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  1. Version: [42.7.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [Old Save] Reproduction steps: 1. Equip a mask on the player's face. 2. Right click a food item and eat it. The player will automatically unequip their mask, eat, and then begin to put their mask back on. Have another food item ready to eat before this. 3. During the animation for reequipping the mask, eat another item. The animation for reequipping the mask will finish and the player will eat the item without unequipping their mask.
  2. 1a. Have 10 engine parts in your main inventory 2a. Try to repair a car's engine (ex., starting from 40%) 3a. All 10 parts are consumed and the engine's condition is improved by 10% 4a. You now have no engine parts left and the engine is at 50% 1b. Have 10 engine parts inside your backpack 2b. Try to repair a car's engine (ex., starting from 40%) 3b. A single engine part gets transferred to your main inventory and then consumed, but the engine's condition is still improved by 10% 4b. You still have 9 engine parts left, and can repeat the process (adding +9% condition, then +8%, etc.), so the engine ends up at 95%
  3. It doesn't make much sense that my character takes the in-game equivalent of several minutes to throw a bag into an empty car trunk. The time required to store or retrieve an item should depend on how full the relevant containers are: For example: If a container is less than 1/3rd full, storing items would be instantaneous. If a container is between 1/3rd and 2/3rds, it would take an increasing amount of time (between 0 and the current time). If a container is more than 2/3rds full, it would take the same time it currently does. Note: this should also take into account the container the item is being transferred from, not just into. So, if you're taking an item out of a full bag and putting it into an empty box, there would still be a delay to "retrieve" the item from the bag, even if putting it into the box is instantaneous.
  4. Version: [42.3.0] Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Highlighting this fridge to open its inventory shows a strange artifact disrupting it's highlighting.
  5. Context: This only affects players who prefer to play without Autodrink enabled. This might be considered a suggestion depending on the intent behind the change, but I'm guessing this particular impact wasn't intended. Reproduction steps: 1) Spawn Soda bottle 2) Empty soda bottle 3) Fill soda bottle at sink 4) set thirst to non-0 via general debugger -> body 5) right click bottle of water, Drink options only include All, 1/2 and 1/4 Related issue reproduction steps: (no thirst/hunger checks) 1) spawn 100 2L soda bottles 2) drink infinitely without being stopped (there are checks for food so I assume this is meant to be true for drinks, especially those with calories) ISInventoryPaneContextMenu had this comment added in the latest patch, and commented out the function below it, doDrinkForThirstMenu -- this uses obsolete code for consuming water and should just use the genric drink fluid action instead -- ISInventoryPaneContextMenu.doDrinkForThirstMenu(context, playerObj, tests.waterContainer) I'm obviously fully supportive of the new fluid system, so I understand the reason it was removed, but the remaining options almost forces players into enabling autodrink because there's no way for the player to regulate quantities based on thirst. I'm sure the devs will go their own route ultimately, but I made a mod to fix this: https://steamcommunity.com/sharedfiles/filedetails/?id=3413344386 Here's the modded function I made to fix this with the added code highlighted by comments. It basically decides to do by thirst or by portions depending on if the container is all water. For myself, I also added a drink by thirst to go along with portions since this will enable me to use sodas and similar drinks in a way similar to water since I dont use autodrink. ISInventoryPaneContextMenu.doDrinkFluidMenu = function(playerObj, fluidContainer, context) local cmd = fluidContainer:getCustomMenuOption() or getText("ContextMenu_Drink"); local eatOption = nil if not fluidContainer:getFluidContainer():canPlayerEmpty() then local tooltip = ISInventoryPaneContextMenu.addToolTip(); eatOption = context:addOption(cmd, fluidContainer, nil); eatOption.notAvailable = true; tooltip.description = getText("Tooltip_item_sealed"); eatOption.toolTip = tooltip; elseif playerObj:getMoodles():getMoodleLevel(MoodleType.FoodEaten) >= 3 and playerObj:getNutrition():getCalories() >= 1000 then local tooltip = ISInventoryPaneContextMenu.addToolTip(); eatOption = context:addOption(cmd, fluidContainer, nil); eatOption.notAvailable = true; tooltip.description = getText("Tooltip_CantEatMore"); eatOption.toolTip = tooltip; elseif fluidContainer:getFluidContainer():getCapacity() > 3.0 then local tooltip = ISInventoryPaneContextMenu.addToolTip(); eatOption = context:addOption(cmd, fluidContainer, nil); eatOption.notAvailable = true; tooltip.description = getText("Tooltip_CantDrinkFrom"); eatOption.toolTip = tooltip; else local capacity = fluidContainer:getFluidContainer():getCapacity() local amount = fluidContainer:getFluidContainer():getAmount() --start added code local option = nil local remaining_pct = amount/capacity local water_amount = fluidContainer:getFluidContainer():getSpecificFluidAmount(Fluid.Water) local nonwater_amount = amount - water_amount local is_all_water = nonwater_amount < 0.01 local thirst = playerObj:getStats():getThirst() local item_pct_for_thirst = math.min(5*thirst/capacity,remaining_pct) if is_all_water then option = context:addOption(getText("ContextMenu_Drink"), fluidContainer, ISInventoryPaneContextMenu.onDrinkFluid, item_pct_for_thirst, playerObj) else --end added code local subMenuEat = context:getNew(context) eatOption = context:addOption(cmd, fluidContainer, nil); context:addSubMenu(eatOption, subMenuEat) if thirst > 0.05 then option = subMenuEat:addOption(getText("ContextMenu_Drink")..":"..getText("Tooltip_food_Thirst"), fluidContainer, ISInventoryPaneContextMenu.onDrinkFluid, item_pct_for_thirst, playerObj) end--also added this for myself option = subMenuEat:addOption(getText("ContextMenu_Eat_All"), fluidContainer, ISInventoryPaneContextMenu.onDrinkFluid, 1, playerObj) if (remaining_pct >= 0.5 ) then option = subMenuEat:addOption(getText("ContextMenu_Eat_Half"), fluidContainer, ISInventoryPaneContextMenu.onDrinkFluid, 0.5, playerObj) end if (remaining_pct >= 0.25) then option = subMenuEat:addOption(getText("ContextMenu_Eat_Quarter"), fluidContainer, ISInventoryPaneContextMenu.onDrinkFluid, 0.25, playerObj) end end end end I also discovered while investigating this that autodrink quenches thirst at a rate 5x greater than drinking manually (hence the 5x required in my code), but I'll make a separate report for that.
  6. Version: [42.0.1] rev:25246 Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Description I had some weird behaviors in my Sanbox save when managing some First Aid items I found in my run. I decided to make some tests a fresh new save using debug mode and found some issues I couldn't realize exactly a pattern to understand the bugs fully but I hope this might be useful for the team to identify some errors. Here is a summary list: Packing First Aid items from the main inventory show conflicts that do not trigger the packing action. Example: Try to pack a stack of Bandages having Cotton Balls in the inventory doesn't trigger the packing. Note: This can vary among the different First Aid items. Sometimes it works sometimes it doesn't. For the First Aid items presenting the issue mentioned above, if dropped into the ground or moved to another container (like a backpack), the packing action works as expected and the pack is moved to the main inventory. The packing option in the context menu is considering Base.Bandage and Base.Bandaid as the same stack to be packed Example: If you have 12 Bandages and 1 Bandaid in the inventory, or in the ground, when right-clicking on the Bandaid you'll see the pack option displayed. This shouldn't happen since you just have 1 unity of Bandaid. If you remove 1 Bandage, having now 11 Bandages and 1 Bandaid, the pack option is not displayed in both items. So looks like they are considered as the same stack group? Antibiotics are popping up errors in the console when interacting with First Aid items nearby, including Antibiotics itself. Tested items - Script names Base.Antibiotics Base.Bandage Base.Bandaid Base.Coldpack Base.CottonBalls Base.SutureNeedle Base.TongueDepressor Reproduction steps Start a new save Apocalypse mode. Add the First Aid boxes for the mentioned items to the character main inventory Unpack all of them to have the exact stack in the inventory Try to pack and unpack the items If you realize stacks are not being packed, drop them in the ground or move them to a backpack and try again I recommend playing around with some combinations. Items in isolation are 100% packed in the main inventory, but present issues when different items are together in the inventory After all, add Antibiotics to the main inventory Right-click on any First Aid item Check the errors are logged in the console Click on "Pack Items in Box" option Check more errors are logged in the console Notes: Apparently, Antibiotics should be "packable" since there is a Box of Antibiotics, although, there is no option when right-clicking on the Antibiotics stack (Probably not working because of the errors occurring with the item?). Check the video below as a reference from the test done
  7. Hey all! I spent a long time without playing PZ until I saw that the unstable B42 would be released before Christmas 2024. So, I decided to play B41 for a while so that when B42 was released, would be easier to perceive the improvements. After playing both versions recently I can say the performance improvements were noticeable and the lighting is incredible (my favorite so far). Anyway, that being said, my suggestion has nothing to do with B42 itself, but an improvement that could have been there all along and I believe would be easy to implement. Sometimes I feel like managing the inventory items among the containers (main inventory, backpacks, fanny packs, and other containers) is a bit tiring with the favorite items spread around the inventory, and my suggestion is related to grouping favorite items together, similar to how equipped items are grouped in the main inventory (haven't found any mod that does it btw). Change: Include an option in the filters to enable/disable group favorite items (at the top or bottom). When grouped they will be ordered inside its sub group following the current sort used (Item or Category). This would work exactly the same way equipped items group works. Example: Click on Filter option New option to Group Favorite items
  8. Version: [42.0.0] rev:25072 Mode: [Singleplayer] Server settings: [N/A] Mods: [None] Save: [New Save] Description After doing exercises and the fanny pack gets auto dropped into main inventory, the items inside the fanny pack container became unable to get favorite. If the item is moved to another container and moved back to fanny pack, the favorite/unfavorite options appear for the moved items. Item Script name Base.Bag_FannyPackBack Base.Bag_FannyPackFront Reproduction steps Wear a fanny pack (front or back doesn't matter) with items inside Click on Health (heart) icon on left side Click on Health tab Select any exercise and click on OK The Fanny pack will drop to main inventory After exercise is done or interrupted, wear the fanny pack again Open fanny pack container Right click on any item Check there is no "Favorite" option listed (or "Unfavorite") if clicking on already Favorite item Move any item from the fanny pack to another container and move it back Right click on the moved items Check that "Favorite" and "Unfavorite" options are now listed back Notes: Made some tests like dropping the container on the ground and reequipping, unequipping/reequipping but it doesn't make the containing items able to get favorite/unfavorite, only moving items inside and moving them back. After reproducing the bug, if exiting the save and opening it again the Favorite options inside the fanny pack container work properly. Also checked with the Small Backpack my character was wearing but couldn't reproduce the issue. Couldn't check other containers but worth it think it's worth checking.
  9. Clothing in the game should be able to carry objects considering so many articles of it have pockets, zippers, pouches, etc. I'm tired of my military backpack and my fanny packs getting filled to the brim with stuff and I still don't have room for everything. Notice how I didn't mention main inventory until now. Well that's because I really don't recommend the main inventory for carrying things. Sure you need it for your clothes, your containers and a few objects here and there but you're really supposed to use your containers which get full as hell really fast and easily. You want to reduce that encumberment as much as possible while carrying as much as possible after all. So anyways here's how it could work; either have each article of clothing that can hold anything have its own icon (like a container icon e.g. backpack) or have each article of clothing have a dropdown menu (by its sprite menu icon) in which the player would drag items in and out of. Like instead of having to immediately load your fanny packs after your main inventory and backpack are full (like yours truly) you could load up your pockets on your pants, coat, jacket, etc. with items. Stuff like cargo pants could hold a ton of stuff like matches, lighters, nails, small food items, flash light, etc.. which would be really great! Jeans wouldn't hold as much and as for pocket less yoga pants they couldn't hold anything. Damaged clothing might hold less due to damaged pockets.
  10. Heyho, I've created another tutorial over at pz-mods.net which explains how to use inventory context menus. How to create Inventory Context Menus It especially shows you how to differentiate between single items, stacks and multiple stacks of items. Hope it helps! P.S.: http://thecodinglove.com/post/47120159615/when-my-code-works-on-the-first-try
  11. It's annoying to have random keys that you don't know what are they from. So instead of "Chevalier Dart Key" it should say "Chevalier Dart Key 884-PAP". The cars themselves should have readable number plates and it should say on right click* "Vehicle Mechanics 884-PAP". A similar thing could be done for houses as well: "House Key West Point 45" or something and the matching number/address on the mailbox and the house. * You shouldn't be forced to wait for your character going through a car's hood to see its number plate, same with a house number, I'm thinking more at a glance type of system, maybe even show the number on car/mailbox/house plate hover-over. It's good both for immersion and navigation/UI.
  12. • Version 41.78.16(Steam) • Singleplayer • No mods. • Old save. • Reproduction steps: 1. Go south to the trailer park. 2. Get spotted by a zombie in the house at the attached coordinates. 3. Check the white car nearby to see if it's in good condition. 4. Go back to the house, clear the broken glass from the window she broke, and go in. 5. Fight the zombie. 6. Turn off the lights. First the one by the door, and then the one by the sink. 7. Go to the cabinets by the oven and open the loot table. The game then freezes for a few seconds before crashing to the desktop. Coordinates: 10820 x 10404 x 0 Also, I was playing in windowed mode, with the steam overlay enabled, and I think I had blender running in the background. The first one that came up when I went back to it in debug mode was the cupboard above the sink, and that just had a bread knife and a spoon in it. I found what YanaMD asked for in my last post, and uploaded the console.txt file, but that was while I was in the process of rebooting the game with debug mode disabled. The game's running fine now, no crashing. Although, the lights that I turned off earlier were on again. logs.zip console.txt
  13. • Version 41.78.16(Steam) • Singleplayer • No mods. • New save. • Reproduction steps: 1. Start game in apocalypse mode. 2. While crouched, go out the back door, turn off the porch light, and go back inside. 3. Go in the laundry closet and check the inventory of the dryer. (It might have been a washing machine. I can't remember.) 4. Game immediately crashes to desktop. Coordinates: 8208x11601x0 Failed to replicate after starting the game again. Also, loading the game again later, the washing machine/dryer was empty. I don't know if it was empty before the crash or not. I would post a screenshot and my log file, but something's going wrong with my post attachments. Telling me that I have no post attachments, that I've used up all of the space for attachments, and that the two things I've attached in the past can't be found, and therefore can't be deleted to make space.
  14. For some reason at 1:06:18 of this playthrough I died: I start rapidly losing health even though I'm not encumbered, fractured, bitten, or anything and then at 1:08:29 I die in the driver's seat of my truck. All I was doing was moving inventory. What happened?
  15. When I have font settings to 4X (What I really need to see the font on my screen) the right inventory box weight overlaps with the description of the inventory box even if the box is completely maximized. Rev: I seemed to have narrowed it down a bit more. When the weight in the right inventory box is double digit and with a decimal that's when the issue arises.
  16. This is relatively easy to reproduce: Have a large stack of items in your inventory, try with 100 threads for good effect (or ripped sheets or practically anything else) Expand the stack in the inventory pane Click on the stack's "heading" to select the full stack Now, right click any of the contents: You'll see context menu options of other items coming after that item stack in your inventory (e.g. load bullets into magazine, wear clothes, whatever comes later in the list). The inventory considers those all selected due to key conflicts with how the lua tables (ISInventoryPane.items, ISInventoryPane.selected) are populated. If you drop the stack like that, it will also drop those others things it considers selected. There's probably more side effects.
  17. I'd like to edit the starting carry weight/capacity for my own personal enjoyment. Is there a LUA file that I can edit which will allow me to modify the carry weight?
  18. На мой взгляд, инвентарь в ПЗ организован не самым удобным образом. Эти большие списки, которые нужно пролистывать в течение длительного времени, чтобы разрядить или перезарядить оружие, проверить прочность оружия или одежды, часто вызывают стресс. В то же время я понимаю, что это не самая важная задача для разработчиков. Можно ли надеяться на переработку инвентаря в будущем на нечто подобное? https://i.playground.ru/p/1WGxhNJNHWOBoDMSE6po2g.jpeg
  19. or that condition bar
  20. like car parts
  21. So if you've cleared and carried in one place 300 corpses you wouldn't have to scroll through all of them, but just click a button and show all inventories in range as if all the items are in one operable inventory.
  22. 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.
  23. I'm currently on my first playthrough, and I'm carrying a bunch of stuff around in bags. As in, 4 bags of supplies (maybe it's overkill, or me being a klepto, or something, but still). The current inventory system isn't too friendly with quickly switching items or just dropping them. I know there are a few threads to this type of thing, but this is different enough I feel to warrant it's own. My main issue has been trying to move serveral bags at once to different areas. I like to equip one in each hand, if I've been there before. The problem is, if I come across a zombie, I can't quickly drop my bags and equip a weapon. True, I could just equip the weapon with both hands, but that leaves me with nearly 50 pounds in my inventory. Unless I take the extra 5 seconds to drop the bags, which, true, isn't long, but when your prepping to fight some zombies, that can be forever. Small thing I'm asking for really. (or so it seems to me. If that could be a coding nightmare, or something like that, please let me know!) Being able to drop items that are equipped instead of having to unequip it, then drop it as two seperate actions. Logically, shouldn't you just be able to drop whatever's in your hands, anyways? That's my speal, thanks for reading! Edit: So, I'm still a noob, and I right click to interact with any items. I realized if you scroll over the bag, you can drop it right away. So, change in request, maybe simply include some of the normal options in with the right click ones?
  24. I'm sorry if this has been suggested before but the forum search did not return anything on the first page. I would like the ability to unzip bags that are in the trunks of cars so I can drop items into it without having to take it out of the trunk. To open these bags I imagine clicking a small arrow to its left below the existing gray arrow. When it opens the bag and its contents are put into it's own portion of the window with a line separating it from everything else (like the player inventory and the players equipment) AND in the Loot window the bag is placed on the right column as other containers. In the open bag portion the bag would be at the top and its contents would be below it indented like a folder directory in Windows. When it closes everything returns to the normal state. Why? This would be useful for players who try to stay organized and rename their bags for certain tasks or loot categories. Thank you for the consideration.
  25. Good day survivors! I was curious what others thought about having an option to uninstall vehicle parts directly to the ground. Vehicle parts, like furniture, are often heavy and even a single tire can have your character struggling with the weight. Furniture that is too heavy can be picked up and then it immediately falls to the ground (as the item) if it is too heavy for your inventory. And even just a minute of stripping a car for parts can have your inventory looking like this: I will concede I don't know the best way to deal with car parts you do want to go straight to your inventory, like taking a tire from one car to immediately put on to another, but that's why I've just considered this as something toggleable in the Accessibility tab. The scenario I'm in is me constantly bouncing back and forth between dropping heavy items and uninstalling parts, but I still usually end up in a lot of pain from the all the constantly adding heavy items to my inventory.
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