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Madman_Andre

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  1. Like
    Madman_Andre reacted to turkler in can we get at least 45 degree curves on roads?   
    now, we already had unmarked asphalth tiles but a lot of people said ''muh road markings'' and dismissed any possibilty of at least somehwat curved roads, and I'd like to put my hand where my mouth is, so I found the tile template from the modding section and got to work.
     

     
    ignore the odd tile coloring, I just colored them differently initially to make sure I aligned the tiles correctly. all the unique tiles you'd need are colored differently to emphasize how little you need to add 45 degree road markings. depending on where you want to push the line, you need 3-5 unique sprites for this turn. assuming the worst, that's 12 unique tiles to cover all possible turns.
     

     
    again, marked with unique colors for every unique tile you'd need. in a 45 degree road, these handful of tiles can be used infinitely. I've only made them as examples, but I'm fairly certain making them as proper sprites with lines would be equally trivial. hell, just send me the sprites for asphalth and the lines and I'll do it for you.
     
    hell, you guys already have angles asphalth, it's just not marked, so this is not a ''but half the tile would be road and half of it wouldn't'' because this already is a compromise the developers have made
     

     
    so, for the love of god, please smooth these out
     

     
    I'm fine with some hard cuts in cities or whatever, but this is an actual highway. there shouldn't be hard cuts here. look, I'm not asking for euro truck simulator style hyper smooth roads or something like this, all I'm asking for is this:
     

     
    (yes this one is made very poorly with paint to demonstrate a point) for the love of god just smooth out some of the roads
  2. Spiffo
    Madman_Andre got a reaction from Nebula in The Modders Wishlist   
    I have a good suggestion:
     
    How about a "ReplaceOnFrozen" or a "ReplaceOnThawed" item modifier to complement the ReplaceOnCooked and ReplaceOnRotten ones? I've run into an issue while making a mod where it would make a lot of sense to have something freeze or thaw. Basically, An ice tray filled with water turning into one filled with ice.
     
    That would be a nice addition.
  3. Spiffo
    Madman_Andre got a reaction from Nebula in "ReplaceOnFrozen", "ReplaceOnChilled" and "ReplaceOnWarmed" Item Modifiers   
    What the title says. Tags like those in the title would be really useful to have, as it would give a lot more flexibility to recipes. Basically, freezing something in a fridge or thawing it by taking it out would change it into something else entirely. For example, ice trays. You could put water in one and freeze it, and it would turn into a different ice tray item. Taking it out and the reverse would happen. I think it would make a lot more recipes possible and add a lot of realism to the game.
     
    Also, something else I thought of while typing out the above. Additional modifiers to how slowly/quickly something is allowed to thaw. That way, parts of recipe prep wouldn't be as hectic if something calls for something else that would only exist for a few brief moments.
     
    Other people's thoughts?
  4. Like
    Madman_Andre got a reaction from ZombiesLoveBrainiacs in Hazmat Suits and Gasmasks/face coverings protect against sickness   
    What the title says. basically the idea is that certain items and face coverings could provide varying degrees of protection against the sickness caused by dead bodies/zeds.
     
    An idea I had for balance would be that bandannas would provide a quarter resistance, surgical masks would be half, gas masks would be three quarters while the rare Hazmat suit would provide full protection from the effects of decaying bodies. For added balance you could factor in condition as well, A hazmat Suit at 75% durability would only give the same resistance as a gas mask, for example. I think it would give another reason to use those items, as it would give them added utility as well as a reason to take care of those pieces of equipment.
     
    Your thoughts?
  5. Like
    Madman_Andre got a reaction from Lambda65 in Hazmat Suits and Gasmasks/face coverings protect against sickness   
    What the title says. basically the idea is that certain items and face coverings could provide varying degrees of protection against the sickness caused by dead bodies/zeds.
     
    An idea I had for balance would be that bandannas would provide a quarter resistance, surgical masks would be half, gas masks would be three quarters while the rare Hazmat suit would provide full protection from the effects of decaying bodies. For added balance you could factor in condition as well, A hazmat Suit at 75% durability would only give the same resistance as a gas mask, for example. I think it would give another reason to use those items, as it would give them added utility as well as a reason to take care of those pieces of equipment.
     
    Your thoughts?
  6. Spiffo
    Madman_Andre got a reaction from ATPHHe in How can I code a recipe to require a nearby Stove or Campfire?   
    Oh wow, this is amazing. I, just... thank you. You have no idea how much this helps me.

    When I first asked the question, I thought it was just a simple hidden variable somewhere. Again, thank you for your help and effort.
  7. Spiffo
    Madman_Andre got a reaction from ATPHHe in How can I code a recipe to require a nearby Stove or Campfire?   
    Ah, okay. I had the lua file in the right place. Initially I thought it went in server at first but then I realized it belonged in client. Admittedly, I'm still really new to coding in lua (or any programming language for that matter) so I kinda apologize for coming off sounding newb-ish at this.

    As for the recipes file. Well, here is a good example of one of the recipes I have created. There are a few others, but they're all functionally versions of this first one:
    recipe Fry Chicken { keep Pan, Chicken, AAABreadingBowl;4, Egg, Water;2, AAACookingOil;2, Result:ChickenFried, Time:60.0, Category:Cooking, OnGiveXP:Give3CookingXP, } Basically, its a recipe that lets you pan fry chicken with a few necessary ingredients. (As a note to avoid confusion in the above recipe, "AAABreadingBowl" and "AAACookingOil are custom items.) As the recipe is currently written, one can functionally fry said chicken over a magical fire of nothing basically. Also, as for the NearItem variable I mentioned above, I read about it while trying to figure out how to get the recipe to work near a heat source. "NearItem:Campfire," works perfectly as intended, but it makes the recipe only craftable near, well, a campfire. In my experimentation, the campfire doesn't even need to be lit either, it just has to exist.

    Again, thanks for the help.
  8. Like
    Madman_Andre reacted to ATPHHe in How can I code a recipe to require a nearby Stove or Campfire?   
    Yup, no problem. 
  9. Spiffo
    Madman_Andre got a reaction from ATPHHe in How can I code a recipe to require a nearby Stove or Campfire?   
    Holy shit, you the real OG.
     
    It's surprising that stoves/campfires/etc are all unique to to such a degree, It's also a little surprising something like this doesn't really exist in the game. Now I need to figure out how to use this. Is " isCloseToCookingUtil" the part you add into the custom recipe entry, or did I misread something?
     
    Also, again, thank you. You're doing great things for the community.
  10. Spiffo
    Madman_Andre got a reaction from ATPHHe in How can I code a recipe to require a nearby Stove or Campfire?   
    What the title says.
     
    I'm working on a mod that adds new cooking recipes, among other things. Basically, I want to try and make it so that you have to be adjacent or near something like a stove or campfire to create the recipe. Is this at all possible?
  11. Pie
    Madman_Andre reacted to Hydromancerx in Hydrocraft Mod   
    Hydrocraft v10.4c has been released!
     
    Which includes ...
     
    - Italian Translation added
    - Shucking Corn takes less time
    - Soaking & Drying Jute Takes less time
    - Fixed Dismantle Engine
    - Removed Dragonfly as Bait
    - Added Recipe for Heater
    - Added Banquette and Bisket
    - Added More Cereal
    - Added Burger Buns
    - Added Spifffo Burger, Spiffo Cheese Fries and Spiffo Bag
    - Added Fix for Water Pipes (Hopefully!)
    - Thanks to everyone who helped!
     
    Enjoy!
     
    Note this was more to get out the patch for the waterpipes. I have not had time to look over the other stuff. The rest of the stuff here was done months ago before I got busty with RL stuff.
  12. Like
    Madman_Andre got a reaction from Kuren in Beeverdoid   
    I like this post.
     
    I like all of this post.
     
    The Mad Max cars, the post apocalyptic banjo, all of it.
  13. Like
    Madman_Andre got a reaction from MaxMcPherson in Beeverdoid   
    I like this post.
     
    I like all of this post.
     
    The Mad Max cars, the post apocalyptic banjo, all of it.
  14. Like
    Madman_Andre reacted to Paul Redeker in Is there a way to guarantee your character spawns with the key to the house they spawn inside?   
    Just lure zombies in the house and kill them. At worst, after 4 or 5 you'll have your keys. 
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