false_chicken

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About false_chicken

  • Rank
    Disturbance in the Force
  • Birthday 01/04/91

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  • Gender
    Man
  • Interests
    Linux, Programming, Systems Administration, and Pizza.
  1. RELEASED: Build 30.12

    I thought about solar panels and such as well but came to realize that if the devs want to strive for realism they probably wouldn't add them. Mostly because it does take quite a bit of knowledge/equipment to set a system like that up. I was looking it up for some supplemental power for my home but found that its a pretty technical field and I wouldn't think most people would have the knowledge to work that out. I mean you can infer what to do with hammer and nails but electronic circuits and engineering are a whole other ball game. Its much more than just hooking a panel up to a battery. At least that's my opinion. You might be able to get away by adding some tech skill and books but I still wouldn't feel like that would be very realistic. I have an introduction textbook to electric circuits and its pretty damn thick and technical. I'd find it hard to believe you could find time to get through the book, find the panels, wires, deep cycle batteries, inverters, etc. and do all that while nearly starving in the apocalypse. Also batteries and panels break/wear and wouldn't be sustainable unless you had a constant supply of loot to replace/repair your system. Again just my humble opinion . I guess that is when proffessions kick in and you have the electronic profession to be able to do all that fancy stuff? That would solve the knowledge issue. Now the supply problem lol. (Well if you want to be realistic. You could just ignore that and make the batteries and equipment last forever.)
  2. RELEASED: Build 30.12

    I thought about solar panels and such as well but came to realize that if the devs want to strive for realism they probably wouldn't add them. Mostly because it does take quite a bit of knowledge/equipment to set a system like that up. I was looking it up for some supplemental power for my home but found that its a pretty technical field and I wouldn't think most people would have the knowledge to work that out. I mean you can infer what to do with hammer and nails but electronic circuits and engineering are a whole other ball game. Its much more than just hooking a panel up to a battery. At least that's my opinion. You might be able to get away by adding some tech skill and books but I still wouldn't feel like that would be very realistic. I have an introduction textbook to electric circuits and its pretty damn thick and technical. I'd find it hard to believe you could find time to get through the book, find the panels, wires, deep cycle batteries, inverters, etc. and do all that while nearly starving in the apocalypse. Also batteries and panels break/wear and wouldn't be sustainable unless you had a constant supply of loot to replace/repair your system. Again just my humble opinion .
  3. Where are the craftable furniture objects defined?

    That is a good idea but I would prefer to have batteries and flashlights still function.
  4. Where are the craftable furniture objects defined?

    Fantastic! Yeah that happens sometimes. Lol. Thanks!
  5. RELEASED: Build 30.12

    Is the controller an Xbox 360 controller? Have to checked the corresponding box in the settings? yah I did its that I plugged it in after I started the game thats all. Oh. Yeah thats a problem right now it seems. There is a bug report in the tracker but its a problem that cannot be fixed because of how JInput handles devices. http://theindiestone.com/forums/index.php/tracker/issue-1059-controllers-are-only-detected-at-launch-of-the-game/
  6. RELEASED: Build 30.12

    From what I have seen you should be able to add and remove upgrades at will if you have a screwdriver in your inventory and the upgrade fits on the gun. If not it is possibly a bug.
  7. RELEASED: Build 30.12

    Is the controller an Xbox 360 controller? Have to checked the corresponding box in the settings?
  8. Sleeping Bags! (Need some help with implementation)

    The bags look great! I hope to see this functional some day.
  9. Chicken's Lantern Mod

    Hello! This is my first mod release for PZ (Well any game actually...). Enjoy! Feedback/Bug reports are appreciated! Special thanks to forum user AnonPrime (http://theindiestone.com/forums/index.php/user/19537-anonprime/) for his tremendous help and insight on the ins and outs of PZ modding. This mod currently adds two lanterns to the game: - LED Lantern - Takes batteries. Lasts as long as the flashlight. - Gas Lantern - Takes gas (Petrol) and lasts about twice as long as the LED lantern. Uses a quarter of a can of gas to fill. Both are about as common as the flashlight. - Issues/Bugs - - The Gas Lantern cannot be refilled when it is not completely empty. - The Gas lantern cannot be refilled by a Gas Can that is less than 25% full. (Has a used delta of less than 0.25) - The icons are not all that great and are just a simple recolor of each other. I am terrible at art and welcome any submissions. - Mod Permissions - http://theindiestone.com/forums/index.php/topic/2530-mod-permissions/?p=36477 - Image Copyright Info - The icons and images used thus far are licensed under the Creative Commons Deed CC0 and can be found here: http://pixabay.com/en/lantern-light-oil-lamp-black-metal-151524/ ChickensLanternMod-v0.5.zip
  10. Trying to create a Flashlight clone.

    And after that change it is now working perfectly . Thanks again AnonPrime! Your help has been invaluable! I am going to clean this up a little and post it in the mod forum. Ill shoot you a link and if you want you can check it out. After all its pretty much entirely because of your help that I have been able to complete the mod. I walk away knowing quite a bit more than when I started. EDIT: Looks like we found the issue independently at about the same time xD. I simply removed the empty lantern. Its no longer necessary as it was a work around until I could get the batteries actually working as intended.
  11. Trying to create a Flashlight clone.

    This should fix the crashing, checking out the other stuff now Thanks again! Yep this did stop the crashing. And I can confirm that the infinite battery issue is present. I am trying to see what the Flashlight does differently. It seems to set its "Used Delta" to 0. I am trying to replicate this with the lantern but the code looks pretty much the same. I am a bit puzzled as to why its not operating in the same way. EDIT: Wait I think I found it! "if items:get(i):getType() == "Torch" then" Torch should totally be the lantern lol. Copy/Paste oversight.
  12. RELEASED: Build 30.12

    I really like the estimated healing time remaining suggestion. As well as some indication that you had already disinfected a wound. Its easy to remember if you disinfected the single wound but when a player is heavily wounded it can become unwieldy. EDIT: Maybe the wound can look dirty on the health panel and clean after you disinfect? Might be a bit more immersive than a text indication. I do like the visual idea better than just text. And you'd have to learn to pay attention to the image as well- if you're careful and thorough you're more likely to do everything right where if you're panicked or in a hurry it becomes easy to miss a few injuries. It's a more natural oops than not maintaining the list of disinfected injuries in your head. Addendum to my magically re-stitching wound: it did it again! I took off the dirty bandage off the scratch this morning to find a nicely sutured wound. (Did bleeding always make you track visible blood or is that new? It's been a while since I've had a bleeding wound until I started intentionally injuring myself, so I could have just not noticed it before. The floor of my first safehouse is very, very red. I can see bloodstained doctors' 'offices'/medics' in multiplayer. Do wish there was a way to clean it up though. It's unsanitary.) That's exactly what I was thinking. It would require you to actually pay attention to visual clues on your patient. More like a real doctor.
  13. Trying to create a Flashlight clone.

    Hmm. I appear to be causing an exception somewhere. I copied the required methods from recipecode.lua and added them to my own lanternUtils.lua and simply renamed the occurrences of "Torch" to "Lantern". Here is my recipe file: module Ledlantern{ recipe Insert Battery Into Lantern { destroy LEDLantern, destroy Battery, Result:LEDLantern, Time:30, OnTest:LanternBatteryInsert_TestIsValid, OnCreate:LanternBatteryInsert_OnCreate, } recipe Remove Battery From Lantern { keep LEDLantern, Result:Battery, Time:30, OnTest:LanternBatteryRemoval_TestIsValid, OnCreate:LanternBatteryRemoval_OnCreate, }}And here is my lanternUtils.lua: -- Return true if recipe is valid, false otherwisefunction LanternBatteryRemoval_TestIsValid (sourceItem, result) print("Battery Removal Test Entered"); return sourceItem:getUsedDelta() > 0;end-- When creating item in result box of crafting panel.function LanternBatteryRemoval_OnCreate(items, result, player) print("Battery Removal OnCreate Entered"); for i=0, items:size()-1 do -- we found the battery, we change his used delta according to the battery if items:get(i):getType() == "Torch" then result:setUsedDelta(items:get(i):getUsedDelta()); -- then we empty the torch used delta (his energy) items:get(i):setUsedDelta(0); end endend-- Return true if recipe is valid, false otherwisefunction LanternBatteryInsert_TestIsValid (sourceItem, result) return sourceItem:getUsedDelta() == 0; -- Only allow the battery inserting if the flashlight has battery left in it.end-- When creating item in result box of crafting panel.function LanternBatteryInsert_OnCreate(items, result, player) for i=0, items:size()-1 do -- we found the battery, we change his used delta according to the battery if items:get(i):getType() == "Battery" then result:setUsedDelta(items:get(i):getUsedDelta()); end endendAnd here is the resulting stack trace when I click "Remove Battery From Lantern": Battery Removal Test Entered <- Debug print statement.-------------------------------------------------------------attempted index: getTexture of non-table: null-----------------------------------------STACK TRACE-----------------------------------------function: addDynamicalContextMenu -- file: ISInventoryPaneContextMenu.lua line # 906function: createMenu -- file: ISInventoryPaneContextMenu.lua line # 459function: doContextOnJoypadSelected -- file: ISInventoryPane.lua line # 912function: onJoypadDown -- file: ISInventoryPage.lua line # 302function: onJoypadPressButton -- file: JoyPadSetup.lua line # 220function: onJoypadRenderTick -- file: JoyPadSetup.lua line # 477java.lang.RuntimeException: attempted index: getTexture of non-table: null at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1544) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:621) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:162) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1722) at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1667) at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53) at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81) at zombie.Lua.Event.trigger(Event.java:37) at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:64) at zombie.GameWindow.run(GameWindow.java:1184) at zombie.GameWindow.maina(GameWindow.java:999) at zombie.gameStates.MainScreenState.main(MainScreenState.java:150) at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method) at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57) at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43) at java.lang.reflect.Method.invoke(Method.java:606) at com.exe4j.runtime.LauncherEngine.launch(Unknown Source) at com.exe4j.runtime.WinLauncher.main(Unknown Source)Any suggestions? Thanks for all your help!
  14. RELEASED: Build 30.12

    I really like the estimated healing time remaining suggestion. As well as some indication that you had already disinfected a wound. Its easy to remember if you disinfected the single wound but when a player is heavily wounded it can become unwieldy. EDIT: Maybe the wound can look dirty on the health panel and clean after you disinfect? Might be a bit more immersive than a text indication.
  15. Trying to create a Flashlight clone.

    Hmmm.. That looks odd to me. I notice that TorchBatteryRemoval_OnCreate accepts some parameters it looks like? (items, result, and player) At least that's what my Java knowledge tells me. But when it is called from the recipe script it doesn't provide any input. Do you happen to know why that is? Where are those values being passed in coming from?