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ddraigcymraeg

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  1. Spiffo
    ddraigcymraeg got a reaction from DELETED in Walkthrough Campaign (The End Is Not Death)   
    I thought that when PZ was in development at early stages, when it had NPCs initially, there was some type of GTA open world with missions concept. Even random with set piece NPCs with random/set piece missions. That would be cool, whenever NPCs are added. Just having NPCs in general with some decent AI would be good enough for me though. I cannot play w.o. the survivors mod, no going back after that. 
  2. Like
    ddraigcymraeg got a reaction from DarkKreepe in OZ More Medicine [ver. 2.0] — NEW UPDATE   
    What is the purpose of the blood transfusion? To restore health more quickly? Heard good things about this mod. 
  3. Like
    ddraigcymraeg got a reaction from Atoxwarrior in Eerie Country Beta   
    Great stuff, looking forward to playing this. I did do a cartozed to check out the map, and I saw some missing tiles in the middle of the map, was this on purpose?: 
     
    Check out here for the map image (May need to download it): http://www.mediafire.com/view/1sqk5kpwijj7v75/eerie.png
     
  4. Like
    ddraigcymraeg got a reaction from DramaSetter in OZ More Medicine [ver. 2.0] — NEW UPDATE   
    What is the purpose of the blood transfusion? To restore health more quickly? Heard good things about this mod. 
  5. Like
    ddraigcymraeg got a reaction from Man_In_The_Purple_Hat in RELEASED: IWBUMS Build 38.15   
    "
    Changed how custom maps are loaded:
    After selecting your mod, you now arrive on the "select spawn location" screen and no more "select map" screen to avoid confusion. Every map mods enabled is now loaded, including their spawnpoints. It means you don't need to code your own multiple maps mod to load more than one. "
    Hi. This is great. But I noticed that this, or something else in IWBUMS seems to break all AIZ map mods, when it should not. AIZ basically takes all map data and puts it into a "Kentucky" map directory, which has map.info lots=Muldraugh, KY, and then all custom spawn directories similar to Rosewood, KY & West Point, KY in that they basically just have a map.info & spawnpoints.lua with the lots=Kentucky.  Thought that might be a problem but even when I spawn selecting 'Kentucky', with all the custom map data there, it does not work (no custom maps loaded), when it should.  Oddly when I had the spawnpoints.lua in Kentucky directory pointing to New Denver location, that map loaded, but  others did not. Not sure what is going on. 
     
    Thanks!
  6. Like
    ddraigcymraeg got a reaction from Tellurium in 'All in Zomboid Map Pack' Enhancer & Enhanced mods (and TWD Prison Door fix) V1.2   
    Hi, 
    People have had this before, and I believe fixed it with these settings. It can take a bit longer to load the world as well. Make sure you have:
    Map=Kentucky,Muldraugh, KY 
    or
    Map=Kentucky 
    for the map (try top one first), since all lots are placed in that map folder, like the original AIZ. 
    in the server.ini also, you will need the workshop item ids on that line of all mods you are using. I have recommended people use 
    '-nosteam' and '-modfolders mods' since that is what worked for me. 
     
    There is a convo on the workshop thread that might help as well, related to this. 
    Let me know if that worked. 
  7. Like
    ddraigcymraeg reacted to RingoD123 in How to Create Lootable Maps for Build 41.6+   
    First, create the following file structure (if you are adding the lootable map to your own map mod then create all folders within the media folder below in your map mods media folder instead):
     
     
    Next up create a .txt file in the scripts folder called something like "mylootablemap" (except make it more unique to avoid any possible compatability issues with other mods that might use the same names), it should include this code:
     
     
    The above code is adding a new item with the internal name "MyLootableMap" (so again make sure yours is something unique) into the vanilla pool of items, the above settings work for maps.
     
    The next file you need you will want to create in the "media\lua\server\Items" folder, call it something like MyLootableMapDistribution.lua but again make it's a unique name to avoid any possible mod imcompatability with other mods. It should contain the following code:
     
     
    In the above code you can see that we are adding our new Item "MyLootableMap" into the "MagazineRackMaps"  loot table inside of ProceduralDistributions.lua, this will affect any roomDef of any building that pulls from the MagazineRackMaps loot table. We are doing it this way as the definition we want to add to has the "procedural" tag in Distributions.lua and is therefore using the procedural loot tables. The number 50 is the "weight" of the item you are adding, higher number = more chance. To find the current room and container definitions, navigate to your "steamapps\common\ProjectZomboid\media\lua\server\Items" folder and open the Distributions.lua file.
     
    If the definition you want to add your item to is not procedural (does not have the "procedural = true" line) then you want to add this code instead of the above code:
     
    This would add your map to the existing "all>shelves" definitions, which would be every shelves container in the game world not inside a roomdef defined inside Distributions.lua, so for example your map would not spawn on shelves that are placed inside a "bookstore" room def as that room def already exists in Distributions.lua with a rule for shelves.
    You can also check this thread:
    for a more in-depth guide to working with the loot tables.
     
    Lastly, inside of your "media\lua\client\ISUI\Maps" folder create a new file called something like MyLootableMapDefinition.lua (make it unique to your mod instead of a generic name) and include the following code:
     
     
    Now, after the last set of dashed lines you can add your lootable map definitions with the following code:
     
    Make sure that your "LootMaps.Init.MyLootableMap" on line 1 matches the name you specified on the "Maps = " line in your map item script you made earlier in this tutorial. The rest of the code is commented to describe what they do.
    The "textures\worldMap" folder that you created at the start should be used to store your maps name banner png if you have one and is referenced in the above code to make your lootable map look more official.
    As you can see, no external PNG's need to be created as the map is drawn from the data stored in the maps worldmap.xml file, which is what the "mapAPI:setBoundsInSquares" is using to draw a certain section of the overall world map.
     
    And that's it, copy your entire folder structure into your "C:\Users\YourUserNameHere\Zomboid\Mods" folder, load up the game, enable the mod (Your map mod if you made your lootable maps as part of a map mod) and start a new game, you now have your lootable map in game and waiting for you to find, and when you do it will uncover that area automatically on the main in game map.
     
    If you need a working example you can always subscribe to Bedford Falls on Steam and check it's workshop folder "steamapps\workshop\content\108600\522891356" . It's handy to verify your folder/file structure etc if you're having problems.
  8. Like
    ddraigcymraeg reacted to RingoD123 in How to Combine Map Mods   
    This is mainly for Single Player use as you can use the "mods=" for server setups.
    Also on Steam: http://steamcommunity.com/sharedfiles/filedetails/?id=944054233
     
    First you want to subscribe to and/or download the maps that you want to combine. If you subscribe
    using Steam you will find the downloaded mods in your "Steam\steamapps\workshop\content\108600" folder,
    each mod with its own unique id number (for example Bedford Falls is 522891356). Now you want to create
    the following folder structure (on your desktop):
     
     
    Now, inside the first folder, alongside the media folder, you want to place a mod.info file and a
    poster.png file, you can create your own from scratch, but it's easier to copy them from one of the map
    mods (e.g, from the "steamapps\workshop\content\108600\522891356\mods\Bedford Falls" folder) and edit
    them to suit your needs. The mod.info should look like the following:
     
     
    The poster.png file should be a 256x256 image, you can make your own using paint etc or simply use one
    from one of the map mods you downloaded.
     
    Now, for each map mod you would like to combine, navigate to its map data folder (e.g, "steamapps
    \workshop\content\108600\522891356\mods\Bedford Falls\media\maps\BedfordFalls") and copy across all of
    the ".lotheader", ".bin" and ".lotpack" files to your own map data folder ("MyCombinedMaps\media\maps
    \MyCombinedMaps"). Be careful when adding any maps that have cells that overlap, add the map you want
    be "on top" last.
     
    Once done, copy across the "map.info", "objects.lua", "spawnpoints.lua", "spawnregions.lua" and
    "thumb.png" from ONE of the map mods to the same folder as the files above. Rename the spawnpoints.lua
    file to something like bedfordspawns.lua or denverspawns.lua depending on the map. Now copy the rest of
    the spawnpoints.lua files from each map and rename them to something relevant too.

    Your map data foler should now have multiple "*spawns.lua" (one for each map) files alongside all the
    rest of the map files (".bin", ".lotheader", ".lotpack" etc).
    The next thing you need to do is add the objects.lua data from each other map to the one you copied
    into your map data folder. For each one, open using notepad and copy/paste everything after "objects=
    {" up to but not including the final "}" in the file, into the objects.lua already in your map data
    folder, after the final entry but before the final "}".
     
    Next, edit the map.info file to:
     
     
    The last file you need to edit is the spawnregions.lua file (some maps may not include one of these, but you
    can easily make your own too), you will need to add/edit entries to point to the "*spawns.lua" files
    you renamed, it should end up looking somehting like:
     
     
    This will give you the option of spawning at any of the map mods (or vanilla games) spawn options after
    selecting your combined mod on the world select screen.
     
    All that is left to do now is copy your entire folder structure into your "C:\Users\YourUserName\Zomboid\mods"
    folder. Now you can load up the game, enable your mod, start a new game, select your combined mod and
    then spawn in a town of your choice.
     
    Some map mods will also come with additional folders inside of their "media" folder, alongside the maps
    folder, it's important to also copy these across to your combined mods "media" folder as they will be
    adding things such as lootable maps, additional items/recipes etc.
     
    Here's a working example that combines Bedford Falls and Fetzington into a single mod: http://www.filedropper.com/bedfetz_1
    (Should only be used as an example as it will become outdated as soon as a new version of Bedford Falls or Fetzington are released).
  9. Like
    ddraigcymraeg got a reaction from turbotutone in CartoZed   
    Hi I PM'd you, but not sure if attached, so attached here as well.  Also had a question for you in the PM.
     
    Thanks for fixing this. It appears to work fine now. 
    debuglog.txt
    debuglog.txt
  10. Like
    ddraigcymraeg got a reaction from Batsphinx in CartoZed   
    Hi I PM'd you, but not sure if attached, so attached here as well.  Also had a question for you in the PM.
     
    Thanks for fixing this. It appears to work fine now. 
    debuglog.txt
    debuglog.txt
  11. Like
    ddraigcymraeg reacted to turbotutone in CartoZed   
    eya @ddraigcymraeg it looks like something went wrong while reading one of the filenames, ive updated 1.2 links with some better verification... 
    you'd only need the 1.2 update files, if you could give it another go it should skip the files it cannot read properly and output those in the log.
    if you could pm me the debuglog.txt from the mapmap dir after running the update would be great
     
    regards,
    turbo
  12. Like
    ddraigcymraeg got a reaction from turbotutone in CartoZed   
    Thanks, getting another error now, attached. Im using multiple custom maps merged with default maps, along with custom texturepacks.
     
     
     

  13. Like
    ddraigcymraeg reacted to turbotutone in CartoZed   
    My bad, i overlooked another bug.
    Ive updated the 1.2 links with a rebuild package that works for RingoD.
    If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed.
    Regards,
    Turbo
  14. Like
    ddraigcymraeg got a reaction from turbotutone in CartoZed   
    Hi,
    I get the same error too. 
  15. Like
    ddraigcymraeg reacted to nasKo in RELEASED: Build 37.14   
    We are already in the process of updating GOG so it shouldn't be too long.
  16. Like
    ddraigcymraeg got a reaction from V-The-Wonderman in 'All in Zomboid Map Pack' Enhancer & Enhanced mods (and TWD Prison Door fix) V1.2   
    Hi,
    Have another mod that I think is worth sharing. I play with the 'All in One Zomboid Map Pack' (my own version of it), and I noticed how many maps overlaying the default map were completely disconnected (or 'nearly' connected) from the default map, and each other.  Thanks to  ethanwdp and his Cheat Menu V2.5.1 mod, I saw a way to make persistent road tiles to connect all these maps without editing map data. This mod adds road tiles to the map in different areas to better connect these map areas, so players can find them easier. Details are in the mod archive. It is MULTIPLAYER COMPATIBLE, but please see the notes.  Also, this is not the most efficient way to change map data, so I added tiles where needed, and is not meant to be a professional mapping job. 
     
    The other part of this mod, is that it attempts to fix the TWD Prison map crashes with some of the doors in that map, which caused it to be OUTDATED. I have not been able to reproduce the crash (probably because I'm still a newb at all the gameplay nuances of PZ), but I ran a script that found bad door data. When playing with this mod, when right clicking on the 'bad' doors, will either fix them by giving them a proper key, or simply remove the doors, depending on the mod setting. *This part really needs some testing to see if it fixes the crash for people.* There are 3 settings, if one setting doesn't work, try the other.  
     
    This mod is mean to be played with 'All in Zomboid Map Pack'  https://steamcommunity.com/sharedfiles/filedetails/?id=655062253 
    or the The Walking Dead Prison map: https://steamcommunity.com/sharedfiles/filedetails/?id=524066677
    or other maps in the map pack that overlay the default map.
     
    Also note that these other mods are also changing, so no guarantee how this mod will work with them in the future,
     
    Updated to V1.2:
     
     
     
     
    AIZ Enhancer.zip
  17. Like
    ddraigcymraeg reacted to nolanri in Survivors Mod   
    set MaxHostileNPC=0 in the settings, and don't ever turn on pvp. 
  18. Like
    ddraigcymraeg reacted to nolanri in Survivors Mod   
    UPDATE: (Requires UPDATE Zombie.zip)
    - Big performance boost, higher fps, less slow down, less lag etc
    - Fixed moodles bug
    - Fixed common pathfind error making survivors not able to move sometimes
    - Fixed Necroforge gltich
    - Fixed Survivor sometimes misjudging thier own attack range
    - You can now Die as a controlled survivor without losing your save or the game exiting. But If your MAIN character dies, whether you controlling him or not, game will end.
    - Survivors now have a chance to flee rather than attack a zombie depending on their panic level AND how many zombies are near by, ie more panic and or zombies means less chance survivor will try to attack, more chance they will run or avoid
  19. Like
    ddraigcymraeg reacted to robob27 in Syncing Mod Data on Items to Other Clients?   
    Thanks for your reply! I did try to find some sort of unique ID property on items, but I wasn't able to find anything built in.. thinking about it again though.. perhaps I could set some sort of unique identifier on the Shopping List at creation myself, store it in mod data, and then server side I could use the unique ID in the mod data/playerIndex to lookup the item 
  20. Like
    ddraigcymraeg reacted to lorneagle in Multiplayer coding questions   
    Soooo since noone answered this I had to figure it out myself. And like a keener, I answer my own question. Jjust for reference if someone searches for this in the future
     
    First you have to understand what data is stored on the server and what is stored on the client.
     
    The server manages all map assets, such as cabinets and the loot in it, zombie corpses on the ground, camp fires, windows, doors, burned ground and so on. As your character moves around the map your client will constantly request map data from the server. The smallest map entity is a GridSquare and it contains all the object that were just mentioned. Whenever you want to interact with something on the server, like turning on a camp fire, you have to communicate with the server.
     
    The client stores all the character assets such as his weapon, inventory, XP, skills, condition and so on. So when you move stuff around in your bags you will not communicate with the server. As soon as you drop something on the ground however, the server is notified.
     
    The folders
    Zomboid mods have three different  lua folders:
    client  shared server These folder's purpose is code organisation. Simply putting code into server doesn't mean it is executed on the server and not on the client. In single player for example all code is executed no matter in which folder you placed it. 
     
    So what determines if code is executed on the server or client?
     
    Usually you hook your code into the existing code using Events:
    ZXBmulti = {}--Event handlerZXBmulti.test = function() print("I was called");end-- Register event handlerEvents.OnWeaponSwing.Add(ZXBmulti.test); Now in SP, all these events are fire locally BUT in multiplayer some Events are only fired on the client side while others are only fired on the server. Consequently the event hook you chose determines where your code is executed.
     
    Example:
    OnWeaponSwing - Is executed on the client
    OnWeaponHitCharacter - Is executed on the server So the folders are simply to organize your code, typically
     
    client           Put all your UI logic like menus here
    shared           Put everything else here
    server           Put all your server logic like, what happens when a zombie is hit, here
     
    Execute code only if you are client or server or if its a local SP game
     
    As I mentioned before: When you play a local game all code is always executed because all events are fired locally.
    This can cause problems because you want some of your code to only be executed if you are the client in a multiplayer game, or when you act as a server. To solve this problem IS gave us three helpers:
     
    isClient()
     
    This returns true if you are the client in a multiplayer game, but false in a local game or if you are the server
     
    isServer()
     
    This returns true if you are the server in a multiplayer game, but false if you are client or local game
     
    getWorld():getGameMode() == "Multiplayer"
     
    This returns true if you are in a ... (guess )
     
    Client Server communication
     
    The basic pattern is to use
     
    sendClientCommand to send a message to the server
    sendServerCommand to send a message to the client
     
    These commands will trigger an event on the other side which you can hook you code into
    OnClientCommand - is triggered on server side when a client command is sent OnServerCommand - is triggered on client side when a server command is sent Example Client to Server
     
    Client
    if isClient() then sendClientCommand(char, "myModule", "myMethod", {foo = "bar", difficulty= "easyPZ"}); end Server:
    MyClientCommands.OnClientCommand = function(module, command, player, args) if not isServer() then return end if module ~= "myModule" then return end; if command == "myMethod" then --dostuff endendEvents.OnClientCommand.Add(MyClientCommands.OnClientCommand);For server to client you follow the same pattern but use sendServerCommand an OnServerCommand respectively.
     
    Moddata
     
    Moddata is a great sink for any data you want to store with an object. Let's say you want to save the currently loaded ammo type with a weapon you'd do something like:
    weapon:getModData().loadedAmmo = "NuclearLaserRailProjectile"However you must be aware that if you modify the moddata of an object client side, it is not modified server side. IS added methods to sync client/server object like sendObjectChange or transmitModData but these methods are not universally supported by every class.
    So whenever you modify moddata on client side and rely on it on server side you will have to send a client command and modify it on the server.
     
     
    I hope this helps someone understand how to get their mod multiplayer ready in the future
  21. Like
    ddraigcymraeg reacted to Batsphinx in Hydrocraft Mod   
    Hydro I am so, so sorry to read this. I simply can't imagine what you must be going through right now.
     
    Real life comes before everything, and please don't let Hydrocraft occupy even a fraction of your mind while you're going through such difficult times.
     
    I'm sure I speak for all the devs and all the community when I say that you're in all of our thoughts today x
  22. Like
    ddraigcymraeg got a reaction from Petra in Craft Helper 1.2   
    Crap, I should have read this thread properly, since this looks like an older version of craft helper that I modded. If/when I get time, I will look into updating v1.5g version, not unless someone else wants to do it, and see my code changes. I think this version nonetheless has what is essentially different between craft helper and the vanilla crafting windows (looking up available recipes and what is needed/not needed from items in inventory/containers) . The extra features added to newer versions seem to be incorporated in the vanilla version. 
  23. Like
    ddraigcymraeg reacted to Soul Filcher in Soul Filcher's Building Time   
    Interesting, I'll check those. I just updated the mod to fix some bugs and add brick fences.
  24. Like
    ddraigcymraeg reacted to nasKo in Mod Spotlight: Nolan   
    There’s a plucky modding adventurer who’s been digging into the PZ mainframe, connecting wires and conducting wild experiments for a while now. He’s an ingenious soul, and we thought it’d be good for us all to get to know him better.
     
    As such, here comes the thrilling return of the Mod Spotlight. Or, more to the point in this instance: Modder Spotlight. If you’re interested in the many and varied works of Nolan then you can find his Workshop here.
     

     
    Hello Nolan! First off, could you introduce yourself? Who are you and where are you from? What do you do in your ‘real life’?
    You didn’t know that I’m Canadian, eh? That’s okay we Canadians don’t get offended that easily. I’m also part Japanese. Well, at least some of the culture and language is integrated into me. I lived in Japan for a few years, and have a number of Japanese family and friends so I’m sort of… part Japanese?
     
    Professionally, I studied Computer Network Engineering and afterwards got a job as a Laptop Technician for about a year. From then on I worked as a web development freelancer, or on short contracts with web dev or database/SQL stuff.
     
    Right now, I’m working on a few projects on a very secretive contract with a company that has a new software product that’s unlike any other that’s gonna take the filesharing world by storm! Well, hopefully, because I could use a raise.
     
    In my spare time, I’m also often programming stuff like tools, cheap little games, or my own website ideas. I’m quite picky when it comes to actually playing games. I can’t stand learning how to play new games, so I just play the old ones that I know how to play.
     
     
    What’s your history with modding on other games before us?
    PZ would be the first game I’ve modded. Unless… does an undetectable farming bot for Diablo II count? [Editor: *unsure face*]
    I have done some game design though. Or, more to the point, I’ve made countless attempts to make 2D games with the likes of C++ and SDL. I say ‘attempts’, but really what happens is that I lose interest somewhere along the way every time!
     

     
    How did you first discover Project Zomboid?
    You probably won’t believe me on this one but… I discovered PZ while I was trying to make an isometric game engine for a zombie game. I had envisioned a game like PZ and then searched vigorously on the internet assuming something like it must exist. Unfortunately, I didn’t find anything apart from zombie shoot-em-ups.
     
    Once I’d given up looking I thought, half-jokingly, about making something like it myself. I spent a few months on my isometric game engine: copying furniture, walls and such from the Sims 1. I had a nice level editor thing going on, I could make a house and such…
     
    So I then thought I’d go rip off some isometric character sprites from google images to use in my ‘game’, and it was then when I was scrolling through google images, I saw a screen shot….OF THE GAME I WAS MAKING.
     
    Well more or less the same thing: a screenshot of someone playing PZ. So obviously I followed up and that led me to Zomboid. At that point, I was kind of relieved that I didn’t actually have to make the game myself. It already existed!
     
    I confess I didn’t immediately buy the game, I downloaded the demo version (from the Pirate Bay!), and after playing it for a while I was impressed enough that I did what I had never done before – and actually bought the game!
     
    We are proud and happy, Nolan, that Zomboid was the game that turned you away from such dastardly and wicked ways! So anyway, you are easily one of the most prolific PZ modders. So why Zomboid – and where do you get your ideas from?
    Why PZ? Well, the zombie apocalypse is a fascinating thing. And PZ tries to simulate the zombie apocalypse. Enough said.
    As for my ideas, well they weren’t all mine. And I’m sure some people before me thought of those things, but I was just the first to actually be able to scrape the idea into something more real I guess.
     
     
    You’ve created many mods for PZ, but which is your favourite? How did it come about and how did you make it a reality?
    Maybe the Silencer mod? It was my first mod, and I made it because I really wanted a silencer at the time. I had just seen the Pillow Silencer mod, and thought why not a real silencer?

    Even though I had never even heard of LUA language, it wasn’t hard for me to get to grips with it and manipulate the code because I code in other languages daily whether in my employment or spare time. So it didn’t take me long to mould it into something nice!
     
    That’s actually how I made most of my mods. Because I wasn’t familiar with the LUA language or PZ’s Java methods and structure, I would find a similar mod that was open to community development (or one with a similar mechanic I knew was necessary) and would just start manipulating the code. So if anyone reading wants to start modding, I recommend this as a good way to start
     
     
    What challenges do you face when creating stuff like your vehicles mod, when the released game’s framework for them isn’t yet in place within the code?
    The cars came about because someone had mentioned to me that a certain server had a teleporting taxi cab mod. I thought I’d try and make something like that at first, where a car on the ground could just be used to teleport to various places.
     
    After a while, it became clear that it wasn’t going so well, and I eventually just started looking at actual movement. I knew I could make the player ‘drive’ around by setting coordinates in the game loop, with some physics variables and calculations and such. That’s how the 2d games I have made work.
     
    My cars are actually ‘bags’ from the game – and at first, I didn’t know how to get them to move with the player. Then someone showed me the projectzomboid.com/modding/ documentation, and it was there that I found all the methods needed to make the functionality work.
     
    The modding doc site showed me a function I can use to drop items, in my case Car “bags”, on the ground. So I set the Car bag to re-drop at the player's feet every time the position is reset in the update loop which is a good number of times every second.  I also found the setTexture method for items on the doc which means I could change the image of the car based on its physics variables to make it face the way the car is driving.  Of course, that means I had to make many images of each car at various angles, but hey: worth it.
     
    So after finding the methods I needed from the modding doc site, at that point I knew I had all the needed ingredients so… it was time to make the cake.
     

     
    Other functionality and features just came along the way as a response to all the mod’s positive feedback. To be honest, though, most of my time on the car mod was spent trying to find a way to make it work on MP. I never really found a method that I was satisfied with.
     
    What’s next in the Nolan mod pipeline?
    At the moment, I’m not thinking about any new mods. I’m just thinking of ways to improve the stability and reliability of the Survivors mod, as it’s hard to move onto other features when there are still lingering problems.
     
    However, just like how so many of my mods were born, a new feature could come out and then I could suddenly have all the necessary ingredients for something interesting. Something new could pop into the Workshop all of a sudden!
     
    Editor’s note: Since Nolan spoke to us about all this cool stuff, the following popped into existence all of a sudden!
     
     
    What other Project Zomboid mods and modders would you recommend that people check out?
    I’ll shout out to ddraigcymraeg who has recently been contributing to Survivors. He added a ‘Hostile Marauders’ event that can happen while you sit around in your base. So lock your doors! He has made some mods of his own too. Check them out! 
     
    Also thanks Tommysticks for making the Chainsaw model for my Chainsaw mod. He’s got some nice weapon mods as well.
     

     
    Anything else you’d like the blog-reading world to know about?
    I’ll take this opportunity to share something else I made that’s PZ related, and that I think most people don’t know about. It’s a character build planner page.
    When you want to show someone what build you use, go to the site, click all your traits and input all your other info. Then the URL updates as you click around, so just copy the link and send to whoever you want. When they click, they’ll see your build straight away!
     
    Our thanks to Nolan for all the cool stuff he brings to the Workshop, alongside all the other modders beavering away to make gruesome zombie survival a more fun and varied experience.
    In fact, if there’s any other particular mod or modder you’d like to see with the name in bloggy lights then please just let us know!
  25. Like
    ddraigcymraeg got a reaction from Petra in Craft Helper 1.2   
    Hi,
    I managed to get it working with build 36. 

    http://www.mediafire.com/file/ley9m9g8t84x3ld/CraftHelper.zip
     
    The crafthelper context menu works fine, to find all recipes for an item in inventory/container, as well as indicating what you have/dont have to complete the recipe. EDIT: The book on the HUD is working. But if you have mods like hydrocraft with a ton of recipies like me... opening it is painfully slow. 
     
    I got a weird error on line #237 on ISUI\ISRichTextPanel.lua where "self.text" was being treated as a table, instead of a string for some odd reason. I gave up trying to find where it was doing it on crafthelper side, so added a tostring() to that line, which fixed it, and added ISUI\ISRichTextPanel.lua to the mod to override the PZ one. I mention this as an FYI, that any future PZ builds that change that file could cause problems. 
     
    There were some significant changes made to to fix the mod, to compensate for how the PZ java now deals with how recipes and items relate. 
     
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