Jump to content

Kyun

Member
  • Posts

    144
  • Joined

  • Last visited

Everything posted by Kyun

  1. Sorry you can't enjoy it till next build. On a side note, I uploaded a new version with a "small" fix. Is it me or does rain adds water to piped sources ? (like sinks in kitchen) It may be me
  2. My guess is mods go to your home directory, then Zomboid then mods. Where survival and sandbox folders are (your saves), not the steam folder in applications. In my mod folder, you have a media directory, and inside it, textures. You can try to point to that path. But as RobotMat said, it may be because of the current build. PS : I'm french too so translation wise I should do fine, but thanks. I'll have to look into that translation thingy.
  3. I added it to the tags. I used water pipes when starting the mod because I didn't know the correct english word and postponed my search The textures folder is in /media, along with the lua and scripts folder. Good note about the selected container, I'll look into it when I'm done with OS X. Unfortunately I have a snow leopard disk ... and I'm not sure I can run the latest build, I'll see. I managed to get OS X to work in vm ... but as project zomboid starts (I see the menu entry on the top bar), it closes ...
  4. Ok, the first bar is you equiping the hose in secondary hand. Since you see no sprite and have no inventory icon it must be something related to textures not being found, maybe something like a path error. Maybe you could modify some path to test it. Go to my mod media/lua/WaterPipe.lua and at the begining there should be this code : function WaterPipe.loadTextures() getTexture('WaterPipe.png'); getTexture('PipeCornerNE.png'); getTexture('PipeCornerNW.png'); getTexture('PipeCornerSE.png'); getTexture('PipeCornerSW.png'); getTexture('PipeCross.png'); getTexture('PipeNorth.png'); getTexture('PipeSE.png'); getTexture('PipeTN.png'); getTexture('PipeTS.png'); getTexture('PipeTE.png'); getTexture('PipeTW.png');endChange 'WaterPipe.png' to its absolute path, something like '/users/your name/Zomboid/mods/waterPipes/media/textures/WaterPipe.png' I'd say. Then, if it didn't work, in /media/scripts edit the single file and change WaterPipe.png to its absolute path again, without quotes. If you see the inventory icon, use the absolute path for all textures or send it to me and I'll do the changes. But I have no mac to test it. EDIT : I may have a mac OS X Dvd somewhere ! I'll look for it and install it in virtual box, we'll see. I'll keep you posted. What's your OS X version ? In last resort, you can try to add Item_ as a prefix for the png file (Item_WaterPipe.png), I don't know PS: Does anybody have this mod on mac or linux ? is it running fine ? PS2 : menus should not go offscreen, unless the menu is bigger than your resolution. I may have to display less pouring options then. When pouring water, one item is choosen and its uses are displayed. Once empty you have the pouring options for other containers. It works like that. You can't have pouring options for more than one item at a time, but you can choose the quantity to poor (in water units or in uses, both are displayed).
  5. You're right, after a more thorough search it's a bug with all non shotgun reloading weapons. If you "expulse and reload" by clip, you don't gain any xp, but if you reload bullet by bullet, you do. I'm going to do that since you'd have to reload the clip bullet by bullet if normal or hardcore reloading setting was working.
  6. I think you have absolute world coordinates (image the whole map, put coordinates on it). Then you have a cell which is 300x300 squares if I remember correctly. The world is made of cells and you have the coordinates of the cell and its square (your position within the cell) which is relative to the cell. On the picture, the cell in which the player is has coordinates (35,35) among the cells, player square is (142,211) within the cell and player square in the world is (10642, 10411). Unless you use mouse events you won't have to do much conversions.
  7. Hi, I'm looking at what could cause your error, but I have no OSX available so it will be hard, I'll keep you posted (MP or edit) though. Do you see a see-through (is it the word ?) sprite of the garden hose after selecting it in the menu and before clicking on the ground ? or nothing at all ? How did you install the mod ? we never know You should already be able to pour a whole container into a barrel (use the last version). A watering can pours 10 units of water which correspond to 40 of the can uses (i.e. its whole). Otherwise there may be a bug that I don't have. Good idea for the cures, but usually you want to save these and only use it on sick plants (in game of course, we do bio ). You would loose a huge amount of it, and doing anything else than 1 spray use for each plant would not be balanced ... I'd need to find a workaround
  8. Just a quick question, I'm not sure it's related to your mod but I gain no xp when reloading, do you ? I tried most weapons (still missing the shotgun and the SMG).
  9. Kyun

    Canning Mod

    Great now I don't feel bad when installing it I've got to live long enough to harvest some crops and loose electricity, it will be hard to make balance suggestions for now as I've got food everywhere ^^
  10. Kyun

    Recipes Question

    Some of them are listed here, along with their parameters.
  11. Nice addition ! I'm usually not a fan of weapons in survival games but it adds variety without balance issues (such as not enough noise, although I didn't get all of them yet). With luck there won't be reloading bugs with the next build and it will be perfect !
  12. Kyun

    Canning Mod

    Hi, nice idea ! I'll have to try it. But you really should use the new mod loader instead of dropping files in the PZ root dir
  13. Sure there's a lot of mods with custom sprites. The question is more : can you change the sprite of a zombie ? I don't know, maybe, probably. If you can't, maybe with the NPC mod, you'll be able to do it (a NPC with a zed sprite and a zed job script), probably, in the future. That's a lot of probably ^^
  14. Glad I made a fellow survivor come back ! Although you never should have left in the first place ! You can download the new version to use sinks & co with the garden hoses. Let me know if you encounter any bug or have balance suggestions
  15. Not sure about the basement thingy, even with the tools I'm not sure you can be underground. For the elevator, you "may" be able to use some kind of action that would change player Z coordinate slowly, along with the sprite of the elevator object ? I have no idea if this is possible, but since you could push wheeling bins, it may be possible to push it vertically. I would love to be stuck in an elevator when electricity runs out I'd starve to death - or maybe water would be a problem ?
  16. Well if it's not much of a hassle, you can release the 2.0 framework (numbers make things look so good ) with the character schedule (I long to see that by the way) along with the old sprite list you have. Then when you have the time, you add the missing sprites. Or like you say, the sleeping overhaul without the sleeping everywhere But I understand that someone like to release a full - near complete - working version ^^
  17. Oh good to know, I'll see if I run into any problem. I'll keep it for now as I really like passing out when I'm not careful that and the fact that I don't need to always sleep the same lengh of time.
  18. Kyun

    Recipes Question

    I'm not sure I'm gonna be right but I'd say OnTest is to test if there is a battery to remove for example and the second one is the action name to create a new torch object (empty) and a battery. So yeah they are "events". Don't know if there is any other needed : is the action valid, if so perform the action. You can do anything with those two.
  19. It's still upcoming, as long as the title states upcoming, I guess And for now all builds are the same, you can switch to accept the consequences
  20. Some good ideas, but you didn't look far enough Things that produce noise to attract zeds already exist in some mods, as many gear, like explosives and such (although fire is being reworked right now). You can already strip a door from a building to build another one (use an axe to get door hinge and door knob, some planks too). Next build stairs will be fixed and you'll probably be able to join two roofs. At a point pushing some stuff was implemented and may (will ?) be back. I did spike traps, but they don't work off the loaded map (no collision detection). So it's a no go for me. The incoming erosion mod will make the world change around you too. Maybe when more stuff like cars are added, you'll see them get really rusty etc ...
  21. Well I got rid of the Utility.lua file, which is included in the base game if I'm not mistaken. I probably put a mod info there if it was missing, put all files and folders from media/lua/Mods/SleepingOverhaul into media/lua/, and it works.
  22. I'm playing with it, how come you can't ? And it works, I pass out.
  23. I use both mods and have no problem, can't remember if I changed anything in the files though.
  24. Nice but it will be hard to defend ! Love the interior. I'm personally going to TRY to make some kind of open house, with an open roof in the middle for rain collecting and gardening and a little sun. With a pool, inside, like roman houses. Yeah ...
  25. Thank you, I really suck at using those tools and you convinced me that now, I don't have a reason to not continue my house
×
×
  • Create New...