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About turbotutone

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    Dr. Green Thumb
  • Birthday 01/07/1984

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    Hi All! Here an full overview of current temperature effect on player as a whole including recent weatherbuild changes/additions. The player body tries to maintain an optimal temperature of about 37 Celsius. The average favorable surrounding air temperature for the body is set at 22 Celsius. The more the air around the player drops below 22 degrees the stronger the cold strength will become, and if above 22 degrees the heat strength will increase. To make sure the cold and heat don’t affect the body temperature body stats must be kept optimal and correct clothing worn. Cold. To resist cold: · Make sure to have a high clothing value (currently sweater, pants, shoes is optimal). · Hunger and tiredness affect body cold resistance negatively. · Sickness will lower your body resistance to cold. · Make sure you don’t get wet from rain, it will lower your body and clothing resistance to cold. · When outside, strong wind can lower the cold resistance but strong clothing will be able to counter this effect. · A good body fitness will have slight positive effect on cold resistance, bad fitness a small negative effect. · Drunkenness negatively affects the cold resistance, furthermore the more drunk you get you may not notice the first and possibly also not the second hypothermia Moodle giving you no early warnings to the negative impact. · When endurance lowers the body cold resistance increases a bit. When the outside gets colder the indoors of buildings will be a bit warmer and even more so during day. For the upstairs levels however this effect is halved. Car heaters, fireplaces and campfires that can be used to warm up have been altered a bit. Campfires can now be build inside houses without spreading fire if the following is true: · Tiles surrounding the campfire are not wood or carpet. · Tiles surrounding the campfire have no objects. · To be safe make sure there are no walls within a 2 tile radius of campfire. When outside heat sources have their radius halved and the colder it gets the smaller their area with a favorable temperature becomes. When severely undercooled note that car heaters and bbq’s and outside campfires help can staying warm with moderate cold, however when it’s really cold they’ll only warm up slowly. Heat sources inside buildings will be able to become much warmer and thus warm up at a higher rate. Also note that with optimal clothing and body resistance you can successfully resist cold surrounding air temperatures down to about 0 Celsius. If the air around you drops below zero you will always start to lose temperature, albeit more slowly, so you must warm up from time to time. And since the night tends to become much colder sleeping near a fire is recommended as well as stacking up a good amount of logs to prepare for winter. Heat. To resist heat: · Light or no clothing will help combatting heat. · Thirst negatively impacts heat resistance quite strongly. · Sickness will lower your body resistance to heat. · A good body fitness will have slight positive effect on heat resistance, bad fitness a small negative effect. · When endurance lowers the heat resistance lowers a bit as well. · When outside, wind can increase heat resistance a bit but this effect is cancelled out by strong clothing. · Wetness due to rain increases heat resistance for both body and clothing. · Drunkenness does not lower your heat resistance, but may cause the first 2 levels of hyperthermia to go unnoticed/ignored due to intoxication. When the outside gets hotter, the ground floor levels remain a little colder and can be used to cool off a bit. Higher levels tend to get hotter and remain fairly warm during the night. Insides of a car can get quite hot during the day as well (unless the cooler is on). When severely overheated drink water and stay inside on the ground floor with light or no clothing, or use a car air cooler to cool down more effectively. Hypothermia and Hyperthermia When level 3 is reached the body sporadically takes minor damage on random body parts. When level 4 is reached the body receives constant and greater damage on body parts. If the conditions are not improved you will slowly die. When level 3 or 4 of either is hit when asleep you will wake up from it. Other noteworthy mentions. Umbrellas now reduce the rate at which you get wet, and you’ll be able to get up to 50% wet.

    Hey all, A new weather version is out now It contains a couple of fixes for some visual bugs and some fixes to the region system. Also has some optimizations for the indoor masking of weather particles. Temperature should also be properly hooked and the way it affects the player + moodles has been changed somewhat albeit still a bit wip (likely needs some fine tuning). A new debug panel for this can be opened with SHIFT+BACKSPACE. Gonna add some more info on this later on.

    Ey all, thanks for the feedback so far and giving the build a go! Some interesting points for us to look into have already been raised, also might do a quick fix later on for some of the issues like the black lines in fog and the linux thing. A few notes/responses on some of stuff mentioned: Temperature @MaxD12 On the building failing to mask fog: @MadDan2013 the transition is supposed to be gradual, please give a shout if the problem persists. a vid or some screenshots from moment to another would be handy if possible. @Soul Filcher Filcher when taking control of weather via Fx panel by disabling the climate manager no sub effect (like snow on ground etc) will take place since the climate manager takes care of that. you only have direct control over the values on the panel. @Eggtooth (and @trombonaught) agreed, in fact the system actually should do that already when the weather pattern is a blizzard and its intensity is on the high end it should throw in some fog. The fog indeed doesnt play well with the dark of night, however atm normal fog that is generated by the system only appears in the early morning and gets burned away by the sun around midday'ish. Lastly, for those interested a little more info on weather patterns for testing: .
  4. ItemZed (updated 1.1b)

    Hi @DerMainulainen i wasnt able to reproduce the problem with the mods ive tried, could you perhaps PM me the mod you are using that gives the error?
  5. Moon phases? Question to the developers ...

    Eya, for current builds the files in lua/server/Seasons/ should be of interest, its also stored in gametime moddata if im not mistaken. Small note: some of the weather related stuff is being reworked tho, so in a near update the value(s) might need to be gotten in a different way.
  6. CartoZed

    eya @ddraigcymraeg it looks like something went wrong while reading one of the filenames, ive updated 1.2 links with some better verification... you'd only need the 1.2 update files, if you could give it another go it should skip the files it cannot read properly and output those in the log. if you could pm me the debuglog.txt from the mapmap dir after running the update would be great regards, turbo
  7. CartoZed

    My bad, i overlooked another bug. Ive updated the 1.2 links with a rebuild package that works for RingoD. If the program still fails for anyone let me know, the MapMap process should now finish gracefully instead of crashing and outputs a debuglog.txt in the "mapmap" dir of CartoZed. Regards, Turbo
  8. CartoZed

    Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  9. CartoZed

    updated CartoZed to 1.1 and modified usage example. let me know if there are bugs or suggestions! regards, Turbo
  10. ItemZed (updated 1.1b)

    Updated the OP with 1.2 version, which should fix the issue with no mods/no distribution. Many thanks to @GHawkins for helping out track the issue! note: If you use the update package you might want to delete "config/options.txt", this will erase any stored directory setting causing the program to do a clean setup routine again once started.
  11. ItemZed (updated 1.1b)

    @GHawkins and @Rari gonna look into the issue asap
  12. ItemZed (updated 1.1b)

    @Void, @Crowborn and others having the issue of not seeing anything in the distribution tab, make sure youve got a updated IWBMS on steam like @russafiii mentioned and then it should be working properly. Ill update OP to include a little note concerning this. @thiosk Indeed the distribution panel isnt well suited for bulk insertion operations like that atm. Ideally id like to fix up the entire distibution panel a bit at some point in the near future so the points youve raised work better allong with some more drag and drop improvements. However when doing amounts 250 items this may still result in quite some dragging, depending on how they need to be distributed in the list lua might be a valid option as well. Ive played around with creating a little helper script for that purpose and came up with the following which may be helpful to you: DistributionInsertion The top part has some settings you can modify, the way it works would be to have all the items that you wanna add in bulk to the distribution in a seperate module wich will act as a category. You can set a default spawn chance and add target containers, the nested containers need to be seperated with dots as per example and be aware that the container names are case sensitive. When running the script it will add all the items from the defined module to the targetcontainers, afterwards you can optionally use the right side item filter box to filter on the module name (see img) instead of item name incase you need to override some default spawn chances of some of the items. Additionally ive also created helper script to remove items from the distributions in bulk, it has somewhat similar settings in the top part: DeleteItemsFromDistribution Hope this is usefull, both scripts adjust to the mode youre running the program in (mod or dev), in mod mode the remove script for example will not touch and base game entries. Also, if there might be need for other similar scripts feel free to post a request in this thread! Regards, Turbo
  13. ItemZed (updated 1.1b)

    @thiosk great to hear! As for the questions: Stopping a base item from spawning cannot currently be done via ItemZed (yet), however the recent IWBMS should have lua functionallity already added for it. This would require a lua file to be added to your mod to get it working currently: yourmoddir/media/lua/server/yourfilename.lua when you have created the above file copy paste the following and edit/add accordingly. local function preDistributionMerge() -- param1: a distribution root or subcontainer, Distributions[1] should always contain the entire basegame distribution set without mods. -- param2: Name of the item as it appears in the distributions list (fullname) -- param3: Optionally a chance number can be defined to remove only matching items with that chance, or set to nil to remove all matching items regardless of chance. -- param4: Do recursive or not, if true it will recursivly remove items from all subcontainers. RemoveItemFromDistribution(Distributions[1], "Base.Hammer", nil, true); RemoveItemFromDistribution(Distributions[1], "Base.Nails", nil, true); --etc -- instead of passing the entire Distributions table you can also pass a sub element: RemoveItemFromDistribution(Distributions[1].conveniencestore, "Base.Hammer", nil, true); -- in the above example the hammer will only be removed from containers in the conveniencestore location. end Events.OnPreDistributionMerge.Add(preDistributionMerge); As for the category spawning, that would currently not be possible (unless you add some custom lua that does it to the mod). But i may look into it for a future update of ItemZed if something like that would be feasible to add to the program/gameside. @Crowborn in case you might have missed it, ive dropped you a pm concerning the issue.
  14. ItemZed (updated 1.1b)

    great to hear as for the distribution problem, could you perhaps attach a screenshot of that?
  15. ItemZed (updated 1.1b)

    Eya @Crowborn, Not being able to edit existing base game items when modding is correct behaviour for the program, you can however override an existing item in your mod. To do this, in add new object (bottom left) check 'copy' and select for example a apple from the list, give your copy item exactly the same name as the original apple and press 'add'. This copy can be edited and should overwrite the basegame apple once you load the mod ingame. As for adding sprites, you got 2 options: Single file sprites which go into the "media/textures/" folder in your mod dir, or texturepacks which go into "media/texturepacks/" more info on creating texturepacks can be found here. The default icons are in a pack file, however you can use the Lua tab to export them. To do so, go the Lua tab and paste the following script: -- outputs to: ..\output\user\html\img\ function run() for v in DataManager.Objects do if v.IsMod==false and v.ObjectType.Name=="item" then if v.HasKey("Icon") then local icon = v.GetFirstKey("Icon").Value; -- see if icon exists, else try prefixing Item_ if not DataManager.HasImage(icon) then icon = "Item_"..icon; end if DataManager.HasImage(icon) then addIconToExportList(icon); --global function to add icons to export list. end end end end -- global function, this exports all icons added to the export list to html/img/ in the output dir: exportIcons(); end Give the script a name and hit 'Save & Run', this should export all used icons for basegame items to 'output/user/html/img/' One thing to keep in mind about exported icons tho, when it exports it cuts away unused whitespace so their original size was 32x32px but some outputted images will be a tad bit smaller then that due to this cutting of whitespace.