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Tiax

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  1. Yeah but maybe just put the regular texture, not this
  2. Rotten fish is missing textures, e.g. "WorldItems/PikeRotten" (while "Cooked" and "Burned" exist).
  3. Update 41.70 changed it to stop, once the first stack is full. So it's "Consolidate Until First Full" now
  4. I put this on the workshop, until officially addressed: https://steamcommunity.com/sharedfiles/filedetails/?id=2802925854
  5. The rest action is in the lua files. For the sitting on ground, for comparison, you'll have to dig a little deeper into the java classes. I'll add the formulas/code snippets here, when home. I do agree though: the current system is not really intuitive from a game logic perspective (cold floor > comfy sofa). Edit: -- lua\client\TimedActions\ISRestAction.lua:13 -- note: self.mul = 2 function ISRestAction:update() if self.character then local endurance = self.character:getStats():getEndurance() + ((ZomboidGlobals.ImobileEnduranceIncrease * self.character:getRecoveryMod() * self.mul) * getGameTime():getMultiplier()) if endurance > 1 then endurance = 1 end if endurance < 0 then endurance = 0 end self.character:getStats():setEndurance(endurance) self.character:setMetabolicTarget(Metabolics.SeatedResting); end end // IsoPlayer.java:2800 // Note: public static double SittingEnduranceMultiplier = 5.0D; private void updateEndurance(float var1) { Stats var10000; float var2; if (this.isSitOnGround()) { var2 = (float)ZomboidGlobals.SittingEnduranceMultiplier; var2 *= 1.0F - this.stats.fatigue; var2 *= GameTime.instance.getMultiplier(); var10000 = this.stats; var10000.endurance = (float)((double)var10000.endurance + ZomboidGlobals.ImobileEnduranceReduce * SandboxOptions.instance.getEnduranceRegenMultiplier() * (double)this.getRecoveryMod() * (double)var2); this.stats.endurance = PZMath.clamp(this.stats.endurance, 0.0F, 1.0F); } // rest omitted }
  6. "Too much" in comparison to what? Looking at the code, sitting on ground has a 5x multiplier and is same as sitting in a car. Using the "Rest" action on furniture only has a 2x multiplier (and also seems to ignore Sandbox settings and fatigue for recovery). If anything, the "Rest" action recovers too little. Probably because you can combine the two, which is an odd concept by itself - they should be mutually exclusive, with resting giving a bonus over ground.
  7. I love how this feature is finally in, but for the love of god please make it perform any partial progress, when the action is not fully completed. If you consolidate hundreds of threads, this action can take literal ingame hours and if you cancel the action it starts from scratch with zero progress.
  8. Still present on 41.69 (unstable). Selecting a large, uncollapsed stack selects more items after it in the inventory (including worn clothes).
  9. This is relatively easy to reproduce: Have a large stack of items in your inventory, try with 100 threads for good effect (or ripped sheets or practically anything else) Expand the stack in the inventory pane Click on the stack's "heading" to select the full stack Now, right click any of the contents: You'll see context menu options of other items coming after that item stack in your inventory (e.g. load bullets into magazine, wear clothes, whatever comes later in the list). The inventory considers those all selected due to key conflicts with how the lua tables (ISInventoryPane.items, ISInventoryPane.selected) are populated. If you drop the stack like that, it will also drop those others things it considers selected. There's probably more side effects.
  10. Tiax

    Loot tables

    Rewriting the entire looting algorithm in a mod for something that should be so simple is a big no-no.
  11. This does not seem to work at all. I can see no code change for it either. Can you confirm this has been merged properly?
  12. Doing it like that seems like a bit of a hack though, since you're changing it globally, not just based on the current player? Edit: this *has* to be done with an event. You could have multiple players look at an item in a container. You will need to show each player a tooltip based on the player's state, which may not be the same one, when sticking to the read/unread example.
  13. Tiax

    Loot tables

    Well the change could be as simple as adding a lua table instead of a string to the Distribution. Let's go with wallets on inventorymale: inventorymale = { rolls = 1, items = { ... "RiversideMap",0.1, "Wallet", 1, "Wallet2", 1, "Wallet3", 1, "Wallet4", 1, "Locket", 1, ... } }, becomes inventorymale = { rolls = 1, items = { ... "RiversideMap", 0.1, { "Wallet", "Wallet2", "Wallet3", "Wallet4" }, 4, "Locket", 1, ... } }, Type being string/list should be easy to check in the java. If it's string nothing changes, if it's a list pick a string from it at random (all same chance). Wouldn't break anything and open a lot of possibilities. You could now add a thousand wallet types and wouldn't drown in drops Want some wallets to be more common than others? Add them multiple times to the list!
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