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Kyun

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Everything posted by Kyun

  1. yeah I can give it a try, didn't think of it. edit : should be on pz-mod.
  2. Water taken from and poured back to a barrel is now proportional to item uses (the bigger, the more water you take). It's supposed to be like vanilla water transfert between items. If you fill a watering can (40 units or uses), you take 10 water units. A bucket (32 uses) takes 8 water, the mug is 1 use, so takes 0.25 water if i'm not mistaken. So to water 2 plants (200 water units for plants), you need a full watering can (each use is 5 water on a plant), as vanilla, which takes 10 water from your barrel, as vanilla. The same goes with all water sources. Side effect is when water is off you have 6-8 small drinks instead or 2+ from water sources.
  3. Kyun

    Stakes

    Hi, well the idea is nice and all, but I tried to do spike traps to start small and although they do "work" in grid (a zed or player die stepping on it), they don't kill any zombie in the meta map (the part not loaded). As it bugs me to have anything not working far from me (meta map), I stopped here But I like your idea.
  4. I'd stay the mod is stable now, it had some bugs that I missed but it should be fine now, pouring and taking water works, you don't create nor loose water (tried with watering can, cooking pot, bucket). I'd avise those courageous to test it to install the last version edit : with a little container like a mug, it didn't work well (you'd loose water taking it and pouring it back). it should now handle all water containers.
  5. Well yeah, there's a to do list and I'm open to suggestions ! Like a pipe from the kitchen / bathroom to your garden and barrels (you have to let the door open, or a window maybe) is an idea I'd like to try. You could water plants before you get to carpentry 3 or 4 Also pouring water from buckets & such into the barrel. I'm also correcting bugs . I removed all square infos because I thought it was useless to find out you couldn't drink and take water anymore from any barrel. The new version (click the download link) should fix any problem and update the barrel water level when you take water to fill a container (no new files or change of code from original game). Sprite should refresh almost immediatly also. There is also a slight evaporation taking place on sunny days (0.1 pt every 2 hours, for each barrel).
  6. Updated for Build 26 (SP & MP). How to install.Single player : as with any mod, put the waterPipe directory inside the mod folder of project zomboid and check "garden hoses" in the in game mod menu. When joining a server, desactivate the mod. Multiplayer (on both server and client computers) : The easiest way to install it is to place the media folder of the mod inside the project zomboid installation directory, saying yes to overwriting 2 files. - overwriting 2 files (rain barrels and takewater action). - I didn't find any other way to activate a mod, I may be missing something. - Obviously, don't activate the mod in game anymore. - To revert back, delete the mod files (or do a steam check integrity) What it does for farming.Plants with a pipe on the same square connected to a barrel will receive 1 water every 2 in game hours. You don't have to check them every day anymore, as long as you have water. Otherwise, refill your barrels. - It’s the same amount the plant lose every 2 in game hours, but not accounting for sunny days ( an additional - 0.1 water every 2 hours ). It may be necessary to check some plants after a lot of sunny days. Which means you HAVE TO water your plants the first time you plow, otherwise they’ll stay at level 0. If you don’t have enough water in your barrels for all plants within a cluster, only some will receive water ( always the same ones, so all may not die ). Plants will receive fertilizer if there are enough for all of them within the cluster ( both water and fertilizer ). - You can take your time pouring the fertilizer without fearing the trigger. - If you have 10 plants and want to fertilize all of them to level 3, add 30 fertilizer doses in total to the barrels of the cluster. They will be fertilized in 3*2 in game hours, unit by unit. During winter (october - january) plants will lose health if they are outdoor. What is does for rain barrel collectors.Barrel water level is averaged with all barrels within a cluster. - You will have the optimal refill when raining at all times. - Don’t connect a 40 unit barrel with a 100 unit one, you will lose all water above 40. Barrels are filled when connected to a piped source (sink and such). It’s a good idea to have one big cluster when water is still on. You can pour in / take water. - Water taken is proportional to item number of uses to fill. Water poured is proportional to item number of uses (with water). - Amounts of water taken/poured back/transferred are coherent among all items. - When taking water, you can interrupt the action, amounts will be coherent. - When pouring, as I didn’t implement it over time, if you interrupt it nothing happens; you have to see it through. You can pour in fertilizer. Please report any bug you encounter, but read the description before. Balance suggestions are welcomed too.Note : When picking pipes up, you need to pick up 10 to get a garden hose back. It's to avoid having plenty of garden hoses with 0.1 uses or less. It's kind of anoying when you need all of them and misplaced one, as you need to pick up 9 more ... will see if I can change that. The download link for build 26, SP & MP. or on PZ-mods. The old download link for build 23 (< build 25). Community update Change log. I hope you enjoy it, and my thanks to Robert Johnson for it's rain collector barrel and farming mod, Kyun.
  7. Hi, I'm not really the best person to answer you, but I remember seeing that no TCP/UDP methods or whatever were available, yet (i.e. not implemented ) You can't mod multiplayer in with lua, you would have to implement this in the class files (decompile, correct 1500 errors, recompile, add your code, recompile).
  8. Hi, I'm pretty sure the item type within the items.txt is used for more than diplay. You should take a look at the necroforge or zspawn (deprecated) mod : They both implement a UI which looks like a detailed inventory, with handmade categories such as farming, drinks, carpentry, weapon, etc There is even a button on screen ! Their code could help you to cluster objects into category; you may have to do another window for the inventory and hide (in game?) the old one. UI is moddable anyway. Same idea as yours : Have a look here : http://theindiestone.com/forums/index.php/topic/4395-better-management-mod/
  9. I won't advise to use farming renovated as such, the farming code had some tweaks that have not been updated within this mod. You should compare all constants before even looking at the code. (I know for a fact that the growth delay if not watered is not 100 hours or 50 anymore but 30, so that's already a big change). Farming bugs in the original game code were solved with the help of this mod and its author if i'm not mistaken.
  10. Assuming you can open whatever door those have, probably well locked I see myself with my bobby pin and screwdriver lockpicking the bunker door hahaha. But yeah, basements would be a nice addition, and really dangerous with only one entrance. It would be a nice addition, although I'd rather see NPCs and such first. Maybe when custom maps can be done again with the tools, we'll see someone make this ? As a french, I'd expect to find wine in almost every cellar I'd like to have my little apocalypse cellar
  11. Hi, It doesn't bother me to find many clothes because it's up to me to pick them up or not It's realistic but yeah I wouldn't at first use zombie cloth to make bandages ... they should be contaminated and infect you if used on an open wound This aside, there is nothing in the vanilla game to fight infection (as cure it) so yeah, bandages are weak as they should; they stop bleeding so you don't die on place. I think that breaking a window bare handed can cut you (going through a broken window maybe too). Overall the only issue is that there is many tissue and not many use of it. But that's not really an issue, just realistic My 2 cents ^^ PS : +1 like for suggesting crafting wounds (a zombrand based on perk xp, no infection but blood loss ?)
  12. Make sense, so I should be looking for a VirtualZombie something. I went around the world collecting coordinates so it's gonna be worth it ! Isn't that your mod ? I think it is
  13. Hm, I'm don't think it's necessary to make another thread so I'll ask here Yeah, still me and my beloved zeds : they don't want to spawn It works using coordinates close to the player, but not far way : local zed = getVirtualZombieManager():createRealZombieNow(fromx, fromy, fromz);zed:setFakeDead(false);attempted index: setFakeDead of non-table: nullCoordinates were (9511, 11204, 0). This is odd, my guess is I have to explore the world before being able to spawn stuff ? Thanks again
  14. Thank you, you didn't have to (especially me that didn't do much), but you're so right to focus on the erosion mod .
  15. Yeah I use your mod, that "don't push it" really bugged me, I clicked, and died painfully , really usefull to play with stuff and test custom mods Looking forward to the parsing of custom items.txt (maybe you could use the receipes, and the items needed, to store almost all game items ?)
  16. I agree, nice picture, and would go as far as stating "city noises" should draw zeds in (a building collapsing, the wheel of a bicycle turning in the wind, whatever). I see them coming from the roads at the edge of the map (from any side), pass through the city (maybe they make a loop) : - if the player is spotted (or a cat, a dog, whatever food source), the horde stays in the city, looking for their dinner, and almost never leave. - if the played is not spotted, they keep going to the next city, and then leave the map from any road, like they came. That way, player skills would influence zed density in town. Without having zeds respawning IN town, but outside of town. I see my watchtowers already ...
  17. Hello, just a word of encouragement for both of you, turbotutone and Thutzor, great work ! Can't wait for the first version, though I'll have to survive longer than a month to see it ...
  18. Hi, Thanks a lot, you're both right, the super is not the same so ... (I also think a zed can have 0 health and not be dead; at 0 health if I gently push it bare handed, it dies on ground). OnTick is good but OnZombieDead is less ressource heavy The modData trick worked perfectly ! btw where did you find this event ?! I have this list : Event reference - Project Zomboid mods & tutorials EDIT : thanks a lot, got them all now Thanks again, Kyun
  19. Hi, I'm messing around with zeds and haven't succeded at checking if a zed is dead. Here's what i'm doing : -- spawning of a zedlocal zed = getVirtualZombieManager():createRealZombieNow(fromx, fromy, fromz); zed:setFakeDead(false);zed:setForceFakeDead(false);zed:PathTo(tox, toy, toz, true);table.insert(zedTable, zed);And to check if one have been killed : for _,v in pairs(zedTable) do if v:isDead() then print(v:toString() .. " is dead"); -- other stuff endendv:isDead() never returns true (of course I killed the zombie before triggering the function). I tried to check the objects on the IsoZombie square to find a IsoDeadBody, but it is not on the same square (it's also an ugly way to solve the problem ). Thanks, Kyun EDIT : if I don't kill the zombie with my axe and use v:Kill(nil) instead then v:isDead() do return true. Weird.
  20. Wow nice, to spot the fact you could remove the can and still paint ... good find ! Thanks for the update, I'll remove my link.
  21. Do you play with mods ? maybe some that modify item distribution, cuz I'm settled there and I found corn in the south-west field (and nothing else yet), so it definetly spawns.
  22. The same guy decompiled all project zomboid files to translate the UI to chinese and much more ... and uploaded the full 2.9.9.15 chinese version (with the mod included I guess) : EDIT : removed the link as to not promote this behavior. (game is cracked) So yeah, english won't see the day since the purpose is to port the game to chinese. The "mod" that has been linked seems to only contain the modified files (along with the NPC + spike trap mod). And it already is the 3.1 version, so this one is not coming I'm decompiling files that were added or modified (there's a lot ...) but it's for fun, I don't think I'll get anywhere since I don't know how PZ works and my java is rusty. Plus the devs are already working on something much better in my opinion
  23. I have to point out that the recycling mod http://theindiestone.com/forums/index.php/topic/2415-recycling/ by Ramibuk & al inplements part of what you want for small objects : recycling objects to get metal scraps and build stuff such as your own handmade axe or metal doorknobs or baits (radio) etc ... It could be built on top of it (the author gave permission). On a personal note, I can't see myself using metal to build anything big in a real life situation. Too much noise / heavy machinery to cut it, such as lasers or highly pressured water cuz a saw would get you nowhere (for floors, stairs, and such), and let's not talk about the weight. But you could add a saw mill and foundry to the game with working machinery (for a few months ?) - or equiped with solar panels (yeah anybody know how to do that ) - and then you could melt scrap metal (different kinds), give it shape and cut it (and attract all zeds) for bigger constructions. That would be awesome gameplay wise : do I keep my saw or do I visit the saw mill (log driving ? ) for maximum planks in a short amount of time. (I'd also like to see a zed cut in pieces by a head saw )
  24. With that you can look as the code being called / executed step by step, see what's going wrong etc. (I personally never managed to boot the game with SHIFT) If i'm not wrong, lua is also a "plug and play" language (forgive the probably innacurate term); as long as you don't need to load textures on game boot, you can write code and execute it in game, without a restart, kinda like xml scripts. Which the debugger allows you to do ?
  25. Yeah me too, that's why I got rid of those and made the first version with the listed bug. But I found they do work as intended : I had calls between isValid() and render() so it was "working". We just had nothing to render I think; So if I remember correctly I changed almost nothing : - reorganized folders & files - I modified the spraypaint.txt (items) which had a method in it as well as a trigger (now removed) - renamed all textures with prefix Item_tz_ and changed the corresponding sprite names in code (some were wrong in my opinion - sometimes you need the full name, sometimes not). - the garrage_storage in item distribution, as always That's pretty much all I can recall. PS: oops forgot to disable debug new version uploaded, same link PS2 : this forum needs a sticky with requests for updated mods (for the last version of the game). Once one is done (with permission), its link would be in the OP. That way great mods would survive time. I have 20 mods or so, some that I had to modify more than others and I'm sure a lot of people are doing the same (such a waste of time, unless it's for fun ). I'm currently working on the wooden dowels mod
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