thiosk

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About thiosk

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    Freakish Hybrid of Drum and Eyes

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  1. This may pop up with "more clothes" after the animation update, but 758 Items can be equipped on the person - "key ring, watch, etc." thereby not cluttering up the inventory screen
  2. thiosk

    Towel and Dishtowel as Fuel

    Im hoping that clothing cleanliness impacts relationships with NPCs. Gotta have clean underwear if you ever want to settle down with a nice girl that doesn't want to eat your brains.
  3. RESOLVED Ok I figured it out. 1. MayonnaiseFull=1 is insufficient. You need the module too, and for some reason, mayo is in the farming module, so the RESULT line should read: farming.MayonnaiseFull=1 2. You do not need the LUA. I suspect that was needed in earlier builds when you wanted to spawn multiple items or something. Now on to making powdered milk work.
  4. Hello All, I'm using ItemZED to work on an item mod. The idea is that an unopened bottle of mayo is shelf stable and found on grocery shelves, and can then be opened to give a full, perishable bottle of standard mayo. this enables good sammies later in the game. First, heres the candypackage and recipe i'm imitating ' However, the LuaCode for the candy package using the OnCreate (string) line does not seem to correspond to what happens in game. In game, you create the lollipops. However, the luacode called by oncreate shows the following, and does not create mint candy. function OpenCandyPackage_OnCreate(items, result, player) player:getInventory():AddItem("Base.MintCandy"); player:getInventory():AddItem("Base.MintCandy"); player:getInventory():AddItem("Base.MintCandy"); player:getInventory():AddItem("Base.MintCandy"); player:getInventory():AddItem("Base.MintCandy"); player:getInventory():AddItem("Base.MintCandy"); end I've tried my own codes, with and without the functions. my function: function OpenMayoPackage_OnCreate(items, result, player) player:getInventory():AddItem("Base.MayonnaiseFull"); end and heres my item currently. I've had the corresponding oncreate line in there too, but it didn't seem to do anything. I get the correct context, but no MayonnaiseFull is created when I execute the recipe.
  5. thiosk

    RELEASED: Vehicle Test 41

    I didn't note in my original quickie post that this was on a CONVERTED game. As near as I can tell, anything with a closable trunk has become inaccessible after updating the world to 34.1. Normally I'd just grin and bear it and play with pickup trucks, but I had 25 gas cans in step vans when I converted. My only option now is to wreck the trunk and then drive around to drop the items on the ground. too tedious
  6. thiosk

    RELEASED: Vehicle Test 41

    34.1 bleeding quick healing: if you acquire a bleeding scratch, you can bandage it, and then when the bleeding stops, the wound will be fully healed when you remove the bandage.
  7. thiosk

    RELEASED: Vehicle Test 41

  8. thiosk

    RELEASED: Vehicle Test 41

    34.1: Van trunks appear to be not accessible with or without the key, or with or without popping the trunk.
  9. thiosk

    RELEASED: Vehicle Test 41

    that looks like a bingo solution.
  10. thiosk

    RELEASED: Vehicle Test 41

    There are a few odd places where the graphics drawing order still seems a little "squidgy." heres one at mccoy where the girders are not drawn correctly. Also, i've noticed that some windows don't give the "add sheet" functionality from inside- you have to navigate to outside the building and add the curtains there. not sure what causes that.
  11. thiosk

    RELEASED: Vehicle Test 41

    I've noticed far fewer locked cars in build 30. This seems strange. Also, for a first-day event, WAY too many cars are out of gas. Pristine cars under awnings or in the bank parkinglot? siphoned dry. This makes sense for six months later, but on day one most of the cars might be expected to have some gas, as the gas stations still work... I don't mind that half the cars have crappy tires and are on a quarter tank because its kentucky, and believe me my car was crappy, but it did always have at least a quarter tank.
  12. thiosk

    Groggy Moodle(sleep quality)

    I think deeper moodles are totally something that can be done. Tying it to shortsighted/hearing is an interesting way to make things manifest. I look forward to the stress moodle being tied more in game too- especially to the sounds of zed, so if you're really stressed out, you start hearing shit...
  13. thiosk

    RELEASED: Vehicle Test 41

    seriously yep this is so much wilder. I love the ideas of car/house alarms being insane in the early days. I've abandoned three homes on the first night. I AM having a couple weird problems though. Gas canisters started filling funny. Something goes "off" and then you mostly get 0% gas cans. Sometimes picking a different pump can help. I closed to main menu and reloaded, same behavior. I closed the game and it crashed. I restarted and reloaded the game and it ran really choppy.
  14. thiosk

    The Modders Wishlist

    @Connall oh wow what a great idea. I have been doing item mods using itemzed. I would love it if the following could be implemented for the replaceonuse function: ReplaceOnUse = self The specific case is mostly for the less moddery like me to do more elaborate mods. While it is feasible to call a ReplaceOnUse and put in the item name, this can become tedious if you want to make hundreds of items have this behavior and dont do a lot of lua scripting. If you just have replace on use self you can set it trivially to lots of items in itemzed. For a matter of scale, I am implementing 1000 items in itemzed and its just not manageable.
  15. thiosk

    Add small things to main map

    If I understood this week's thursdoid correctly, many little details will be added to the maps between all the main towns in next iwbums! @brex I think ultimately the erosion system can make this possible. If we had "eroded" furniture sprites, you could over time have a real beat up patched up look to all tiles. There were some conversations back here with @Rekkie @Margera If the local environment could have some effect, that would be cool too. For example. if zombies are standing around, scratch-ugly-dirty erosion. If its survivors, that causes garbage and decoration and a "repaired" look. But i love the idea that if you find a little house that hasn't been touched or opened since the game started, it would be beautiful and you can move in.