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gaunti12

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Everything posted by gaunti12

  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!
  16. Thanks guys for the kind words! If you want to include "my" files in your mod, go with it. i would be happy to see my work living on in another mod with more functions! I could post my standalone updates here and you would just have to change the script files a little bit once (incorporate them in your mod files or change the module names), and after that is done, you would only need to update the lua files after every update, as I probaply will only work on the lua files from now on. I looked at your files, and I think the recycling aspect of the original building mod by badtrix and your mod would work great together. I also used your emptytincan item in my personal (unpublished) mod collection and added the emptytincan in the recycling module of this mod. Maybe a nice addition for your mod, also: I added the line "ReplaceOnUse = EmptyTinCan," to the OpenBeans, TinnedSoupOpen, DogfoodOpen and the TunaTinOpen items. But the TunaTin may be a bit off. Do you have an empty sandbag in your main inventory? This mod (the one in my link) doesn't have any "dig" function in it anymore. I deleted all those files. But the old one had. If you have files from the old building mod left, that could be the problem. To get the clay now, you just need to rightclick the spade in your inventory. There should be an option "make clay".
  17. Hi. I circumvented the clay digging with a simple recipe. It uses the spade (you keep it of course) and gives you 4 clay, 1 clay in turn gives 6 bricks. That's enough for one wall element. I wouldn't call it balanced in any way. It's just a dirty fix to be able to use the mod at all. It's a bit like cheating But honestly, before, you just had to be outside and click the ground with a spade, so I wouldn't say its thaaaaaaaat much of a change. Still if you want to keep the game hard, you will have to restrain yourself a bit with the brick walls^^ Also, I am still working on it. I got the pool table and pool wall reck to need a pool cue to be build and that was my achievement for today that took me some hours to get it working. In the long run I may find solutions for getting the clay that are more immersive... I am thinking about building a "mineshaft" that needs a lot of planks but can be used to get clay after being placed. But for that I need to find a way to 1, introduce new sprites (that didn't work with the cellar.png and I have no idea how to do it) and 2, write my own little lua file that has a function to get clay from clicking an object placed in the gameworld. I am as far from writing my own functions (that actually work like intended) as is the earth is from the moon atm. So for now... dirty-shovel-recipe-instant-clay-fix It's much easier for me to introduce building options that use items allready ingame (like the new stone item-I will make the stone garden floors use stones to build), so I think I will use the time I spend next on the mod to introduce new building options and balance those I allready added (like with the pool table). The mod shouldn't conflict with anything as it doesn't overwrite any file. The only file I am a bit concerned about and have to look more closely at, is the waterContainer.lua (and that stupid white tent) that is used for the well. It is working on my game, but you never know... Also, the sustain mod uses metal scraps like this mod does. There will be no issues, but because both metalscraps items come from different modules, the metal scraps from this mod won't work with recipes from the other mod and vica versa.
  18. I hope it is ok to upload my updatet version of the building mod now. I didn't get permission, but badtrix wasn't online for a long time. So here is the link and an attached screenchot of some of the new options I added. All credit goes to the original autor. http://www.file-upload.net/download-9690464/BuildingMod.rar.html I am new to modding, so if something odd happens please tell me. For me it worked on build 29. The cellar and windows are still not working and the white storage tent doesn't show after a reload. I am working on it.
  19. I edited the RainCollectorBarrel.lua of the mod with a bit of copy and paste from the original PZ file with the same name and it seems to work now. I can destroy walls with the mod active. The Forum doesn't let me attach lua files for some reason so I changed it from RainCollectorBarrel.lua to RainCollectorBarrel.txt. Just rename it from .txt to .lua and you should be fine. RainCollectorBarrel.txt
  20. Hi, I downloaded v29 today in steam, but it still says "Early Access v. 29.3" on the mainscreen. Is this the released v.29 or still the Hotfix?
  21. I overwrite Base items with a script file that's named BaseEdits.txt and is in the script folder of my mod. An example: module Base { item Cigarettes { Count = 20, HungerChange = 0, Weight = 0.0, RequireInHandOrInventory = Lighter, Type = Food, DisplayName = Cigarettes, StressChange = -25, UnhappyChange = -10, Icon = IckySticks, BoredomChange = -5, CustomContextMenu = Smoke, } } I'll try to do some changes to Bleach and see what happens. Edit: I just put Bleach into my BaseEdits.txt file like this: item Bleach { UnhappyChange = 10, Weight = 0.3, Type = Food, ThirstChange = -60, DisplayName = Bleach, Icon = Bleach, Poison = true, DisplayCategory = Item, PoisonDetectionLevel = 7, PoisonPower = 40, UseForPoison = 15, CustomContextMenu = Drink, } And it worked. only 10 Unhappy change ingame. So I guess your problem has something to do with the added Deltavalue. Edit2. Ok, added a UseDelta line and it didn't work for me, either. My change to the Unhappychange value still applied, but no green line appeared in the tooltip to show how much is left. So I tried drinking it (1/2) and the Bleach item instantly disappeared from my inventory but my toon still got sick as if he had drunk it. Next I deleted the Customcontextmenu = drink line and still the same, just with "eat" instead of "drink"- Bleach disappeared on use but effects applied. Next I tried changing the item type from Food to Normal, but with that the savegame doesn't load. When I change the item type to Drainable, Bleach shows the green indication how many uses are left in the tooltip, but I can't drink it and no numbers for Unhappy or thirstchange are showing in the tooltip. I guess Food items and "UseDelta" just don't work together.
  22. I played a bit with this mod and because I love building a base in the endgame the brick walls and new furniture was a great addition. However the ghosttiles werent showing, so I was building blind and to get clay, I had to write a small script that produces clay just using the shovel as a never ending ingredient. This Weekend I wanted to try some things out and looked at the lua files a bit closer. I have still no real clue how everything works but with a bit spying on other mods and the original game files I tried this and that. Currently I have found the ghosttiles not showing bug and some small typos in the lua file. The cellar still doesn't work however as does the clay digging. But for everyone who likes to have some silly decoration options that don't change the game at all or just wants a fence that is more fitting in style to the wooden walls I think I've something nice here. After I got permission I would love to upload it here. It would need some finetuning concerning needed building materials. ATM my main concern was to have it in a state where I can reliably add new things to build and that these work in the game like intended. (hoppable, iscontainer, ghosttiles etc etc)... Currently I have added dozens of furnitures, floors and decoration stuff. But it's not much more than a tool to bring some sprites on the map on the cost of a few planks and nails. It would need some finetuning concerning different health ammounts of the objects and needed materials. I've never really made a mod myself, but allways edited mods of other people to my liking. So all credit goes to the original Autor badtrix! He made the template I simply built upon. And also credit to Pravus and his RKFMod, I used a file from his mod and the mod in general as a reference.
  23. Fist, thanks for the kind feedback to my post. I don't want the "easy mode" if it sounded that way But I'd like to see the possibility to some day make it to the zombie-proof homebase/community, that survives. Still every day has death lurking just around the corner. But have me have the chance to beat death again and again, improving my living conditions slow but steady and becoming the last man standing who looks down from his base on the horror shuffling around his safehaven. The problem with lategame is not that its possible at all, but that it does not feel rewarding to make it that far I want to share another idea, that would make the game harder, more realistic, and would add to the feeling to have lost civilization: What about the greatest source of death ever? Infections. If you get scratched (with new and higher chances to get scratched while fighting/doing carpentry/climbing fences/broken windows) there could be a slim chance of the scratch catching an infection that has a high chance of killing you and can only be countered with antibiotics (which would be scarce and irreplacable). If you try to cure the infection with staying well-fed it could work also, but take time and has a very low chance of survival.
  24. I think random moving hordes, like the hordes in TWD, would be a constant up in difficulty. But please make them not come to me no matter what I do... if I choose the (very boring) playstyle far-out-in-the-woods, I should be relativly safe. A horde wandering out far in the forest should be very uncommon (maybe they followed a helicopter flying over them, and had no other stimulus since then so they still wander in the direction the heli flew-stumbling over your unlucky toons camp). But if I stay in urban areas, wandering groups of zombies should be a constant danger, as should making noise be. Lategame new accomplishments and dangers could go hand in hand, making the game having more to achieve but also new drawbacks and dangers. Like, if I build my base, start farming and start to sustain myself that way, I should also have new goals like getting a generator running to use the fridge again. Or getting a car running and pimping it mad max style. For the generator for example I would have to go out and scavange again, need a car (if introduced) to get the generator from the hospital/shack in the woods/mall/ etc etc to my safebase, need fuel and spare parts. The search for parts and stuff would be dangerous if the hordes are back, so a new way to die even if late in the game. Also the generator makes noise and whatever code determines how hordes move could take the generators noise into account, upping the chance a horde moves to the safehouse. I think lategame, the safebase playstyle should still be viable, with punji stick traps, walls (like brick walls) no zombi can destroy and other ways to have it really safe. To get the player killed, I think it's much more rewarding to have the player choose if he wants to risk something for something and die in the process, and not to make death absolutly inevitable in cheap ways like a constant increase in zombie population or needed items just vanishing from the map or breaking without replacement. Also, later in game, the wildlife creeping back into town could create new enemys added to the zombies. Bears or wildcats could be a rare but dangerous encounter for the lategame. Another way (if hordemovement is back) could be a real big horde moving from one edge of the map to the other. This could simulate giant hordes wandering across the continent. This could happen ramdomly after some time has passed. Like, after 3 Months (the time needed for these megahordes to form) the new danger "megahorde" is introduced like now the watershutdown. A megahorde would be like a natural desaster, to be avoided at all costs or fought to the death. But, what I disliked about the hordes that tore down my base everytime, was that I had no way to make a zombi barrier at all, and that should be possible. I don't like that zombis can break through everything I've build. To build a base that no zombi can tear down and starve inside it besieged by 400+ Z has its own horror. I would have to fight my way out, loose the horde and travel to a new town... and someday I might come back to my old safehouse with the horde gone. Nearly every Zombimovie has the survivors building their base besieged by Z. I want to have this, too. Of course it's not my game and you guys can do what you want with it, but I think the "Would I survive, and how would I do it?" is a strong part of the fun playing a zombie game, and if I knew the game would kill me later, no matter what I do, it would kill the fun (for me at least).
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