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  1. Anyone know of a way to transfer items from your inventory to a bag in your inventory instantly? I have this: if item:getType() ~= "KeyRing" and item:getType() ~= "IDCard" then ISTimedActionQueue.add(ISInventoryTransferAction:new(getPlayer(), item, item:getContainer(), idBag2, 0)); end But this isn't instant. I would like something that skips over it being a timed action.
  2. Been playin quite a bit lately and thought that it would be pretty sweet to be able to have a tab at the top of the inventory for weight. I know when I play other RPGs (Skyrim) and I become over burdened I like to be able to click Sort by Weight and just drop my heaviest shit. Maybe have a completely separate category showing the weights.
  3. Anyone have a suggestion how I can remove the option to Drop an item from the inventory? Or have it be deleted if Drop is selected?
  4. Force to enlarge windows with long name to know how many object there is. maybe place number on icon, or between icon and name, or starting line. What do you think about that ? opinions : Solution 1 (after logo) : 3 Solution 2 (on logo) : 2
  5. I blame lemmy for this, he put the idea in my head This is a mod adding a hotbar for quick item access to the bottom of the HUD. You can get it in three sizes: - Small: - Medium: - And large: You can find the settings and a configurable button to toggle the hotbar in the options menu: And attach items to the slots via the contextmenu: And quick access the context menu from the hotbar with RMB: And finally, download the mod here: From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=503645367 From github: https://github.com/blind-coder/pz-hotbar/releases/ Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases Changelog: Enjoy!
  6. So here's the deal, I made some basic starter kits based on the occupation, but I'd like to be able to do things like spawning the pistol fully loaded as opposed to giving the player a handful of rounds to load manually (unsuccessful attempt below). Something else I've been wondering, is there a more elegant way of spawning an item multiple times? (see burgerflipper) I've already tried my best in finding a solution for both, but I've come up with nothing. Most people just seem to resort to the more simple and crude solutions. Thank you in advance.
  7. Hi guys, I've been testing a server options and I just want to reconfirm what I observed - Buildings' positions and environment is kept on the server side in location Zomboid/Multiplayer/"servername" but player's location and inventory is kept on client side on their PC - even If I delete Multiplayer/"servername" folder on the server side, player after logging spawns in the sample place and with the same inventory don't you think is dangerous to keep players inventory on player side not server? That creates a problem if I want to restart server completely. I'm not able to force people to loose their items as they have inventory saved in their folders, and folders are created per IP of the server so changing the name of the server will probably not help.
  8. Hello people. I wrote a simple, small mod for PZ, called Priority Sort. It alters how the "Category" button in inventory panes behave. When you click this existing "Category" button, it'll now cycle between various categories, and push any item belonging to that category to the top of the list. Any other item will first be sorted by alphabetical category order, then by name order. Double sorting the inventory, but first prioritizing the selected category in other words. Neither overwrites any vanilla files nor affects your saves; only alters the UI to include a custom sort function. You can find this mod in the Steam Workshop as well. Screenshot - PrioritySort.zip Note: Some categories are disabled. The new "ammo" category for example, as the game still treats it like "item" category. Even without this mod, sorting by the alphabetical category order will not result in "ammo" category going to the top. The other disabled categories are disabled as they are very rare and/or redundant ones.
  9. I am adding several new items made from vanilla items and I want the icons in the inventory to have a vanilla feel and look, and thus I would like to see the different art files up close in photoshop, but I can't seem to find them?
  10. I have taken the leap into modding and I am starting with a items/recipes mod. But I want to test it without having to loot half the map: Is there a way I can cheat/spawn items into my inventory to test out recipes and items I create?
  11. Take a look at how UI by default looks for me. Notice that inventory widgets are wasting space as I can't make them narrower. I propose the following patch --- .steam/steam/SteamApps/common/ProjectZomboid/projectzomboid/media/lua/client/ISUI/PlayerData/ISPlayerDataObject.lua 2015-04-15 00:15:49.111465123 +0200+++ .steam/steam/SteamApps/common/ProjectZomboid/projectzomboid/media/lua/client/ISUI/PlayerData/ISPlayerDataObject.lua.bak2015-04-15 00:09:25.725865882 +0200@@ -164,11 +164,11 @@ self.x1left = 0; self.y1top = y; self.y1 = self.y1top;+ self.w1 = (w / 6);- self.w1 = (w / 4); self.h1 = divhei; self.x2 = (x+(w/4)); self.y2 = self.y1top;+ self.w2 = (w / 6);- self.w2 = (w / 4); self.h2 = divhei; elsePeople that have ultrawide monitor can have narrower inventory widget and others if inclined can easily make them wider. And I could enjoy MP without being kick out for patched lua files.
  12. Managing the inventory is painful sometimes, so why not automatize tools, rss and ammo? I mean using tools while they are still in your bag, not only main inventory. With more time to get things from the bags to the hand of course. Or reloading, while ammo are in the bag too(with auto-open ammo box of course). It would be nice.
  13. Hello coders ! A little mod request here. Actually I think it's a little mod i'm requesting. I would love to see a mod/software that lets you edit your character traits and job. And if it's not too much of a hassle, maybe edit your inventory too! As you may already know, build 31.6 IWBUMS has introduced quite an important trait & job overhaul. However it screwed up my old save by making my awesome character stout instead of strong and overweight even if he wasn't before the update. I assume that some PZ players may experience the same kind of nonsense, and while it may be too much to ask devs to create an interface that allows you to re-distribute once again the traits of an existing character (given the speed at which the game is developed), I thought it would be nice if someone bothered to create such mod/software. Cheers !
  14. I'll just drop this here and ask everyone around to please please please stop me by telling me this work is totally redundant (I'm having fun doing it anyway, so...) inventoryscreen_001.zip
  15. The revamped medical system has added a lot of new items that you have to now loot for and keep track of while surviving. It's sometimes frustrating to have to search for aspirin, tweezers, needles, thread, bandages, disinfectant, antibiotics, oh my! Just look at how much more STUFF there is: http://theindiestone.com/forums/index.php/topic/11292-iwbums-build-30/ First aid kits should generate in the world with variable quantities of these medical supplies (all-in-one medkits will be rare). First aid kits should be a specialized containers with slots for medical-related items. I know the devs don't have time to actually play around and find the snags in gameplay like micro-managing all of your medical supplies, but it's pretty obvious that the click-and-drag simulator that is the revamped medical system overshadows the more fun aspects of the game, no offense. Finding first aid kits won't be very common, so it will be a luxury among groups to have one for quick anatomical repairs. The reason medical kits are needed: When all of your med supplies are in you backpack, the game doesn't recognize that you have the items until you pull them out. Having your trusty medkit to take out in case of a lodged bullet will save you the hassle. It will essentially be a container in a container, but when pulled out, can automatically access any supplies within it necessary to dress your wounds. Still, those who don't have a medkit will find themselves dirtying up their duffle bag with their trembling blood-drenched fingers trying to find that damn needle! Bonus idea: Thinking more about specialized containers as I write this got me thinking that they could include tool kits as well. Once vehicles are added, they'll most likely have a whole slough of new items to fix up cars. At this point, you'll want a tool kit in the back of your truck in case your fuel pump starts leaking or your hatchet is getting loose. Though of course, a backpack could serve as this so I don't think it's as necessary. EDIT: Okay so scratch basically all of this since it's already a thing. So much for being a step ahead of the devs!
  16. Loving everything about zomboid so far. But one thing has somewhat annoyed me and it's how slow the mouse wheel scrolls through the inventory. You spend so much time in your inventory in this game and it's just one of the few things that really bothers me. You can't scroll very quickly through your inventory.. it's usually easier to just click the scroll bar and drag it but this is kinda annoying to do since it's really small and sometimes you might misclick and have to re select all your items again. If there was a way to adjust this or just make it scroll a little faster it would make navigating and organizing your items so much easier. Hopefully I explained that well enough.
  17. BUILD 27 [sorry about the misleading title, i can't change it] tweaks the maximum carryweight to 9999. note: this doesn't increase the actual inventory capacity beyond '50'. it just allows you to walk around with heavy items and a full inventory. use "delete" key to spawn a void pack. this pack is a bit exploitive, use at your own risk. it allows you to carry an incredible amount of stuff before filling up to the '50' capacity. you can continue to fill the pack beyond the 50 capacity (i've tested it up to 100), but this will freeze your normal inventory. you won't be able to unpack food or other items from the pack into your working inventory for using on the go, but it works great for base moving. also, since it's exploitive (and may be changed in next update to not work), you will see negative numbers in your capacity indicator. maxweight.zip
  18. hi survivors ! i attached an image which is self explanatory i found particulary frustrating having to select every time the right slot/corpse/(bag) every time so why not implement this easy way to scroll through the inventory menù ?
  19. I know that I'm probably going to get a lot of flack for this, but I'm going to suggest this anyway. I think it was mentioned that Lemmy said that he didn't want to use a grid system in the game. However, I think it would help and even improve the game's current inventory and the weight system. Basically, in an example I'm putting up, you'd end up combining the inventory and health menus together to make it a little more smooth. You'd grab things from containers via popup grid. I know that this is the thing that everyone else is doing, but the thing is that it works. You wouldn't have to worry about the current weight system, as long as it fits onto the grid. This would also (potentially) make the crafting system more intuitive, rather then the current boring drop down menus.
  20. Dear PZ-Community, i am writing to you because in my humble opinion, the inventory ui could need a change. I like the way the game gets along in development, the features are already enough to name the game a "time sink" for me... and the best - it's very stable (for me)! The only thing which kinda annoys me is the way the Inventory is organized. I'm a collector and scavenger, organize them strictly in base but this is very time consuming in my opinion (i dont mean the times for unpack/drop etc., just the UI). The Inventory should be more "informative". tl;dr My Suggestions would be: add seperate Weight / Size tabs (sortable!)make name/category/weight/size tabs sizeable and/or hideablecount as prefix (avoids "trimming" with long itemnames) instead of suffix*optional/needs discuss* change "unpack" "drop" etc. buttons to icons (per opt-out maybe?) to clear space up for easier multiselect*optional/needs discuss* how about multiselect with checkboxes and a hotbar with buttons for unpack/drop? Thats for it, maybe you guys can come up with some additional ideas or shape the rough diamonds i dropped here kind regards, Okeer P.S: no native english speaker... sry for it //edit - thx, sry for repost
  21. Hi guys, so I wanted to get peoples feedback on the current inventory management system, what do you like about and what do you feel could be improved. I searched the forums to find an existing thread or something from the developers about this but was unable to find anything but apologies if I am covering old ground. So there are lots of parts of the current system I really like. The way bags work now is great, a rucksack on your back and potentially two more in each hand at the expense of weapons. It forces you into a choice which is always a good thing. I also like the hand/secondary set up for weapons and items, use a two handed axe or a knife and a torch, or you can even use the axe as a 1 hand weapon(although I feel the penalty to combat should be a bit higher for certain weapons than it is at the minute). Now the inventory container, I have a lot of trouble conceptualising exactly what that it. The hands and the bags yes, but what about the rest, are they pockets, are they strapped onto me? If I am carrying 1 bag, 1 backpack, 1 baseball bat, 200 nails in my pockets where exactly are the 4 cooking pots and the extra 3 baseball bats being stored? oh and did I mention its unseasonably hot so my character is running around with no shirt or trousers on ? While I understand its not exactly game breaking or important at the minute I feel in the long term it could be improved upon. Perhaps with the same treatment that the bags got, tool belt, gun harness, strap for the shotgun etc (all found/crafted/upgraded so you don't get them at the start). Crafting - I feel that is area is fine, I just wish that I would automatically use stuff in my bags without having to transfer them to my inventory first, it can be a bit tedious at times. Also I think I should be able to saw logs on the floor without having to pick them up. Maybe with the introduction of something like a shopping trolley/wheelie bin/wheelbarrow I could load up a number of planks and logs so I don't have to keep running back and forward to pick up X amount of logs/planks on mass construction projects, and if we want to get really convoluted we could construct some sort of crane/pulley system to construct upwards. Finally inventory management in my safehouse can be a bit of a ball ache. Maybe its my OCD of putting everything in its own place, but I can literally lose a day sorting my loot. Its not a very fun part of the game but I am not sure exactly what can be done about it. Maybe the ability to assign a container to a type and then have a button that auto unloads that type of item into said container? Other than that all I can think of is to slow down time when you are in your safehouse ( no zombies inside obviously) so you don't lose so much time, but this obviously wouldn't work in MP. Anyway this was just my thoughts on the current set up. What are your thoughts? And maybe when they are less busy the handsome dev's could blog about the direction of this, what they are happy with and what they feel could be improved upon. * Disclaimer - Its probably human nature but I feel I have concentrated on more what I feel could be improved upon as opposed to what is really good, and there is a lot that is really good.
  22. Something that occurred to me during my misadventures - Shouldn't we have the tools and knowledge of our profession when we start? So here are my suggestions for "in inventory on start" Police: Pistol 20 rounds of ammo Aim 2 Reload 1 Sprint 1 Security Pistol 20 rounds of ammo Baseball Bat Aim 1 Reload 1 Blunt 1 Park Ranger Big Hiking Bag Spade Bottle of Water Blunt 1 Farming 1 Lightfoot 1 Fire Axe Blade 2 Sprinting 1 Nimble 1 Construction Axe Saw Hammer Box of Nails Construction 2 Blade 1
  23. I've read about rework on the UI that will happen in the future, but there is one thing that might be (I think) easily added to what we have at the moment. Total inventory weight - the icon on left that allows one to enter into an inventory could potentially show information about current weight. That way at glance player would know after loading if he's ready to go scavenge or he holds a lot and was en route to the safe house. Weight of any container - when viewing the inventory and all accessible containers number on them could potentially show at glance if there is something interesting to loot there or not. Also backpacks would hint player why he's not allowed to move selected items to that baggage. Finding logs on the ground might prove to be even easier.
  24. Search-able Washing Machine and Dryer First off, before I go any further with suggesting anything here about them, are the Washer and Dryer planned to be search-able in the future? Also, will they be functional so long as the power is on? I would assume so, at least, as it makes sense (why include them at all, except for realism?) and would be no different, or difficult, to implement as searching an Oven or Cabinet. The same goes for using them, much like an oven; turn on, time passes, done washing/drying. The obvious question would then be, “What would be found inside either place?”. And, of course, the obvious answer would be, well, clothing; e.g. socks, sweaters, blouse, vests, pants, skirts towels, sheets, etc. And there is a chance that the cloth items in either one could be wet, perhaps because they had not yet turned on the machines when the world went to hell; If they are in the washer, there is a possibility chance – say 70% wet, 30% dry – that they will be damp/wet already.Things in the washer would, most likely be dry, but still a chance they are not – perhaps 10% wet, 90% dry. However, a new question becomes, what non-obvious items could be found in there but still make sense? Well, some things may still be washed that are not clothes – such as hiking bags, pillows, shoes, etc. - are possibilities. There are also things that might be left in pockets - like lighters, pens, pencils, band-aids, pills, tissues, cigarettes, and so one. Even the random, currently useless junk – rings, lipstick, wallet, blah-blah - could likely be found in there. You get the idea. Really, the possibilities are just as random, varied, and as likely as finding stuff in any other place, within reasonable realms of “realism”. I am just wondering if this is planned, since I could find nothing about it in my search through the forums, in the "Commonly Suggested" topic, or online. If you know where it's mentioned, please post a link; I don't like suggesting stuff unnecessarily. Thanks.
  25. Hello everybody! Please don't judge me for my english and drawing skills The picture(which i found on the internet and added some things) shows: 1. Main inventory(holders for the knife and bat, pistol holster). 2. Your pockets and bag or "big hiking bag" if you insist. It can be on your secondary hand, on the back or both(as is done now). The Suggestion on the picture: 1. Gives you quick access to your weapons just like in real life. You can just drag knife or bat (or other weapon you can find and put in your main inventory) to hand, smash zombie head or maybe carve fish and animals with your knife. 2. To open the inventory you need to click on the pocket/bag. Menu pops up and shows your loot. 3. You don't need to keep crafting ingredients in your "box". 4. Pocket opens quickly. But it needs time to open your bag. More about pockets: 1. When you start a new game, all you have is your clothes with some pockets. And maybe a little bag or not. 2. There are different sizes of pockets. Lets say small, medium and large. 3. Not all loot can be put in your pocket. Example: you can't put camping tent in your jeans 4. There are a different clothes which might have different number of pockets. I understand that it needs a lot of work to put this idea into reality. But inventory is very important thing in games like this. I guess that's all. Hope you liked it.
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