turbotutone

PZ Dev
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About turbotutone

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    Dr. Green Thumb
  • Birthday 01/07/84

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  1. Thanks Svarog, added a bunch of the tiles you mentioned to the movables. Some of them werent added (yet) tho, currently the multitile movables support max 4x4 grid so any over 4 tiles were left out. Another reason for not having added some is multitile objects that can exist in variable sizes in the world as the system expects a fixed size. Might add some of them later on as individually obtainable pieces (as done with the evangelical banner for now)
  2. ive tried to reproduce this but it seemed to work ok so far, if you still have this issue could you add a console log?
  3. Eya, ive tested this and crafting a light to work with batteries still works as intended, also with generators on the house. If you mean that once a lamp has been converted to a 'battery lamp' it no longer works with other power sources, that is intented they need a battery from then on (and possible a lightbulb if its broken). Otherwise if you meant something differently please let us know.
  4. 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
  5. 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
  6. Added a new version 1.2 which should fix the issue with export to iso not working in some instances!
  7. updated CartoZed to 1.1 and modified usage example. let me know if there are bugs or suggestions! regards, Turbo
  8. 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.
  9. @GHawkins and @Rari gonna look into the issue asap
  10. @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
  11. aye, it shows the weight of one tile (part) as Faalagorn suggested, ill adjust it to display something less confusing like "4 x 20" or such for the weight in the panel. The parts are supposed to be quite heavy for most big objects tho.
  12. @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.
  13. great to hear as for the distribution problem, could you perhaps attach a screenshot of that?
  14. changed status to: In Progress.
  15. changed status to: In Progress.