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Aricane

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Everything posted by Aricane

  1. yeah. If you're moodlet is panic, maybe you don't see all the items. Either that or make craftable replacements for crucial items like a trowel or saw.
  2. Lots of stuff. Mostly girls & computers . My advice would be "Don't think you ever get to choose who you are. Tough luck if you think you're shitty, but you're not and noone else is the judge of that. You're the condensated sum of all that you do, so be that and be it good" Do you ever send paper mail to anyone?
  3. Couldn't you just attempt to raise one of them to a ridiculous level and try it out?
  4. Sorry, it's pretty hard to tell. I know no other list than this one. I extracted the list from the pz code. I think the only option is to find each occurence of property in the code and see what context they are used in. But there is no guarantee, that the property is actually active as it might be deactived or a deprecated part of the code.
  5. This is awesome. Can't wait to see if anyone can manage to extend the "mad" generator and include houses
  6. The MP featured as brilliantly teased in the latest mondoid makes me wonder about the possible perspective in procedurally generated maps. Maybe not eternally, but 10 times the size of the current map. We already have brilliant houses, roads and stuff. I'm thinking copy the current concepts of farms, houses, shops and glue them all together with roads, paths, fields and the like. We just need some transportation to cope with the size. I'm sure you all can figure out instanteously the benefits and drawbacks of auto generated maps. I really love Muldraugh and would miss it if eventually removed, so I'm thinking it like an addition to home made maps. To reiterate the question: What is the perspectives on a auto generating map feature.
  7. I'm looking forward to it. I see there's an API, making integration possible - maybe we can make something awesome with that
  8. I hardly think Highlander would go through all the trouble of writing about and submitting his mod, if it didn't work
  9. Maybe we should give it a shot and offer it as a service. How fast can you create a gitlab instance?
  10. I support the idea, basically because of two reasons. The first one being that it would without a doubt help mod maintainance. There's a lot of things happening with PZ and keeping track of changes is time consuming for a single mod maintainer. Good mods dies out way too early considering PZs current state and it is very demanding task to keep them all up to date - so I'm suggesting the author should make it easier to help with maintaining. The other reason is the secrecy I think is common. People working on mods tend to either not share their idea or announcing it too early with a risc of never completing it. Register your mod on the GitLab instance, and you're garanteed be credited for both your idea and the work you've put into creating it - even if other people help you out.
  11. Jesus! Them books takes forever!
  12. me too. When I try to spraypaint somewhere, the character just walks over there, and while the green progressbar appears and completes, no spraypaint is rendered on the ground. I tried loading in a mod I was working on (which worked in .10), but now it works just as bad as the spray paint mod :/ duh. I'm totally missing your point. I'm talking about tile textures while you're talking about the icons associated with the items.
  13. I have it too.. I think everything works in it, except drawing the spraypaint on the map tiles. I think somebody fixed it by editing the items.txt file and putting an absolute path to the icon files.
  14. Rampaging bands of border-folk scared of high technology. Nothing personal lol
  15. I hate to ask, but is the formal notation for this version: 2.9.9.17 build 21 or just build 21? No, actually thinking of it I find it amusing to ask
  16. The map section on http://pz-mods.net has been reactivated. Hopefully we'll see some awesome maps alongside with all the awesome mods that's already there.
  17. You are very welcome, should I dare submit another contribution to this community I shall certainly try to avoid your thoughts on how I choose to spend my dev time I think I understand what you're trying to say now, but that doesn't make it any less confounding. You're not a Project Zomboid developer, and obviously a modder's time and priorities are completely different from the actual game devs. It seems not. I wasn't considering myself as a project zomboid developer. I just found it odd to see this suggestion (which has been suggested before), that I actually made a mod for, being suffocated by scientific facts like sound barriers and how it is not worth the dev time. I don't mind the critizism, in fact I share it. But they way it came out was inconsiderate imho.
  18. You are very welcome, should I dare submit another contribution to this community I shall certainly try to avoid your thoughts on how I choose to spend my dev time
  19. Just replace the "c:/Users/user" part with what's relevant for your OS. For linux it would be /home/yournamehere/ No idea for MacOS though... Thanks, but actually it wasn't for personal use. I've tried to patch it so people could download a working version on pz-mods.net
  20. It was not possible to edit mod images before, but I've now made it possible to upload a new image for mod updates. Thanks for asking
  21. Oh, it's a Windows fixed, not working for Macs or Linux :/
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