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thiosk

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Everything posted by thiosk

  1. Nice! THank you, I aim to take another look at some items this weekend. I have been working on what amounts to a revitalization of the literature mod that was popular back on build 29. The way that mod worked is that it added a module worth of items that replaced books. @turbotutone bug report Ive gotten the range feature to work once, i believe only in 1.0. Since then the range feature hasn't worked at all. I'd love to set random umber of pages for my books here but nothing seems to happen. Selecting all or selecting one only c hanges the range to the negative number above or NaN if valuetype=float
  2. @void the item distribution screen is a bit of a beast. I havn't fully tamed its wild ways. I think the way we're supposed to be doing large scale distribution changes is through some kind of lua script, because it does not appear to be straightforward to select a large range of items on the right hand side and add them. T The way I've currently been using the screen is to first search for a blank field in the top center, This will open up the distributions panel and enable its editing. Lets say you want to add flamethrower parts and you want it to appear with military stuff. I would then input HamRadio1 into the search field and the distributions would then open up a range of items. You then in the right panel search "flamethrower" then drag it to the right fields. Ham radio 1 shows up in 15 different distribution spots or so, so you have to add flamethrower to all 15 of those. The search field isolates them all for you nicely. The problems are: 1) when yo udrag the items from the right panel into the appropriate field, the searched term loses focus and the tree collapses except current branch. So you cant simply drop the item you want into the 15 lines and set the abundance all at once, you have to drag, search drag search drag search drag search until you have matched all the locatations you wanted to distribute to. This is a real drag if you have created a table of 250 items because you can't process in bulk as near as I'm aware. Hope my comments help
  3. i can't say ive used it in a lonnng time. Farmings been changed so to require WAY less maintenance, such that I water crops probably twice over their whole lifecycle and rain does the rest, usually.
  4. thiosk

    Under the Hood

    sounds like pileups/snarls to me. but theres no reason that properhighways wouldnt grow in with more mapping
  5. This program is terrific. Once I learned the software it opened up modding to me. My whole problem is syntax. I don't know what any of the functions are named or how to deploy them. This software totally eliminates that hurdle and lets the creativity come out instead. 10 points. Question. I want to stop a stock item from appearing in the world because i've replaced it with items created through Itemzed. Is there a way to do that in my pure "itemzed" mod or do I have to expand my knowledge base further? FURTHER QUESTION: Lets say I have 300 new items that I have to set up distributions for. Is it possible to categorize them all as a particular class, do the distributions based on that class (so each roll of that class would then pick one of the particular items that falls under the category) Basically, I'm creating a collectables mod, and I want to set up distributions for the collectables, but then extending the list of collectables means i have to add every one to all the distributions again. I would like shelves to have the chance to spawn 1 of any collectable, not have X number of chances to spawn Y number of items, all of which might be collectables in the list. Do you see what i'm getting at? Its tricky.
  6. Hi all, Despite quite a bit of computer experience and time in PZ, i'm not really a modder, and never took to programming. That said, with the advent of the itemzed tool and a little spit and polish with the tutorials, I figure I should be able to get items in the game sometime this weekend. I'm going to blather on a bit about my project, and I'd be happy to field C&C or indicators of problems in scope, whatever. My project is to modify books, replacing the "book" consumable with a variety of different titles and page lengths and get the distribution and ratios set. The initial concept is to make regular books function like skill books, with different titles and page numbers. Thus once a player has read a title, they are driven to locate a novel book to continue the game. I see this tying into an overhaul of the boredom system, making books and other old media (CDs and mixtapes) a late game factor driving exploration and raiding, and community libraries, but I digress. For now, I want a way to easily create the content and get them distributed into the worlds, and then hopefully being able to simply expand the number of book items to create more books that could pop up in the world, using the distribution edit features to create some that tend to be found only in libraries. I have a key question for the scope of this attempt. It appears to be straightforward to add pages from skillbooks to regular books. But I don't know how thats actually going to work in the wild, because skillbooks train a skill. I can leave that function off in itemzed, but I wondered whether there need to be a commensurate but hidden "skill trained" variable-- creating a ghost skill level tree that gets progressed as the player reads books? Ultimately, I figure I can hack that into an achievements screen somewhere that imitates progression in the regular skill tree but is collectible related, but now you see the scope of my project will grow way outside my experience limits. For now, I really just want to remove the old book item and replace it from an expandable selection of titles, but require that each be read cover to cover to obtain any benefit.
  7. The trick is right click to use. The reason for this is the sheer number of people who were falling out of windows and over railings because of the e button. I've been caught by hordes i was burning before, or bitten from a quiet zed in a closet, but most of my deaths are from falling. The disable of climb on the second floor has therefore been a huge help. I think theres a way to force E climb but I'm not sure if thats legit. edit oh oops
  8. ill come out against a tile based inventory. too many items, too complicated. it might be workable to have a tile based equipment screen, especially when we get helmets and hats armor and magic dragon summoning necklaces, but that would be too much stuff to click around on, in my opinion. What I'd really like to see is an auto-sort-auto-store feature, where you can dump all the random stuff you find into a big bin, and it sort of sorts itself out into a range of containers by type or purpose.
  9. Heres one for you! One thing I despise is stir fry. Fill a pan with veggies and "cook" I can see that for roasted vegetables, but then theres no difference between stir fry and roasted veggies except for container. New concept: add Cooking Oil the same way as you use rice or pasta, except it goes into frying pans. This provides a small shot of calories for fat in a nonperishable way but still providing a reason to loot houses and stores ever further away for oil even after you have a farming community established. Personally, I'd go so far as to say cooking veggies in stir fry without oil should instantly burn, but thats just me. I think it would be cool!
  10. Oh but it does! From googling it: Unopened, commercially produced mayonnaise is almost indefinitely shelf stable. Once opened and refrigerated, it may remain safe to consume for two to three months beyond its "purchase by" date. Its color and flavor, however, may degrade and become unpalatable.
  11. Full jars of mayo should remain fresh indefinitely. perishable at normal rate once opened and with effective refrigeration. Theres probably a few items like this. I think it would make mayo a high value early game hoarding item for lategame consumption with prepared sliced bread.
  12. I can't wait to explore new towns!
  13. 281: CTRL+A should select all items in the inventory 282: canned evaporated milk makes baking a mid-game possibility
  14. seriously broccoli and cabbage, no onion, no salt, no pepper -10 boredom -10 happiness Salt should make it -2 boredom. pepper should make it +4. Onion should make it + 10. I don't care how expertly you slice those veggies its still bowl of raw vegetable matter. this suggestion is hard to apply globally but i think we can do it
  15. Canned milk is really common. perfect in a pinch for cooking and coffee. My suggestion is to add evaporated milk and sweetned condensed milk as canned nonperishable items. This would allow cakes to be prepared even after the power goes out. The function would be that canned milk could substitute regular in the recipe, and sweetened condensed milk would substitute SUGAR+MILK in the evolved recipes. In my current game I was able to concoct 4 cake batters (4!). Thats a LOT of looting with a huge priority on milk. edit: and come to think of it, powdered milk as well. A baker's home or bakery would be expected to have a lot of regular milk, canned, and powdered milks. suggested distribution: high at bakery, low-med at supermarket, low at small markets, rare in homes unless "a baker's house"?
  16. truer words have not been spoken
  17. The sound wasn't the heavy breathing sound effect exactly, it was like the first 1/2 second of it played on an infinite loop at maximum volume. The heavy breathing is still in.
  18. Something may have happened to the volume of meta events on zombies. I've been having gunshots go off and the zeds just remained motionless.
  19. 33.8 seems better so far. However, a minor sound issue cropped up after converting a modded game (running the pheonix community map) I fought zombies until High Exertion, and then something happened to the sound-- the player char. seems to be making the "high exerted" panting/grunt sound on a loop. I've tried exiting the game, and it did not improve. You can end the sound loop by resting adequately, but it will return next time you get to high exertion. I am happy to submit a savegame to explore the situation.
  20. so this is like really cool. this version was the first one where i really got the sounds. The house creaking and boards banging in the wind were so loud, I could tell the system had gone some gritty adjustments, but I have to say the ambiance is really changed with having these sounds. I like the idea of very noisy storms and the rather loud animal life is really great-- you want to capture those "SHUT UP, BIRD!" feelings. Gunfire should silence birds in the cell for a few hours. I am though looking forward to the next revision, its hard to play the new sound system for long with the current volume settings.
  21. No one in kentucky knows how to cook. "Down home" cooking is code for "fat, salt, and more fat"
  22. Hi I just wanted to say; Thanks! I'm going to load this one up, because inventory management makes me wonky,
  23. It should happen after a scare too
  24. As a public service announcement, I just have to say, live bait in vending machines isn't wierd when you grow up in the midwest. I think the apple product vending at airports is weirder. You see, most of the hardcore people who use live bait are doing their fishing in the wee hours. They like to get started at 4 am or so. Now this means you can get your bait the day before, possibly stored in poor conditions, or wait til the shops open. Who wants to open a damn bait shop at 4 am? The vending machines solve this. The shops load the machine at night, and the unit keeps the bait at the ideal temperature regardless of the outside temp. Drive up at 3:45 and you're at the lake at 4. If you need to bring em back in, the owner just pops the door open and pulls the containers back inside. Its a fancy climate control unit, kinda like a bait hotel, that needs constant upkeep and maintenance and reloading with fresh bait.
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