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  1. When creating a method for the player to craft their own ammunition, it should ideally be implemented in a way that avoids the ability to create an excess of disposable ammo while also not making a firearm totally useless for the rest of a run once you've expanded your entire reserve of that gun's specific caliber. This ammo problem caused me to think back to an ammo crafting system that I felt was reasonably in-depth, but lacked any incentive to interact with in actual gameplay - the one implemented in Fallout 3 and Fallout: New Vegas. In FNV, each gun uses ammo on a per-caliber basis, meaning you could have an excess of 9mm bullets, but still be lacking in fresh .45 ACP rounds for your favorite pistol. In these situations where the player holds an excess of ammo that fits the gun type they use, but not the caliber, the ammo crafting system comes into play. The system itself is based on a handful of rules: Upon firing a weapon, a casing matching the fired weapon's caliber may be deposited into the player's inventory. All ammunition can be disassembled to obtain gunpowder, casings, lead, and a primer specific to a weapon's type (rifle, pistol, shotgun, etc.) Ammunition components can be recombined at a specific workstation using these 4 main components to convert ammo of one type into another caliber. These three rules form a system wherein the player is given a small amount of freedom to sacrifice ammo that is useless to them in order to create new ammo for the gun they actually need, while also barring the player from making any unbalanced trades (such as converting 9mm pistol ammo to M16 rounds), since the new ammo will require a primer that fits the gun it's designed for; This keeps ammunition as a reasonably scarce and quickly consumable resource. I believe that this system could be expanded upon and tweaked to fit into Project Zomboid's overall crafting system as a new "conversion" category, allowing ammo to be recycled if a player has a sufficient skill in reloading. This would logically give reloading more of an effect on the gameplay outside of pure gunfights while also giving more options to level the skill besides sitting on the floor and loading magazines on repeat. Players in a survivor group would be able to find use in gun skills even after a large sum of ammo is expended, since players built around reloading would logically be proficient in recycling spare ammo. Additionally, a player proficient in metalwork would be able to melt down excess calibers (and some musical instruments) to be reforged into shiny, brand new casings (provided the proper tools to do so). So even if the local M16 purist in your party tosses all of the valuable 32. casings in your storage, you can still logically replace them so long as you're willing to put in a decent amount of effort. Looting runs with the goal of obtaining firearms would also become more varied as a result - you could raid a police station or military base for new assault rifle rounds, or you could play it safe and loot some garages or warehouses for spare containers of gunpowder and primers for later recycling, re-using the casings you've already spent or foraging around local firing ranges for new ones.
  2. I noticed very oddly that a lot of the border fences and walls in Project Zomboid are missing a gate like here in the Riverside Junkyard: I think there should already be one built in because it doesn't make sense to make a border of some sort and then just leave in this gap to get in and out without closing it with a gate. I mean there are some prebuilt gates on the one at the Louisville Military Checkpoint like so: It'd be more appropriate for gates to be built where they realistically should also the player wouldn't have to fill them in on their own.
  3. There should be an option to plant pipe bombs inside of a car in order to make a car bomb. Imagine if you are bitten and desire to take out as many zombies as you can so you drive to a horde at maximum speed and blow them up. Detonator could be set with a clock, remote or on impact
  4. It would be cool if had the ability to combine satchels with pipe bombs in order to create satchel charges. Satchel charge would have been a great tool blow up walls and giant zombies hordes
  5. As a carpenter or metalworker you should be able to build guard towers. Like imagine you're a level 10 carpenter and you want to build something to stand high up in to watch over your base or even shoot from it in an emergency. Well this is where the guard tower comes in. It would require level 10 carpentry for wood users and level 10 metal working for metal users. It would require a ton of materials like if you use wood it could take like 20 planks, and 100 nails. If you use metal like at least 20 metal sheets and 4 propane tanks. You could go up to the tower via staircase or a ladder (should useable ladders be implemented). Then when you get to the top you can attach a sheet rope for an emergency escape! Okay so what are the drawbacks of these guard towers besides requiring a ton of materials as well as a maximum level of carpentry or metal working? Well here's where things get drastic and action packed! If the zombies (or hostile players or NPCs) bang on a guard tower enough it comes toppling over or crashing down! I imagine the guard towers would be rather high. So if the player is in a guard tower while it gets destroyed they're falling down HARD. I was thinking the materials could crush the player in addition to them getting broken bones. Of course that's if they even survive. If they don't topping guard towers could spell instant death for the player inside of them! So if the undead or some survivors with an attitude problem start knocking on your guard tower take care of them quick, otherwise THIS IS HOW YOU DIED.
  6. Build 42 is coming, and at the time of writing the latest Thurstoid, Snack Attack has opened our eyes to some exciting new possibilities that will come with the Crafting Overhaul. So I would like us to have this space to discuss how the modding scene could implement the so called "Machine Scripting System" in ways that stray away from traditional crafting stations. Like the Vending Machines that are coming to the vanilla game. I would like to number some characteristics that the machines seem will able to get with the information we've been given. The machines can be multiple tiles in size They can make the character perform different animations depending of the process taking place Could make your character execute an animation by pressing a button, or successfully achieving something when using them Transformation/Interchange of an Item for a different one Buttons and input of codes to get the desired outcome Storing items inside of them (an inventory) Processing a transaction over a lapse of time Having different pieces than can be taken out of them, repaired, or upgraded Being able to navigate through different sections, and display custom pictures and animations Having designated slots for items We can interact with them using specific Keys to unlock certain sections The machines will be able to connect with one another in some way Probably will have the capacity to play specific sounds upon completion of something or when pressing a button The Machine Interface will likely be able to be used by Items as well I will now mention some general ideas of ways to use the system based of what we know of it so far: Keypads and anything that uses a numerical combination to produce an outcome. Containers with a limited amount of slots for placing items in then. Tiles from which you can take pieces without dissembling them. Segmented Containers, a single container being able to have different inventories, each of which could be individually locked by a key or other item. Containers that display a special graphical theme. Navigation inside containers, they could have a welcome screen, and submenus. Containers with hidden compartments, only accesible by placing a specific item in a slot, or by pushing a secret button. Puzzles that require you to find a certain item or to press buttons in a specific order, with different outcomes. Interactive displays, (rearrange the order of pictures in a board, or change the priority of a list written in wooden planks perhaps?) Tiles than can show pictures, not unlike the way items can at the moment, but also animations. Minigames perhaps? (I'm sure they have been contemplated). Does anything in particular come to your mind now?
  7. I would like to suggest with the upcoming b42 and the new crafting system an assemble system for the works stations, basically a new system of build the stations not the classic 2 stone 3 planks and 2 nails to build a full equipped station, pz is a very close real surviving games so keep it like that please! i suggest a system where u have to find piece of a work station and then craft the station an example a blacksmith station will need and anvil a log to keep it ,a table ,some tools a furnace, maybe u can even make the furnace with other elements or find one!, And whe u have all of those elements u can build it , a ammo craft station so u'll need a table a press for the ammo caliber and the molds ok let's go find those elements and after u can build it. Maybe even the tools u use, lose condition with every use and so u need to keep your inventory refurbished of tools, an hammer don't last forever. Please i ask please don't make this game another low level craft survival
  8. It'd be really good if you could have the gates and garage doors in the game be remote controlled. Like if you could find a garage door opener for a house and use that to open the door for it. Also for gates it'd be cool to find the remote for those too. As for player built gates it'd be cool to make a remote control to open them. You'd probably need a high electrical skill to do it in addition to the carpentry or metalworking skill to make the gate. Remotes could be built from electronic scrap or found in the game world. This whole thing would not only make getting in and out of gates more convenient but safer too since you wouldn't have to get out of the car and expose yourself to the zombies to open the gate. Heck, if you're on foot you could even open and close the gate faster than manually. Anyways I was thinking there could be menu system for the gate when you have the remote equipped when you press "v". Similar with the garage remotes.
  9. What if in the game you could make official firearms (including ammo) as opposed to makeshift zip guns? I was thinking the player could come across some houses with machinery used to make firearms and ammo. Basically an at home workshop for guns. They existed back then in 1993 as well as today in real life so it would be fitting to come across a house with a workshop for guns and ammo the player could use. The player could have a gunsmith occupation to make use of the machines more readily with the right skill level than with other occupations. The player would have to get resources to put into the machines to make the guns and ammo such as steel wood and smokeless powder. Then the player would put the materials in each machine and progress turn them into guns and ammo until they were finished. Such machines would include drill presses, milling machines, lathes, stampers, etc. The player could also come across gun factories to use to make guns and ammo as well as use the already finished inventory of them. You can't always find a nearby gun store or police station and looting cars, homes, dead bodies as well as zombies for guns and ammo usually doesn't yield much not to mention it's tedious. That's why as a survivor it makes sense to make your own guns and ammo!
  10. It would be really helpful if the objects we select to disassemble would be highlighted (and correctly named also!!) because it just sucks that everytime I disassemble a fence in an upper level of my base I risk falling down because it could also be the floor I'm standing on that I'm taking apart. Even it actually is a fence I start tearing down I can't be sure it's the correct one until I finished breaking it, and that is really annoying.
  11. The way the formula that calculates the final condition for a spear with an additional weapon attached to it is causing unintended behavior. Spears with attachments never receive full condition upon crafting even if both weapons used in the crafting are in full condition. The highest amount of durability received is usually about half of the maximum even when both weapons used to craft it are in maximum condition themselves. The culprit are the following lines inside recipecode.lua: The problem is that the base crafted spear has a lower maximum condition than all of the spears with attachments, the same being also true for many of the blades used, yet the formula uses direct additions and subtractions instead of ratios. The ideal solution would be instead to take the proportion of the condition of the spear in relation to it's max condition [conditionMax = items:get(i):getCondition() / items:get(i):getConditionMax()], then do the same for the blade [conditionMax = conditionMax - math.abs( items:get(i):getCondition() / items:get(i):getConditionMax() - 1 )] and use the result to multiply for the maximum condition of the final spear [conditionMax = result:getConditionMax() * conditionMax] in order not to have inconsistencies while converting between different maximum conditions.
  12. Is it somewhat realistic? Having more crafting ocupations specialized for diffrent tasks is realistic. We know u plan to give us blacksmith that will probably make metal melee weapons and armors meaby arrowheads but is not specialized in gunsmithing to make ammo or simple black powder guns. Does it fit with the spirit of PZ? A lot of ppl know how to make black powder or have that type of gun as museum exponate at home. Would it make the game too easy? Depends. Black powder can get easly wet it do lot of smoke around and its not easy to find stuff to make gunpowder or blackpowder. Would it require rewriting the entire game (like changing the camera view, for instance) Meaby some more models. Would it add enough to the gameplay that it would be worth taking the time to add? Well it depends how u play. There are gunnuts that love historical weapons like muskets from american civil war and lots of guns, suits or even bagnets are in museums or at homes. Would it be found in Muldraugh, Kentucky common enough to be added? Yes there are Frazier History Museum and Kentucky Historical Society | Kentucky Military History Museum For zombies: Does it fit at least somewhat into Romero/Brooks zombie lore (the basis for 'proper' zombies)? Yep
  13. I published my fist release of 'ST Survival Tailor' to the Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2755409154 I know there are already a few other tailoring mods that do some similar things, but I did not feel they were balanced especially how much thread you get from them. I've add some custom bags you can craft as well as most of the general material recipes you might need to improve tailoring. My hope for this mod is to make tailoring a worthwhile skill and add in more functionality as I progress. I would also like some feedback on how the items and recipes are balanced. I'm trying to keep the balance close to vanilla and not create items that are too good for an Apocalypse run. The Large Utility Pack and Utility Satchel are nice items, but you can only craft them once you get to skill 3 and 5. MOD Details: Craftable items: + Crude Backpack - Requires Tailoring 0 - Weight=1.5, Cap=16, Reduction = 50 - Equipable on back and hands - Uses custom icon and texture + Utility Pack Small - Requires Tailoring 1 - Weight=0.2, Cap=2, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Denim Backpack - Requires Tailoring 2 - Weight=0.8, Cap=18, Reduction = 75 - Equipable on back and hands - Uses vanilla blue school bag icon/texture + Utility Pack Large - Requires Tailoring 3 - Weight=0.5, Cap=5, Reduction = 75 - Equipable in fanny pack slots - Uses custom icon + Utility Satchel - can be equipped with backpack - Requires Tailoring 5 - Weight=0.5, Cap=15, Reduction = 75 - Equipable only on fanny pack back slot - Uses vanilla satchel icon/texture Material recipes: + Salvage Ripped Sheets (for Thread) -Takes 5 Ripped Sheets, requires one tool: Paperclip/Tweezers/Needle/Suture Needle -Creates Thread (Results based on Tailoring skill) -Each ripped sheet can generate 2 thread units, with a possible 10 units = single full Thread spool + Salvage Denin Strips (for Thread) -Similar to Salvage Ripped Sheets, but takes Denim Strips + Twist Thread into Twine + Unravel Twine + Twist Twine into Rope + Unravel Rope + Craft Sheet Rope + Salvage Sheet Rope + Craft Sheet + Craft Tarp Planned recipes (but not implemented) + Merge Thread - Working, but somewhat basic. Craft for all and move char to stop + Craft Pillow + Salvage Pillow Workshop ID: 2755409154 Mod ID: stSurvTlr
  14. I earlier already played around with modding, but this is the first one I actually released! The idea is simple, you read a magazine and get three different recipes to craft spare engine parts for repairs. Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2744114761
  15. Twine should be craftable. Yes, would take skill (foraging? and/or a crafting recipe?) and time, but still. This would require stripping long fibers from a suitable source, such as trees and other plants. Branches and logs would be a source, perhaps giving a random amount of fibers and destroying the resource in the process. Second, the fibers need to be soaked in water for several days ("retting"), and then dried (ie. kept in warm enough conditions). Lastly, they're twisted and tied together to make twine. All in all, quite a bit of time and effort involved, but this would make a basic resource renewable in MP and make a wilderness base more viable.
  16. Greetings, i'm a newcomer that became marveled at the potential of this game, so i came to leave some suggestion that i got from another game of the fantasy life genre, don't worry i won't add the fantasy elements but it might be too medieval along with some of my own, i also have suggestions like complementary/hybrid skills and some NPC concepts. Quality: Materials having different types of quality, an item, gear or object crafted will have it's effectivenes durability, boosted by 5% if it's crafted with the best materials Handicraft: Being the maintenance of the crafting skills, slightly increase the damage for crafted weapons, slightly increse defense and protection for clothes/armor/shields, slightly durability increase for everything crafted 5% at level 10 Carpentry: Slightly increase the damage for crafted weapons, slightly durability increase for everything crafted 5% at level 10 -Being able to craft: weaving loom, spinning wheel, rolling pin, potion concoction kit, wood sandals, fishing rod (crafted v2), lamps, googles, wood stocks, arrows, bolts. -Adding average wood, fine wood, finest wood Blacksmith: slightly increase the damage for crafted weapons, slightly defense and protection increase for clothes/armor/shields, slight durability increase, slightly heat resistance increase 5% at level 10 -Being able to craft: weeding hoe, sickle, leather/chain dog collar, hatchet, axe, wool shearing blade, blacksmith hammer, shield, helmets, bangles, gloves, gauntlets, boots, greaves, furnace, anvil, spear, wires, thin wires, swords, armor, maces, axes, katana level 10, high damage rate, low durability. -Shield: Buckler, kite shield, heater shield. -Being able to melt busted guns, blades, armor, gear and metalic junk into ingots to recycle them. -Being able to craft iron ingots, turn iron into steel, along with being able to craft copper ingots and turn copper into bronze. -Being able to craft rifle and shotgun canons Bundle of arrow heads, bundle of bolt heads: -Blunt heads: Being able to break bones -Thin head: Higher chance of penetration/cause deep wounds -Jagged head: Cause gaping wounds/high bleeding. -Being able to coat arrows with poison. Heavy armor: Their quality would be, cheap, light, chain mail, regular and plate, parry this you filthy casual depending on the tier it will give high to highest scratch/bite/wind defense, 5%-10% movement decrease, almost no insulation on extreme climates but good insulation against cold since they'll require leather, on more regular climate it will make you sweat relatively easily, it would overload you even at strenght 4 at strenght 10 you would be able to carry it, a 1-handed weapon and a shield or a 2-handed weapon, a few rations, a few healing items and nothing else, even a backpack would be too much, it would drain your stamina by just wearing it for a few minutes at physique level 3 at level 10 you can keep going for a few hours before you start to get tired if you're wearing full plate armor, the lower the tier the less taxing it is, but the less protection and durability it haves. Melee weapons: The variety will be fairly expanded -Swords: dagger, machete, short sword, saber, falcata, gladius, claymore, longsword -Hammer: Warhammer, iron ball mace, morning star -Hand-to-hand: claws small ones, not vega-tier, knuckles Tailoring: Less time crafting, less physical exaustion, less mood decrease chance for less material needed on certain recipes for tailoring, durability/defense/protection/insulation increase by 5% at level 10 for crafted gear. - Being able to craft hairband, bandana, caps, hat, eyepatch, skirt short/long, shirt, robe, suit, eyepatch, gloves, suits, underclothes, masks, dress', towels, leather/hybrid plate armor, gauntlets, belts, shoes, boots, bags and backpacks, and the leather equivalent of already mentioned things like hats, robes and gloves along with light leather armor and leather plated armor, ammo strap and sling. -Add common/fine/finest wool, common/fine/finest leather Waving: Allows crafting materials required for blacksmith, tailoring, carpentry, etc. recipes, requires a spinning wheel or loom to be used, for leather it also requires a small blade -Spinning Wheel: Braid, thick thread ball, thread ball, cheap/common/fine/finest quality leather strap, tough string, tough thread - Loom: cheap/common/fine/finest quality fabric, cheap/common/fine/finest quality silk. Harvesting: slightly increased odd of gathering herbs without breaking them, slightly increased resistance to getting poison/infections from plaints/plants scratches, better quality of items harvested, increased chance of harvesting one more item -Add four-leaf clover, ruined herb. Farming: being able to tell the quality of the land, better and longer crop quality which would lead to the plants producing more fruits/vegetables, composting, being able to increase the fertility of less fertile land. -Adding barley, bean, flowers, corn, wheat, wheat chaff, rice, corn/wheat/rice dough, Potion crafting: Being able to craft restorative items, antidotes to keep illness' at bay, poison and products for cleaning, developing resistance to poison. -Being able to craft, healing potion, blood replinishing potion, stamina potion, stamina increase potion, healing salve, sleep powder, antidotes, flamable liquid, flamable powder, paralizing liquid, handcrafted soap, handcrafted candle for light and scented candle for relaxation, handcrafted cleaning liquid. Animal husbandry: it would cover sheep shearing, cow milking, egg gathering cleaner eggs, less odds of breaking them, sheep/cow/pig/chicken cleaning, sheep/cow/pig/chicken feeding, being able to realize sooner if an animal is getting sick, being able to keep animals happy, at level 10 the capacity to keep an animal on optimal condition increase by 10% Liquor making: Being able to make liquor and liqueur, being able to tell when the alcoholic drink is close to turning into vinegar, being able to use liquor or liquieur to make more liqueur, being able to make liquor of different fruits. Metalworking: cheap knife, cheap machete, cheap axe, cheap hammer all level 2 since it would be mostly cutting either small or regular metal sheet , floor spikes, metal spikes, trap doors Along with skill complementing each-other for example, long blunt and blunt complementing each-other, by having them both at level 10, you get 1% damage increase by proficency, having long blade, long blunt, axe and spear at level 10, you get an extra 1.5% damage increase on long weapons, Other example, carpentry, axe, maintenance and possibly handicraft increase the durablity of crafted wood items, weapons and stuctures by 2% since the player managed to understand the strenghts and limitations of wood Maintenance, electrical, metalworking and mechanics would reduce 2% of the energy spent from crafted gadgets since you can craft them and use them more efficiently And unlocking recipes in the same way, for example at level 10 metalworking, mechanics, electrical and blackmsith the player will be able to craft the flame machete for those Parasite Eve fans or having level 10 mechanics, electrical and carpentry allowing you to build a noise-bomb mannequin with sensor/timer/remote controlled, or just mechanics, metalworking and electrical to create a remote controlled bot. Traits Workaholic: 40% faster time to complete an action, 30% chance of being bored from inactivity, 20% chance of being unhappy Slothful: 40% slower time to complete an action, -30% chance of being bored from inactivity, -20% chance of being unhappy NPC Personalities: Cannibal: Oddly enthusiastic, upbeat and eager to help, has a chance to kill you or other NPC's at night to eat. Psycho: Gun/Melee happy, moody, reluctant to help on anything but kill zombies, might kill you along other npc's if moodle remains on extremely bored, angry and stressed for a long period of time or the moment you meet if it gets angry too quikcly. Obsessed: NPC you helped on even minor things like giving a can of food or a bottle of water, overly helpful but extremely reluctant to leave your side, might kill you or your npc's if you stay away too long or the player attempts to leave the NPC the moment that was befriended. Workshipper: NPC that will follow you to the end of the earth after being saved from being attacked by a zombie, being given shelter while dealing with a nasty cold or fever, was healed while being severely bleeding, severely injured, might start a cult which will increase the odds of a cannibal, psycho or obsessed NPC to join your ranks. Overly optimistic: Fairly helpful and friendly, fairly difficult to get negative moodles, might despair and commit suicide if moodle remains at nevious wreck and severely depressed too long being sent to kill zombies too frecuently usually triggers this.
  17. 41.65 Singleplayer No mods Steps to reproduce: Make a Potato Soup (I added 2 stale potatoes) Add Opened Canned Mushroom Soup via crafting Any ingredients added after that also throw the same exception ERROR: General , 1640702687031> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at KahluaUtil.fail line:82. ERROR: General , 1640702687031> DebugLogStream.printException> Stack trace: java.lang.RuntimeException: __concat not defined for operands: ContextMenu_FoodType_ and null at se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:82) at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:805) at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980) at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1782) at se.krka.kahlua.integration.LuaCaller.pcall(LuaCaller.java:85) at zombie.characters.CharacterTimedActions.LuaTimedActionNew.perform(LuaTimedActionNew.java:104) at zombie.characters.IsoGameCharacter.updateInternal(IsoGameCharacter.java:9704) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoGameCharacter.update(IsoGameCharacter.java:9441) at zombie.characters.IsoPlayer.updateInternal1(IsoPlayer.java:1874) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.characters.IsoPlayer.update(IsoPlayer.java:1858) at zombie.MovingObjectUpdateSchedulerUpdateBucket.update(MovingObjectUpdateSchedulerUpdateBucket.java:79) at zombie.MovingObjectUpdateScheduler.update(MovingObjectUpdateScheduler.java:145) at zombie.iso.IsoCell.ProcessObjects(IsoCell.java:2929) at zombie.iso.IsoCell.updateInternal(IsoCell.java:5718) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoCell.update(IsoCell.java:5664) at zombie.iso.IsoWorld.updateInternal(IsoWorld.java:3334) at zombie.util.lambda.Invokers$Params1$CallbackStackItem.run(Invokers.java:37) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.core.profiling.AbstractPerformanceProfileProbe.lambda$invokeAndMeasure$0(AbstractPerformanceProfileProbe.java:83) at zombie.util.lambda.Stacks$Params3$CallbackStackItem.invoke(Stacks.java:230) at zombie.util.lambda.Stacks$GenericStack.invokeAndRelease(Stacks.java:26) at zombie.util.Lambda.capture(Lambda.java:130) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:81) at zombie.iso.IsoWorld.update(IsoWorld.java:3262) at zombie.gameStates.IngameState.updateInternal(IngameState.java:1666) at zombie.gameStates.IngameState.update(IngameState.java:1367) at zombie.gameStates.GameStateMachine.update(GameStateMachine.java:101) at zombie.GameWindow.logic(GameWindow.java:289) at zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:71) at zombie.GameWindow.frameStep(GameWindow.java:745) at zombie.GameWindow.run_ez(GameWindow.java:661) at zombie.GameWindow.mainThread(GameWindow.java:475) at java.base/java.lang.Thread.run(Unknown Source) LOG : General , 1640702687037> ----------------------------------------- STACK TRACE ----------------------------------------- function: checkName -- file: ISAddItemInRecipe.lua line # 72 function: perform -- file: ISAddItemInRecipe.lua line # 43 LOG : General , 1640702687039> bugged action, cleared queue zombie.characters.CharacterTimedActions.LuaTimedActionNew@67db31a0
  18. It would be awesome if we had different colours of flare guns (red- green- maybe yellow that kinda) to pinpoint our location to our friends to group up, or just give a certain kind of signal and to use as a light source for a few minutes (10-20 in game minutes maybe?) , they could shimmer on the relevant 4 edges of the screen in certain colours to show where they are originating from or a simple icon on top of players head similar to foraging. Or at least have a few throwable flares to light up the night at urgent moments. And maybe invite some shamblers for dinner... Also why cant we use car batteries as a makeshift source for player hand-made lamps on pillars? I would love an option like this instead of batteries that last 5a few hours
  19. Basically it's stupid that it shows like 20 salts and peppers in the crafting cooking menu (maybe cooking needs its own UI to begin with..), it should just show 1 and use whichever item that has the smallest amount, also show the number of ingredient remaining in the crafting UI, maybe on hover-over.
  20. Hyzo

    Ammocraft B41

    Adds ammocrafting to Project Zomboid Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2245813444 GitHub: https://github.com/AccountHyzo/Ammocraft To make any one round of any weapon caliber you will need a bullet tip, a casing of corresponding caliber and an amount of gunpowder depending on the caliber and then bring it together with a Reloader press. You can find boxes of both tips and casings scattered around Knox county, but you can also re-use your old casings and make your own gunpowder as well as cast your own bullets if you find the right book with the knowledge to do so! Gunpowder runs out quite quick so I added Jars of gunpowder that hold 10 regular gunpowder so this mod might make the game unbalanced for those who like to use pipe bombs. -Adds several magazines with the recipes for dismantling ammo. -Adds new icons for all magazines and ammo types. -Two new tools with icons and 3D models: Reloading press and a pair of pliers. Any feedback is appreciated! It's hard to get spawn rates to be balanced.
  21. Hello, I would like to suggest 'wire clamps' to be added to the game. It is a simple tool which consumes wire, and be used to reinforce your weapons or tools to increase its durability. A wire clamp works by threading and twisting wire around any object which you would like to secure. The result is a coil of wire which has a really tight grip around the object. I know I probably did a bad job explaining how it works but I found a video which shows how it can be used clearly: Thank you and I would like to hear you thoughts.
  22. Figure you could probably do it in real life, so why not let us do it in this game? The Brotherhood of Steel has been suggesting this since 2008.
  23. Currently, and especially with mods; it is a pain knowing what things you can and cannot currently make. You have to check each and every crafting category tab in order to find out what you currently can craft. I would therefore like a new tab that only lists the "currently craft-able" items. The recipes that you currently do have the materials for.
  24. I recently looked into PZ modding, particularly crafting recipes. Being familiar with how this works in Cataclysm: Dark Days Ahead, I realize that the current design in PZ makes the life of modders pretty awkward, and I imagine it's even worse for whoever at Indie Stone that is working on items/recipes. I think it is best explained with an example: The recipe for "Slice Watermelon" is: Watermelon keep HuntingKnife/KitchenKnife/Saw/Axe So whenever another tool that should be able to slice watermelons is added, it has to be added to this recipe (and all other relevant recipes), which is very prone to error and causes a maintenance nightmare. For instance, the Stone axe was recently added to vanilla; perhaps it was intentional to not add it to the "Slice Watermelon" recipe (the stone edge is considered to dull compared to a metal axe edge?) but I still think it demonstrates my point (a decision had to be made for this specific recipe). And as for modding, none of the knives added by Hydrocraft (e.g. the copper knife you can forge yourself) can slice a melon; to make that happen Hydrocraft would have to override the vanilla "Slice watermelon" recipe, and then start tracking when the vanilla game updates that recipe to not lose out on the changes next time something sharp is added in vanilla (e.g. swords). These collisions also occur between mods, often requiring mod compatibility patches between every pair of mods messing with the same recipes. I think a system where tools have capabilities would be much more practical (and intuitive!). For instance we could have the following capabilities for various tools (some new): Kitchen knife: Cutting, Fine cutting, Drilling Hunting knife: Cutting, Fine cutting, Drilling Pocket knife: Cutting, Fine cutting, Drilling Butter knife: Cutting, Drilling Sharp stone: Cutting, Drilling Hand drill: Drilling, Fine drilling, Metal drilling Axe: Cutting, Chopping Stone axe: Cutting, Chopping And then "Slice watermelon" simply requires a tool with "Cutting" and that's it. Next time a tool with Cutting is added, it that tool can slice watermelons. Next time a recipe that requires Cutting is added, the tool is automatically usable in it. Modders and Indie Stone devs, rejoice! To make tools more interesting we could expand this system with modifiers that allow more differentiation: Kitchen knife: Cutting, Fine cutting (Bad), Drilling (Slow) Hunting knife: Cutting, Fine cutting (Slow), Drilling (Slow) Pocket knife: Cutting (Slow), Fine cutting, Drilling (Slow) Butter knife: Cutting (Slow), Drilling (Slow, Bad) Sharp stone: Cutting (Bad), Drilling (Slow, Bad) Hand drill: Drilling, Fine drilling, Metal drilling (Slow) Axe: Cutting (Bad), Chopping trees Stone axe: Cutting (Slow, Bad), Chopping trees (Slow) "Slow" means that if the tool is selected, crafting time is increased (perhaps it should be parameterized, e.g. "(Slow=50)" for "50% slower"), "Bad" means the result is of slightly lower quality (lower starting condition; more waste => less nutrition when preparing food). With the above capabilities slicing a watermelon with a butter knife is slower than when using a kitchen knife, and if we use an axe we'll waste a little bit of melon in the process because the axe head is awkward to cut with.
  25. Hello, I have some troubles finding Hydrocraft trees to cut them down through craft menu. Can anyone tell me where should I try to find them? Thanks.
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