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daorkboypl reacted to gabrek in Dried Food
Yeah really, it's been a pretty basic human initiative since the days of early agriculture. I don't see a character learning this to survive as any less likely then a coach potato learning how to craft rain barrels or a computer nerd learning to farm.
Smoke houses.. I don't know, would require high carpentry and cooking levels. Salting on the other hand is pretty basic, right?
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daorkboypl reacted to Kirrus in Having issues with server hosting...
Moved this thread to better place - Multiplayer -> help.
*sings the moving song*
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daorkboypl reacted to Connall in Having issues with server hosting...
Use localhost for yourself and not 127.0etc due to some bugs that present themselves with the 127 setup.
As for your friend he will need the external IP for him to connect (if he is not on the same computer as yourself.) using a site like this: http://www.whatsmyip.org/
If they are not on the same network as yourself you will need to do some portforwarding, in order for him to be able to connect to the server. Some info about port forwarding here: http://theindiestone.com/forums/index.php/topic/6016-multiplayer-faq/#connect
Not that much info mind, but it does say a little about port forwarding.
We all make mistakes, doesn't mean we can't help.
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daorkboypl got a reaction from Bioradical in Guns
Crossbow, AR, Battle rifle, revolver, not ARX160, m16, g36c. No actual gun names... For example Hunting rifle (.30-60) or AR (.223)
More bullet cartrigdes
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daorkboypl reacted to Rikashey in New skill: Survivor
Basically, the Survivor skill is on the skill list along with carpentry, cooking, sprinting, etc.
Exp that goes toward the Survivor skill comes from the amount of days that you've survived.
Ex. 1 day = 5 exp
What the skill does is increases your tolerance to Panic, slightly decreases your base Hunger and Water needs.
The reasoning behind this skill is that as days, months, and years go by a person has survived long enough that he/she will have gotten use to the apocalyptic world around them. The person has seen everything, to the point were what used to be scary isn't. He/she has killed hundreds of zombies and isn't as terrified by them anymore (in time). His/her body has also slightly adapted to the shortage of food and water. Similar to how the human body goes into survival mode if it isn't getting proper nourishment. The person no longer eats normally due to having a limited supply of food and water. I was also thinking that the amount of Sleep required should be slightly decreased also.
If someone has survived in the apocalypse he/she is going to be a much different person mentally and physically. Currently, your character can survive for years and take on everything that the apocalypse has thrown at them but the only difference between you and Joe Newbie is that you can make one hell of a chair or table.
The world has changed and his/her mind and body should adapt to it in time.
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daorkboypl reacted to Spaniard in Starting a House Fire
I don't see how "because we can" even comes close to answering his question. Being able to do something is not a reason for doing it, it's the reason why it's possible to do. No one was asking if or why it's possible.
I'll say this, the only times I've ever burned a house down were if I knew there was a large horde in the vicinity and the alarm triggered while I was breaking into the house.
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daorkboypl got a reaction from Abdool in Tooth Brushing Mod
This is a idea for a mod that adds a need to brush your teeth.... Research has shown that mouth higienne is a big factor to health. The worse your mouth higienne is the more prone to disease you are.
I don't how to code and make mods, so yeha.
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daorkboypl reacted to RoboMat in Lockpicking Mod (1.8.1)
Fallout 3 it was
Depends on what you mean with problems
It should work with already existing savegames (although I'm not 100% sure that it will work with the current steam build).
If you remove it, it would naturally throw an error if your savegame looks for items that are no longer there (e.g. the bobby pin).
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daorkboypl reacted to RoboMat in Lockpicking Mod (1.8.1)
Lockpicking
A Lockpicking Mod for Project Zomboid which allows you to quickly open locked doors.
Now with Tiny AVC support, so you will never miss an update ever again:
Breaking Locks
If you want to break door and window locks you need to have a crowbar in your inventory. Right click the door you want to open and it should give you the option to break the lock.
Be careful though, since this is rather noisy and will certainly attract some unwanted guests.
When you break open a door like that, there is a chance that the crowbar will slip and smash against the door, creating an even louder noise in the process. When you try opening a window with the crowbar there is a chance that the window will be smashed.
Lockpicking
The art of silently opening a lock with a screwdriver and a bobby pin (the latter can be found or crafted from a paper clip). Unlike breaking a lock, using a lockpick is totally silent.
Although it has its dangers too. If you fail to open the lock, it can break, making any further lock picking attempts impossible. Even if you succeed with opening a door you might lose the bobby pin.
As you can see, both methods have their pros and cons and it is up to you to decide which one you prefer.
Download here
Spotlight (at 2:51):
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daorkboypl reacted to mads232 in Tooth Brushing Mod
I totally see your point! I just think that it would make it.. I don't know.. Pointless? I mean, think about it. I'm just a little bit afraid of adding too many features to the game, as it would become distracting. Then you'll have to think about brushing your teeth every day, or else you'll get sick or something. Instead of being a great feature, I think it would make it more of a pain in the ass, if you know what I mean? But.. As a mod, it's fine.. But still (IN MY OPINION) non-useful
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daorkboypl got a reaction from Raccoongamer in Tooth Brushing Mod
This is a idea for a mod that adds a need to brush your teeth.... Research has shown that mouth higienne is a big factor to health. The worse your mouth higienne is the more prone to disease you are.
I don't how to code and make mods, so yeha.
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daorkboypl reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
Yeah, I've read the comics too, But I decided to re-create the one from TV show, because it's much easier to find different angles and info on it.
As you could probably noticed, I skipped the "very big warehouse", the fourth building. Decided that I'd have my prison without it, but everything else, pretty much, looks identical to me
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daorkboypl reacted to gh057 in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
Keep up the good work, I was waiting for buildings from twd for a long time... Bookmarked
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daorkboypl reacted to blindcoder in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
Also, you can use google maps imagery for reference: http://goo.gl/maps/fcESR
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daorkboypl reacted to RobertJohnson in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
Wtf, you can google maps "Walking Dead Prison" and find it ?
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daorkboypl reacted to Kerilynne in Dried Fruits (and Veg!) by Basseri
I would! ... but I have some self-dried banana chips and apple slices that're on my shelf that I dried... *counts on fingers mysteriously* over two years ago But if you find the item you'd like to have a spoil date and put the Fresh/Rotten commands in...
DaysTotallyRotten = [number of days desired, without brackets],DaysFresh = [number of days desired, without brackets], then you should be able to configure it to whatever gameplay style you'd like, if you wanna play a little more hardcore than this mod is configured for
So for example, if you wanted banana slices to rot in 30 days, you'd open up "dried_fruits.txt" and then...
item sundriedbanana { HungerChange = -15, Weight = 0.1, Type = Food, DisplayName = Dried Banana, Icon = banana.png, CustomContextMenu = Eat, DaysFresh = 30, DaysTotallyRotten = 35, } If I'm not mistaken. And I could be very mistaken. O_O Most of you probably know how to do this, so if I'm doing it wrong, lemme know.
These kinds of personal-use tweaks you are more than welcome to make, without asking for permission. :3
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daorkboypl reacted to Kerilynne in Dried Fruits (and Veg!) by Basseri
******* DOWNLOAD LINK ******
**** Download can be found HERE ****
This mod allows you to take certain fruits and vegetables, some garden-grown and others fridge-found, and dry them out. Without all that moisture, I bet they'll keep on your shelf for a while...
What this mod does:
This mod lets you preserve most foods so they don't go spoiling on you...
What this mod adds:
Some custom recipes with sprites. Not a whole lot. Oh! And a drying rack. I guess you'll need that...
How this mod works:
It's pretty easy. Just put a certain amount of fruit/veg in your inventory, put the drying rack and a kitchen knife in your inventory... and you're good to go!! How much fruit/veg? I'm not telling. Play around! Most recipes are at least four, though.
Planned features:
Mod Loader compatibility! More dried items! Only allowed to dry items outside... (makes sense, right?) Any other ideas? How to install this mod for now:
Drag and drop the main folder into media > lua and you're set!! Any bugs?
Not that I'm aware of. It runs fine on my game after extensive testing. If there's a problem, let me know...
******* DOWNLOAD LINK ******
**** Download can be found HERE ****
Code by Kerilynne
Sprites and debugging by Bassair
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daorkboypl reacted to Dtrahan12 in Dried Fruits (and Veg!) by Basseri
Good work man! I really like this mod, I haven't found any noticeable bugs yet.
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daorkboypl reacted to RoboMat in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
I haven't seen the TV Show but read the comics so maybe that's why I feel it needs to be bigger:
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daorkboypl reacted to LeoIvanov in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
OVERHAULED, New version (Done by different forum member): http://theindiestone.com/forums/index.php/topic/16405-the-walking-dead-prison-map-now-on-steam-v12/
Here we go. I was waiting for it long enough, but nobody seemed to start making it so, I thought : "Why the hell not?".
Right now I'm working on the exterior look of the prison, will be adding interior details fairly soon.
Images of progress for older versions :
The prison is pretty much finished!
Download link (IWBUMS 32.17+) v3.3 (Mod support)
Screenshot :
link to screenshot on steam : http://steamcommunity.com/sharedfiles/filedetails/?id=467338783
Boring copyright bollocks v
PLEASE don't forget to make backups!
If you ever want to return to the old map and fully "delete" the prison, verify your game cache through steam.
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daorkboypl reacted to RoboMat in [MOD SUPPORT 32.17+] The Walking Dead Prison v3.3 (TV Show)
The cell blocks look a bit small, but other than that I can only say: "Fuck yeah".
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daorkboypl reacted to Ewok in My new traits suggestion
'Miss Out/Sloppy' and 'Overlook' would appear to duplicate a large part of what 'Lucky' and 'Unlucky' currently do.
The 'learning' ones have been discussed before - but that's not to say it's a bad idea. I support it, in fact.
'Toothless' seems a bit much to me, not a fan.
Very much in favour of a trait that changes the speed of weapon deterioration.
It seems so obvious that I'd be surprised if it's never come up before (can't check right now), but I do support it.
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daorkboypl reacted to BeastlyBean in Famous Last Words
"Man that was me, you !@#%@#!"
or
"No the other closet!"
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