affects. It could add an interesting mechanic, err, approach to the game. People don't have to use the mod or take the drugs, but in a real survival situation, they will be present and used. Weed could definitely be a stress reliever, though with negative feedback, such as the chance of increasing stress (due to hallucinations) instead of lowering it. Thirst and hunger are good too. I imagine this making you clumsy, making too much noise, either by stumbling around or talking too loud. This in turn would attract unwelcomed guest. The other drugs are a bit... off. Consider going a different direction with them perhaps. Don't think that drugs have no purpose though.
  16. I'd appreciate that RoboMat. Regarding my current Water Jug, this is the item: item WaterJugFull { IsWaterSource = TRUE, Weight = 3, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.2, DisplayName = Water Jug (Full), ReplaceOnDeplete = WaterJugHalf, Icon = WaterJug, } item WaterJugHalf { IsWaterSource = TRUE, Weight = 1.5, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.2, DisplayName = Water Jug (Half), ReplaceOnDeplete = WaterJugEmpty, Icon = WaterJug, } item WaterJugEmpty { IsWaterSource = TRUE, Weight = 0.0, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0, DisplayName = Water Jug (Empty), ReplaceOnDeplete = WaterJugEmpty, Icon = WaterJug, }I can't drink from it, at any time, even when I'm thirsty. I can fill it though if I pour it out. Any ideas?
  17. I noticed that delta part, and was curious if that was its function, but I wasn't entirely certain. Thanks for the answer. For the most part, my question has been answered. I have one more in line with this though, so I'll leave it unanswered until this question gets answered. My item looks like this (the UseDelta is merely a placeholder which I'll balance later; and obviously the weight of the full jug needs to be balanced as well): item waterjugFull { IsWaterSource = TRUE, Weight = 8, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.1, DisplayName = Water bottle, ReplaceOnDeplete = WaterjugEmpty, ReplaceOnUseOn = WaterSource-WaterBottleFull, Icon = WaterBottle_Full, } item waterjugEmpty { IsWaterSource = TRUE, Weight = 0.0, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.1, DisplayName = Water bottle, ReplaceOnDeplete = WaterjugEmpty, ReplaceOnUseOn = WaterSource-WaterBottleFull, Icon = WaterBottle_Full, }How would I utilize ReplaceOnUseOn properly in this situation?
  18. I like both of these ideas. Solar, wind and gas energy. The challenge would be plugging other items into the generator, and depending on where you placed the generator, would make the need to craft a fridge and sorts too. A little beyond realism there. None of the current professions would really have that kind of knowledge. NOW, being able to set the generator beside a house and the entire house gets powered, there ya go. The generator would make noise, lots of it, and therefore draw hordes your way. Hell, even out at the farm a generator may draw the zombies to you. BUT, this game isn't likely ever going to be survivable indefinitely. This is how you died. I'd almost prefer to let the power fail. In a real life situation, you're going to have a safehouse with said generator already hooked up, but this game randomly spawn you in a house that isn't your established safehouse—you have to find one. It'd be awesome to add a house or farm with a generator already a part of it, like the farm has a well, but to be able to craft a generator goes outside the limits of realism for me personally.
  19. I'd like the process to be automatic, in that the game will drink from the gallon jug just as it does from the water bottles. Looking through the items list though, I see a possible solution in the bottles of wine, whereas they start as full, then go to empty, then finally to full. Would it be possible to make this a five or six step process, where the gallon would deplete up to 6 times before being empty, then back to full when refilled?
  20. I'd like to make a new item—specifically a gallon of water. Obviously no one, at least in a survival situation, would down a gallon of water at once. Is it possible to make such an item drink the water more slowly, say everytime the game would normally drink water, it would only use 1/6 or 1/8 of the amount? From another thread, and I expect RoboMat will likely see this thread, so I'm asking him too. In what mod would I find this function, and more importantly, does this function you describe do what I'm describing?
  21. I'm making a B.O.B. (Bug-Out Bag) mod, and would like to be able to add the bag to the players inventory, equip it on the their back if possible (though that isn't necessary, which may cause issues if someone were to use this NOT at the start of a new game and already had a bag on their back), and add several more items directly into the bag. Can it be done?
  22. I don't recall it being the norm to spawn a new game inside a house and the alarm is tripped.
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