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Migoxiss

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  1. Like
    Migoxiss reacted to EnigmaGrey in RELEASED: IWBUMS 32.20   
    Sorry, after a few years of doing this, I've come to accept with proper instruction, people can double click a bat file.
     
    They can even make shortcuts, the minxes. 
  2. Like
    Migoxiss reacted to nasKo in RELEASED: IWBUMS 32.20   
  3. Like
    Migoxiss reacted to Suomiboi in Transportation   
    More like ram through the wall, fly through the windshield and die. :3
  4. Like
    Migoxiss reacted to 01000101 in Share your "Hydocraft" Safehouse!   
    Way to contradict yourself in this thread.  "Mods/people who use mods suck but the devs should add some of mods contents to the core game."
     
    Anyway,
     
    DeadlyStr1ke, that base is pretty cool, I like using the firehall in Bedford Falls as my main base.  The watch tower is very useful to erm, watch.
     
    I would post a pic of a base using Hydrocraft but I never get far enough because the mod updates too quickly and I restart to get the new content.
     
    I have used EBO in the past but I understood there was item redundancy which doesn't cross-over.  I'll have to take another look at EBO again and see how much overlap there is.
  5. Like
    Migoxiss reacted to stewydeadmike in Bites only sandbox option   
    so my suggestion is to have a "bites only" transmission option in sandbox. This would be for the people who want the threat of infection to be there but don't want to get infected and die from a single scratch.
  6. Like
    Migoxiss reacted to RoboMat in Convenient Bags (1.8.2)   
    Convenient Bags

    Convenient Bags (previously Unpack Bags) is a mod for Project Zomboid which adds several new features to the vanilla item containers.

    OverviewAdd tags to a bag to allow quick sorting of items Quickly pack items into a bag Quickly unpack items from a bag Quickly drop all equipped bags via keypress Includes translations for English, German, French, Russian and Finnish Tiny AVC Support


    Unpacking Bags
    Bags can be quickly unpacked via a context menu. The bag will drop its contents into the container in which it currently is contained (this can be the player's inventory, a container or even the floor). If the container is full the bag will only be partially emptied.

    Adding tags
    Tags can be added to a bag to limit it only to certain types of items. Click on the bag you want to edit and select "Edit Tags". A small text box will show up, allowing you to add or remove tags. This can be an item category (Food, Weapon, etc.) or an item's full or partial name (Water, Bowl, Garbage Bag). You can add multiple tags at once by separating them with a comma (e.g.: Food, Hammer, Butter Knife).

    These tags are used by the packing option (see below).

    Packing Bags
    Bags can also be conveniently filled with items. Clicking on "Pack items" will move all items in the same container as the bag except for containers and equipped items into the bag.

    By using tags this option can be limited to certain types of items. If a bag has at least one tag only items fitting the tag will be transferred into the bag.

    Turn Tail
    The mod also allows you to use a key (Default: 'X' - can be changed in the options menu) to quickly drop equipped bags in case of an emergency. This might come in handy if you are overencumbered while being ambushed by some zombies.

    The bags will be dropped in the following order:Bags equipped in primary slot Bags equipped in secondary slot Bags equipped on the back This feature was inspired by the original "Turn Tail" Mod by The_Real_Al.

     

  7. Like
    Migoxiss reacted to RobertJohnson in RELEASED: IWBUMS 32.18   
    HOW DO I GET THIS?
    http://theindiestone.com/forums/index.php/topic/4183-iwbms-the-i-will-backup-my-save-branch/
     
    Hello guys!
     
    Sorry for the delay we're all been busy on lot of exciting stuff lately..
     
    Anyway, this update contains a few things:
    Health panel overhaul: damaged bodyparts are in a scrolling list. Added highlighting to the button-labels in MainScreen. Allow the EXIT button to be activated by the controller. Fixed zombies that are attacking getting pushed by other moving zombies. Also fixed the player getting pushed too much by zombies Unequip fishing net when placing it. Fixed calling sendObjectChange() in ISPlant when not on the server.   Fixed InventoryPane tooltips showing when another window is in front. Removed xeno-mods.com from list of valid mod URLs. (Issue #001960) Don't do the latestsave.ini for multiplayer game. [MP] Added KickFastPlayers server option. Don't kick players that were made invisible by an admin [MP] If NoFire is set on server, walls won't burn (from pipe bombs for example) [MP] Prevent copying a character (MP or SP) to another server
  8. Like
    Migoxiss got a reaction from ethanwdp in The Outbreak   
    Thats what Im talking about. This is Murica.
  9. Like
    Migoxiss got a reaction from Kuren in Sleeping Traits   
    Sleep Quality is actually a "maybe" from the developers I find the idea good and very realistic. Sleep is an important part of survival and definitely should be considered as one.
  10. Like
    Migoxiss got a reaction from ThalliumKB in Getting bitten shouldn't always end with death.   
    Well I don't think that a virus can reanimate a corpse, let it roam on the street, finding food while clustering in groups of zombies
  11. Like
    Migoxiss reacted to ValueOfGravity in Sleeping Traits   
    I searched for this suggestion and didn't find it, so excuse me if it was already suggested.
     
    For me, waking up is a real bummer, even if i didn't do much during the day or slept more than enough hours. If i was in the middle of a zedpocalypse, that would be a huge disadvantage. I suggest adding more sleep traits, considering that we only have 3. (Night Owl doesn't count since it doesn't do anything as of v32.)
    For example, I can sleep almost wherever i want, with little difference than sleeping on a bed (Got used to it after being a Scout for 15 years). However, my friends cannot. They can't even sleep in a chair comfortably. This means that if a zombie outbreak were to happen, I'd have (and other people with similar sleeping preferences) a huge advantage on people who are so used to the comfort of their bed. This means that my habits of sleeping have an advantage (Able to sleep almost anywhere) and a disadvantage (Difficulties for waking up). This can also lead to traits of better sleeping quality (If sleep quality is ever to be added) and even a mild state of narcolepsy and Insomnia.
  12. Like
    Migoxiss reacted to CzarUltra in Mo' Booze + Cocktail Mixing   
    So I noticed vanilla PZ only has Whiskey, Wine and and and... that's it really?
     
    How about a mod that adds a bunch of new delicious alcoholic items to help spend ease the passage of time in the apocalypse? Not only new items, but new recipes-- that's right, I'm talkin' cocktails-- mixed drinks! And what would make it better? If that was a skill and bartender was a profession! Not to forget positive traits like "Heavy Drinker" and negative Traits like "Lightweight" are back, in addition to new traits like "Alcoholic" (negative mood when you haven't been inebriated in a day) and "Weekend Warrior!" (never get hungover, have good luck finding alcohol and alcohol related items specifically). And last but not least, ICE! No drink would be complete without ice, which will be available in pretty much every fridge until the power is off- and maybe you can find it in the winter?
     
    New Skill
    Cocktail Mixing: Mixing a drink is an artform, a way of life! Those who are dedicated to the craft of liquor are enabled to craft more difficult drinks than a beginner. Beverages created by a master are usually more potent as well not requiring as much time or material-- a true mixologist also imbues a special quality to their drinks which have added benefits (such as giving off hard to come by moodles)
    New Traits (and old ones brought back from the dead!)
    Heavy Drinker  Takes more to get you drunk
    Light drinker Takes less to get you drunk
    Alcoholic You receive negative moodlets when you've been without a drink.
    Weekend Warrior You rarely ever get the hungover moodle, and find it easy to acquire alcohol and alcohol related items
    Beer Lover You get extra bonuses from drinking beer, but drinking anything stronger makes you nauseous.
    Wine-O You love wine.  Extra bonuses from drinking wine exclusively, negative moodlets from any other alcoholic beverage.
    Liquor Fiend You only really like straight liquor, anything else leaves you feeling bored or sick.
    Refined Tastes You don't really care for anything less than top shelf quality alchohol.
    Low Brow It doesn't matter the quality for you! As long as alcohol is involved it might as well be top shelf.
    Drunken Master- You're better at fighting when you're drunk, extra damage with drunk mellee attacks
     
    New Profession
    Bartender- Before the apocalypse you already knew the world was troubled. From behind the counter you've served countless drinks and are already nearly a master of cocktail mixing. You start with the Cocktail Mixing Skill half completed, You usually spawn near or in a bar.
     
     
     

    NEW ITEMS
    BEER: Comes in three varietiesSpiff - A cheap, light beer, that in many people's opinion's might as well be water. Comes in 16oz cans; in 6, 12 or 24 packs. Azure Night - A middle tier amber ale, has a light citrusey aftertaste that makes it wonderful for summer! Comes exclusively in 20 oz bottles in 6 packs. Mahoney - A dark beer imported from ireland. Heavy alcoholic content for a beer. Comes in 20 oz bottles in 6 packs. MORE LIQUOR- Usually comes in 3 different tiers of quality- Bottom Shelf, Mid Shelf and Top Shelf. That adds variety.
    VODKA- A clear, liquid form of fire. Used in many drinks, like White Russians, Screwdrivers, and Vodka + Cola and Moscow Mules WHISKEY - The best drink for fighting! Goes great with Cola! Used to make many drinks. Aged Scotch - Fancy drink for manly men Moonshine - It'll make you go blind. GIN - Juniper flavored liquid fire. Used for Gin + Tonics, Martinis, Salty Dogs and RUM -What pirates drink, matey! Used in many drinks, like Rum + Cola, SCHNAPPS- Comes in different flavors, which are used to make different drinks.Peach Cherry Blue Raspberry S'more Peppermint TEQUILA - Made from Agave, used in Margaritas. CREAM LIQUOR- Used to make White Russian TRIPLE SEC- An Orange flavored liquour, used for "fancy margaritas" Blue Curacao- Another orange flavored liquor... but it's blue Vermouth - Bitter dry alchohol used in martinis   MIXERS Cola Grenadine - A red cherry flavored syrup Orange Juice Fruit Cocktail Juice Tomato Juice Tonic Water - carbonated sugar water Half-Half milk and cream Ginger Beer - Ginger flavored soda Lemon-Lime Soda Garnishes Limes, Sliced Limes Cherries Celery Tobasco Olives Tiny Umbrella's Whiskey Stones - Can be put in a fridge to become "chilled", gain them back from any drinks used with them Whipped Cream  
    COCKTAILS + RECIPES
     
    Rum and Cola Whiskey and Cola Vodka and Cola Screwdriver = Vodka + Orange Juice Gin and Tonic = Gin + Tonic Water + Sliced Limes Martini = Gin + Vermouth + Olive
    but yeah, that's my idea-- as half-assed as it is right now.
  13. Like
    Migoxiss reacted to nasKo in Mondoid discussion 20.7.2015 - The Creative Revolution   
    Hahaha. No
  14. Like
    Migoxiss reacted to CreepyD in Pressing 'use' and smashed windows.   
    On an unbroken window, you tap "Use" (E usually) to open or close the window, and hold E to climb through.
    Yet on a smash window, a tap of E and your guy climbs straight through! Noooo!
     
    Tapping E next to a smashed window should start clearing the glass shards from it, still needing you to hold E to climb through.
    If you aren't holding a weapon, a tap should do nothing.
     
    Tapping E should never climb through a window.
     
    Keep it consistent. Simples.
    Thank you
  15. Like
    Migoxiss reacted to Connall in Simple NPC's (animals).   
    Locked.
     
    I feel what needs to be said has been said, and in the interest of not having the topic further de-railed with accusatory sleuthing, I'll close this down.
     
    Remember folks, be lovely and if you honestly believe nefarious things are happening you should really report it and not take matters into your own hands.
  16. Like
    Migoxiss reacted to syfy in Simple NPC's (animals).   
    sorry Spracky, should not have mentioned you, Zorak, Penguin, Sly Wolf or Ortorin.
     
    this kinda got out of hand a little bit, and looking back at it i see where i failed to get across the point i was trying to make.
    but for now, lets hope a Mod decides it has run its course and locks it up nice and tight
  17. Like
    Migoxiss reacted to Hydromancerx in Custom Moodles (Modding Support)   
    In my recent modding of the Hydrocraft mod I have run into situations where I could really use a custom Moodle. Since they seem to be in hard coded java, I cannot do anything about it.
     
    For instance I wanted an item to make you drunk but hungry, but drunkenness seems to be linked to hunger. If there was a custom mooddle, then I could just make a "get high" moodle instead that made you both hungry and impaired.
     
    Likewise it would be nice to be able to mod having hygiene or happiness moodles based about items. Such as soap making you feel clean. Or actually being happy to boost your performance.
     
    These are the kinds of things I hope the Devs will give support for Modders since adding a Hygiene Moodle is something I know they would never add to the core game.
     
    Thanks in advance!
  18. Like
    Migoxiss reacted to migulao in Realistic Sledgehammer: No More ''Magic Demolition''   
    Wait, is it really like this? Last time I broke down a door or wall with a sledge it left behind atleast some wood.
  19. Like
    Migoxiss reacted to lemmy101 in The Silver Lining of NPC Delays Etc   
    This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.
     
    We started development of this game in early 2011. It's our baby and has literally consumed some 80%+ of my waking life (probably similar for the others) since 2011. We've had our lows (and some lows at that) and we've had our highs. The community we've built is incredible, and the love and pride we have for the game and community is immense. But...
     
    This game has been in development for over four years now, and that is a long time for your life to be consumed by one thing (This goes way beyond 9-5 job levels). We'd never ever abandon PZ before it's the game we set out to make, but that's not to say we're not tired, worn out, and missing that feeling of working on something new. As well as the rewards, of which we are very grateful, PZ has taken its toll. Even when the day finally comes that some of us move on, as we've said before, we'd continue to support development of PZ for as long as it makes the money to support itself, and likely even some time after that. But there is that ache there for the truly fun and exciting feeling of exploring new ideas and the potential and wonder of a new game, an ache that strikes every developer and truth be told is years old at this point. I hope we score points for resisting it.
     
    But we won't and can't even think about other projects seriously, even if we dabble in our spare time. It's too dangerous to even think about because we can't have any distractions as we need to deliver the full map, the vehicles, the NPCs, before we can hit 1.0. At the point PZ goes 1.0, a few of us will likely finally be able to explore what's next after PZ, and we hope our community is looking forward to whatever we do next too. As I said before, to reiterate, we'd make sure PZ was well supported as we don't want the day to come when PZ stops getting new content. I don't want to presume what the devs we've taken in from the community would like to do post 1.0, but I imagine PZ would continue with long standing devs the community knows and trusts to steer the ship straight, and of course even if working on something else we'd still be heavily involved.
     
    So I guess around to my point: I know waiting for NPCs is hard. I know they keep getting pushed back, seem vapourware at this point, and trust me I want NPCs out there more than any single one of you, by a factor of like 10000000. I know many of you are patient, I know a few aren't, but I also know their impatience is a good sign as to how much people care. I also know that these NPCs are one of the most ambitious NPC systems in the history of games. It feels arrogant to say as much but I can't really argue against that statement. I'm aware of what we're biting off here. I'm totally confident we can do it, but the fact is after this huge delay we HAVE to deliver, and we HAVE to deliver something brilliant. So that's ironically the reason for the delay. They won't be released until they are brilliant. It's as simple as that. I don't want to say NPC development is a nightmare, because it is also wonderful and exciting in equal measure, but it's a shit ton of pressure that is on around the clock. It only makes me want to weep with sympathy imagining what GRR Martin is going through with the sheer monstrous scale of pressure on his shoulders compared to ours. 
     
    BUT. This is a good thing. Not for us, but for you. Why? Right now, EVERY member of the Indie Stone is working full time on PZ. We need to provide you with stuff, meaty content, to keep you happy, interested, and to improve the game in the meantime while we get our shit together with the NPCs and whatnot. We can't have 6 months or a year of no updates while we tick off our last remaining big bullet point planned features. We can't go 1.0 until NPCs are in. If that took a gazillion years that means a gazillion years of updates and support for PZ. If you think of all the many many great features that have been added into the game in the past couple of years since NPCs were removed. A lot of them would have made it in anyway, of course, but many of them may not have been.
     
    As we say, we don't plan on abandoning PZ at any point in the forseeable future. But the fact still remains, that when NPCs, or Vehicles, or the completed map, go into the game, the longer they took, and the more delays and frustrations they had in getting here, they WILL go in. And if they take a long time: The game they will be dropped into will end up better, more feature rich and deep because of it. All the while having the entire Indie Stone dev team dedicated to the game with zero distractions.
     
    So yeah. Brain dump, but its a point of view I wanted to share with you all. hope you don't hate us for dreaming of new adventures at some point in the future.
  20. Like
    Migoxiss reacted to Rathlord in Dev Bait Post (Shhh!)   
    Man this is a long list of people to ban…
  21. Like
    Migoxiss reacted to syfy in The Silver Lining of NPC Delays Etc   
    don't act like you are talking for the community. you're not.
     
    some of us understand the value in letting Lemmy do what needs to be done without constantly asking when they will be coming.
     
    they will be ready when they are ready.
  22. Like
    Migoxiss got a reaction from lucy the axe in Dev Bait Post (Shhh!)   
    We did it! We cracked the Matrix!
  23. Like
    Migoxiss reacted to Adamiks in Getting bitten shouldn't always end with death.   
    I don't think that after a 1/2 second(s) blood from your foot will be in your heart/other body part.
  24. Like
    Migoxiss got a reaction from Adamiks in Dev Bait Post (Shhh!)   
    We did it! We cracked the Matrix!
  25. Like
    Migoxiss reacted to EnigmaGrey in Dev Bait Post (Shhh!)   
    I do like banning people, now that you mention it.
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