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Logiwonk

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  1. Thanks Hydro! Good to know about the CanDoneFromFloor:true, and large drainable items!
  2. Havok, did you get shuck corn working on your MP server? What did you have to do differently?
  3. Just to confirm, after the above changes (in SP) I was able to learn and use the shuck corn recipe (although it picks up the herbalism table during crafting, which is weird). The shuck corn recipes need the "CanBeDoneFromFloor:true," line, added this and it works fine now (i.e. you don't pick up the herbalist table).
  4. I have no experience with MP so I cannot guide you, alas. As soon as I edited the file my herbalism book listed Shuck corn as a recipe you can learn from the book. Hydro - I've run into a problem with the All (repeat) function on foraging for flora, dung, etc where it only does the action once, the error message in console is: 1517275591480 STACK TRACE 1517275591481 ----------------------------------------- 1517275591481 function: perform -- file: ISCraftAction.lua line # 106 java.lang.RuntimeException: attempted index: getType of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1549) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:623) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1642) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:72) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:80) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9893) at zombie.characters.IsoPlayer.update(IsoPlayer.java:2741) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:1476) at zombie.iso.IsoCell.update(IsoCell.java:5137) at zombie.iso.IsoWorld.update(IsoWorld.java:2894) at zombie.gameStates.IngameState.update(IngameState.java:1279) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:664) at zombie.GameWindow.run(GameWindow.java:1277) at zombie.GameWindow.maina(GameWindow.java:1053) at zombie.gameStates.MainScreenState.main(MainScreenState.java:193) 1517275591484 1517275591484 ----------------------------------------- 1517275591484 STACK TRACE 1517275591484 ----------------------------------------- 1517275591484 function: perform -- file: ISCraftAction.lua line # 106 1517275591485 bugged action, cleared queue 1517275692912 znet: ZNetFriends::OnPersonaStateChange So it looks like it's trying to repeat and failing for some reason, any idea what's happening? I took a look at the ISCraftAction.lua 106 but I don't pretend to understand the code. Something about "dirtyUI()". EDIT - I uninstalled Achievements mod and Blind Coders utilities (which I wasn't using) and this solved the problem. I think it was the achievements mod. Also, I tried out the irrigation mod, the pipes laid down fine but after filling one of a series of four connected rain barrels (which were sharing water appropriately) I got a crash that wiped all the irrigation stuff and re-wound my game about 10 minutes in to the past. Seems like a cool mod by doesn't seem stable to use in my current setup.
  5. Currently Shuck Corn recipe is not in any book and I can't find any other way to learn it currently. This is how you can add it to the Herbalism book by editing the hydrocraft files: Go to the Hydrocraft Mod Scripts directory: Program Files (x86)\Steam\SteamApps\workshop\content\108600\498441420\mods\Hydrocraft\media\scripts Press Ctrl-F to Find "Herbalism" book and replace the entry with the following (Change is bolded for illustration, not necessary for code to work): item HCBookherbalism { Weight = 0.5, Type = Literature, DisplayName = Herbalism Textbook, Icon = HCBookherbalism, TeachedRecipes = Add Herbal Medicine;Make Bunch of Berries;Dry Leaves;Dry Herbs;Dry Flower;Dry Spice;Dry Berry;Make Herbal Tea;Make Teabag;Grind Tobacco;Roll Cigar;Cure Hemp Bud;Soak Fresh Jute Stems;Dry Jute Stems;Make Mild Poison;Make Strong Poison;Extract Seed from Raw Rice;Thresh Rice;Shuck Corn, ReplaceOnUse = HCBookherbalism, } If you play Hydrocraft SP, it's important to know how to edit the files because the mod has thousands of recipes and items and new content is often bugged, because presumably Hydro has a dayjob, and often he is splicing new mods into Hydrocraft and bugs are inevitable. It makes the most sense (to me) to add it to herbalism because you use the herbalism table for the Shuck Corn recipe. Also, it's possible that on crafting something related to corn you learn this recipe but I haven't been able to find anything like that in the code (I only really know how to modify basic stuff in hydrocraft). Credit to Johnnyonoes on Youtube for teaching me how to work with Hydrocraft's files. HERE is Johnnyonoes great video on hydrocraft file editing
  6. recipe Shuck Corn { Corn, keep KitchenKnife/HuntingKnife/HCJackknife/HCKnifestone, keep HCHerbtable/HCHerbtable2, Result:HCCornseeds=5, NeedToBeLearn:true, Time:1000, Category:Farming, OnCreate:recipe_hccob, } So it takes corn, uses a kitchen knife/hunting knife/jack knife/or stone knife (which you keep) you also need a herbalism table as a workstation (keep) and it yields 5 corn seed (4 for blue/red/white corn so you'll want to use regular corn for oil making) something about a corn cob at the end, not sure how the last line functions but it looks like husking corn teaches you a corn cob recipe. So you'll need 20 ears of regular corn (or 25 of a colored corn) to make one bucket of veg oil using this recipe, but more time (each shuck corn recipe takes 1000 time). Compared to 10 ears of corn of any type previously.
  7. I looked into the code, Shuck Corn recipe needs to be learned, but I don't find it listed under any of the books so for my SP I added it to the herbalism book as it seemed most appropriate. Will also check to make sure it's not something you "research."
  8. I took a look at the code, looks like you can only make veg oil from 100 x pumpkin, cotton, or any kind of corn seeds. Which doesn't make too much sense to be because corn oil is commercially produced from corn germ, and corn IS corn seed - I think the best solution to this would be to create a recipe that converts CORN -> Corn Seed which can then be used to make oil, perhaps via a drying process.
  9. Hydro, While trying to fix some crashes I was having I noticed that on use of cigarette, the game was trying to add a cigarette butt, and failing. Console: 1516850041465 ERROR: ItemContainer.AddItem: can't find Base.HCCigarettebutt The Hydrocraft/media/Scripts/Base Items text file needs the Cigarettes item "on use" field changed from HCCigaretteButt to Hydrocraft.HCCigaretteButt and then it works properly. item Cigarettes { Count = 20, HungerChange = 0, Weight = 0.005, RequireInHandOrInventory= Lighter/Matches, Type = Food, DisplayName = Cigarettes, StressChange = -5, Icon = IckySticks, CustomContextMenu = Smoke, CantBeFrozen = TRUE, OnEat = OnEat_Cigarettes, ReplaceOnUse = Hydrocraft.HCCigarettebutt, CustomEatSound = } I don't know about coding but I just guessed this was right from looking at the rest of the file and it worked! Is this a JSON format?
  10. Ohh! Irrigation mod here I come! Thanks hydro.
  11. Oh, odd bug. Trying to craft the Add Sink to Makeshift shower recipe, the recipe does not seem to recognized regular soap that spawns in bathroons (the blue bar you use to wash clothing), I had multiple full bars on me and the soap item on the recipe was still greyed out and I couldn't craft it.
  12. Thanks again Hydro, now back to disassembling all the electronics in muldraugh to get enough aluminum to craft a firesuit! I have to say, scrounging up the parts for the electronics workbench and the laboratory felt very post-apocalyptic tinkerer. I think I had to source parts from two warehouses, two different storage units, two neighborhoods and one shed (propane tank). Picking through neighborhood trash cans and kitchens for the corks was a particularly nice example of emergent gameplay. And you're right the burns have done a lot for my first aid skill, but right now I'm averaging 1 burn per three ingots, so I need to get on making that firesuit. And you're right, after crafting some of the improved baseball bat weapons in this mod I'm wailing on zed and should have blunt 2 in no time.
  13. Hydro, Wanted to say thanks for your great mod, it's really made PZ a standout game for me (helps bring it closer to CDDA which is my other big timewaster). Just some feedback on the Smithing system - I think having blunt maintenance 2 as a requirement for the smithing hammers is not the best choice for game progression. My current character is almost two months into the apocalypse and after building a mine with pulley, kiln, smelter and digging up enough stuff to smelt, then dealing with the inevitable burn injuries I was finally able to start some smithing - I thought. My character specializes in blade weapons though and almost all of my 500+ kills on this character where with knives, so I've got zero in blunt maintenance. It seems kinda harsh that I've hit a hard stop on the crafting progression because of my choice of blade over blunt. I think having blunt maintenance as a req for the advanced blunt weapons makes sense, but having in restrict the crafting of the smithing hammers you need to make advanced bladed weapons seems arbitrary and unnecessary since getting to the point when you can make the hammers is an ordeal in itself. Also, regarding burn injures during smelting, is the chance of this only based on protective equipment or does higher metalworking skill lower the risk of burns? As an amateur blacksmith IRL I can tell you that most of avoiding burns when working with hot metal is a matter of knowing what not to touch and how to do things safely. I've also done aluminum casting with full protective fire suit but if you're relying on the suit (i.e. getting molten metal on it frequently) then you're in trouble. Additionally, different metals have different risks associated with their different metal points, so for example lead/copper/tin/bronze should be less risk of burns as you use lower temperature and iron/steel should be highest risk based on their melt temps. Also, I hope in the future there will be some way to repurpose automotive steel for new blacksmithing. When cars showed up in parts of Africa they basically stopped smelting their own steel and just made tools out of car parts. In CDDA my favorite is taking bits of cars and forging a katana out of them! Thanks again for your wonderful mod!
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