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  1. Some textures are looking very unnatural on the ground, like pan, bucket, etc. it is good to change those textures to look more natural on the ground. here is some changes i made and the difference is noticeable.
  2. I don't find a post on this, so if there is, redirect me... this is related with some of idea i talk about, and certainly could affect other's. Loots on ground seems to be very less quality than in inventory. Best quality items could give a good ambiance on the map and allow to display them on opened container such as bookshelves or allowed on table.
  3. A new mod, remind me a idea : I saw empty bleach bottle and broken doors, but more items on ground seems more "apocalyptic". Useless items for ambiance, but usefull items (rare). Some Houses could be "tagged" devastated with many objects on the floor (rush move, Z's attack). some parts of neighborwoods could undergo the same destiny. This could be related with broken windows/doors, empty container place, barricaded houses, etc.. We could find : On streets: knife (close to broke), bag, cloth, paper, hygiene items. In woods : log, twig Houses : knife, cloth, paper, all house objects. Special building : with their related objects (usefull or not). And certainly many others, are you inspired ? What do you think about that ?
  4. Dr_Cox1911

    Coxis Shop

    Greetings, I was looking into the Last Stand shop system the last couple of hours and "built" a version for SP/MP. It´s not really a mod written by me, mora straight copy from RJ´s code. Hope it´s OK RJ What´s the mod for? Coxis Shop gives you money for each zed killed. With said money you can then buy gear/skills. Quick look: Does this work in MP/Splitscreen? I´ve tested it with dedicated server and it worked, hosting through the main game is not support currently. I didn´t had the chance to test it in splitscreen, but it should give both players money when one of them kills a zombie. What language is supported? The mod currently supports german and english. Can I configure the items/skills available? As of version 1.2.0 yes, you can! Atleast for the items, skills are not configurable just now. Apart from the items you can set the amount a player receives and on what probability. If you use the mod in MP the settings made on the server will be transmitted to the client upon connecting. After you have changed something you need to restart the server. Here is a short description on how to configure the mod: Can I improve the mod? Of course you can! The mod is available on Github, please feel free to extend the mod, just keep in mind to share the changes with everyone. Changelog: Link to Github) DOWNLOAD WORKSHOP DOWNLOAD (CoxisUtil)
  5. Many Different People Using my mod have often complained that the item does not spawn. I also found that it is not working often. The only times I was able to actually find the item from the mod spawned was when I used the code: table.insert(SuburbsDistributions["gunstore"]["locker"].items, 30); Even though I have many other spawn locations declared as you see below. The only place I was able to ever find a silencer was in the gunstore in westpoint. And that was only when I spesified "locker" as the container . Using "all" as a container or room name has never worked. Never found one anywhere else. So I was hoping someone could show me what is wrong with the spawn code or the mod in question. http://steamcommunity.com/sharedfiles/filedetails/?id=639909479 here is the item spawn lua file: require "Items/SuburbsDistributions" require "Items/ItemPicker" SSilencer = {} SSilencer.getSprites = function() getTexture("Item_Silencer.png"); print("Textures and Sprites Loaded."); end -- Add items for Gun Store all table.insert(SuburbsDistributions["gunstore"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["gunstore"]["all"].items, 15); -- Add items for Police Storage table.insert(SuburbsDistributions["policestorage"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["policestorage"]["all"].items, 15); table.insert(SuburbsDistributions["hunting"]["all"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["hunting"]["all"].items, 15); table.insert(SuburbsDistributions["storageunit"]["crate"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["storageunit"]["crate"].items, 8); -- Avery rare in crates table.insert(SuburbsDistributions["all"]["crate"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["all"]["crate"].items, 4); table.insert(SuburbsDistributions["all"]["metal_shelves"].items, "Silencer.Silencer"); table.insert(SuburbsDistributions["all"]["metal_shelves"].items, 4); print("SuburbsDistributions added. "); Events.OnPreMapLoad.Add(SSilencer.getSprites); Thank you for your time.
  6. I think cartons of cigarettes should be possible to make with 100 cigarettes, similar to how nails or paperclips work. This would make managing my 2000+ cigarettes a lot easier.
  7. There could be added a small use for those two items - first it always got me curious why can I rip sheet underwear, but not socks... It should be usable just like all the other clothing items for that small use (it shouldn't make any major difference gameplay-wise, seeing how rare socks are and the cloths for rip sheets are widely available on zombies in the first place, but it would give this item some use, who knows, maybe saving someone's wound in a pinch . The second thing is crayons, which I think can not be used as a writing tool (correct me if I'm wrong, I don't have a journal to check on my save game). Obviously, they wouldn't make any kind of improvised weapon like pen and pencil, but they certainly could serve as a writing tool for those who feel the need to write some journals - and also giving a use to yet another item :). Both the requests should be easy enough to implement too, as there is no need to add any new graphic, model or recipe - just add them as another item that can do things already implemented.
  8. When playing single player there's almost an excess of items, but as soon as I go multiplayer, the items get stupid hard to find. The warehouse had 120 cigarettes and NOTHING ELSE. Empty shelves in the spawn location where in every single player game they were full. We've tried changing this servertest_SandboxVars.lua with Notepad++ , and there was no difference. Changes to temperature and locks worked, but item frequency did not noticeably change. If anyone knows how to balance this, I would greatly appreciate the help.
  9. http://www.aggressivegaming.org/newdawn/wiki/ We now have a page where you can look up all the information on any Item, weapon, craft, recipe on Project Zomboid including anything added from the Hydrocraft Mod! From the list of items or crafts click on any item or recipe name to see all the info on it. The Item page will show all the info, attributes and values of the item. And below that it will show any Recopies that require the item as an ingredient. And any Recopies / Crafts that can create said Item. The Recipe page will show all the info, required ingredients, skills and tools for any recipe. And even what book must be read to learn that recipe if needed. Hydro and The whole Dev Team at Aggressive Gaming's Newdawn helped to build this for you guys! So enjoy! http://www.aggressivegaming.org/newdawn/wiki/
  10. Topic says it. Couldn't find a similar suggestion. Also, maybe a package of tent pegs...
  11. 1-Air drops :Caixotes de itens que serão jogados por helicopteros(se opoe a sugestão de nukes) 2-supply items, realistic-this is not my suggestion I saw the skirt of steam suggestions in the community but did not have many views. I think in many ways this game makes it harder to survive a zombie nightmare than it would be in real life. If I could loot my IRL home in Project Zombiod I'd walk away with hundreds of nails/screws, any tool that I was missing, as much canned food as I could carry, a well stocked first aid kit, and a gun WITH ammo. I don't think I stock my home much different than most people. Everyone has these things in their home to some extent. Sure, some people have no self reliance, but it seems that literally every home in PZ belonged to those kind of people. You could say, 'Well, when things started going south there was a lot of panic and looting. You get to pick through the random things that no one else took.' I'm mostly cool with that idea, but if that were the case then where did all that loot go? Poof into thin air? I'd expect to find stashes from time to time. I'd expect to find items in the zombies pockets. A pocket knife, a pack of smokes, some chewing gum, car keys.. Something.. Remember that guy with the backpack that got bit? Well you just blew his head off, but his backpack is no where to be seen. I bet it had cool things in it. Here is a list of things that should be changed: Nails - made much more common. MUCH more. Tools - made more common. What are the odds that five random houses don't have a hammer? Trash bags - who keeps one trash bag??? I'd say 99% of homes have a whole box of them IRL Trash cans - I bet it has a trash bag in it! Maybe if I just dump it out I can use it.. Nails - made much more common. Beds - I bet that bed has a sheet on it! Maybe if I just tugged on the corner.. Trash cans - If I take the lid off maybe some water from the sky might get in there. Maybe.. Nails - everything made with nails should yield a few if you destroy it. Seeds - should have no weight. I have a pack of onion seeds here. 1.8 grams. That's .004 lbs. Cooking - don't think it could make less sense Grills - I can pick my grill up off the porch and move it. I do it for fun sometimes. Trash cans - Go get a trash can -> carry it home -> take the lid off -> +magic -> water catch Here is a list of things that should be added: Bent nails - I know for a fact that they can be reused. Right click -> straighten nails. Burn cream - burns exist in the game, so why doesn't this? Powertools - ? Chainsaw - ?? Remember driving by that trailer park the other day and seeing that kid with the mullet swinging around a katana? I do, and I think it'd be just great against zombies. He also had a machete.. Other things but I'm tired of wasting my time on this.. by:Google translatorBrazil's embrace
  12. Hello everyone, I created an old mod when I used to play this. I could load individual .png image files and they loaded in the game perfectly fine, but after re-working my mod (took several hours this morning) to apply it to and include all of the latest changes in the game, none of the custom images work anymore. Everything else works but the images. They are mostly Item_ icons, and one Objects_ file. Previously I used this code in a random lua for it to work: function TestItemIcons.loadTextures() getTexture("Item_Cigar.png"); end Events.OnGameBoot.Add(TestItemIcons.loadTextures); ---- Please can someone help me get my custom images to be loaded by the game again? My friend and I are eager to get back into the game and we're just waiting on this last bit of info, thanks everyone.
  13. So, I couldn't find a thread about this though there probably is 1, but i'm thinking toward a few specific items. Water cooler: store lots of water in your safe house.Oven/Fridge: collect metal or parts of them for repairing or building stuff (not saying build an oven or fridge, though possible).Window/Door: Take them apart without breaking them (not needed, might be nice).Toilet/Sink: cause water to flood out, maybe collect items of them like a tap in order to make sink-like items from water-holders.Table/Chair: Just like doors, would give planks/sticks or such.Shop Shelves: Same as Table/Chair.Stairs: Same as Table/Chair.Cupboard/Wardrobe: Just another way to get planks, but maybe handles too (like doors).Sofa/Bed: Would drop cushions to use like pillows or something, maybe wood.Lamp post: Would drop metal parts, or wires or something for repairs.Other possible items.So ye, just a general idea of collecting items from existing items, maybe its not needed but I thought it'd be nice.
  14. So I was playing alone in MP one day, and came up with a really sly plan: keep the loot behind the trees or under some high grass. Turned out the loot is absolutely invisible that way, unless you always walk with your inventory open in the woods. And then I remembered about the eagle eyed perk (correct me if I call it wrong, haven't played anyhing in a while to fight my computer dependency =/ ) which is, for me, bloody useless at the moment. It costs, what, about 6 points? And only thing you get is larger view and slightly higher perception. IMHO, doesn't seems worth the points. So I'd suggest having items scattered on the ground to be highlighted if player has the perk, like the sprite would have yellow profile, so you can see the item through grass or trees. Wadda you think?
  15. So recently I have been playing on West Point with the intention of breaking into the Gun Shop and skipping over to Muldraugh. This would have been fine if I realized there's a shockingly abysmal amount of sledgehammers available in West Point. Quite literally I spent 7 games wandering around West Point to all the places that have sledgehammers to no avail. What fascinates me though is how the hardware store seems to have every item except the sledgehammer, which is quite frustrating. Normally they would have one anyways. Now, I love that loot is now on rare and I feel it gives the game the challenge it deserves. One of my greatest moments playing was fighting a huge battle to get into the police station only to find a few boxes of hunting rifle ammunition and a pistol. But when there is a good chance that an item doesn't spawn anywhere in the town at all it destroys incentive to play long. I know I could just hike to Muldraugh, but I feel that you shouldn't trek the entire map to find an item if you are dedicated enough to look for three days.
  16. Hello. I'm trying to change Bleach into an item with a usedelta like this: [08:33:18][blindcoder@flora:~/Zomboid/mods/dirtyWater/media/scripts]$ cat dirtyWaterItems.txtmodule Base{ item Bleach { UnhappyChange = 66, Weight = 0.3, Type = Food, ThirstChange = -60, DisplayName = Bleach, Icon = Bleach, Poison = true, DisplayCategory = Item, PoisonDetectionLevel = 7, PoisonPower = 40, UseForPoison = 15, UseDelta = 0.04, CustomContextMenu = Drink, CustomEatSound = PZ_DrinkingFromBottle }}I've changed the UnhappyChange to 66 to see if this file is loaded at all, but it still is 99 in-game and :getUseDelta() returns nil. Where am I going wrong here?
  17. My dad just bought a Dehumidifier from Walmart, and it got me thinking... "Maybe THIS could fit in a Zombie Apocalypse!" After about five hours of being turned on, it already picked up around a quart of water, if not more, just from the air! He also told me that it's pure, but that one might be debatable in an apocalypse. The other awesome feat about it is that it barely makes any noise... almost like a simple fan being blown. Anyways, I just thought I'd shout that out. Sorry if it's not enough details to go by, but I kinda figured "Takes water out of the moisture of the air" could sound like something people would go for in a zombie apocalypse.
  18. Okay, I have had an idea how binoculars could work in game: When you press and hold the sneak/ready attack button and drag the mouse to the edge of the screen you get a slightly wider view of your surroundings. With binoculars equipped as a primary/secondary, this view is significantly increased, although you will only be able to see what your character can see, so if there is a house blocking your peripheral vision you obviously would not be able to see anything behind it. A way around this would to be able to get to higher vantage point, a second or third floor for example, enabling you to see over said house. An alternative to having binoculars equipped as primary/secondary, you have the option to "wear" them around your neck. To balance this out, wearing binoculars or having them equipped leaves them prone to damage. They could deteriorate completely over time or slowly get damaged, making the view distance shorter or blurrier. Rendering the Binoculars almost useless. Binoculars will come in a small variety, ranging from 100m-500m (or shorter/longer distances) and will be slightly rare and are not regarded as military equipment. What do you think guys?
  19. I was wondering which method i should use to get custom items to spawn in game correctly. They all have proper item names, display names, icons, and icon names. I'm not sure whether to use a copy of the SuburbsDistributions.lua in my mod with the new items added to the lists like Arican says here, or if i should make a new lua file for the new items only? I don't know if using a copy of the lua will cause problems seeing how base.items will be listed twice. I had a look at the items and recipes tutorials and it was set up like this. I'm guessing that table.insert(SuburbsDistributions) adds into the SuburbsDistributions.lua so is this the preferred way? Also a question about backpacks: why does a pack that has weight reduction 100 with 45 capacity cause the players main inventory to act as if its full? I had the full back pack on and only clothes on and it said 2/8 i believe but i couldn't pick anything up, but i could add items to another bag if i had it in my hands along with the full backpack on my back.
  20. The Base.Map Item Looking through the list of items that can be spawned in the current IWBUMS build, I noticed a new item, Base.Map: Does this have any use yet? As far as I can tell you can equip it, but it does not actually do anything yet. I'm curious, what are the plans for this item? Current Maps for Project Zomboid I dislike using online resources such as pzmap or the Wiki because to me that feels like cheating. My character shouldn't magically know where everything is in the world. Unfortunately given how big the map is now, and will continue to expand with future additions, it has become almost impossible to navigate without some sort of map. I think adding an in-game map that a player can 'uncover' by exploring, similar to what Minecraft does, would not only remove the need for an external map 'cheat', but would also provide the player with a useful mechanic for figuring out where they haven't been, and a neat metagame to try and uncover all of the map. Proposal for an In-game Map Ideally, if I equip the Map item, a new UI window should open that shows all the parts of the map that I have explored so far, in a simplified, scaled-down rendering with basic pan/zoom functionality. It doesn't have to be pixel-perfect like pzmap, but clear enough that I can recognize the layout of buildings and such. For an example of what I mean, here's a quick mockup of what the map could look like as the player uncovers it: (click for full size) And what it could look like fully revealed: (click for full size) The map should be generated dynamically based on what is currently in the player's view range, so that: Changes to the world, such as a house burning down, or new farms/constructions would only appear when the player can actually see them It would work regardless of what map a server decides to run, even if it's a custom map. The map offers the player a way to figure out where to go: "oh I never went down this street" Other potential mapping mechanics: You can share a map with another player (if they have paper and writing material). To account for the transfer time of the map image data that the client would need to receive from the server, this process could use the same progress-bar UI as when reading a book. After all, copying a map takes a good bit of time anyways. You can only add to the map if there is enough light, so you would need to either map the area during daylight, while streetlights are still on, or with a light-source. The map window would just read "It's too dark to see where you are" A simple marker placement mechanic that allows you to mark points of interests. Right clicking on the map brings up the option to place a marker. A marker stores a short title, and an optional short description. (Aquaria had a similar mechanic) Instead of requiring a Map item, just bind the mapping mechanic to 'M' and just let the player always use it. Similar to Aquaria it could just cover the whole screen while you are looking at it, and M just quickly toggles it on and off. Finding the Map item now just adds a faded out underlay below the map that you've uncovered, so you know where everything is, but can still see where you haven't been. Some server-side settings could include: Enable Mapping Enable Map trading Enable Mapping requiring light Enable Player's position on map Enable Nearby Player positions visible on map (perhaps in conjunction with a radio or other item that enables a 'party'?) I would also like to strongly advise the PZ devs against just implementing an in-game version of pzmap. You have the potential for a really fun mechanic here, that will force players to explore, and also help them figure out where they have not explored yet. Just giving players a static image of the current map would be dull, and not nearly as useful.
  21. I will upload icons in this thread. Every icon uploaded is made by me. Every icon you find in this thread is free to use, credits are optional. I dont know very much about modding so they are no use to me. You can also request icons in this thread, but I dont guarantee that: - The icon will be done in a certain lapse of time. - The icon will meet your expectations. - The icon will be done at all. Of course Im trying to make the best result in a short time, but sometimes I might be just too busy to work on a request. Soy milk Toolbox Backpack
  22. When taking items from a container, it is possible to take either one, half or all of them. Currently, these options are unavailable when moving items to a container. E.g. You have two items, each having a weight of 3 (= total of 6 weight). The container you're trying to move these items to only has place for 5 more weight. At this point, you cannot drag them into the container because that would move all of them (6 weight) and the container only has room for 5. You would still like to move at least one of these into the container, but this is currently impossible. My suggestion is to add options for moving single, half, all and perhaps even an x amount of items into a container.
  23. 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.
  24. Sheamus

    Radios!

    I've been playing PZ for a while now and I was thinking if NPCs and NPC groups will be added soon there could be a way for these groups to communicate with each other, that thing could be a CB radio. It's not that rare, lots of trucks have them and other public buildings like police departments and fire departments. You couldn't craft it but maybe you'd need to fix it up with spare parts(with the electrician profession/skill/whatever if that gets added) and from time to time you'd need to fix it up again and maintain it to work, while you have electricity it could simply run from that, but after that you'd need batteries or generators or something. If you ask me it would add a great amount to the gameplay, like: -you'd get random radio chatter from time to time(from the army or from other survivors) -if you have other friendly survivor groups out there you could hook up tradings or just ask them to help you out with something -of course other friendly survivors would ask you to help them out for supplies or for reputation or whatever -from time to time people could ask you to let them in to your group, maybe because they're chased by a horde or by bandits, now you could chose if you'd tell them where's your safehouse just for them to lead the zeds to your open gates\angering the bandits for helping their victims or just leave them to their fates(this gives additional causes from your groupmates to get angry with you) -or you could get the same call that some survivors would like to join you, same you could let them in or leave them to fend for themselves. If you let them in you're risking that they're just bandits who wanted an easy way into your safehouse and now you're there for the murdering, or they'd just open your gates for their bandit buddies at night, of course they can be just normal survivors looking for a place to get by -if we'd take this to another level, there could be walkie-talkies to make calls to your safehouse or just to ask around for survivor groups if your not a part of one if they'd take you in(still another thing wich is pretty easy to find, there are lots of child toys and you could just as well find these at hunting ethusiasts or police officers and so on) And on top of that all I don't think it would be all that hard to put it into the game(not that I know anything about programming) but basically you're just having a conversation with a box.=D I probably forgot the half of the things I wanted to write but anyways let me know what you think of this idea.
  25. To get use to the whole modding in PZ i started to create a small mod for myself. First I added a new weapon, following this great tutorial. Everything works except of the visible weapon in my hand. Can someone explain me how that works with the WeaponSprite = parameter. (the icon = in the inventory works) How do i define the visible weapon exactly. I only checked the extraweapon&sprite mod where he uses LoadTexturePage, but i would like to stick to the tutorials filestructure ect. Im thankful for any help or infos
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