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TurtleShroom

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  1. Spiffo
    TurtleShroom reacted to EnigmaGrey in Key Magically Jumps Out of Vehicle, Vehicle Stops After Travelling a Foot In Distance, Reinsert Key, Works, Repeat   
    There is no bus in the vanilla game?
     
    its engine quality might have been too low to keep it from stalling, regardless of condition.
  2. Spiffo
    TurtleShroom reacted to Pandorea in Desk Cannot Be Picked Up, Moved, or Disassembled [V40.16]   
    Hm, ok, thank you for the intel
  3. Like
    TurtleShroom reacted to Magic Mark in Desk Cannot Be Picked Up, Moved, or Disassembled [V40.16]   
    That office desk, in particular, hasn't had any movable interaction. I reported it a while back, but with so many similar furniture to that model it would be pretty easy to fly under the radar.
     
    It's that exact model as well as the corner variant of it. All locations where it can be found.
  4. Like
    TurtleShroom got a reaction from Greensnack in Hydrocraft Mod   
    All of the benches, kilns, mines, etc. etc. are all items you can pick up and drop instead of Furniture. 
     
    A lot of the items in the game were added before the Furniture Update.  When are they going to be converted to Furniture? Why isn't this a priority? You can't rotate dropped items! You clip through them! For large dropped items, you can't even find (or see) the tile it's sitting on, AND zombies can sneak up on you and you can't see them!
     
    IMO, with the sole exception of bug fixing, this should be the utmost priority of "Hydro Craft". I mean, there is something really wrong about walking through a deep well or moving like Jesus over a concrete dug pond.
     
    I beg of you to fix this.
     
     
    ---
     
    Also, I'm experiencing an error alert every time I right-click the ground, a window, a bed, or any artificial source of water (like a sink).
  5. Spiffo
    TurtleShroom reacted to FilibusterRhymes in McCoy trucks not spawning [40.21]   
    Hey guys, I was poking around in the VehicleZoneDefinition.lua and it looks like the McCoy pickup isn't in there. I'm no coder, so I could be wrong, but it looks like the McCoy lines at 217 and 218 point to the normal PickUpVanLights and PickUpTruckLights vehicle instead of the PickUpVanMccoy and PickUpTruckMccoy.
  6. Like
    TurtleShroom reacted to Neutz in Union City   
    Alright i got there in the end, i updated the original post and here is the map today.
     

     
     
  7. Like
    TurtleShroom reacted to Spikelord in Desk Cannot Be Picked Up, Moved, or Disassembled [V40.16]   
    the ones in riverview cant be dismantled either 
     
     

  8. Spiffo
    TurtleShroom reacted to Pravus in A Gift for Indie Stone   
    In appreciation of all the work Indie Stone puts into Project Zomboid I have created the greatest mod in history.  Yes, a mod that needs no introduction!  Presenting:
     

     
    Thank you for providing us with such a stellar bit of software and for always supporting the community to the fullest!
     
    Download:
    http://www.mediafire.com/download/6zcc0he9azbhu1n/Kitten+Knives.rar
  9. Spiffo
    TurtleShroom reacted to nolanri in Nocturnal Zombies Mod   
    Zombies often stand around in groups doing nothing until they see or hear something. But not at Night Time!
    This mod will gives Zombies nocturnal instincts that kick in once it gets dark. From 9:00pm to 6:00am Zombies Primal hunting instincts will take effect and they will be moving around a lot more, scattering in random directions and be restlessly searching ... for you.
     
    http://undeniable.info/pz/NocturnalZombiesMod.php
     
  10. Like
    TurtleShroom reacted to Soul Filcher 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.
  11. Like
    TurtleShroom got a reaction from Jason132 in Shelves Have No Stocked Sprite [V40.16]   
    Good afternoon.
     

     
    Enough said. I am using Mods (particularly "Hydro Craft") and a Map overhaul, but none of the Furniture or graphics are overwritten by either. That means these shelves are glitching in the Vanilla rendition. The shelves, regardless of how full they are, are always shown to be empty. That means they are missing the Sprites that change the shelf when something is sitting on it.
     
    What, if anything, can be done to fix this?
     
     
    Thank you.
    -TURTLESHROOM
  12. Pie
    TurtleShroom got a reaction from Pandorea in Missing Graphic Texture [V40.16]   
    Good evening.
     

     
    Enough said.
     
    Although I am using a Custom Map, there are no custom textures that could explain this. (On the Custom Map, the exact area of the buildings with the glitched glass is X13270/Y11195, which is where I took the screenshot.)
     
    I feel that this is a texture found in the Vanilla rendition, so it's worth showing. (Note: the glass is still gone when I look straight at it.)
     
     
    Thank you.
    -TURTLESHROOM
  13. Like
    TurtleShroom reacted to nasKo in Build 40 IWBUMS   
    Hey all, we have just moved Build 40 into the wider IWBUMS public beta – which contains Turbo’s weather and climate system (proper seasons, new shaders, fog, mist, storms that move over the map etc), vehicle improvements and an awful lot of gameplay tweaks, balance and bug fixes.
    A brief ‘highlights’ changelist can be found below, while the full changelist can be found here. Please leave feedback in the thread, and bug reports here. Details on how to join the public IWBUMS beta can be found here.
    Some quick housekeeping notes on this build:
    There *might* be an annoyance with players still getting wet and feeling temperature effects in vehicles, though this will be patched pretty soon if so. Likewise, – the general impact of temperature on players will be balanced over the course of the IWBUMS beta. This version has various aspects of car integration converted into Lua so that modding full cars, not just changing skins, is now a lot more viable for modders. Yuri has written detailed guidelines which RingoD has posted up here, and we’ve also included a new script to help you convert textures into PZ’s required form. A lot of engine work and general vehicle improvements have carried on into this build, but still require substantial testing on servers – not to mention a lot of improvements and fixes we’ve been making to MP Admin in general. Feedback on MP, and especially people connecting to distant servers, would be much appreciated. We will be bringing our own public SpiffoSpace IWBUMS test servers online next week. 40.9 CHANGELIST HIGHLIGHTS
    (For full changelist, and to provide feedback, please visit this thread on the forums. There are many, many other fixes and balance improvements.)
    Full weather and climate simulation system recreating true-to-life weather patterns through 365 days of the year. Morning fog, thunderstorms created by virtual weather fronts that move over the map, improved rainfall visuals, visible snowfall and improved rendering to better evoke the time of year, and the time of day.  New SFX. New player character temperature system.

    New MP Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It’s hopefully a lot more convenient now. New ‘A Storm is Coming’ and ‘The Mist Descends’ scenarios New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. Winter is Coming game mode now works with new climate system. Seasons still impact on this mode – ‘Summer’ highest temperature is 0 degrees centigrade, and winters may drop to -30. After 3 full days a powerful weather period is generated, that will always feature a blizzard. New MP Admin UI additions including an Items list viewer in the admin panel that can be used to quickly search through, and spawn, items. Also includes the functionality to change in-game settings on the server that don’t require a restart, and clear ways to change admin powers within the UI so hosts can remain admins and play along without advantages. Improved car handling. New driving traits. New car-battery charger item that’s placed on the ground and interacted with using a context menu. Drunk moodle now has an impact on driver steering input. Players can now be harmed when hit by a car. Car wrecks can now be dismantled with propane torch and a welding mask. Gathered metal material will depend on your metalwork skill. Many UI changes to handle different font sizes. Added context-menu font-size option. Re-exported the map to improve zombie density in some farmland and rural areas. Changed First Week and One Week Later and adjusted settings to make sure that new players aren’t given too easy a ride. Removed Initial Infection. Added Display option to disable the new roof-hiding feature for low-spec users. Updated menu screen with vertical rather than horizontal options – due to problems with taskbar in latest Windows Updates. Added chevrons on character screen next to the weight to indicate if weight is increasing or decreasing. New isoRegions system to detect an enclosed area – player-made or dev-created – to keep weather effects on the outside. New functionalities for the PZ sound system. Formerly modders couldn’t override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Again, fuller examination of what’s in the changelist in terms of balance and fixes in this thread on the forums.
  14. Like
    TurtleShroom reacted to Neutz in Union City   
    Made the hospital area into a military quarantine/safezone. Will be your best bet for firearms and medical supplies.
     

  15. Spiffo
    TurtleShroom reacted to RyGuy_McFly in Union City   
    This project looks awesome, glad to see it's still being worked on! If I make some decent buildings, I'll be sure to let you use them if you'd like! If you gave me some basic lot dimensions and type, I could design a small area for you. Give me something to work my skills on =)
  16. Spiffo
    TurtleShroom reacted to Batsphinx in WEATHER TEST BUILD - New thread and full changelist for 40.6   
    Hey all, we've just updated the Weather beta and collated a full changelist which can be found below. Due to the size of the changelist I thought it best to start off a new thread. For details of the handy weather debug tools present in this build please check out the old thread.
     
    How do I join?
     
    Steam beta password: weathertestbranch
    Steam beta name: weather
     
    What still needs to be done before this goes into the wider IWBUMS test?
     
    There are still a few issues we'd like fixed up - some of which have already been committed backstage, but haven't been tested. There's an annoying shadow flicker lighting bug and some chatbox issues that we've put in, but aren't in this build yet. Likewise we need to fix some unfair deaths from exposure/temperature, and while we're at it stop indoor players getting wet when it rains.
     
    What's the current changelist for the weather beta / Build 40.6?
     
    Here you go:
     
    ---------------------------------------------------------
     
    NEW
     
    Simulated weather and climate system - recreating true-to-life weather patterns through 365 days of the year New shaders for times of day and seasonal effects Storms that move over the map Fog and mist New isoRegions system to detect an enclosed area (player-made or dev-created) to keep weather effects on the outside New player character temperature system New Chatbox. Primary features include separate chat streams (safehouse, local, global, etc), customizable chat and more intuitive usage and commands. It's hopefully a lot more convenient now. New system to convert objects placed by mappers so they can be used as functional game objects. This covers items like barricades, campfires, rain barrels, traps, composters, crops etc. New functionalities for the PZ sound system. Formerly modders couldn't override sounds in PZ FMOD soundbanks, so when players find certain sounds are too loud or annoying (heartbeat, zombie alert, flies, level up noise etc) it was hard to raise/lower them independently. Details about all the game sounds now go into media/scripts/sounds.txt. A new in-game UI allows users change the volume of any sound they feel is too oppressive. Added BloodSplatLifespanDays server option to remove old blood-splats. Added a 'Revert screen settings' feature after 20 seconds for when newly selected resolution settings are incompatible. Single tile doors can now be blocked from opening/closing by obstacles - as it is with double doors. Car-battery charger is now placed on the ground and interacted with using a context menu. Transferring water from an object to an inventory item nos requires equipping that item. The amount of water to transfer is calculated in start() instead of when the action is queued.  Repair Engine and Take Engine Parts now show progress bars and flash Success/Failure. Drunk moodle now has an impact on driver steering input Added a way to edit admin powers (invisible, godmod, no clip, unlimited carry, various cheat...) in the MP admin panel. Added in-game Sandbox options editor for server admins - this will allow server admins to change in-game settings that do not require a restart. Updated community translations. Also updated translations with the display names to aid the process. Many UI changes to handle different font sizes. Added context-menu font-size option. Moved the vehicle zone definition over lua for modding purpose + refractoring it a bit to be more user friendly. Warnings now displayed on button tooltips in the Mods screen. Added UIFont.DebugConsole for the lua console which doesn't handle larger fonts. Added a setColor function to BaseVehicle.java. Added DebugOptions.WorldStreamerSlowLoad to simulate slow map loading. Added a way for outside signs to have light (check room under it if they have electricity). Added lights to neon signs. Added a way to dismantle car wreck (burnt car) with a propane torch & a welding mask. Gathered metal material will depend on your metalwork skill. Metal currently appears in your inventory, but in future will appear on the ground. Added buttons to server-disconnect screen to return to Main Menu or Quit to Desktop. Added separate Shadow extents from vehicle extents to allow for better shadows You can now improve wooden door frames as you would walls. (This won't work on previously built frames though). Updated fonts to bold to aid readability. Re-exported the map for to improve zombie density in some farmland and rural areas.  Changed First Week in One Week Later and adjusted settings to make sure that new players aren't given too easy a ride. Added a way to edit Admin powers (invisible, godmod, no clip, unlimited carry etc) in the in-game admin panel Players can now be harmed when hit by a car. DamageToPlayerFromHitByACar sandbox option added Added back the Lowest lighting-quality display option. [Lowest lighting quality now doesn't use the circle-stencil and doesn't draw a second pass of floor shading, so it is a help to low-spec users.] Added Display option to disable the new roof-hiding feature for low-spec users. Client now displays the first lua or script file that does not match one on the server to aid user diagnosis of things going wrong with MP Added an eight-second timeout while waiting for the checksum response from the server.  
    BALANCE
     
    Reduced the the impact of loot modifier sandbox option on easier difficulty. Tweaked News_EN.txt Increased the height of tooltip progressbars by 1 pixel. Added being able to rest/sleep on picnic table (considered as a bad bed.) Added missing Raspberry Shortbread, CookieChocolateChip" & Candycane" items to the loot table. Added missing nutrition values to medicinal herbs and condiments. Disabled zombies sprinters in MP (if speed is set to Sprinter, it'll be set back to Fast Shamblers) Lowered the alarm clocks & digital watch wake up distance. Added "Very Low" choice to CarSpawnRate Sandbox option. Increased VOIP range  (fade and falloff) Bowls of soup now affect thirst. Wood barricades require two nails. Previously in SP 2 nails would be used, while in MP only 1 would be used.  
    FIXES
     
    Fixed character info UI exception when admin assigns a profession to a formerly profession-less player. Fixed mousewheel not scrolling the ServerWelcomeMessage textbox in the server-settings editor. Fixed ancient font kerning bug. Fixed "Loading..." message appearing briefly when continuing an existing save. Fixed resize bug with the server browser that made the tabs unclickable. Fixed missing scrollbar in the New Game screen. Fixed duplicate scrollbars in some server-settings editor lists. Fixed "Lage Metal Shelves" typo. Fixed house with missing walls near 14070,5200. Fixed rendering hidden moodles every frame. Fixed unused duplicate ISInventoryPage.refreshBackpacks() Fixed UIElement.DrawText(x,y,alpha) not using FBO_ALPHA_MULT. Fixed bug that could result in invisible 3D corpses. Fixed invalid RGB values used in TextManager.DrawString(x,y,str) Fixed GC created while loading files and some related to textures loading. Fixed unoptimized TextManager.getFontFromEnum() Fixed splitscreen players not being able to wake themselves up with less than two controllers active. Fixed exception playing zombie sounds when a zombie's current square is null. Fixed server sending smash-window packets to distant clients. Fixed outright carmageddon when vehicle ids become negative after a long time running. Fixed "Drop" option appearing for non-droppable moveable objects in inventory. Fixed not being able to pick up corpses behind tall windows. Fixed previously-clicked buttons sometimes remaining highlighted when redisplayed. Fixed "Peanut Butter and  Sandwich". Fixed the info button in the character-info screen titlebar not displaying the help text for the current tab. Fixed calculation of the amount of condition restored when fixing things. Fixed syncing of the remaining uses of ingredients with CanBeDoneFromFloor recipes. Fixed syncing items in vehicles or containers with CanBeDoneFromFloor recipes. Fixed sledgehammer being primary weapon over axe or baseballbat when pressing the "equip handweapon" hotkey (default 1). Fixed being able to equip weapon while running. Fixed lack of ability to plaster and paint a wooden pillar. Fixed campfire spawning items. Fixed painting a wall not removing a blood splat on it. Fixed progress bar not showing when adding an ingredient in an evolved recipe. Fixed not being to craft battery connector for some movable items. Fixed GameClient.receiveItemListNet() using short instead of int ids. Fixed "Level Up" button in Player Stats admin UI not updating target player. Fixed IsoObject.save() handling of Attached sprites. Fixed exception reading a map chunk when an object without a sprite was saved. Fixed client exception taking a bag off the ground shortly after transferring items to/from it. Fixed being able to dig graves from a vehicle. Fixed wrong nutrition value for PanFish. Fixed various wrong container items spawning. Fixed not being allowed to take more dirt from the same spot. Fixed appropriate tiles not being seen as "Gravel". Fixed carpentry/metalwork/walkto context option being available while inside a vehicle. Fixed being able to dig with hands and shovel from a car. Fixed a bug when trying to eat an item that was no longer there. Fixed carpentry door option not being disabled if nothing could be built. Fixed typo "You killed 0 zombie" into "You killed 0 zombies". Fixed server sending (most but not all) vehicle packets to distant clients. Fixed server sending multiple packets when brake lights turn on/off. Fixed deaf players being able to hear car radios, players with deaf trait can still read/hear TVs if facing them due to closed captions. In splitscreen, text displayed above a non-deaf player is visible to a deaf player. Fixed "buffer overrun" error after sitting on the server-disconnect screen for a while. Fixed players becoming trapped upstairs by forbidding building floors (and metal roofs) above/over stairs. Fixed being able to move the health body status everywhere. Fixed some wrong/missing parking lot zones. Fixed campfire container icon not being displayed. Fixed speed controls clock button being too fast. Fixed client sending 20KB checksum string to the server. Fixed error loading zomboidSmall font on Mac/Linux. Fixed the the first spawned vehicle not having a schematic in Vehicle Mechanics and having a very basic "switch seat" image Fixed zone mask textures for all vehicles - ensuring correct doors, rear view mirrors and hoods. Fixed wrong calculation of WaterShutModifier & ElecShutModifier sandbox options. Fixed SystemDisabler.doAllowDebugConnections being set to true Fixed headlights on Sportscar being incorrectly positioned Fixed bounding rectangle for character collisions being smaller than physics collisions for vehicles. Also Remade transfer areas vertically, and not parallel to the vehicle. Also also Changed the shift of areas. Now the hood and trunk area is shifted in parallel of vehicle. The areas of doors and tires shift vertical. Fixed physicsDelay and physicsDelayServer transmitting incorrectly Fixed Function UpdateLimit.Check incorrectly calculating delay time. Fixed the game client periodically requesting a full update of the car for which the coordinates are transmitted from the server. This caused the car to twitch. Fixed Van sliding around map even without brakes and tires Fixed debug log message "VID=__ force=__" on server Fixed vehicles that can be rammed to turn over and float above zombies Fixed shell texture being set to null for special vehicles Fixed vehicles missing uninstalled Trunk lid / Hood textures; when uninstalled, these parts look visually repaired Fixed 'Cone of light' from vehicle headlights being too narrow Fixed not being able to get into cars that are tightly packed in parking lots Fixed getting in a car door on the southern side causing the car to overlap the player entirely for a brief second Fixed the game becoming unresponsive when standing next to a vehicle that is turned on its side Fixed Van/VanSeats missing textures for uninstalled rear doors Fixed Van/VanSeats missing textures for uninstalled middle doors Fixed stationary cars getting hit by another car in MP rubber-banding back to their old position This involved Yuri changing the algorithm for synchronizing cars on the network. Fixed NullPointerException in zombie.iso.objects.IsoWaveSignal.AddDeviceText(IsoWaveSignal.java:152) Fixed plants clipping through the car Fixed trash sprite being rendered above the car Fixed visual anomaly after re-loading a Host server and driving Fixed passengers sometimes not being able to exit from vehicle after travel. Fixed the wrong render of "Random" - Button In "Customise Character" menu Fixed colliding with a zombie head on, while they're in their walking state, letting you push them indefinitely Fixed zombies hit by a turning car snapping to a different position Fixed how, on a dedicated server hosted remotely, zombies take a very long time to react to vehicle sounds and movement Fixed issues with how Zombies walk between several sources of sounds. Fixed incorrectly displayed position of vehicle after collision with another car. Fixed cars floating to the ground when spawned Fixed some car texture issues Fixed the game sometimes not reacting to some keys (V and Esc) Fixed horn (Q or V menu) causing popping sound, as if several were being played at once Fixed clicking repeatedly while the game is saving can causing it to lock up Fixed the missing hood and rear view mirror being incorrectly displayed on PickUp vehicle. Fixed cars showing damage texture on parts but not in Mechanics menu Fixed some standing zombies not reacting to collisions with vehicle in MP. Fixed the 'Hours until death from zombie infection' not starting at the exact mome infection occurs. Fixed ambient sound emitters being played every frame and clogging the FMOD command queue. Fixed sound file name instead of GameSound name in AttackVehicleState. Fixed UIElements not getting onMouseMoveOutside callbacks sometimes. Fixed selecting text in UITextBox2 with the mouse. Fixed BaseVehicle.emitter not being removed from SoundManager.emitters. Fixed "0-12 hours" Sandbox setting killing instantly. Fixed server database editor not handling special characters in strings. Fixed some vehicle sounds not being sent to remote clients when the local player has the Deaf trait. Fixed vehicle exit positions not being blocked by obstacles properly. Fixed various door and window sounds not playing for remote clients. Fixed metalwork crafting sounds not using GameSound name. Fixed players with Deaf trait sending repeated sounds to other clients for some actions and creating HORRIBLE NOISE. Fixed mechanics UI delay in showing textures when opened for the first time. Fixed UIElement.DrawTextScaledUniform when textures are in a .pack file. Fixed multithreading bug with animation loading. Fixed missing RotateObject GameSound. Fixed inventory tooltips overlapping the mouse pointer near the bottom-right corner of the screen. Fixed street signs not showing the collided-with sprites Fixed NullPointerException in WorldSoundManager.getBiggestSoundZomb() Fixed usernames being case-sensitive, leading to duplicates (Hicks, hicks, hICKs . . . ) in the database Fixed game characters with names in different registers being loaded as one and the same character Fixed position of Toggle Stove button in loot window titlebar with larger fonts. Fixed the new GameSounds UI not working with the controller. Fixed the lack of SFX when attempting to push a stationary vehicle out of the way. Fixed getting out of the van ejecting you a tile or two away Fixed admin commands not working with ' " '. - Romain  H. Fixed setaccesslevel not working anymore. - Romain  H. Fixed not being able to modify steamid column in whitelist viewer. - Romain  H. Fixed not being able to see some columns (including steamid) in the admin's whitelist viewer. Fixed setaccesslevel not being usable on a non connected player who's present in the whitelist. Fixed it not being possible to enter vans through rear doors. Fixed issues with adding/removing gas from a vehicle. Previously the time wasn't proportional to the amount of gas being transferred and Gas Can didn't need to be equipped first. Fixed equipped empty Gas Can was remaining equipped as an empty gas can after siphoning. Fixed the Server Workshop Items connect-to-server UI having issues when the scrollbar is visible. Fixed farming tooltip rendering with different font sizes. Fixed ac/heater draining the battery when the engine isn't running. Fixed LayoutManager making a window visible without adding it to the list of windows. Fixed host losing admin accessLevel in splitscreen. Fixed swinging a weapon at a broken window granting the player XP. Fixed ac/heater draining the battery when the engine isn't running. Fixed Stick Trap using the wrong "closed" sprite. Fixed bad things happening when using the "Level Up" button in the player-stats admin panel. Fixed player not facing campfires when performing various actions on them. Fixed player animation not playing when opening a barricaded window from the non-barricaded side. Fixed missing context-menu option to remove metal-bar barricades. Fixed second farm-plant sprites not being used. Fixed not being able to place medicine cabinets over low objects like toilets. Fixed exception with sprites that have one of lightR/lightG/lightB properties equal to zero. Fixed many duplicate invisible sprites being created for unspawned erosion objects. Fixed erroneous "user XXX will be kicked because Lua/script checksums do not match" message.  
  17. Like
    TurtleShroom reacted to MacSupreMe in The Fishing System   
    This is necessary. Baiting, once hunting comes into play we'll need to do pretty much the same thing. It's the apocalypse. While this isn't very sportsmanlike this is definitely something that should be added. It would also make a major benefit to all the rotten food that is going to be in everyones world.
  18. Like
    TurtleShroom reacted to DarkKreepe in OZ More Medicine [ver. 2.0] — NEW UPDATE   
    This mod adds a lot of medicaments and medicinal items.
    Hello everyone. I want to introduce you this mod which add immersion medicine in vanilla Project Zomboid.
    Translations: English / Russian
     
     

    Innovations
    System of blood types (ABO) 
    Blood type is assigned to you randomly after game started. Each blood type have a unique features.
    To find out your blood group look into the console or apply a blood type test
     
    Blood types chances:
     
     
    System of blood transfusion
    System of blood transfusion allow you to do a blood donation. All you need is empty blood bag and refrigerator for storage. 
    Also you can do a blood transfusion from blood bag to player. You need a I.V. Starter Kit. But remember that you need to know the compatibility of blood groups. Otherwise, you will die
     

     
    System of advanced meds properties
    Each pills also have a unique features. Aspirin like painkillers, activated charcoal help you from poisoning, fluoxetine is a powerful anti-depressant, tetracycline help you from sickness and poisoning, nitroglycerine heals you a little.
     
    Overdose of drugs
    Each med. drug is very dangerous if you don't know measure. Be careful with your health. Otherwise, you will die
     
    Cautery
    Now you can cauterize your bleeding wounds with heated knives and gunpowder. Cautery stops your bleeding but it leaves burns.
     
    Pharmacology
    Now you can craft your own pills! You need to learn book of pharmacology for new recipies and find all required components.
     
    Ethnoscience
    Now you can make herbal tea! You need to have "Herbalist" or "Scout" traits (This traits give you a bonus to searching!) to find all required herbs for cooking. Also you can examine all ingame herbs. Basic information is avaliable for everyone. For advanced information you need "Herbalist" trait.
     
    v. 2.0:
    Here is the list of included meds
     
    SPECIAL THANKS
     
     
    DOWNLOADS 
     
  19. Like
    TurtleShroom reacted to Arsenal26 in Super Survivors!   
    I’m having fun playing with this mod, and tweaking/adding things is half the fun even though I’m pretty horrible at coding. I suppose that’s what makes games with good MOD support so amazing. While I can't wait for an “NPC Test Branch”, I think this mod has really added some much needed depth to the game, and opened up a can of worms that cannot be ignored. So while waiting for “Official” NPC’s, we get to mess around with Super Survivors!

    That said, I've made a few tweaks to address a couple minor things that made Super Survivors! A little awkward (imo). I really don't know what the heck I'm doing, but calling upon some 7th grade C++ (from the 90's) I managed to not break the mod too badly while adding a few things to (imo) improve playability... I recorded a short video to help illustrate what I’m talking about…

     
    (Link Here)



    https://drive.google.com/file/d/1YdPgVAspfEqAdRmw-yWxZBn6qXCdXtPx/view
     
    Following in General – I noticed that setting the [Following Distance] only affects at what point survivors start to follow when they are stopped. In other words, they do not consider [Following Distance] when it comes to stopping… This results in survivors bunching up all around the player each time you stop.

    To remedy this, I changed it to check [Following Distance] setting during the stop trigger. The result is survivors will try to maintain the distance while following, and setting it to “10” really does mean “Hang back” and “Stay back there”


     
    Moving with Larger Groups – I find that moving with larger groups is awkward still because even though they can be made to maintain a certain distance and not crowd around the player, 4 or more survivors in a group still move in a bunched up sloppy looking mob. This is hardly noticeable with one or two survivors following, but with a group, it starts to look pretty silly.

    To remedy this, I added the ability to assign a value [Follow Order], which is derived by the current [Follow Distance], to each individual survivor. This value is then added to the [Follow Distance], resulting in the possibility for each group member to have a unique following distance. This allows groups to move in staggered formation where certain members can be placed up front or designated to hang back. (+)Increasing or (-)Decreasing the [Following Distance] setting will bring the entire formation closer or further respectively.


     
    Stand Ground issue - On issuing this command, all Super Survivors attempt to occupy the same square the player is in, similar to the issue with following in general described above. This is awkward when trying to setup a quick defensive posture, because they are all knocking heads and stepping on one another’s heels... I did however want to retain the ability to command individual survivors to Stand Ground in my square, just in case I want to place them behind a counter, or in a corner...


     
    To address this, I linked [Stand Ground] to the [Following Distance] value (similar to the fire control tweak a few posts up)... If [Follow Distance] is "0", they will try to occupy the players square. If [Follow Distance] is anything other than "0", they will Stand Ground where they are at the time the order is given.  This will allow the player to lead a group into position and then issue the order basically freezing them to fight in that formation. This will reduce instances of survivors climbing all over each other when you want your squad to stop and fight...


     
    Exchange Clothing - Added the ability to exchange clothes with survivors via the interaction menu... I dunno... just seemed like a cool thing to be able to do...  Matching uniforms for your Post Apocalyptic gang... Or if a Survivor spawns with amazing skills, but is wearing a purple vest...  "Come on man what the hell are you wearing !?!!"


     
    Dope and Beer - Added menu command instructing Survivor(s) to gather ammo in specific quantities... No more waiting until they've blown through the one box of ammo they brought only to run around in a panic like rank amateurs... You can tell them to bring a crap ton of ammo in a specific quantity designated by....... [Following Distance]!!!

    Just open up a couple cases into boxes... drop it all on the floor... and tell them how many they get each. I find this much easier than passing out ammo box by box.


     
    Survivor Info Screen – Added max (bag) weight, and current (bag) weight carried… useful to prevent survivor from dumping their loot if you accidently tell them to grab too much ammo. Added Bravery Points, and Following Order as well…



     
    Un-Addressed Issue - It seems to me that on occasion, when the Survivor is "Standing Ground" further away (still visible on screen, zoomed out)... specifically between the player and Zombies.... they fail to defend themselves... and just stand there and get chomped on...  Anyone know why this is ??


     
    At anyrate, These are some of the things I did to make this Mod play the way I wanted.... which is kind of turning it into a squad based RTS of sorts... Combined with Fenris Wolf's [ORGM-Rechambered], it's a blast!!!
     
     
     
  20. Like
    TurtleShroom reacted to Insidiousness in Water Dispenser: LET ME FILL IT WITH CLEAN WATER!   
    This would give the water dispenser a good use in my base
    Boil the water in a cooking put, fill up the water dispenser = Drink from it and fill water bottles from it for expeditions.
     

  21. Like
    TurtleShroom reacted to Doge's Creator in Project Zomboid Map Editor Tutorials   
    On YouTube I've been making tutorials of the basics of project zomboids Map editor tools. right now I am finishing up with the building editor. if I missed anything let me know and I'll make sure to make tutorial covering it here is part one  for more tutorials check out my channel Doge's Creator
     
  22. Like
    TurtleShroom reacted to Necromatic_Corgi in Project Zomboid Map Editor Tutorials   
    All you have to do is hold left click and move your mouse, If i'm mistaken let me know and ill go into map tools and see.
  23. Like
    TurtleShroom reacted to DrunkDwarf in Spawn Vehicle w/ Console Command?   
    First, you'll need the list of Vehicle ID's, so check out the following thread. ( https://theindiestone.com/forums/index.php?/topic/23965-vehicle-spawn-ids/ )
     
    The command to add the vehicles is as follows:
     
    /addvehicle "Base.VanSpiffo" "PlayerName" or /addvehicle "Base.VanSpiffo" "x,y,z" First parameter being the Vehicle ID, and the second parameter being where it will spawn, either coordinates provided, or next to the player you specify.
  24. Like
    TurtleShroom reacted to Rabisco in "You have been kicked because your game files do not match the server's" on EA v.32.30   
    I'm reaaaalllyy tired of this issue. There's not information at all and can only be solved by deleting all files on server (C:\Users\myusername\Zomboid) and reseting the map.
     
    Is there any solution or more information about this issue at all?
     
    Troubleshooting Done:
    - Deleting/Changing user files C:\Users\myusername\Zomboid (FAIL)
    - Creating new user to log into the server (FAIL)
    - User that was previously added as ADMIN can login successfully
    - Deleted the game and all files related to Zomboid into Client computer (FAIL)
     
    So, if there's something wrong with the Server Files why can't Admin be able to login?
     
    The Server is up if anyone want to test. The "IP" is ******.
     
    Obs.: It was working before. I had the server stopped for one week and after starting I'm receiving this error.
  25. Like
    TurtleShroom reacted to turbotutone in WordZed   
    WordZed
     
    Version 1 - download
     
    You can add custom radio data to the game via a mod.
    The radio data including final translation files should go into "media/radio/" within the mod directory.
    Optionally this simple mod package can be used to get started quickly:
    RadioTestMod
     
    Note: The current version may contain some bugs, which can be posted here when encountered.
     
    Some additional info bits:
    The following spoiler contains a list of channels from the games radio data, if you intend to use wordzed for custom contentavoid these channels unless you intentionally want to override a certain existing channels.
     
     
    The following tutorial video has some information on the operating basics:
     
    Manual:
    Manual.docx
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