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So Insomnia works by constantly setting your fatigue to zero in the PlayerUpdate (which is constantly getting run as the game runs). Since you have no fatigue, the game won't let you sleep. So if you remove that line I think fatigue should work as normal, but yeah if you made it one you would be constantly tired. The day blindness works by setting the visible range to 1, which doesn't entirely make them blind - they will still attack if you get too close. IIRC setting it to zero was effectively ignored by the game. The night works by setting the visibility crazy high and then finding zombies and herding them to the player. That's why it's not just a couple that show up at your door, but a decent mob. The night stuff was easily the most complex part of writing it. And hey - taking a mod and breaking it a few times is a great way to get started with modding
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Right so with this code: Insomnia.OnPlayerUpdate = function(player) gameTime = GameTime:getInstance(); gameTime:setViewDist(1); end I think you would blind all the zombies, all the time, and be able to get tired normally. If that's your kind of thing Again though, I don't have my setup where I can test this against the latest build so your mileage may vary.
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Hey all - clearly I haven't had time to maintain my Zomboid mods as of late. Had a lot of fun writing them but don't have time to even research what new changes would be required to keep them going. Lightning, if you can unpack the mod the code to do that is super simple: Insomnia.OnPlayerUpdate = function(player) player:getStats():setFatigue(0); if getPlayer():getModData()["IsNight"] == 0 then gameTime = GameTime:getInstance(); gameTime:setViewDist(1); else gameTime = GameTime:getInstance(); gameTime:setViewDist(75); end end You can pretty much just pull the code from the if and ignore the else, forcing the global vision to always be 1. Assuming the game still uses that function
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Yeah, without looking under the cover that actually makes it sound like somehow being inside is being confused with night. Because yes, 80 zombies swarming your house when the sun goes down is totally with the design. But that's supposed to be offset with easier looting and barricading.
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That doesn't sound like correct behavior, being inside the building shouldn't change their awareness. In fact having more time to barricade was one of the original reasons for the mod. Might be a conflict with a recent code update to the core game, I haven't played in a while. It might be some time before I can QA it but I'll try to find some time.
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I just reinstalled PZ itself so will retest this week. Insomnia will be first of my mods since it does not rely on new media. It is possible the event system has been updated, which Insomnia would be really sensitive towards.
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That is entirely likely I'll ping when I'm getting back up to speed.
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Just wanted to update since I've been silent for a while and I've gotten a couple of PM's: 1) No, I'm not dead. November - Jan are particularly crazy months for me, professionally speaking. 2) All three of my mods, but especially Xmod, are kind of on hold until the Steam betas sort themselves out a little more. Depending on timing, I might go back an update SICmod and Insomnia for the modloader format - but Xmod does some particularly weird stuff and I don't want to put a big update out there and then have to pull it back out.
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The best image PZ lua modders will see today.
RegularX replied to lemmy101's topic in Tutorials & Resources
What's the console command to get this running is OSX again? With the Steam build, messages don't seem to go to Console.Log anymore so I'm trying to figure out the current state of my mods. -
I find it odd that I seem to be able to find pistols and bullets easily, but not hammer and nails. Course, I haven't been to Kentucky in a really long time...
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Definitely the realm of mods. Custom Professions especially (Xmod professions start with all kinds of gadgets). There's another mod called Starter Kit in the works, I think. Not unfeasible for a mod to add something like "pick three items" to start with or the like. I had an Unreal mod which started with three random cards for a random starter boost. Mystery Box mod might be interesting...
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Nope and it would be kind of hard to mod because the "save on death" is hardcoded IIRC. As I said in the other topic, saving the items is doable with PZ's current modding capabilities. Yeah, you would have to block Death Itself. Which can be tricky. When this discussion came up, that was the first thing that came to mind. I don't know if something like a health check on tick could do it. I've only defeated death mod-wise by making the character invincible in the first place, like the Alien Orphan in Xmod. Note that if your new penalty is "lose all your stuff", you really simplify the whole "save you stuff on death" thing The other problem would be that IIRC, teleporting a player doesn't really play nice either. If it did, I'd be tempted to do a mod where upon health being in a certain state you say wake up in the Medical Center or something.