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Fenrix

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  1. yar, largish update will happen for the next one, adding alot of item recipe's and new items, just takes ages to type them all in plus restructuring what Ive already made so it makes more sense for me while im working on it. but in brief, Im making it so that you can literally break down a bunch of stock objects into resource items which you can then craft into new things, kind of like how in minecraft you mine iron and coal and then build things with them, instead. you are recycling things from the game into resources you can work with at a basic level. I'm still trying to stay away from spawning new items in, until the 27 patch comes out which will supposedly enforce mod restrictions, don't want people messing up each others games by entering and leaving areas with mod items in them. but I'll be keeping the breakdown part of the items pack seperate so that other modders can easily use the resources the mod will provide for thier own crafting of things if they want to so say I add the ability to break bottles to get "broken glass" this gives you a useful resource for possibly building barricades, weapons, alarm systems and traps with in the future. even a glass knife in a pinch. I wish i could figure out how to get more than one result out of a recipe, though, it seems to just grab the first one only unless im wording it incorrectly. it would make dissasembling certain things more useful instead of needing multiple recipe's for that.
  2. generally... you ask before you post this kind of thing, my mod is still being actively developed. - sent you a PM
  3. hmmm.. why include it in a pack... when the mod is still being worked on? but your changes interest me, I sent you a PM.
  4. working on next update, suggestions for new things to add are welcome. I will not be doing new weapons for a while because I would rather be able to create game world models for new ones, id rather not have to use baseball bat and shovel models for them. heres some proposed recipes for future items trying to add some even more basic building resources so I can make more useful things out of them. sheets of metal so I can make blades, possibly armor, that kind of thing. the developers have said they will add cars at some point so I intend to in the future add more metalwork items. considering adding a "bush forge" but I am not confidant I can make a map object or do LUA code so. we will see, I'd rather it not be portable, because then it would be a bit silly. I would probably have to re-cycle the campfire code and add a new graphic to go down on the ground or something.
  5. If you are using photoshop, another method of making an object look more "real" at pixel sizes, is to go into Brush Settings and find your Color Dynamics tab and go add a little bit of jitter between a dark and light version of whatever colour you are painting with. a tiny bit of variation helps reduce the comic. feel of very small images. you can tweak this higher or lower for a smoother finish to your colour.<-- cursed american spelling of that word. NO. i will not let you win spell check! -.-
  6. Possibly later, at the moment I am working on the bush anvil to basically allow a player to disassemble a few of the stock items into useful parts and to create tools to help craft new parts and devices. for example, just made it so using the anvil you can dis-assemble a door hinge. this gives you two plates of metal with screw holes Im trying for the kind of crafting someone with no specialized equipment might have to do. once ive broken down some more stock items into components, I may do a few weapons at that point. also trying to think of a way of drilling holes metal without some kind of drill. possibly a metal punch made from a sharpened screwdriver? hmm... I wish there was a stock item for a rock, then i would have more to work with.
  7. Most likely, unless you fixed this, it is the missing capital letter from item_*name of thing here.png should be capital letter so the game can see it. if in media/textures and using correctly named files you do not need LUA to load the textures. if you need an example, go have a look at my Crafty Survivor Items pack. done with no LUA and working with build 26
  8. UPDATED To 1.16! Added Brute Force Tinned food Added Sharpening to Hunting Knives Crafty Survivor Items! Working with Build 26 (craftable, usable, tested with other people, can be used in stock servers as it is client side, two players with crafty can share and use eachothers items in multiplayer, people without cannot see crafty items on the ground ) Designed as a craft and smith type expansion for the stock game, crafty survivor. introduces new items through crafting recipe's rather than spawning them in around the world. all crafty survivor items are hand made by you and your fellow survivors! Crafty Survivor takes the view that an un-trained survivor would just have to make do with found objects, instead of creating elabourate forge setups and machines relying on non-renewable resources. as such crafty items try to take this into account by only using stock items and parts of stock items for crafting. Features: Bush Anvil - a hand made anvil allowing a survivor to do things like, make nails, break up tools, craft things. Sharpening - a module that adds sharpening stones allowing players to sharpen bladed weapons for more damage Cloth Torch - a classical adventuring torch for players seeking a more renewable light source. Brute force tinned cans - now anyone desperate enough with a knife can open a tin of food with enough time and effort. Installation: Copy zip content to project zomboid mod folder Upgrading: Delete old craftysurvivor folder then copy zip content to the mod folder (less chance of conflicts' if I change an item name) Item List: Recipe List: Changelog: V1.16 - added brute force to tinned food if you have a knife/pointy tool added sharpening to Hunting Knives V1.15 - added Sharpening weapons (AXE) V1.11 - added a few recipes to Bush anvil. V1.1 - added Bush Anvil V1.01 - Tweaked Torch Burn time down alot V1.0 - Cloth Torch added Mirror https://dl.dropboxusercontent.com/u/17076512/craftysurvivor1.16.zip ** these items must all be crafted into existence, they are not naturally occurring. craftysurvivor1.16.zip
  9. Indeed, i think the thing most of us server admins would love would be. 1. a server cleanup function either automatic or not. (corpses, blood) 2. ability for any player to delete zombie corpses, not just admins. (not sure if your mod does that, have not tried it out) 3. refresh zombie population. they would make me so happy ^.^ the other stuff would just be gravy.
  10. looking good launcher works for me, but need some more extensive patch notes to see what to test out :< if it ever rains i can test lightning... i am currently suffering a drought of some sort on my main game
  11. Anyone else finding it difficult to figure out when/if this mondoid update thing is happening or has happened? it seems like theres no clear post anywhere saying, yep its updated. also, lack of any obvious version number available on the game makes figuring out what version your running, you know, for update and bug report stuff. (steam doesn't really tell you when its last updated something so unless its stated by the developers and stuff its hard to tell :< )
  12. Yeah that was prettymuch the idea, all the various things would stack. they of course go away as your moodles do and as you move into better safer terrain like roads and stuff. the idea being you would have to have a whole bunch of problems stacking their effects on top of eachother before you would have a chance of falling down. and it kind of adds to the control the player has if you do things like reducing their likelyhood of falling when they do specific things like sneak or even just walking instead of running. eventually when we get shoes and stuff, appropriate shoes make you much safer. that kind of thing. it does take away a little control from the player but adds functionality to the game at the same time as well as providing a system to allow certain moodles and environmental hazards to effect the player. examples: tiredness = more likely to stumble in real life ice,snow,mud = more likely to fall if done carefully falling would be quite rare and also avoidable. which is where players find they are much more in control of the player than they might be if there was no way of reducing the possibility of falling. but yeah. I obviously think it would work.
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