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gaunti12

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  1. There is the fur clothes mod. http://theindiestone.com/forums/index.php/topic/9735-fur-clothes/
  2. Death by ramen soup... that's a new way to go.
  3. Great news! Love the intergration of the erosion mod, I don't play without it! The new medical system sounds very promising, too. Can't wait.
  4. Yes and I want to. The thing is, one of the 2 available versions of chainlink fences are already added as a building option in the RKF mod (as are cinderblockwalls) and I am waiting for Pravus (the mod author) to be active here again to ask him if I may use his chainlink, concrete and cinderblock items to have both mods compatible with each other. In the RKF Mod you can build the simple chainlink fence, so I think it's better to leave these out as don't want to cover functions from other mods. But I do want to add concrete walls and the chainlink fence that has barbed wire on the top. Can be that I'll make 2 versions in the future: one for people who also use the RKFMod with only one chainlink fence, and another for people who don't use the RKF mod with both chainlink fences. Now that I think about it I could temporarily just use wire/barbed/steelpipes to build the chainlink fence and some other placeholder for the concrete walls until I get permission to use the RKF Mods items... I've got both these in sight But honestly I am not sure if I can get the charcoal grill working, The water cooler would work if I just say it's a water container... in that case it would behave like the rainbarrels and you could fill it up manually if it's build inside and rain would fill it if it's outside... not very immersive but that would work 100%. The refill bottles are a great idea, but that would need some lua function and I am just beginning to scratch the surface how stuff works there. I'll add these things the next days with temporary solutions and maybe get them working like intended, later.
  5. Did you water the plants once? The mod doesn't give new water to the plants but replenishes only the water that gets lost over time. So you have to water the plants manually at the beginning. Now that I think about it, I didn't do farming since the 29.3 update...
  6. Might want to change client\BuildingObjects\ISUI\BuildingMod.lua:524 local barrel = WaterContainer:new(player, sprite, waterMax); to local barrel = WaterContainer:new(player, sprite.sprite, waterMax); Needs to be passed a string and not a lua table. Thank you very much for looking into it!!! I don't really know what I am doing and any help is much appreciated! Do I have to change the line in the WaterContainer.lua file to that this function refers, too? it says: "function WaterContainer:new(player, sprite, waterMax)" and if I change "WaterContainer:new(player, sprite, waterMax);" to "WaterContainer:new(player, sprite.sprite, waterMax);" (in the BuildingMod.lua), I am not sure if I have to change "function WaterContainer:new(player, sprite, waterMax)" to "function WaterContainer:new(player, sprite.sprite, waterMax)" in the WaterContainer.lua, too. I think I don't have to because the other files in server/buildingobjects like BMcontainer.lua have only "sprite, northsprite, southsprite, eastsprite" and not "sprite.sprite, sprite.northsprite, etc etc". If that is the case, I think I am beginning to understand this sprite.sprite and sprite thing... The single "sprite", that you call a lua table is some kind of bigger function, telling the game that it's about graphics, in the "sprite" case the sprite with a west orientation (to say it in noob words). And sprite.sprite tells the game that it's about a single, special sprite that is defined somewhere (in this case under the "DrawWellSprites" function with "sprite.sprite = "camping_01_16""). So, to the WaterContainer.lua file that single sprite "camping_01_16" gets passed... so there is only "WaterContainer:new(player, sprite, waterMax)" written in that file, so that the game understands that "camping_01_16" (which gets passed to this function) is a sprite. Would I write "sprite.sprite" in the WaterContainer.lua file, also, it would search for a sprite that is defined in the locals under this function. Sorry if I ask so much, I don't expect people here to teach me programming, but any insight I get gets me way further if in the future I know what I am doing and not just "trying out what works". Which is a very cumbersome and time consuming method^^ Anyways, above post has been updated to v 1.1b with your edit. Thank you for finding the bug!
  7. I would start to look into the ISBuildMenu.lua. There, the Lamp Pillar has those entry in the onPillarLamp function: lamp.fuel = "Base.Battery"; lamp.baseItem = "Base.Torch"; So if you changed the Torch item and batterys, there is where I would start to look at. Is the dead battery a new item or do you mean just a battery that has hit 0?
  8. aaaaaaand an update (v1.1): http://www.file-upload.net/download-9749151/BuildingMod.rar.html Edit: Link is now V 1.1b Thanks to Brybry who found a mistake in the lua file regarding the well. Most important are the new walls: Some new decoration options like a christian cross or a laundry box and a terrarium (both containers) have been added, too. Thanks to Brybry we now also have a way to get rid of those empty propanetanks. We put them on the ground. That is, if we do not convert them into metal with the help of a toolbox to build much better stuff (hint, hint). And I changed the doodle to put notes on the wall to the SheetPaper. I didn't get that doodles can't be made anymore (that's what happens if you test your mod with an itemspawner-necroforge). Also, while testing today I found out that some decoration options put up an invisible wall on their square. I got rid of that. I think I will only add a few more options that are just decoration or one-square stuff because the menu is getting cluttered and there is no real need for 40+ different floors (but I will add a few more floors^^). What I am aiming next for are building options that will cost me a bit more time to get them working: First there are the wardrobes: They are two tile objects, but can rotate in 4 directions. The files in the game that I can look at as examples are for two tile objects that rotate in only 2 directions. So that will take some time. Next planned are lightsources for indoors. There are enough sprites in the game allready, but I will have to look into the ISlightsource a bit more, because if I just copy the wooden lightpillar and use other sprites and requisites the light will shine in just one direction. But I think that is easy (I hope). It would also be nice to get a working oven for indoos. There is a good sprite in the game, but I want it to do something. Best would be to have it behave like a campfire but without the "burn your house down". That will also take some time and a lot of testing. And of course... the cellar from the original building mod by Badtrix (I really hope if you come back you don't mind I picked your mod up)... but so far I haven't even got the custom-sprite-invisible-on-reload problem resolved. A much smaller problem, but one that bothers me very much, are the small container symbols you see in the inventory window. So far every container in this mod uses the shelf symbol and I would frickin love to know what determines which symbol is used. Before I touched the mod all containers used the crate symbol and I have no idea what I changed to get the shelf symbol. It is nothing serious but if you have a lot of containers in sight it helps to differentiate them on the first view. cheers!
  9. Yeah!!! That was it! I wasn't aware that the order in which the arguments are is important, too. Thank you very very much for the fast response! The "print("Debug: player "..tostring(player)); print("Debug: specificplayer"..tostring(getSpecificPlayer(player)))" has to go into the lua file I suppose.
  10. Hi. I am currently working on the building mod and after I looked at the new log walls I want to implement something like it is done there with rope, strings and ripped sheets. In essence I want to have a building option that works with different items as a requisite, but needs only one of them. This is a test if I get it working. The option in particular is not that important. I tried different approaches, none of them worked. I am currently at this: The option in the submenu is working, it looks if one of the gastanks is in the inventory, and if one is, the option gets "white". But when I click it, nothing happens. In the console it says: function: onSmallPropaneTank -- file: BuildingMod.lua line # 2341 function: onMouseUp -- file: ISContextMenu.lua line # 78 attempted index: getInventory of non-table: null----------------------------------------- STACK TRACE The line 2341 is in the onSmallPropaneTank function. It's the line with the first "if not" I'd tried a positive condition ("if" instead of "if not") before, but that didn't work and the "getSpecificPlayer(player):getInventory():contains("xxx")" allways uses an "if not", so I went for that. It looks better if I use only "if", like this: But with that I get the same error message. Atm I think the problem is not if I use a positive or negative condition, but something else, and I am at a loss what this could be. Any help would be much appreciated. I am beginning to understand the lua code and my try and error method in this particular case hasn't got me very far.
  11. There is a fur clothes mod and some rain coats and parker mods. My favorite raincoat mod is KinyoshiModsPZRaincoatMod because you just need to have the coat in your inventory to simulate that you put it over whatever you are wearing. Until official new clothing is implemented these are a nice addition.
  12. Hi, just wanted to say the fix suggested by pravus 2 posts above works. I waited until I hit winter in my current gameplay to see if snow works like intended, and it does.
  13. Does this solution negatively impact any part of the mod, though? I think the distribution of the axe and baseballbat are changed in this mod. I remember vaguely that I deleted those items from the mod, because I also have changes to them in another mod, and had to take them out of the distribution files in this mod, too.
  14. Update: http://www.file-upload.net/download-9719838/BuildingMod.rar.html renamed mod to "BuildingMod Reloaded" (I take this now as version 1.0 and will make a new threat when I find the time) Shovel isn't consumed anymore when building added some new options and cleaned the lua from clutter better compatibility with PZ version 29.3
  15. Could you work this magic for the tiles of the actual version (29) please? That would be great!
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