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MoonSlime

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  1. 100% agree. really dislike driving in an (nearly) open field just for a tiny sprout to slow down a car GOING NEAR MAX SPEED.
  2. for single player? totally not. Maybe as an interesting self imposed challenge. for multiplayer? could be. TBH I just feel zomboid need some more optional objectives like it. The "save the station" mod is like, one of my favorites. you could completely ignore it, or go fix the stations. Like maybe going to a water treatment plant and hooking up a lot of generators, and give a small area working water for a tiny bit. Another thing I would kind of like would be solar panels. but to make sense for 1993, they would need to spawn only in the very rich area of Louisville. Unique loot only in that area. So if you want like a long term renewable power, you would have to go to the most dangerous area.
  3. I think you're looking a little too far into it. Repairing a power plant wouldn't be a long term goal. It would be a short term goal, for a multiplayer server. Maybe for SP if they really want to. Similar to how using the gas stations atm are a short term to medium term project as all the gas stations will eventually run out of fuel. Like mentioned above, if there are 3 plants, you could salvage (with high enough mechanics, maintenance, and electrical), stuff from two of those plants into last one to keep that last one running longer. And being super fancy, could even have it so you could control what towns from the plant you could spend power to, consuming less overall fuel to stretch it out. Also as mentioned above, the initial shut-off would most likely be due to an automatic shut off to prevent damage, if no humans interacted with it. So repair might not be necessary at first. Power plants (and water stations) would be fun places to have on the map to explore, as maybe even zed hotspots. Even if we say, can't repair them, they would still make for great spots to scavenge. Lots of metal, machines, and coal. Especially since Indiestone said they wanted us to go from Modern, to dark ages, to post modern medieval style technology wise with skill, crafting, and the tech trees. The leftover coal from the powerplants would be a great source for blacksmithing and other tinkering.
  4. Most coal burning power plants generally carry enough coal for 1 to 2 months of power. I could see the map being divided into three power sectors: North (mall and Louisville), east and west. With the north plant being the largest and west plant being the smallest. With that said, if you're willing to say truck all the coal from the north plant to the west plant, you could get 4 to 5 months worth of power for a large area. Most likely the Power plants didn't turn off due to lack of fuel or machine failure, but due to the fact most coal plants have an automatic turn off if not hit with in 24 to 48 hours. So some one theoretically go turn it back on if they have the knowledge, and run it until fuel is out or machine failure.
  5. That is actually why I included the ripped sheets into making it a "usable" form. Tho it should most likely be leather strips to wrap around the other side to make it into a makeshift handle.
  6. We need more long blade weapons. Just having Katanas and Machete's are kind of... meh. So here are two suggestions. EDIT: The point of adding more is to add more diversity. Sure using a katana and machete is fun. However realistically with their low find rates, even with their high damage, they arn't useful (except maybe at the very start of a run). Since you would want to level say axes, long blunt, or short blunt more due to how common they are. Then by the time you actually get a decent number of machete's, you would have medium to high level in other combat skills. Making it more worth it to just keep using those. So long blade weapon category should be expanded. Wrapped Lawn Mower blade - a Lawn mower blade with cloth wrapped on one side, as a makeshift sword - Crafted from Lawn mower blade + three ripped sheets - can very rarely be found on zombies New world interactable: lawn mower - can very rarely have some gas you can siphon from it - A screw driver can be used on it to get a lawn mower blade Paper Cutter blade - A paper cutter blade, removed from the base - Rarely found on zombies - Low damage but high durability, meant to be a tool to let people level long blade easier New world interactable: Paper cutter - Found in schools in the teacher's area - use a screwdriver on it to get a paper cutter blade and scrap wood
  7. • Version: Latest version • Singleplayer/Multiplayer? - both • Host or dedicated? - both • Mods? - issue is a bug related to mod creation • Reproduction steps: 1. Create a skill thru the mod-system that Indiestone created for skills (perks.txt). Using this format perk TestSkill { parent = Passiv, translation = TestSkill, passive = true, xp1 = 50, xp2 = 100, xp3 = 200, xp4 = 500, xp5 = 1000, xp6 = 2000, xp7 = 3000, xp8 = 4000, xp9 = 5000, xp10 = 6000, } 2. start a new game with the mod active 3. When you get to the professions/traits screen, the skill will not show up along side Fitness and Strength despite being set as a passive skill. 4. When you get in the game world itself, Activate the skill 5. You will see that the skill is not orange like other passive skills, starts at 0, and will not have the 125% exp bonus. Other notes: I tried to find where Strength/Fitness is initialized and set to 5, however it appears that area of code is out of reach for mod creators.
  8. Update: Even with fixing those, once in game the skill still starts at level 0.
  9. BUG: Marking a custom skill as passive under the new perk system introduce in 41.53 does not make the skill show up. Passive skills (Strength) and (Fitness) are specifically hardcoded to show up. Under OptionsScreens/CharacterCreationProfession.lua function CharacterCreationProfession:checkXPBoost() self.listboxXpBoost:clear() local levels = {} if self.listboxTraitSelected and self.listboxTraitSelected.items then for i,v in pairs(self.listboxTraitSelected.items) do if v.item:getXPBoostMap() then local table = transformIntoKahluaTable(v.item:getXPBoostMap()) for perk,level in pairs(table) do levels[perk] = (levels[perk] or 0) + level:intValue() end end end end if self.profession and self.profession:getXPBoostMap() then local table = transformIntoKahluaTable(self.profession:getXPBoostMap()) for perk,level in pairs(table) do levels[perk] = (levels[perk] or 0) + level:intValue() end end levels[Perks.Fitness] = (levels[Perks.Fitness] or 0) + 5 levels[Perks.Strength] = (levels[Perks.Strength] or 0) + 5 for perk,level in pairs(levels) do if level < 0 then level = 0 end if level > 10 then level = 10 end self.listboxXpBoost:addItem(PerkFactory.getPerkName(perk), { perk = perk, level = level }) end self.listboxXpBoost:sort() end and function CharacterCreationProfession:drawXpBoostMap(y, item, alt) local dy = (self.itemheight - self.fontHgt) / 2 self:drawText(item.text, 16, y + dy, 0, 1, 0, 1, UIFont.Small); local percentage = "+ 75%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 80, (y) + 12, 1, 1, 1, 1); if item.item.level == 2 then percentage = "+ 100%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 76, (y) + 12, 1, 1, 1, 1); elseif item.item.level >= 3 then percentage = "+ 125%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 76, (y) + 12, 1, 1, 1, 1); -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 72, (y) + 12, 1, 1, 1, 1); end local textWid = getTextManager():MeasureStringX(UIFont.Small, item.text) local greenBlitsX = self.width - (68 + 10 * 4) local yy = y if 16 + textWid > greenBlitsX - 4 then yy = y + self.fontHgt end for i = 1,item.item.level do self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - (68 + 10 * 4) + (i * 4), (yy) + dy + 4, 1, 1, 1, 1); end if item.item.perk ~= Perks.Fitness and item.item.perk ~= Perks.Strength then self:drawTextRight(percentage, self.width - 16, yy + dy, 0, 1, 0, 1, UIFont.Small); end yy = yy + self.itemheight; self:drawRectBorder(0, (y), self:getWidth(), yy - y - 1, 0.5, self.borderColor.r, self.borderColor.g, self.borderColor.b); return yy; end Both search for two vanilla passive skills instead of just searching the perk-list for all passive skills.
  10. So I solved the issue, but it's a bug that the developers need to fix. function CharacterCreationProfession:drawXpBoostMap(y, item, alt) function CharacterCreationProfession:drawXpBoostMap(y, item, alt) local dy = (self.itemheight - self.fontHgt) / 2 self:drawText(item.text, 16, y + dy, 0, 1, 0, 1, UIFont.Small); local percentage = "+ 75%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 80, (y) + 12, 1, 1, 1, 1); if item.item.level == 2 then percentage = "+ 100%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 76, (y) + 12, 1, 1, 1, 1); elseif item.item.level >= 3 then percentage = "+ 125%"; -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 76, (y) + 12, 1, 1, 1, 1); -- self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - 72, (y) + 12, 1, 1, 1, 1); end local textWid = getTextManager():MeasureStringX(UIFont.Small, item.text) local greenBlitsX = self.width - (68 + 10 * 4) local yy = y if 16 + textWid > greenBlitsX - 4 then yy = y + self.fontHgt end for i = 1,item.item.level do self:drawTexture(CharacterCreationProfession.instance.greenBlits, self.width - (68 + 10 * 4) + (i * 4), (yy) + dy + 4, 1, 1, 1, 1); end if item.item.perk ~= Perks.Fitness and item.item.perk ~= Perks.Strength then self:drawTextRight(percentage, self.width - 16, yy + dy, 0, 1, 0, 1, UIFont.Small); end yy = yy + self.itemheight; self:drawRectBorder(0, (y), self:getWidth(), yy - y - 1, 0.5, self.borderColor.r, self.borderColor.g, self.borderColor.b); return yy; end and function CharacterCreationProfession:checkXPBoost() function CharacterCreationProfession:checkXPBoost() self.listboxXpBoost:clear() local levels = {} if self.listboxTraitSelected and self.listboxTraitSelected.items then for i,v in pairs(self.listboxTraitSelected.items) do if v.item:getXPBoostMap() then local table = transformIntoKahluaTable(v.item:getXPBoostMap()) for perk,level in pairs(table) do levels[perk] = (levels[perk] or 0) + level:intValue() end end end end if self.profession and self.profession:getXPBoostMap() then local table = transformIntoKahluaTable(self.profession:getXPBoostMap()) for perk,level in pairs(table) do levels[perk] = (levels[perk] or 0) + level:intValue() end end levels[Perks.Fitness] = (levels[Perks.Fitness] or 0) + 5 levels[Perks.Strength] = (levels[Perks.Strength] or 0) + 5 for perk,level in pairs(levels) do if level < 0 then level = 0 end if level > 10 then level = 10 end self.listboxXpBoost:addItem(PerkFactory.getPerkName(perk), { perk = perk, level = level }) end self.listboxXpBoost:sort() end In the CharacterCreationProfession.lua has it hardcoded for Strength and Fitness to show up, and not any perk marked as a passive perk.
  11. I'm porting Better Literacy over to 41.53's new perk system. I have everything almost working. However despite marking it as a passive skill, it is not showing up in the passive section. VERSION = 1, perk Reading { parent = Passiv, translation = Reading, passive = true, xp1 = 1000, xp2 = 2000, xp3 = 4000, xp4 = 6000, xp5 = 12000, xp6 = 20000, xp7 = 40000, xp8 = 60000, xp9 = 80000, xp10 = 100000, } The skill is showing up as a level 0 skill no matter what I do, instead of a level 5 with 125% exp boost.
  12. OnItemuse(player, item) LUA event returns the player who used the item and item that was used. So we can do stuff like make people addicted if they take too many pills a lot easier than it is now. EDIT: Some more events... OnActionStart(action) returns the action being started There is action canceled event, but no action start event? I would also like to ask for AddXP event to ether trigger even if no exp for said skill is gained, or an event that fires when you do a task related to a skill. Right now if you want to trigger something that happens on say... doing carpentry... it's easy. You just use the AddXP event. However it then leads to an issue that once the player maxes carpentry, your mod breaks.
  13. Oh absolutely. Anything not rippable now should be given a material, or be marked burnable. Maybe set it up so if no material is defined for a clothing item, it is then automatically rippedable into "clothing scrap". Clothing scrap can then be used as fuel.
  14. TBH I think in general doctors or nurses should be able to see more information about wounds in general.
  15. 1) please make using scissors to cut up materials give a small amount of tailoring exp 2) please make shoes rippable like other clothing. Maybe have it give like a 10% chance for some material (Cotten, Leather, or Nylon) 2a) Maybe some unique materials from shoes: like sole or inserts. these can be used along with glue to repair other shoes/boots 3) Nylon/Polyester 3a) Nylon comes from plastic clothing items; like a rare chance from jackets, surgical gloves (I know those are latex, just close enough), backpacks, medical scrubs (50/50 chance), highly visible vest, Aprons (some cotton, some plastic), ect. 3b) With thread, some glue you can make the following items: ---Makeshift Nylon bag: Can be used as a carriable item or as a substitute for a garbage back in the rain collector recipe. ---Makeshift Tarp: can be used to make a tent kit. ---Nylon patch for clothing: doesn't increase bite/scratch resistance like leather or denim instead lowers the rate at witch the clothing item gets wet and dirty. Also could increase wind Resistance since synthetic materials usually don't breath that well and are great windbreakers.
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