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Soul Filcher

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  1. Like
    Soul Filcher got a reaction from Shnider in Items that open images   
    Can we have that map item functionality for other items, but without the mark system? It would be nice for immersion, like newspapers and magazines maybe other things. I'm sure modders would find interesting ways to use this mechanic.
  2. Like
    Soul Filcher got a reaction from Jason132 in Megatest VIII: We Need YOU! [COMPLETE]   
    I had more lag related to other players around, their cars teleporting, but probably because we were in Muldraugh's main avenue with thousands of zombies around. Spiffospace was basically unplayable for me in previous vehicle tests but today I could actually play and drive around, even in the middle of the largest horde I've seen in this game, so I feel this is a huge improvement.
     
    That being said it was common to see zombies nearby that didn't seem to get updated as they should or simply ignored me when they probably shouldn't. It is easy to notice the update cycles in the middle of a horde, but so many of the zombies in close range of my car seemed to update in the same cycles as those far away.
  3. Like
    Soul Filcher got a reaction from Rathlord in Megatest VIII: We Need YOU! [COMPLETE]   
    I had more lag related to other players around, their cars teleporting, but probably because we were in Muldraugh's main avenue with thousands of zombies around. Spiffospace was basically unplayable for me in previous vehicle tests but today I could actually play and drive around, even in the middle of the largest horde I've seen in this game, so I feel this is a huge improvement.
     
    That being said it was common to see zombies nearby that didn't seem to get updated as they should or simply ignored me when they probably shouldn't. It is easy to notice the update cycles in the middle of a horde, but so many of the zombies in close range of my car seemed to update in the same cycles as those far away.
  4. Pie
    Soul Filcher got a reaction from Pandorea in [40.31] Some bugs   
    1- When attacking a tree with an axe, and not the right-click option to cut it down, I get an error in ISObjectClickHandler.lua line # 55.
     
    2- Cars that spawn near gas pumps can be drawn incorrectly, check the attached image.
     
    3- There are other "draw order"bugs in the map, like some columns in McCoy Logging, but I forgot to take screenshots.
     
     

  5. Like
    Soul Filcher got a reaction from TurtleShroom in Soul Filcher's Farming Time   
    Hello survivors, I uploaded to Steam's workshop a mod that might interest modders and players that like farming. With existing mods like Farmoid and Hydrocraft out there there wasn't much of a point in making my own with a few new crop types, since farming mods are not compatible in their current forms. So that's the issue I decided to solve and now is in its first working version.
     
    The mod makes changes to basicFarming.lua and farming_vegetableconf.lua so that all mods using these modified files will work together, as well as allowing for some extra customization. Here are the current features:
    -New crop types in the "Sow Seed" menu without the need to replace ISFarmingMenu.lua.
    -New crop types without the need to change farming_vegetableconf.lua.
    -Uses specific grow functions for each crop type, without the need to reference them directly in basicFarming.lua.
    -Allows custom growing stage descriptions (seedling, young, ready for harvest, and so on) for each stage, Check corn for examples.
    -Allows custom plants to remain in a spot when harvested just like strawberries. They revert to the growing stage number defined in "retainOnHarvest" for that crop type.
     
    And some ideas for future versions, in case people feel they are worth adding:
    -Customizable resistance or weakness to diseases for each crop type.
    -Plant types that don't use seeds with their separate "sow" menu.
     
    Known bug: Plant types using custom icons have instead a white square in the plant info window. Hopefully it will be fixed soon.
     
    I hope to get some feedback and that farming mods change to to this system so we can finally decide to play with them together, and make new smaller farming mods interesting to have. Beyond that new system the mod adds beets, cauliflowers and corn as new crop types. Insecticide and mildew spray cans that can be found in crates and counters.
  6. Like
    Soul Filcher reacted to EnigmaGrey in 40.7 — Odd things with vehicle sounds   
    Previously, the engine wouldn't respond to pressing the pedal if the car itself didn't move (couldn't rev the engine, basically). This was fixed, leading to this new problem.
     
    Yuri's since committed some fixes for it that we'll get to try out soon.
  7. Like
    Soul Filcher got a reaction from Pandorea in 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.
  8. Like
    Soul Filcher got a reaction from DrunkDwarf in The Modders Wishlist   
    Ok, here it goes!
     
    1- Food items can use a custom context menu text to replace "eat", I'd like to have this option of other item types such as literature.
    2- I'd like to have a food item option that makes it spawn already cooked.
    3- Another interesting food item option is to change it into another item when frozen, like for example making our own popsicle or ice cream.
    4- Yet one more food suggestion, I'd like the option to make an item that doesn`t "inherit" certain properties from its uncooked/unfinished version. Right now there are some stuff like happiness/boredom that seem to be tied, I want to have an uncooked item that doesn`t give happiness while the cooked version does, but last time I checked it wouldn't work.
    5- Maps can open an image with all that map info on them, I think that allowing other items to have an associated image file that can be checked in game could be nice. This is a suggestion I already posted here.
    6- For some reason the moveable item type can't be used in recipes. Removing that limitation could open some fun possibilities.
    7- One thing I think we could mod, maybe with a few changes, are new skills. How about adding some placeholder skills to the list that we could use, and let us control which of them show up in game? I know that there are currently skills that aren`t used, like Blacksmith, but enabling it in game needs Java changes and I`d rather not do that.
     
    I will probably remember more ideas I had in mind later. Thank you for your efforts to help us modders!
  9. Like
    Soul Filcher got a reaction from DresdenBBQ in Defecation v2.22   
    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.
  10. Like
    Soul Filcher got a reaction from myhappines in RELEASED: WEATHER TEST BUILD   
    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.)
  11. Like
    Soul Filcher got a reaction from ethanx4 in RELEASED: WEATHER TEST BUILD   
    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.)
  12. Like
    Soul Filcher reacted to B33ware in Too Hot For TV   
    Very nice post!
    Will cars become rusty with times?
    There are rusty textures already, maybe tied it with erosion speed?
  13. Like
    Soul Filcher reacted to Faalagorn in List of items that should be picked as whole, not tile-by-tile   
    I think those are remnants of the old system when you could only pick one tile objects and those items could be picked one tile at a time. However, across the updates you can now pick multi-tile signs and things such as Map of USA as whole, so I think this mechanic should apply to the following items as well:
    Fancy Brown Rug (6 tiles) Dark Purple Rug (6 tiles) Child's Drawing in Muldraugh Elementary School (5 tiles) Children Drawing in Muldraugh Elementary School (3 tiles) Door Mat Rug (2 tiles) Here's the picture of all these tiles and a Map of USA for comparison put inside a container.

    There are probably more of these items, the first place to look for them would be the "_Rug" named tiles but I posted only the ones I personally experienced myself.
     
    EDIT: Forgot to add that there was also some lightning errors with the children paintings, not sure if they are related to this issue:


  14. Like
    Soul Filcher reacted to MaxD12 in RELEASED: WEATHER TEST BUILD   
    The newest update of this branch with improved temperature impact are interested me, so I  decided to give some feedback about some features:

    1. Player modifiers-  I don't know them very well yet, but they definitely impact on player body temperature.
    As I noticed, combination of  values  "Hunger"," Thirst" and "Tired" modifiers gave me  some negative boost to my  body temperature in summer ( increase temperature) and in winter ( reduce temperature). Unfortunately,  I don't know about others modifiers like "wetness" or "sickness", but  guess that they also have some kind of negative or positive(?)  effects.

    2. Air near player- it's really interesting thing.  Difference between "World temperature" and "Air near player" is really well-designed and  especially noticeably in winter. In January, 9 difference between temperature outside and inside at least is 3-4  at noon and evening and more in morning and night ( up to 8-9 ) in usual one-storied house. Haven't found any difference in temperature between first or second floor.
    In cars this feature also work pretty well - I got around +4-5  to this value without working heater in evening of October, 9.

    3. Heat sources - campfire can be really usefull to keep warm, it gives a great boost to "Air near player" value. Can say that this is even more effective than car heater - at least campfire  warms up much faster even if heater turn on max power.  Both of them give around 27-30 up to "Air near player" value ( but campfire can give even more  or less, it's heavily depends  on player distance.). Other heat sources like BBQs and  fireplaces are usefull too.
     

    4. About cars- there is really big difference between driving with open window and turned on AC/heater  in summer and winter. In summer the entire effect of AC is neutralized very quickly when I open the window (the air around me becomes the same temperature as world temperature). In winter I can drive  with open window and even broken windshield and effect of heater is persist (although it decreases) for a pretty long time, maybe 1-1.5 hours, during this time I  left Muldraugh  and arrived to March Ridge + checked dormitory really fast.  
    Air temperature in my car decreased from 27 to 14.
     
  15. Like
    Soul Filcher got a reaction from nater in Defecation v2.22   
    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.
  16. Like
    Soul Filcher reacted to Arsenal26 in Defecation v2.22   
    Murphy's law.....   it says zombies will break down the door just as you sit down to take a dump....
  17. Pie
    Soul Filcher got a reaction from Pandorea in RELEASED: WEATHER TEST BUILD   
    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(VehicleType.java:222) at zombie.iso.IsoChunk.AddVehicles_OnZone(IsoChunk.java:517) at zombie.iso.IsoChunk.AddVehicles(IsoChunk.java:1051) at zombie.iso.IsoChunk.doLoadGridsquare(IsoChunk.java:2840) at zombie.iso.IsoChunkMap.update(IsoChunkMap.java:185) at zombie.iso.IsoCell.update(IsoCell.java:5938) at zombie.iso.IsoWorld.update(IsoWorld.java:3106) at zombie.gameStates.IngameState.update(IngameState.java:1338) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:676) at zombie.GameWindow.run(GameWindow.java:1302) at zombie.GameWindow.maina(GameWindow.java:1078) at zombie.gameStates.MainScreenState.main(MainScreenState.java:183)  
  18. Like
    Soul Filcher got a reaction from Faalagorn in RELEASED: WEATHER TEST BUILD   
    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.
  19. Like
    Soul Filcher got a reaction from turbotutone in RELEASED: WEATHER TEST BUILD   
    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.
  20. Like
    Soul Filcher reacted to Vaileasys in RELEASED: IWBUMS Build 39.67.3   
    Proof The Indie Stone really listens to their community
  21. Pie
    Soul Filcher got a reaction from Pandorea in RELEASED: Vehicle Test 41   
    Someone stacked furniture at the Sunstar Hotel, first floor and first room on the right.
  22. Like
    Soul Filcher reacted to Fenris_Wolf in RELEASED: Vehicle Test 41   
    Just had a thought... something with interesting potential for MP servers:
    planks + nails = makeshift spike strip for roads
  23. Pie
    Soul Filcher reacted to EnigmaGrey in RELEASED: Vehicle Test 41   
    Yes, the worst bugs we've ever encountered have just been found today . . . a heater doesn't work without a key and a moved sink kicks people out of the server.
     
    Truly, there can be no progress if things continue like this!
  24. Like
    Soul Filcher reacted to halkaze in RELEASED: Vehicle Test 41   
    Do you have any plans for like police roadblock?

     

  25. Like
    Soul Filcher reacted to Rockenbach in Job Specific Items   
    (Note that I already made this suggestion on mod ideas section)
     
    It's simple. Characters would spawn in with job-specific items.
     
    By example, if your character is a police officer, it's most likely that he would spawn in with a pistol, or have one in his household, and along with the keys for the police station's gun storage.
     
    Of course, many jobs would need some serious nerfing (Woodcutter), but it would be sensible to have them spawn in with something that fits their job.
     
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