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JackMods got a reaction from Jason132 in Enhanced Armor Mod
Grouping them might be a bit tough with how they are stored, the shield is pretty much a worse case for amount shown. Most items only effect a few body parts.
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JackMods got a reaction from RickL in Enhanced Armor Mod
Hello all,
I've been working on a Enhanced Armor Mod (EAM) for Hydrocraft and am looking for a bit of feedback.
New:
Armor is now inspected using a new "Armor" tab. No more individual "Examine" events. Armor stats can be viewed by hovering over an armor piece. Item slots change color depending on the durability of the item in the slot. Green > 75%, Yellow > 50, ... etc. Items in the inventory are marked with a shield icon to show they are equipped as armor. Shields are auto-equipped as armor when equipped in the secondary slot. New sounds for when equipping armor, blocking an attack, and when your armor breaks. "Transfer All" will ignore equipped armor items.
See screenshot:
Thanks!
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JackMods got a reaction from DramaSetter in Enhanced Armor Mod
Hello all,
I've been working on a Enhanced Armor Mod (EAM) for Hydrocraft and am looking for a bit of feedback.
New:
Armor is now inspected using a new "Armor" tab. No more individual "Examine" events. Armor stats can be viewed by hovering over an armor piece. Item slots change color depending on the durability of the item in the slot. Green > 75%, Yellow > 50, ... etc. Items in the inventory are marked with a shield icon to show they are equipped as armor. Shields are auto-equipped as armor when equipped in the secondary slot. New sounds for when equipping armor, blocking an attack, and when your armor breaks. "Transfer All" will ignore equipped armor items.
See screenshot:
Thanks!
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JackMods got a reaction from Fenris_Wolf in Enhanced Armor Mod
Hello all,
I've been working on a Enhanced Armor Mod (EAM) for Hydrocraft and am looking for a bit of feedback.
New:
Armor is now inspected using a new "Armor" tab. No more individual "Examine" events. Armor stats can be viewed by hovering over an armor piece. Item slots change color depending on the durability of the item in the slot. Green > 75%, Yellow > 50, ... etc. Items in the inventory are marked with a shield icon to show they are equipped as armor. Shields are auto-equipped as armor when equipped in the secondary slot. New sounds for when equipping armor, blocking an attack, and when your armor breaks. "Transfer All" will ignore equipped armor items.
See screenshot:
Thanks!
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JackMods got a reaction from Jason132 in Enhanced Armor Mod
Hello all,
I've been working on a Enhanced Armor Mod (EAM) for Hydrocraft and am looking for a bit of feedback.
New:
Armor is now inspected using a new "Armor" tab. No more individual "Examine" events. Armor stats can be viewed by hovering over an armor piece. Item slots change color depending on the durability of the item in the slot. Green > 75%, Yellow > 50, ... etc. Items in the inventory are marked with a shield icon to show they are equipped as armor. Shields are auto-equipped as armor when equipped in the secondary slot. New sounds for when equipping armor, blocking an attack, and when your armor breaks. "Transfer All" will ignore equipped armor items.
See screenshot:
Thanks!
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JackMods got a reaction from Hydromancerx in Hydrocraft Mod
I believe it just means that if you equip the drainable physically in your hand it will drain until it is gone. AKA charges of the item are constantly used while equipped in primary/secondary slots. This does not seem to have any effect on whether it drains/depletes or is equipped in hand when used in recipes. In fact most of your drainables already set it to false (see Solder Gun Powered), with only a few missing it. This all stems from people on my server accidentally equipping the items with the missing parameter in their primary slot and noticing that it very quickly depletes all charges for the item.
Notice the base Soap2 drainable recipe. useWhileEquipped is set to false.
http://undeniable.info/pz/wiki/item.php?Name=Soap2
On the other hand, the flashlight does not have this parameter (which looks like it defaults to true). And it makes sense that it would drain while equipped.
http://undeniable.info/pz/wiki/item.php?Name=Torch
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JackMods got a reaction from Hydromancerx in Hydrocraft Mod
Sure, this should do it. Let me know if I missed anything.
Changes.7z
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JackMods got a reaction from Hydromancerx in Hydrocraft Mod
Looks like this one would since its missing the keep on the HCBinoculars ingredient and the remove RemoveResultItem property is true.
recipe Hunt Animals
{
keep HCHuntingblind/HCHuntingblind2,
HCBinoculars,
keep HCLongbow,
HCArrow=3,
HCBoarpoop/HCPigpoopferal,
Result:HCBinoculars,
Time:750.0,
CanBeDoneFromFloor:true,
NeedToBeLearn:true,
Category:Survivalist,
OnCreate:HCHuntBoar,
OnGiveXP:HCTrapping_OnGiveXP,
RemoveResultItem:true,
}
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JackMods got a reaction from Hydromancerx in Hydrocraft Mod
The Trellis farming seems to have the same issue which can be fixed using the same method.
ISTrellisMenu.lua
if item:getType() == "BeanSeed" or item:getType() == "BeanSeed50" then table.insert(seedsList.BeanSeed, item); end
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JackMods got a reaction from Hydromancerx in Hydrocraft Mod
I'm loving playing this mod, but I found a few thing while playing.
Armor.txt contains a duplicate make bubble wrap leg guards recipe that incorrectly makes arm guards. It just needs to get removed as the proper recipe already exists.
recipe Make Leg Guards { HCBubblewrap=2, DuctTape=4, Result:HCArmarmorbubblewrap, Time:150.0, Category:Armor, } Pottery.txt has an error regarding clay cauldrons not being able to be filled with water properly and makes the cauldron cease to exist when attempted.
item HCClaycauldronfull { IsWaterSource = TRUE, Weight = 8, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.025, DisplayName = Clay Cauldron with Water, ReplaceOnDeplete = HCClaycauldron, ReplaceOnUseOn = HCClaycauldronfull, Icon = HCClaycauldronfull, ResizeWorldIcon = 1.0, IsCookable = TRUE, } ReplaceOnUseOn needs to be WaterSource-HCClaycauldronfull
Leatherworking.txt - Make Hardened Leather recipes only use a Clay Cauldron. Shouldn't Iron Cauldrons be usable for this as well?
Weapons Ranged.txt - Arrow/Bolt recipes are missing the feather HCRedfeather.
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Also does anyone else think maybe hardware like hot glue gun sticks, nuts, bolts all weight (.1) a bit to much? i just find it weird when I open up a pack of glue sticks and I suddenly have 10 pounds of glue sticks crippling my inventory. Maybe make it more in line with the nails (.003) weight? Hell I would take .01.
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JackMods got a reaction from Fenris_Wolf in ORGM Rechambered
Yeah a completely separate system would be great. Our server has been experimenting with using the current one to break weapon parts and it is a pain to say the least.
We have ours in a place where we can define the following for components:
register('HomeMadeSilencer', { soundReduction=0.1, breakable=true, conditionDamageChance = .9, }) and they will break after some use. We only use it for silencers at the moment but it works on any component.
-- based off your compatibility code ORGM.Client.silencerCheck = function(player, item) if item == nil then return end local itemType = item:getType() if ORGM.FirearmTable[itemType] == nil then return end -- get the scriptItem local scriptItem = item:getScriptItem() local soundVolume = scriptItem:getSoundVolume() local soundRadius = scriptItem:getSoundRadius() local swingSound = scriptItem:getSwingSound() local canon = item:getCanon() if canon and not canon:isBroken() then local name = canon:getType() local definition = ORGM.ComponentTable[name]; if definition and definition.soundReduction then local soundReduction = definition.soundReduction soundVolume = soundVolume * soundReduction soundRadius = soundRadius * soundReduction swingSound = 'ORGMSilencedShot' end end item:setSoundVolume(soundVolume) item:setSoundRadius(soundRadius) item:setSwingSound(swingSound) end -- tied too weapon swing ORGM.Client.degradeWeaponParts = function(owner, weapon) local weaponParts = { canon = weapon:getCanon(), recoilPad = weapon:getRecoilpad(), scope = weapon:getScope(), sling = weapon:getSling(), stock = weapon:getStock(), } for key, part in pairs(weaponParts) do -- Make sure part is attached if part then local name = part:getType() local definition = ORGM.ComponentTable[name]; -- Make sure the part is not already broken if not part:isBroken() then -- Make sure part is registered and breakable if definition and definition.breakable then local conditionDamageChance = definition.conditionDamageChance or 1 -- See if we need to reduce the condition if ZombRandFloat(0,100) <= (conditionDamageChance*100) then part:setCondition(part:getCondition()-1); end if part:isBroken() then owner:Say("Damn, my " .. part:getDisplayName() .. " broke!"); end end -- Weapon fired with a broken mod, drop it to the ground else weapon:detachWeaponPart(part); owner:getCurrentSquare():AddWorldInventoryItem(part, 0, 0, 0) -- If the the part type is canon, perform the silencer check if(part:getPartType() == "Canon") then ORGM.Client.silencerCheck(owner, weapon) end end end end end
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JackMods got a reaction from Fenris_Wolf in Profession Framework Mod
Very cool! I think you might be missing the trait herbalist2 though.
addTrait("Herbalist2", { name = "UI_trait_Herbalist", description = "UI_trait_HerbalistDesc", profession = true, exclude = {"Herbalist"}, swap = "Herbalist", })
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JackMods got a reaction from havok6669 in Hydrocraft Mod
I'm loving playing this mod, but I found a few thing while playing.
Armor.txt contains a duplicate make bubble wrap leg guards recipe that incorrectly makes arm guards. It just needs to get removed as the proper recipe already exists.
recipe Make Leg Guards { HCBubblewrap=2, DuctTape=4, Result:HCArmarmorbubblewrap, Time:150.0, Category:Armor, } Pottery.txt has an error regarding clay cauldrons not being able to be filled with water properly and makes the cauldron cease to exist when attempted.
item HCClaycauldronfull { IsWaterSource = TRUE, Weight = 8, CanStoreWater = TRUE, Type = Drainable, UseWhileEquipped = FALSE, UseDelta = 0.025, DisplayName = Clay Cauldron with Water, ReplaceOnDeplete = HCClaycauldron, ReplaceOnUseOn = HCClaycauldronfull, Icon = HCClaycauldronfull, ResizeWorldIcon = 1.0, IsCookable = TRUE, } ReplaceOnUseOn needs to be WaterSource-HCClaycauldronfull
Leatherworking.txt - Make Hardened Leather recipes only use a Clay Cauldron. Shouldn't Iron Cauldrons be usable for this as well?
Weapons Ranged.txt - Arrow/Bolt recipes are missing the feather HCRedfeather.
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Also does anyone else think maybe hardware like hot glue gun sticks, nuts, bolts all weight (.1) a bit to much? i just find it weird when I open up a pack of glue sticks and I suddenly have 10 pounds of glue sticks crippling my inventory. Maybe make it more in line with the nails (.003) weight? Hell I would take .01.