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false_chicken

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Everything posted by false_chicken

  1. 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. 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. That is a point I've never considered. The property defense consequences of disabling PVP.
  4. Nice! Do player made structures protect you from rain yet? I remember when multiplayer was in its early days it didn't seem to.
  5. I can understand that. I would have my server with safety enabled and displayed for all users with it off. Then you would at least know if anyone has it off that they are dangerous and you may want to shoot first. I don't like the idea of being able to see it for RP sake but its a necessity to prevent the kill on sight nature that is like a cancer in games of this genre.
  6. I am looking to host semi RP server here in the near future. I enjoy them as well but trolls can be difficult to deal with. I had a hell of a nightmare dealing with cheaters/trolls on my Unturned survival server. So much so that I shut it down until 3.0 gets to a level of content on par with 2.0 (Plus its VAC sealed and actually has a way to ban people on dedicated servers.).
  7. That is a good idea but I would prefer to have batteries and flashlights still function.
  8. Fantastic! Yeah that happens sometimes. Lol. Thanks!
  9. 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/
  10. 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.
  11. Is the controller an Xbox 360 controller? Have to checked the corresponding box in the settings?
  12. The bags look great! I hope to see this functional some day.
  13. 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
  14. 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.
  15. 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.
  16. 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.
  17. 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!
  18. 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.
  19. 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?
  20. My server also had the "loud beeping" problem (Just about 10 minutes ago) and we had to hard reset everything. All our data was corrupted and no one could join without red text saying that an error has occurred. If your server dies like this we'd like to see any error messages in the console. Although, the loud beeping sounds like hardware failure or overheating. Or running out of memory messing up the sound system somehow? Yeah I would have reported a bug but didn't save the console output. And this happened to all three people on my server. So I don't think its a hardware issue. The two other players heard it while odd zombie behavior and odd world corruption was happening. Then they logged off to let me restart to see if that fixed it. When I joined I was greeted by red text saying an unknown error has occurred and what sounded like two sets of three sequential beeps. They then deleted their saves and I had to hard reset my server. I however did not delete my local save and after the hard reset I still had my character and all his possessions. The safe house I was in however reset (Most likely due to the server reset). So as it turns out the local files where fine. Server side messed up somehow. I wish I had more info. We where using build 30.5 at the time.
  21. Ah there it is! Idk how I would have managed to miss looking into a file with that name >_>. Seems obvious now. Thanks! I'm gonna start adding this now.
  22. Oh and thanks for actually going through the work and testing that EnigmaGrey. I didn't expect that. Above and beyond good sir. Eh, had my own results to work towards, too. Behold, the levitating compost bin: I wonder if it'd be easier just to make a light source, as this does, rather than try to have a lamppost that doesn't require power? IsoWorld.instance.CurrentCell.getLamppostPositions().add(new IsoLightSource((int)owner.x, (int)owner.y, (int)owner.z, 0.8F * invAmb, 0.8F * invAmb, 0.6F * invAmb, 18, 6));That seems like a possible solution for me. I may need to read up on some more modding information. That looks like Java and I am not too bad at it but I do not have much context for that piece of code. I am also fuzzy on the connection between Java and Lua. I am not too sure how to go about calling that from Lua. EDIT: Some examples from your code would probably be infinitely helpful.
  23. Thanks for the info! Anon again to the rescue lol. But I have already made the item itself, defined its recipes and added it to the loot table. The issue comes in with adding and removing batteries. Right now I have it setup with two different items, Empty LED Lantern and LED Lantern with a recipe to turn the empty lantern into a "full" regular LED Lantern using a battery. The problem comes in when I want to remove the battery. Right now the battery is destroyed when crafting a new LED Lantern and the lantern just loses power and becomes an Empty LED Lantern when depleted. It doesnt "use" the battery like the flashlight does. Here are my scripts: fc_ll_items.txt: module Ledlantern{ item LEDLantern { LightDistance = 5, Weight = 1.6, ReplaceOnDeplete = emptyLEDLantern, Type = Drainable, TorchCone = FALSE, UseDelta = 0.0009, LightStrength = 0.8, DisplayName = LED Lantern, ActivatedItem = TRUE, Icon = ledlantern, } item emptyLEDLantern { Weight = 1, Type = Normal, DisplayName = Empty LED Lantern, Icon = ledlantern, }}fc_ll_recipes.txt: module Ledlantern{ recipe Insert Battery Into Lantern { destroy Battery, destroy emptyLEDLantern, Result:LEDLantern, Time:30.0, }}As opposed to the recipe for the adding and removing batteries from the vanilla flashlight which looks like this: recipe Remove Battery { keep Torch, Result:Battery, Time:30, OnTest:TorchBatteryRemoval_TestIsValid, OnCreate:TorchBatteryRemoval_OnCreate, } recipe Insert Battery { destroy Torch, destroy Battery, Result:Torch, Time:30, OnTest:TorchBatteryInsert_TestIsValid, OnCreate:TorchBatteryInsert_OnCreate, }I see that those look like LUA functions at the bottom but do not know what they do or where they are or if I can reuse them for my own recipes. EDIT: I could have just done exactly what the vanilla flashlight does and just spawn a battery when removing it from the light but then you would just get a full battery. That's exploitable. You could use the lantern until its about dead then get a fresh battery from it. An obvious problem lol. I am unclear about how the flashlight actually gets and sets the battery state.
  24. Ice Cream Soup! Professor: "Fry can't know anything about the mission, if he finds out, the worms will try to defend themselves. They know everything he knows." Bender: "they know how to make ice cream soup?"
  25. This doesn't help people who need builds older than setting this up but I setup a local git repository that I commit to every update. It allows me to switch versions at will. Also useful for tracking file modifications to get an idea of some of the changes before they are posted . Id recommend it if switching versions is your thing. But know that newer versions may update your save to a newer format and it may no longer work in older versions.
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