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lifemare

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Everything posted by lifemare

  1. I managed to put together a python script that fetches all items from the HC textures folder and spits out a NecroForgePlugin lua. It's still barebones (just the working code, no user input, no error handling) and i don't think NF was ever meant to accommodate this many items (graphical glitches when viewing the 'all' pane), also this automation doesn't produce the prettiest item names (no spaces in between words, ie: '1dollarbill'), but hey, at least it spawns As is, unfortunately, this plugin will break NF, so i don't think it should be made available to everyone. But if it's in any way useful to HC testing let me know and i'll put it up.
  2. My pleasure. I'm trying to learn a little modding so i can improve my own plays, and HC has become an indispensable part of those - i can't go back to vanilla after having tried this beast of mod. So beastial that indeed i figure Hydro can use all the help he can get, even if it's just a little snippet here and there from noobs like me. I love that you took the care for realism as far as removing anything post-93 from the mod. playAnim(TipHCTopHat); Right now i'm trying to include support for Necroforge (for my own gain of course, but i'd be happy to share if anyone's interested and it doesn't infringe on the modding etiquette). I've managed to insert a few dozen items, but there's over 2000 items to do, which is insane to try by hand, so i'm focusing on learning a little VBS to see if i can put together a script that generates that lua for me by grabbing the info from the textures filenames (which would also be useful to generate a new NF plugin every Friday). But i'm way out of my depth, no promises
  3. HC has a CD Case (empty/full) with a recipe to insert/remove CD from it. It also has a DVD and a DVD Case, but only an empty one. No recipe to insert/remove DVD (since there's no full item). It's a pretty futile thing but a very easy thing to mod (my favorite kind of modding), so i wouldn't mind filling in that void, if you'd care to have it, Hydro. Give me the go ahead and i'll send you a rar like last time. EDIT: Sorry, had nothing better to do today: HCDVDCasefull PS: I just realized the icon is very different from the original empty HCDVDCase. Here's an alternative one.
  4. A common copy-paste problem, easily fixed (i hope). Local HCHempseeds is repeated twice, the second time it should be HCJuteseeds. Change that and give it a try (in media\lua\server\Farming\HCPlantScavengeDefinition.lua): local HCHempseeds = {};HCHempseeds.type = "Hydrocraft.HCHempseeds";HCHempseeds.minCount = 1;HCHempseeds.maxCount = 2;HCHempseeds.skill = 7; local HCHempseeds = {};HCJuteseeds.type = "Hydrocraft.HCJuteseeds";HCJuteseeds.minCount = 1;HCJuteseeds.maxCount = 2;HCJuteseeds.skill = 7;
  5. Oh, ok. I didn't even consider they might be wearable, i thought they were generic toys (just for show). I see no problem adding them as such. BTW, i've made a tiny little mod of my own which adds Cigarette Packs and the ability to box/unbox all those cigarettes you find lying around. Being a smoker myself, i just can't resist grabbing them all and i end up having to wait for a loooong long time whenever i bring home the latest haul and start storing them by the hundreds. Also, it's a pet peeve for me that they have no weight in-game. So, anyway, if you think it would make an interesting addition to HC, i'd be honored The only thing not included is loot insertion. There's already too many cigs around the map, and i don't know how to make changes to the vanilla SuburbsDistributions that won't force that lua to be manually updated with every PZ release. If there is a way to replace just the cigarette insertion without touching the vanilla file, i'd love to know. EDIT: obligatory preview As a side note, am i the only one who thinks packing stuff into boxes should consume paper and glue (or something else apart from magic to make the actual box)?
  6. Just noticed another thing missing in HCLoading, Hydro (current version, this time ) - no HCRollerskates. There's pngs for them, so i'm guessing they slipped through the cracks.
  7. Edited my previous post to make it clear that you can find them, but only through the method Dumatoin described. I'm baffled how you can find chains with a metal detector when they're not in the code. I have a two-week old version, but i don't think Hydro fiddled with the Junkyard mod... Weird. EDIT: Apparently he did. That function now goes up to ZombRand(100). Sorry.
  8. zero chance according to this: But I get that chains aren't really a high demand item, you can get by without a Large Junkyard. Just seems weird that the only find an easily available item at a RL hardware store is to build a junkyard. They're a similar item to pulleys, which don't require such an elaborate method.
  9. Oh, I guess chains are intended by design not to be found around the map then? Don't love the concept, but ok. No Thermocouple required in HC v4.2 (i've made too many changes of my own to the mod to update to 4.4):
  10. After scouring almost every inch of the map for a chain and finding none, i went digging around the loot insertion code. It seems there's no HCChain in HCLoading, Hydro. Seeing people talk about using the Junkyard, has anyone actually built a Large one or a Giant Magnet (since those recipes require chains)? While i was correcting that, i've also took the liberty, for my own plays, to include cookies and some common sausages (beef, pork, italian, hot) in kitchen counters and fridges (and bakeries, in the case of cookies). I wonder if you'd be inclined to make that official?
  11. Have you tried a non-local player:getInventory():AddItem("Base.BakingTray"); ? That's what the recipecode lua uses. (BTW: I can't find your context menu functions for cooking recipes anywhere, Hydro... on what lua are those stored?) Though: sounds like maybe you took a step without realizing and: - the grab action never completed - the world inventory now showed perhaps another adjacent (empty) stove. Can you replicate it?
  12. Thanks for the tip Dumatoin, never tried that. Managed to cheat my way upon some straw using MindMod's Create Item function, but i'd rather not use it if i can. Though i still think the RemoveGrass/Glass/Bush functions should wield some items. Do you agree Hydro? Aw! Too late with my bugreporting to catch this release! - Gypsum and Feldspar can't be mined because they have an extra space at the end in RockHCExtra lua ("HCGypsum ", "HCFeldspar "). - "Base.RedRadish" in FloraHCExtra lua should be "farming.RedRadish". - Wrong spelling of "Portuguise" (Portuguese) in scripts/Books (not really a bug, but it does bug the hell out me, being portuguese myself).
  13. I've spent days foraging trying to get some straw (actually modded ISScavengeAction to be almost instant, or it would take RL days to do that much foraging), but i've yet to find a single blade of hay (and oh, so so many needles). I was thinking of modding RemoveGrass (RemoveBush and RemoveGlass aswell) to spawn grass, straw and maybe some other easy foraging stuff like twigs, stones, etc, but there doesn't seem to be any easy way to do it... Adding something like player:getInventory():AddItem("Hydrocraft.HCGrass"); would be how i'd go around it, but i've no idea if it would work or what function it should be in (just grabbed that snippet of code from MindMod, i have zero coding skills). If anyone can help with this i'm really out of luck with a lot of HC recipes without this ingredient... Or perhaps, there's another way to get straw that i'm simply unaware of...?
  14. Guess i need to learn to be patient. Sorry to bother.
  15. Sorry it took me so long to reply (pc problems). @RealmKeeper: Thank you for your very thoughtful reply! I understand modding can be a thankless and frustrating job. Specially in a game that is still in development. And modding something that is already planned to be developed when there's plenty of other decent easier ideas floating around really robs momentum from stuff like this (despite it being eventually more necessary or in demand than others). Your comment is really pertinent. Consider my question answered. @TheGentleman: I had seen one of those TurboTuTone vídeos. In fact that's one of the reasons i'm so anxious for this feature, seeing build after build come out without this being implemented... Thanks for posting them though, didn't mind watching them a second time - so freaking cool, can't wait to see this in-game! Welcome to the forums!!! @ethanwdp: Very very happy to hear you're interested in taking up such a project ethan! That's amazing news! My hopes were already low and after reading RealmKeeper i was ready to give up on ever seeing this get picked up! This thread reads like a Hollywood movie: begins with seemingly impossible odds, followed by a distant promise of success, and suddenly a hero shows up to save the day. Ends on a cliffhanger, but damn that was good popcorn! I had already been snooping around the Let Me Speak topic. It's a great idea! Even more good news, finding out it's nearing completion. If i can offer my assistance, i'd love to do PT localization for you (in case you need translations).
  16. I know hauling furniture around will be possible sometime in the future, but i've been looking at the code for generator interaction and it seems (to a layman) it would be pretty simple to "reverse engineer" it to work with other objects (mini-fridges please). Am i underestimating this? Would anyone be interested in cutting our wait short and modding this? EDIT: Ooops, i just noticed there's several other posts requesting some form or another of getting more fridges on your base... Sorry for doubleposting! My only saving grace is, seeing that there is indeed a lot of interest in this, reiterating the request is not entirely without merit (though a tad spammy). Rephrased the title of this post to reflect that. I'm very curious to know why such a popular feature has yet to convince any modders to roll up their sleeves...
  17. You, sir, should be playing slots in Vegas instead of wasting your time on a noob like me. Excellent bet! Found it at \media\lua\shared\translate\EN\IG_UI_EN.txt. Thank you
  18. Awesome! It works! Thanks for the tip Svarog! I've been hoping to customize the categories in PZ since i first started playing it. The only problem i've ran across is when i try to add an unexisting category: it shows up as IGUI_ItemCat_[my new category]. Do you happen to know if there's any way to prevent this from happening?
  19. Really like this mod too. There are simple air pressurized water fire extinguishers. All you'd need is a pump + water + empty container. You could add a bike tire-pump item or have an interactable fixed one at gas stations.
  20. Nevermind. Figured it out. Turns out those missing items are in farming.txt. Adding those recipes to that module worked. Excuse my newbness.
  21. I've been experimenting with modding and i've run into some weird occurrences where a few items (Bacon, Strawberries, Cabbage, Radish, Tomato) disappear when i try to produce this little recipe ingame: recipe Magic {Strewberrie,Result:Strewberrie,Time:10.0}(a very basic cheat to respawn rotten food.) I got that mistyped name from PZWiki, since (and that's my second problem) some items don't seem to be listed in either items.txt or newitems.txt (strawberries for one, mayo, remoulade, etc).
  22. Thank you for the quick reply and very good suggestions. I've glanced at the code for Necroforge... I can't say i understand half of it, but i'll study it a bit to see if i can extract some useful bits. That Management Mod thread you posted gives me some hope that i may yet see this problem solved without having to take a degree on programming. Still, my curiosity trumps my patience any day. I'll take a stab at modding this if it doesn't turn out to be too complex.
  23. One of the biggest annoyances in PZ for me is the inventory sorting, things keep shifting places, there's food and clothing labelled as items while others are labelled as food and clothing, and there's just 4 categories to sort them into, which is really not enough for someone like me who's always carrying full loads back and forth and organizing them into different crates. Add to that the fact that the scroll bars and the panels themselves are a bit unstable (tending to stick to the mouse sometimes), and you start to despair for a mod that adds some more functionality to the inventory. Is there a simple way to assign different categories for inventory sorting? I've tried altering "Normal" or "Weapon" type items in items.txt to things like "Carpentry" or "Medicine" but it either has no result or shows up as a "blooo". Can't find anything relevant in any other file concerning item categories. Is this harcoded in java or (please) is it possible to edit? Sorry for the (probably) newb question. I have zero knowledge of code.
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