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About MickyPain

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  1. Question On Modifying Zombie Loot/Generators

    Ad for point 1: the low-tech way to change the loot it to go to: ???\Steam\steamapps\common\ProjectZomboid\media\lua\server\Items Open Distributions.lua (Notepad++ works great) Find "inventorymale" and/or "inventorymale" Change or add items to your liking. (Higher number is higher chance. Would not recommend to go past 2, after that the loot drop becomes ridiculous) e.g. if you want zombies to have a chance to drop a sledgehammer, you can add another line like "Sledgehammer", 0.2 If you want to avoid modifying base files, and/or are using mods that change or add items, you could simply add your changes to that mod's files. In that case, the format is a bit different since you load the distribution file seen above and amends it. If you want to go that route, find the workshop or mod folder, look in lua/server for a file that has lines along the lines of table.insert(SuburbsDistributions["????"]["?????"].items, ITEM_NAME); table.insert(SuburbsDistributions["???"]["????"].items, some number); To change or add items, then simply add your items you want as such: table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, item_name); table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, spawn_chance); replace item_name with the item you want, and spawn chance with a number you want. For both options, to get the correct name of the item, you can look in ???\Steam\steamapps\common\ProjectZomboid\media\scripts Files items.txt and newitems.txt are where most things are defined. Some others might be in camping, farming, etc look for anything that looks like this: item CampfireKit { something written in here, } whatever is the name after "item" is the name you need to use in the script.
  2. Extended Building Options

    Awesome Mod. Now only of there were working BBQs.... If anyone is interested, I modified this mod to work seamlessly with Hydrocraft HERE. No duplicate items, all crafting uses HC Clay and Bricks instead, and I changed digging for clay to use a trowel (made more sense to me...). Didn't extensively test it yet, so use at your own risk. Since I modified the original and removed all new items, it probably won't work if you already started a game with this mod, but should work fine if you start a new game and load this version instead of the original. All credit off course goes to SiderisAnon.
  3. CCCP - Consolidated Culinary Community Project - BETA

    Hey, sorry guys, didn't really have tome to continue updating this mod (or playing the game at all, for that matter). No promises, but maybe around the time of New Year I may be able to see what's up with the icons in build 30 or add some of the suggestions/improvements mentioned above. Thanks for playing this mod, despite all the small bugs and imbalnces. -M
  4. CCCP - Consolidated Culinary Community Project - BETA

    @bmwobrien:Good find on the hash-browns, I'll fix that for the next update. As for the dough: there is already a bread dough recipe in vanilla that's exactly the same as mine with "regular" flour so it was redundant to include the same one again. Sadly, there isn't a way to overwrite a recipe completely or append it with new ingredients, so there would always be two bread dough recipes no matter what. I'll think about the raisins for the next version.
  5. CCCP - Consolidated Culinary Community Project - BETA

    New version updated that fixes coffee and Irish coffee. Unfortunately, the way the vanilla whiskey is set up it uses a full bottle of whiskey to make one cup of Irish coffee. To counter that, I added a new item Rationed Whiskey. Basically, take a full bottle and right-click to ration it. You can't drink it directly anymore but you can use it for four Irish coffees. Thanks for pointing out the broken coffee recipes. Anything else with water that isn't working?
  6. CCCP - Consolidated Culinary Community Project - BETA

    @Hydromancerx: There's already a juicer mod, didn;t want to encroach on those recipes. I expanded the drinks with coffee variations and lemonade, but that's about it. I played around abit in an earlier version with "replaceOnRotten" but that never seemed to work so I scrapped the idea. Maybe give it another go in the future, who knows. @ IronCoffins: A lot of the recipes are based on farm-able food, yes. Jarred veggies, straw-and wild-berries can all be preserved, and with potato flour as an ingredient you can even grow everything you need for bread, pies and (cheese-less) pizza. @CylonBookworm: Baking tray is not my name. The item (and icon) is already in the vanilla game, it just never got added to the distribution list, all I did was make it available as loot. I didn't want to add my own baking sheet/cookie sheet or whatever you wanna call it and then adding to the confusion when the vanilla item finally makes an appearance ("Why can't I use the cookie tray as baking sheet...it's basically the same thing...?)
  7. CCCP - Consolidated Culinary Community Project - BETA

    Alright, new version is done and uploaded (link on first post). I didn't have time to test every single recipe again, but the ones I did test work as expected, although the "replacedOnCooked" crashes remain, nothing I can do. Please post any issues with this mod here, I'll try to make the next update faster than this current one. Fish fillet and rabbit meat have been added to the jerky recipe. Small animal meat can be used in the new "rodent jerky" recipe. Salt and Pepper (cccp version) have been removed and recipes were updated to use the new default salt/pepper. Works fine on my two test machines (although I updated the recipe a bit to use the default dough as well). The bug with "replaceOnCooked" remains, though, so make sure to only have 1 item in the oven (not 2 or more breads, no other, different items) and make sure you don't have the oven window open. It seems to always crash when you can actually see the switch in the inventory, no idea why. Occasionally it might still crash (rarely, though) but I have no idea why and the devs have remained quiet when I asked, so you just have to live with it for now. Even if it does crash, the item should be "cooked" in the oven when you load the crash save.
  8. CCCP - Consolidated Culinary Community Project - BETA

    Heya all, been super-busy the last few weeks (months, really) with moving, new job etc etc etc. Anyway, I was hoping to get some more info on the new cooking system and how it would work with mods, but to no avail. As it seems, the evolved recipes are great in theory if you want to add new items, but there seems to be no way to amend base items to be usable in new recipes. So, anyway. I had a bit of time to go through this mod and remove now obsolete items (like salt, pepper, yeast), tinkered with some recipes, added a few new ones (rodent jerky and ability to use fish fillet in some recipes) and been testing last weekend. Enhanced recipe compliance would be nice, sure, but I honestly don't know if I have the drive right now to go through every single item and see where it could fit in. The spices, sure, might add those in. I'll give it one more round of testing and will probably release a build 28 update next weekend. No promises, though, might get delayed depending on my other engagements.
  9. CCCP - Consolidated Culinary Community Project - BETA

    Use the Hotfix to make Craft Helper work. My bad to leave a testing script in there, never really used Craft Helper after my first few saves so the issue slipped under my radar.
  10. The new Cooking System !

    So is there any way to create new evolved recipes that take existing (vanilla) items? Like, say, I want to make a fruit salad mod: evolvedrecipe FruitSalad { BaseItem:Bowl, MaxItems:3, ResultItem:BowlOfFruitSalad, Cookable:false, }Is there a proper way to tell the game that banana, apple, strawberry, orange, lemon from the "vanilla" list are all good to go for this recipe? I know I can add those fruits in this example to my own items.txt list and add the " EvolvedRecipe = FruitSalad:15;" line there, but then what happens when another mod also alters that base item? Is there something where instead of overwriting a base item I can append to the definition?
  11. CCCP - Consolidated Culinary Community Project - BETA

    Edit: ah, dammit... I just realized that I left a test script in there that altered some existing items that caused a stack overflow with craft helper. To use this mod with craft helper, either delete the file ..\mods\cccp\media\scripts\Mods\items_vanilla+.txt or download the hotfix that I added in the downloads section (it really only alters cheese to be non-perishable, so use it if that suits your play or delete the file to play with vanilla-cheese....) So far it seems the mod also works in build 26 but there will be some duplicate items now that have been added to vanilla. I'll try to update the mod to use the new cooking system in the next few days, but I can't commit on any ETA. I haven't played a lot with the latest build, only small testing, so if any of you guys find items and recipes that are both in vanilla now and in this mod, let me know and I'll remove/update them in this mod.
  12. CCCP - Consolidated Culinary Community Project - BETA

    Are you sure you put the mod in the correct folder (C:\Users\[user]\Zomboid\mods and not the game directory) ? I tested this on three different machines and it works fine everywhere.
  13. CCCP - Consolidated Culinary Community Project - BETA

    Mod updated for version 25. Please give feedback if you test and play with this mod. -M
  14. CCCP - Consolidated Culinary Community Project - BETA

    As I read it, the new cooking system (NCS) is an expansion of the existing system, not a total replacement, so the old way to define recipes should still work (they created "evolvedrecipe", not just replaced "recipe"). Once the NCS is out it will certainly be a bit of work to remove some items from this mod that are added to default vanilla (hate to have duplicate items) and tweak the recipes but the bulk of the mod should remain intact. Now to update the food in this mod to the new system will be a bit of manual labor but will make future expansions a whole lot easier. (things like baking pizza and cake or cookies would be a lot simpler in the end). Anyway, I've been tweaking this mod a bit since I posted it (mostly item weights and distribution) but I'll save adding anything new until I can update the mod for version 26 - whenever that will be. In the meantime, please let me know how to improve the items and recipes here to make this mod better. -M
  15. CCCP - Consolidated Culinary Community Project - BETA

    Single slices, yes, but not whole pies, and no variations, and there are no recipes to make your own.