Soul Filcher

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About Soul Filcher

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  1. Yes, we have been doing some tests (thanks Filibuster Rhymes), and the description in that file is actually deceiving. It says that each category must have a total of 100 spawn chance for it to work, it would make separate mods break each other if they added cars to the same category, but in the end that wasn't true and the system works even if the total is far, far off 100. We got trolled by the comments in the lua file.
  2. Yes, I tried it. It works, it just happened that for some reason I couldn't decompile the file that has it so I thought it wasn't there. About the VehicleZoneDefinition.lua: The requirement to have a total of 100 spawn chance for each category will probably hurt mod compatibiity. I discussed it with other modders working on vehicles but I guess I should talk about it here. What I think will happen is that each mod will probably try to override that file, and then only one will spawn vehicles. We can't have two mods adding to the same category without breaking the system.
  3. I couldn't find this new loadVehicleModel. And the vehicle spawn definitions seem to be the same from previous Weather versions.
  4. Character should be able to find trash through foraging

    I'd support it if the foraging system gets a few changes, one example is the rarity of an item. Right now items have a minimum skill level to be found, but no rarity so you have an equal chance to find any of the items in the list. So adding a plastic bag to the materials list automatically means that it is harder now to find logs, branches, stones and so on. This is basically the reason why I haven't made a mod for it. Or maybe we could get a region-based forage, that allows us to forage in urban areas and find those items.

    Please don't handle it in a hardcoded way. I'm sure we modders would love to tweak that and add our own items to that system. You probably have something cooked up for when animations are released but if I can I'd like to suggest a new item value, that when used for clothes check if the character is wearing them, if not clothes then check if the item is equipped in one of the hands. It could be a simple add % to character's cover (i.e. Umbrella 50%, rain boots 10%, rain coat 60% and possibly cap it at 95% or whatever you feel is balanced.)
  6. Defecation v1.2

    Good to hear you managed to get toilets working. I was about to post and offer my help if needed. The idea of making a mod to use showers and other hygiene methods crossed my mind, but I have so much to do in my current mods that I don't know if I'll ever start that one.

    Not on topic, but also not off-topic since it happened when playing this version. I had a null-pointer exception when the game tried to spawn a random car in a road crash near Riverside. Got kicked out of the game, loaded back in, my car was gone, then I walked in the direction I was going and got the same error and kicked again. java.lang.NullPointerException at zombie.vehicles.VehicleType.getRandomVehicleType( at zombie.iso.IsoChunk.AddVehicles_OnZone( at zombie.iso.IsoChunk.AddVehicles( at zombie.iso.IsoChunk.doLoadGridsquare( at zombie.iso.IsoChunkMap.update( at zombie.iso.IsoCell.update( at zombie.iso.IsoWorld.update( at zombie.gameStates.IngameState.update( at zombie.gameStates.GameStateMachine.update( at zombie.GameWindow.logic( at at zombie.GameWindow.maina( at zombie.gameStates.MainScreenState.main(

    I noticed temperature doesn't really change, even when I'm not controlling it, at least not comparing with other builds. I tested at least 3 or 4 days in the coldest sandbox option, and during the whole time temperature was exactly 0c. The cloud effect becomes a little choppy when driving fast down the street, switching between cloudy and totally clear until it loads it seems, then it goes that again. Great work so far! I had some car crashes because I couldn't see anything in heavy fog!

    Small QoL: Turn that storm world map 90 degrees anti clockwise and it will be perfect. Weather looks nice, I just don't know how long it "takes effect" when we control it. My character doesn't get wet under the rain, ground isn't covered with snow and so on.
  10. Items With Both ReplaceOnUse and ReplaceOnCooked

    Could be it, I think my item had BadInMicrowave=true.
  11. Items With Both ReplaceOnUse and ReplaceOnCooked

    java.lang.NullPointerException at zombie.inventory.types.Food.update( at zombie.iso.IsoCell.ProcessItems( at zombie.iso.IsoCell.update( at zombie.iso.IsoWorld.update( at zombie.gameStates.IngameState.update( at zombie.gameStates.GameStateMachine.update( at zombie.GameWindow.logic( at at zombie.GameWindow.maina( at zombie.gameStates.MainScreenState.main( I made some tests when trying to replicate it, and apparently the bugs doesn't happen when I test it overriding a base item (tried with Base.Egg), only with my own mymodule.Myitem.
  12. Cooking an item that has both ReplaceOnUse and ReplaceOnCooked item values closes the game and goes back to the main menu. In my opinion ReplaceOnUse should simply be ignored for this case. As an example you fill a cooking pot with food, and you want it to turn into a separate item when cooked, both the original and the resulting item should have ReplaceOnUse = Pot but right now if the original item has that line it causes the bug.
  13. Transform a Moveable into Another

    Hi, I need to know how I can turn a moveable in the world into another one. Setting the sprite works visually, but the moveable is still treated as the original one for all other purposes. For example, if I ever want to turn a chair into a table, and then not be able to rest on it anymore, and when I try to pick it up all the stats are now for said table sprite, not the original chair. EDIT: Would it be easier to just destroy the current moveable and create a new one in its place? Thanks in advance!
  14. RELEASED: Vehicle Test 41

    Someone stacked furniture at the Sunstar Hotel, first floor and first room on the right.
  15. Occupation Changes/Additions

    Those are good ideas, I'd like to add a few: Construction Worker - Just as Lumberjack comes with Axe Man, this profession could be a little more interesting with the addition of a similar trait, but for sledgehammers. A powerful weapon that needs to see more use against the hordes. Farmer - Unlike carpentry or metalworking, farming levels are not a requisite to do anything in game (with the exception of mildew cure and insecticide spray recipes, that you can learn from a magazine), you can farm just as well with 0 levels if you need and you're experienced with how farming works. So this profession shouldn't cost the same as carpenter. That or give it a new trait to make it more interesting. Metalworker - Many people agree that it isn't worth investing in metalworking when you compare it to carpentry right now. The profession costs more, I understand it gives you all recipes, but I have no idea why it needs recipes for building things when carpentry doesn't. Carpentry also gives you more things to build. So this is not just a problem with the profession but also with how the skill works in the game. Right now I'd say remove the recipe requirement, add build options (stairs) and lower profession cost. As an ideal though I'd say fix and enable the blacksmith code already in the game files, merging the skills (No way people are going to invest in 2 more skills just so they can make metal items). And then add at least one level to this profession.