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  1. Hello, I would like to suggest a new item for the game, the Energy drinks. This drink would grant the player -10 points to tiredenss and fatigue when drank, along side your common points for thirst. They can be found like any other drink, like in fridges, stores and kitchens. Really a simple concept for it. Thank you for reading.
  2. I have two types of items that don't work here. 1. Soap I created two soaps, here are my settings in the item file: item MajesticOliveSoap { DisplayCategory = Household, Type = Drainable, UseDelta = 0.05, UseWhileEquipped = FALSE, DisplayName = Majestic Olive Soap, Icon = MajesticOliveSoap, Weight = 0.1, cantBeConsolided = TRUE, } item MajesticCarbolicSoap { DisplayCategory = Household, Type = Drainable, UseDelta = 0.05, UseWhileEquipped = FALSE, DisplayName = Majestic Carbolic Soap, Icon = MajesticCarbolicSoap, Weight = 0.1, cantBeConsolided = TRUE, } I went into the game to test and didn't get any errors, but they still don't work, the game doesn't treat them as soap: I first thought of the Vitamins example, so maybe I could make my soap work by putting "Soap" at the beginning of the item ID? It turned out to be a failed attempt. Then I remembered the Lua settings, so I checked out ISWashClothing.lua and ISWashYourself.lua. If it just needs to add my item ID, I know how to do it (like bleach), but it's not as easy as I thought, I didn't find "Soap2" in it, so it already Beyond what I can comprehend, I have no clue right now. 2. Tape and white glue I created two tapes and two glues, here are my settings in the item file: item Glue_Mew-Mew { Weight = 0.1, Type = Drainable, UseDelta = 0.2, UseWhileEquipped = FALSE, DisplayName = Glue(Mew-Mew), Icon = Glue_Mew-Mew, Tooltip = Tooltip_Stationery, SurvivalGear= TRUE, } item Glue_NanPaoResins { Weight = 0.2, Type = Drainable, UseDelta = 0.1, UseWhileEquipped = FALSE, DisplayName = Glue(Nan Pao Resins), Icon = Glue_NanPaoResins, Tooltip = Tooltip_Stationery, SurvivalGear= TRUE, } item OPPTape { Weight = 0.3, Type = Drainable, UseDelta = 0.05, UseWhileEquipped = FALSE, DisplayName = OPP Tape, Icon = OPPTape, Tooltip = Tooltip_Stationery, SurvivalGear= TRUE, } item PVCTape { Weight = 0.3, Type = Drainable, UseDelta = 0.05, UseWhileEquipped = FALSE, DisplayName = PVC Tape, Icon = PVCTape, Tooltip = Tooltip_Stationery, SurvivalGear= TRUE, } Then I tested in debug mode, get some to the main inventory using the items list, no errors at all during the process, but I still can't use the stuff I created to repair the weapon, it's showing red, and I don't Know where the problem is. I found a lot of similar mods in the workshop, but they all just make vanilla soap/tape/glue, not create an item that is the same as vanilla soap/tape/glue. So I guess they might not be possible?
  3. I added my item to the zombie loot and it worked fine. This is the function I use, referring to other people's modules: table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "TWI.PillsHWJGreenOil"); table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.1); table.insert(SuburbsDistributions["all"]["inventorymale"].items, "TWI.PillsHWJGreenOil"); table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.1); However, when I try to spawn my items from paperbag, I get the error in debug mode. Here is my function: table.insert(SuburbsDistributions["all"]["Paperbag_Jays"].items, "TWI.BobaStraw"); table.insert(SuburbsDistributions["all"]["Paperbag_Jays"].items, 50); table.insert(SuburbsDistributions["all"]["Paperbag_Spiffos"].items, "TWI.BobaStraw"); table.insert(SuburbsDistributions["all"]["Paperbag_Spiffos"].items, 50); I don't understand. They are all in the same format, why do I get error in paperbag? And how do I fix it?
  4. I want to create a drink and get a Glass Tumbler and a straw when the drink is done. I know ReplaceOnUse, but it seems to only can set one item, how do I set two? I tried setting two ReplaceOnUse and it only worked one; I tried "ReplaceOnUse = GlassTumbler;straw," and it makes the item all-you-can-drink; Maybe OnCreate also works on items? So I tried doing it on items, but it didn't work. Does anyone know how to implement it? Or know of any mod that implements it, I'd like to refer to it.
  5. Hello. It's been a long time since I started little by little learning PZ mods. I have already created a unique map for my server and implemented a quest system there. But now I'm facing a problem that I can't solve. There is an item that is a DIAMOND (this is the currency of our server). The Code for this item is in items.txt in "script" folder on first screenshot. There is a file items_models.txt (2 picture). File *.fbx in "media\models_X\WorldItems" File *.png in "media\textures\WorldItems" 3d picture - model in Blender and UV-map 4th pic - result in-game It would seem that I have done everything so that the object is displayed in a 3D version. But he absolutely does not want to do this. There is definitely no problem with the FBX model, because checked by replacing with vanilla "Brass.fbx" and "Brass.png" in textures. So my question is. What did I NOT do so that the object is displayed not in 2d, but in 3d version? Over the past week I have watched and read a bunch of tutorial videos and guides on adding new items of clothing and could not figure out what I was doing wrong in the end. Unfortunately, I could not find guides for adding "just items", not clothes, for all this time. PS I have already tried changing the paths in "items_models.txt" to "media/models_X/WorldItems/...." Changed the name to "WorldStaticModel = Asta / (Asta_Ground) etc. Replaced everything with vanilla settings with fish (Brass.fbx, Brass.png, etc.) It didn't help. Now I turn to you and thank you in advance for your answers. When studying, I was guided by topic "THE ONE STOP SHOP FOR 3D MODELING: FROM BLENDER TO ZOMBOID!"
  6. 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
  7. There are many things in the world that can be used to improve interaction since the last patch but which have not been given the correct use, things like air conditioning, for example, that just one more sprite in homes that could be very useful on hot days or heating on cold days, it could also be very useful that the clotheslines can be used, and another thing that would be great would be an automatic irrigation system through hoses. In order to automate the farming system a bit in the late game, things like this would greatly improve some issues in the game and make the use of certain items in the world more interactive.
  8. I have been using it and then i put it on the floor, after that i wanted to water my plants again and tried to pick it up(it is on the floor), sadly i can't.Tried moving the chair that was obstructing the way, destroyed a floor beneath it and rebuilt it, can't grab it via UI.How to fix this(I need my watering can)
  9. United States Military Pack V2.2 Created by W.Williams What does it do ? Where are the soldiers and their equipment ? I decided to fill the void by adding military stuff, during your game you can find holster, plate carrier, uniforms, backpacks.... Screens In-Game Features - Military items - 2 Camo available [UCP & Multicam] - Color system, you can't find pink uniform, always their camo [UCP = light grey / Multicam = light green] - Meta-container, when you have a holster, you don't have to equip it to acess to his inventory - Realistic items, update items if they are cheated - Necroforge compatibility - English / French / Spanish traduction List of included items [V2.2] Change Logs Suggestions Mod To-Do list Credits fluffe9911 / MoutainSage / Cyrrent Eiledoll for helping me with icons problems and items distributions francogp for fixing bags openning on floor and adding Spanish traduction Download
  10. Hi. I decided to add a new type of clothing: a hard hat, jacket, and pants. Based on the standard ones: Jacket_Camo Green, Hat_Army, and Trousers_camogreen. Changed textures, drew new icons, and created the necessary files. Here is a list of files and what I wrote in them: Folder: \media\clothing\clothingItems Files: Jacket_CamoMP.xml, MP_Hat_Army.xml, Trousers_CamoMP.xml I changed two lines in each file. The path to the texture: <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>clothes\jacket\jacket_camomp</textureChoices> <textureChoices>armyhelmetmp</textureChoices> and unique GUID for each subject (im use www.guidgenerator.com/online-guid-generator.aspx) <m_GUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</m_GUID>... and so on Folder: \media\clothing Files: clothing.xml In this file, I registered a new type of zombie spawn and specified the items that appear on it. Specified previously assigned Guids. Assigned a unique Guid to the zombie type. <m_FemaleOutfits> <m_Name>ArmyCamoMP</m_Name> <m_Guid>e9047c42-479b-4d28-975b-7dd1af366f79</m_Guid> <m_Top>false</m_Top> <m_Pants>false</m_Pants> <m_AllowPantsHue>false</m_AllowPantsHue> <m_AllowTopTint>false</m_AllowTopTint> <m_AllowTShirtDecal>false</m_AllowTShirtDecal> <m_items> <itemGUID>7fde9ae9-a876-46d2-ab46-24da3952c9f5</itemGUID> </m_items> <m_items> <itemGUID>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</itemGUID> </m_items> <m_items> <itemGUID>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</itemGUID> </m_items> <m_items> <itemGUID>b81f298c-cf92-47bf-b854-649308ba17b0</itemGUID> </m_items> <m_items> <itemGUID>19504103-de6a-44bd-ac48-b9079ce0e355</itemGUID> </m_items> <m_items> <itemGUID>1aad0762-7886-4295-be32-448343be62aa</itemGUID> </m_items> <m_items> <itemGUID>1a437dbb-cee9-4013-8e8a-e158acf98b62</itemGUID> </m_items> <m_items> <itemGUID>2b0756ac-57f3-415e-bfed-24b28d1ca4d6</itemGUID> </m_items> <m_items> <itemGUID>fb86bd5f-1931-4b24-a5d7-bd6a43769991</itemGUID> </m_items> <m_items> <itemGUID>cbe793fe-97d9-4585-88e0-bc18be39d714</itemGUID> </m_items> <m_items> <itemGUID>227cb2d5-05a5-44ed-872d-ac4ca16e80bc</itemGUID> </m_items> </m_FemaleOutfits> Folder: media\lua\shared\NPCs Here I specified the probability of spawning a new type of zombie. WPIZombiesZoneDefinition = ZombiesZoneDefinition or {}; WPIZombiesZoneDefinition.Army = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } WPIZombiesZoneDefinition.SecretBase = { ArmyCamoDesert = { name="ArmyCamoDesert", chance=20, }, ArmyCamoGreen = { name="ArmyCamoGreen", chance=30, }, ArmyCamoMP = { name="ArmyCamoMP", chance=30, }, } -- total chance can be over 100% we don't care as we'll roll on the totalChance and not a 100 (unlike the specific outfits on top of this) WPIZombiesZoneDefinition.Default = ZombiesZoneDefinition.Default or {}; table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoDesert", chance=3}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoGreen", chance=5}); table.insert(WPIZombiesZoneDefinition.Default,{name = "ArmyCamoMP", chance=5}); Folder: media\lua\shared\Translate - spit Folder: media\scripts\clothing here I specified the item characteristics and icon name item Jacket_CamoMP { Type = Clothing, DisplayName = Military Police Camo Jacket, ClothingItem = Jacket_CamoMP, BodyLocation = Jacket, Icon = JacketCamoMP, BloodLocation = Jacket, RunSpeedModifier = 0.93, CombatSpeedModifier = 0.95, BiteDefense = 40, ScratchDefense = 60, NeckProtectionModifier = 0.5, Insulation = 0.5, WindResistance = 0.35, FabricType = Cotton, WaterResistance = 0.5, Weight = 2, } item Trousers_CamoMP { Type = Clothing, DisplayName = Military Police Camo Pants, ClothingItem = Trousers_CamoMP, BodyLocation = Pants, Icon = TrousersCamoMP, BloodLocation = Trousers, BiteDefense = 20, ScratchDefense =30, Insulation = 0.55, WindResistance = 0.4, WaterResistance = 0.50, FabricType = Cotton, } item MP_Hat_Army { Type = Clothing, DisplayName = Military Police Helmet, ClothingItem = MP_Hat_Army, BodyLocation = Hat, Icon = HelmetArmyMP, CanHaveHoles = false, BloodLocation = Head, BiteDefense = 100, ScratchDefense = 100, ChanceToFall = 10, Insulation = 0.3, WaterResistance = 0.3, } Folder: media\textures here are the icons and texture of the helmet: ArmyHelmet.png Item_HelmetArmyMP.png Item_JacketCamoMP.png Item_TrousersCamoMP.png Folder: media\textures\Clothes\Jacket Texture jacket: Jacket_CamoMP.png Folder: media\textures\Clothes\Trousers_Mesh Texture trousers: Trousers_CamoMP.png I know it's not exactly the right texture and path. camouflage pants are on a different path. I got them mixed up a bit. it doesn't matter now, because it's not just the pants that are the problem. and folder: \media File: FileGuidTable.xml here I re-registered the GUIDs of new items. <?xml version="1.0" encoding="utf-8"?> <fileGuidTable> <files> <path>media/clothing/clothingItems/MP_Hat_Army.xml</path> <guid>5b7f2fb6-953c-4496-91df-0a6a1d0f2273</guid> </files> <files> <path>media/clothing/clothingItems/Jacket_CamoMP.xml</path> <guid>7fde9ae9-a876-46d2-ab46-24da3952c9f5</guid> </files> <files> <path>media/clothing/clothingItems/Trousers_CamoMP.xml</path> <guid>edd70d8d-6f04-4a7b-9162-1f12ef96bb3b</guid> </files> </fileGuidTable> and now the crux of the problem. none of this helped. the desired type of zombie appears, but there are no three new items on it - only those that were originally in the game. what did I forget to do? maybe you will notice the mistake you made? maybe I forgot to add another file or made a mistake with the model? I don't work all three items: helmet, jacket and pants. please help me, I have been struggling with this problem for about a day and tried a lot of things. unfortunately, nothing helps. I know, activity on the forum is low and hints are rarely given. if you understand the essence of the issue-help, do a good deed.
  11. Hello, recently got into PZ and I'm hooked like nobodys business! Not played a zombie/post-apoclaypse game as engaging as this since CDDA! I've been playing for a few days and I think a few changes to item categories would help in terms of quickly finding items, but more than that, quickly offloading and moving items into containers. First Aid/Drugs (or Medicine) First aid would cover bandages, sutures, antiseptics and other directly applicable wound treatment. Drugs (or medicine) would be things like antibiotics, antidepressants, painkillers and the like. Food (Perishable) Often I find I have to pick out perishable food when dumping stuff after a raid, and I think it would help speed things up if things that can go rotten are grouped together while canned and non-perishable stuff remain under "food". Raw meat, fresh vegeatables and opened cans would all fit under Food (perishable). Tool This is a bit more complex, as a lot of stuff that are obviously tools also fit under the "weapon" category. However, I think items that are vital for most carpentry tasks, or that have applications outside combat, should be classified as "tools". Example: The club hammer and mallet are both useless except as weapons, so should stay in the weapon category. The Hammer, Axe and Sledgehammer, while all valid weapons, have uses outside of combat. This would help new players identify what they should freely use as weapons and what they should consider keeping around. As a veteran of CDDA, I would naturally have kept the crowbar around for prying open doors and windows, but the game doesn't currently provide that. However, only after consulting the wiki do I now know that the crowbar is the only item in the game that allows you to pull up flooring. Thats a pretty big feature of the crowbar I would never have realised had I not read the wiki and otherwise, its only other obvious use is as a weapon. Categorising such items helps the player know what to keep around and what can be used as a disposable weapon. I think that's it. Feel free to offer further suggestions, but otherwise thank you for what you've created!
  12. This post is mainly just a few ideas that have come to mind and I think would if not be fun would add some lore to the game and would be downright fun. Read my ideas below and tell me what you think. Idea 1#: Hazmat zombies (Immune to environments): Ideally in any disaster zone FEMA usually responds to dangerous situations to assist the State governments with relief and that includes disease as well. I believe, it is important to add a quarantine base with large zombie counts with some items along with a decent amount of lore. However, the Hazmat Zombies on a lore basis would be Federal Agents that became infected Via Bite or Scratch usually. These Zombies would be much harder to kill with fire mainly because the suits are highly flame retardant. But If my idea was added to the game - I think based off this idea we could add some new medical jobs along with Military / Government job types and skills to help push that agenda along and it would be nice to see some new medical items such as a undamaged hazmat suit or another rare item or two but at an extremely rare cost of opening the Infected cages. Keep in mind you would only find this at the quarantine base and if it’s possible - maybe add two to three different spawn locations A: if it’s possible to do so without a lot of work and B: to not always guarantee the same location of rare items. Idea 2#: Personally, I think Gasoline should be the short term idea to fueling cars , generators and other building items that require it however, it should run out or be extremely an low amount of to begin with. I believe that Biofuel and or Solar panels should be added to the game as well. For solar panels, it should be an extremely rare item to find in the game and must require a lot of skills to do so as a tradeoff but would make the survival of your characters more worthwhile. it should be mentioned that Solar panels could be placed anywhere and removed at anytime to supply power to your base throughout the day along with charging your batteries for night time usage as well but the trade off here is how extremely rare they must be per game. Secondly, Bio-fuel would nerf cars and gas powered items from being abused at the start but if someone were able to make a decently sized farm and had the right amount of skill sets - they could make their own fuel and would be able to use cars and other items at their own leisure. Honorable mention to also consider : I think its notable but something I would find some enjoyment is the possibility to have more electric based defenses such as electric fences that would cause Zombies to catch fire and would also disable Human players whom have a long period of exposure to said defenses. - JewishCowboy - Over and Out ! ( Radio goes silent)
  13. Hi guys, first time posting, not sure if I'm posting in the right place or properly, but here's what's going on: I'm on the 41.43 IWBUMS and had a few mods enabled, and was unable to pick items up. I'd double click them, the "picking up" bar would fill up and then go away and my character would be in the "picking up" animation for as long as I'd sit there, yet not picking up any item. I assumed it was from the mods so I disabled them one at a time until I had none at all enabled, and still am encountering the bug. Not sure if I can somehow get a log to post to show what's going on, so if anyone knows how I can, please let me know. Another thing I noticed is while this is happening, in the bottom right corner I see that red "ERROR" box going crazy flying through numbers.
  14. So how does one normally start of these off? Welp here goes nothing.... I do enjoy Project zomboid from Alpha eight until forty-one but over the course of time. A few things about the game has bothered me a tiny little bit and I do implore the Dev's if they decide to read this to at least consider the ideas going forward. Idea 1#: A Hospital / FEMA Quarantine zone: I believe in every zombie survival game. There should be a Hospital / Quarantine zone and hopefully with a little magic it should be loaded with zombies. either on the outside or inside depending. I think it would be a fun idea to have a very small possibility of having Nurses and or Doctors spawning in said hospital or Quarantine zone. With that being mentioned. There should be a very small chance of finding Hazmat suits along with hazmat zombies that should be much harder to kill with fire. I think it would add more to the Lore of the game and it would add a tiny bit more to the game with some added challenge. Idea 2#: Jobs and Skills and items: One thing that has bothered me is how lack luster the job section is at the start of the game. I think to add some more Zang into the mix. The Job skill that is selected should be able to carry some upgrades as the game goes on that allows the players to unlock exclusive perks. For example: A FEMA Military Solider over the course of time could turn into Veteran with added benefits or another example a Nurse could turn into a Doctor or a Doctor could turn into Surgeon with added medical perks. I believe having a job upgrade system would implore players on MP or Single player to live out for as long as possible and it would add value to keeping your character alive for long as possible. ( Moving forward on this subject ) - Going about Surgeon - I think if someone is shot they have to undergo Surgery depending on location of the bullet in which it hits the player body, which requires someone to either be knocked out via Medicine or if we go back to the old civil war days. Lots and Lots of booze or if you wanted to be awake during this painful event, an extreme amount of painkillers. Idea 2 Part 2: I also think Gunsmithing should be considered along with more types of guns and being able to make bullets for all types of guns along with a workbench to craft add on to bullets like explosives rounds or incendiary rounds. Also I think being able to make scopes for guns would be interesting as well. I think it should be noted that more guns Like Heavy Machine guns or Sub machine guns should be added to the game however, the lack of guns disturbs me a bit coming from a military background and a guy who enjoy's coming up with said ideas for these types of games! Idea 2 Part 3: Lastly, I think if we can grow wheat in high quantities. You should be able to make Bio-fuel and put a stop to what it seems to be unlimited Gas farming at the Gas Stations. It also would add even more importance to the Engineers in the game and would add long term play ability to their kits as well. Last by not least Idea #3 Events: I think the game should try to include extremely rare but very extreme events such as a blizzard, Polar Vortex, Major Forrest Fire or Flooding/ Flash Floods. I think if the game could add extreme environment events. It would add another layer of Strategy per play through of the game and it would make it very difficult for some players to stay in one area for example near the river or in the woods for example. Personally, regarding events. I think when it comes to player decision. there needs to be some sort of Risk element to every decision or otherwise the game loses out on repeatability. What do you guys think ? Also please feel free to add comments and add more ideas . I would love to read about them. JewishCowboy - Over and Out - (Radio goes silent )
  15. Hello All, Here is the link to the most recent version of my mod, which is currently considered to be stable! http://www.mediafire.com/download/fdp5txod5h1pdtd/ORGM+1.242+-+ModelLoader.zip Installation instructions are included in the folder Going Forward this mod will require Jabs ModelLoader which is included in the download file for your convenience (much thanks to Jab!) Forum Topic here. Also, please be aware that this will require you to be on build 32.30 Patches/Expansion mods I know there are those that say "Don't change guns it will destroy the feeling of PZ". Trust me, I know. Two things. First, I will try my hardest to implement them in game without really upsetting the balance of the game. Second, if you don't like it don't download it. No need to bash the mod unless you want it and it doesn't work right... What the mod currently includes as of version 1.24: - 102 guns (not including sawn-off versions, fire mode changes and muticaliber gun conversions like .357 to .38) - see list below - 16 gun modifications - see list below - 3 gun repair items - Custom inventory icons for all items - Custom models for guns - Custom firing sounds for most guns - Custom gun Reloading/Racking/Manual Action sounds for every caliber - Fire mode conversions (for guns with multiple fire modes) - Guns can use substantially similar caliber rounds (however, be aware some rounds will change how fast or slow a gun degrades) - Slug rounds for shotguns have a chance of spawning (shotguns require a conversion to use however) - Weapon conversion recipes that transfer (or remove) ammo - Ability to unload ammo from guns/mags - Custom reloading scripts for various gun setups including magazines and speed loaders - Full distribution of guns, magazines, mods and repair items in containers and possibly on dead bodies - Guns will spawn with possible damage, a possibility of having loaded ammo and a possibility of having mods attached I am also accepting suggestions for gun additions. Here are the parameters for suggestions: Here is an awesome link that has a full listing of items included in the mod: http://newdawn.aggressivegaming.org/wiki/itemlist.php?kind=ORGM Here is the list of included guns (101 in total not including sawn off or multi-caliber differences) and Gun Mods Revolvers - 15 added by this mod Shotguns - 12 added by this mod (and 6 sawn-off versions) Assault Rifles/LMGs - 15 added by this mod Rifles - 15 added by this mod Sniper Rifles - 6 added by this mod SMGs - 14 added by this mod Gun Mods Here is a list of guns I have had suggestions for (or I thought of) and will add: Here is a list of guns (or functions) I have had suggestions for and will not add at least for now: Current Mod To-Do list Hall of Scholars and Gentlemen; Without whom, this mod would not be possible. (In no particular order) Obvious Ollie - for helping with some scripting, creating the original poster, testing, being a constant companion in this process, reminding me that I have this project to finish, working on some models, AAAAAAAAAND doing some awesome free advertising for the mod. PZ-NOOB - Testing, ideas and promotion of the mod! (Most awesome of all!) Fluffe9911 - for being the Doge master and for being one of the wonderful promoters of the mod! WolfeClaw - Providing his awesome gun models! Jopo80 - Great ideas for weapons and new functions Jab - For creating the ModelLoader which has made the mod compatible with other custom model mods ( and made my life immensely easier, no more having to edit the java every time I put in a new model) Fuji - Helping with an incredible amount of coding, providing gun models , making an awesome new poster and an incredible mod page title picture!, and being the awesome person who figured out how to unlock custom models for guns! Also, for being generally awesome! FLAKT - For providing more sound files for the mod. nolanritchie - creating a full item list, see the link above Khaos - Creating the wiki for ORGM, bug testing and possibly some models! Eddy-baby - For bugtesting and helping with the streamlining of the mod ExitiumRock - for breaking me through some coding walls and doing extensive (and helpful) testing. Archadeas - EXTENSIVE testing, an insurmountable number of ideas and providing fixes for my stupid mistakes! Reblar - Tracking down some coding errors and advocating for inclusion of my mod in his server. the_fallguy - Constructive criticism that is leading to some fixes, and a hoard of good gun suggestions turbotutone - Helping me through my contex menu issues. Pravus - For making the RKF mod for which I drew inspiration, and learned how to do distributions from scouring his code. Supporters on this thread - For sending good vibes and egging me on. Also good gun suggestions. Some examples: carmakazi 956Texas Tech-Com Lamrett KingKickass1552 Usage of my material If you are so inspired by my mod, or things in my mod and you use some of my coding, or items, or whatever, please at least let me know and give some attribution... some of the coding I have done took a lot of trial and error. I am not going to say you can't use my material because: 1) I do not have the means to really enforce or prove it 2) If you can make a better mod than I, I would rather improve the overall community than force my mod to be the only one. This hasn't happened yet, I am just going to get ahead of the ball here.
  16. Fanny Pack (Front) -> Equip Primary/Secondary -> Wear on Back -> Double Icon in Inventory Panel: In addition, it seems not a good idea to change DisplayName of Fanny Pack when it wear on Front or Back, since this will lose the name entered by player via "Rename".
  17. Hi, i am having trouble adding new Cloth Items. i put the GUID Cloth items in the mod\media\fileGuidTable.xm but never show models or icons change color randomly ingame The only way for them to work in the game is to add them in the root folder Steam\steamapps\common\ProjectZomboid\media\ and then edit fileGuidTable.xml with new Guid Cloth Items. After that the models appear and the icons are displayed correctly i think its a BUG because the fileGuidTable.xml in "mod" folder doesn't work and I already saw a lot of people have the same problem sorry if it's already reported!
  18. I think Project Zomboid has a fairly large fan base and they should use fans love for the game to help support the development. I.e I’d love to be able to purchase something from a “PZ Store” and I don’t exactly know what but I think it would give a nice add to the game and also I’d love to support Project Zomboid Dev Team instead of being a one time buy and play game. Maybe they can add clothing items you can buy and find in game, or custom weapons skins you can buy when you loot a bat. I don’t know but I’m sure they could find something for us Zomboid lovers to buy something.
  19. ACDCC: Artfactial's Compact Discs & Cassettes Collectables.(Working title) Alright, I posted a Mod suggestion yesterday, but got anxious so went ahead and started working on it. So, here’s the idea: inspired by the BookMod by Simulatedbyalgorithm and Maska_zgz this is going to be a collectable CD/Cassette mod. I don’t want to overcomplicate the project and burn myself out and this should be a straight forward learning introduction into Zomboid modding. Things I'm working on: -Every item will come with their album cover art. -Every included artist will have their full discography available (with proper rarities and condition for the 1993 time-frame) to accommodate collectability. -I’ll focus on typical and popular artists up to the 1993 time-span and US market, taking the default ‘9 July, 1993’ as the final release day. I’ll also pay attention to the region, so that means a bit more Bluegrass, Country and Folk. I’ll add in personal favorites of course, but feel free to suggest any artist! -I’ll start with CD’s and once in a while flip that collection to Cassette’s, during this period . The only downside to this progress is having to make the texture/icon twice. -A fun little thing to include might be random cassette mix tapes and bootleg recordings. -I’m not entirely sure at the moment of how to add them to the Item Distribution without conflicting with other mods, but I’ll burn that bridge when I cross it. Any help on this is very welcome. -As I will collect album cover art for this project it might be a nice addendum to include choice covers as posters. I don’t think this will include actual functionality to the items, and will probably wait until such a thing is implemented in Vanilla, at which point it shouldn’t be too hard to apply this to the mod’s CD’s/Cassettes. However, I have been thinking of some ways in which this would be fun to implement. So keep in mind, all the following is theoretical and here to be discussed. -Allow for use of Cd-player/Cassettedeck+Earbuds recipe to listen to the album This way any bonuses will only be gained after fully listening through all album so isn’t really practical. -When Earbuds are worn it would drown out other sound (not sure how dynamic this is) like the ‘Deaf’ trait. -I think it’d be fun to add a little of the ‘ritual’ and allow you to take out the CD/Cassette in order to put it in the player. Bring back things like losing/damaging CD’s and finding previous ones in players. -Have a custom ‘Radio station’ per CD that gives bonuses when listened to, this way it can be a very passive thing and, if you want to go crazy, add in what specific song or even lyrics your listening to. This way, there could be other CD/Cassette player stereos as furniture objects. -Create a system like that of skillbooks where pages are correlated to album length. -Have it work like a cooking recipe, where the player device is the pot/pan and the inserted CD/cassette is the ingredient. I think this method, with some modifications has a lot of merit. List of currently included discographies as a test: 2Pac ABBA Aerosmith A-Ha Bela Fleck and the Flecktones The Black Crowes Depeche Mode Dr.Dre Duran Duran Garth Brooks Guns 'n Roses Heart Hole Ice Cube Janet Jackson Madonna McHammer Megadeth Metallica Michael Jackson Nirvana N.W.A Pearl Jam Pink Floyd Phil Collins Queen Rage Against the Machine R.E.M. Red Hot Chili Peppers Roger Waters Tom Waits U2 Van Halen Whitney Houston Wham! Total Albums: 186
  20. Well, when i loot object containers, sometimes items spawns outside of itemcontainer. Example: Sometimes items for schoolbags spawn directly in lockers and not inside of schoolbags. This happen on build 39 and 40. (Detected when i create a mod, and checked if this bug happen with base items and itemcontainers) A few months ago, i report all items spawn outside all times, fixed but not at all (now spawn sometimes). Sorry about my language i speak spanish.
  21. Hey, I've been playing zomboid for some time now. I'm what you'd call a low profile surivivor, I just derp around as much as I need to in order to find myself the needed tools. Once I have an axe, saw, hammer and trowel, I settle down in a quiet spot in the midst of nature, build me a fence for protection and start farming potatoes. Because, we all know about them taters, don't we now. Boy, I love me some puturdurs. Stuff them in a stew. Make a soup. Mmm-hmm. Anyway, before I get carried away, let me list a few things I noticed myself missing in the game. 1. Something to cut them pesky fences with. Like wire cutters or such. Helps breaking into those storage areas without having to circle round and meeting a gathering of former employees all standing around snarling about the lack of grey brain matter in the cafeteria these days. 2. More clothes, and different kinds of them. I'm talking jackets, coats, shirts, boots, worker overalls, raincoats, whatever. Something to add to the survivor wardrobe for some stylish brain bashing, and to help protect against the cold and rain. We can't all be outdoorsmen, and I know I prefer being a spud farmer. Because boy, do I love me some taters. 3. A bit more variety to the tool world, and maybe loosen the need for them up a bit. I do apprectiate the fact that you can basically use anything to cut down your tree with if you have the time, but since we're already at the stage of being able to cut down a tree with a frying pan, why don't we use the saw to do the same? I heard rumors about a possible addition of a chainsaw which is very welcome, but I think I could fell a tree with the saw currently in the game. 4. This has been up before, but I feel I need to say it again. Vehicles. We're in towns, and I really feel we need cars. Even if they're not drivable yet, just abandoned vehicles littering the streets, acting as barricades, perhaps lootable for gasoline and wunderbaums. Tire irons and such. These car-casses would add depth and the sense of apocalypse to the game. RIght now, it seems you're wandering an idyllic amish village without the horses and the awesome hats. 5. A bit more realism to the water part of the game. Right now after the trusty pipelines go dry, you either find yourself a well, or hope to have that fouth filled square on your carpentry skill and build yourself a plain old box with a garbage bag in it to gather the water. Unless you happen to be in West Point where you can just scoop it right out of the river. Right when we got perfectly good trash cans and buckets and pots, kettles and mugs, bowls and jugs all over the game. So who says we can't just stick any old container out in the drizzle and wait for it to fill up? 6. Maybe some kind of activities you can occupy yourself with while waiting for them lovely spuds to grow. Maybe exercise? Maybe you could get better fitness by running around, work on that spare tire you got around your waist from all that fast food you'll never see again. How about crafting yourself some kinda weight lifting rig in your safe house to work on your triceps, getting that strenght level up? These are some things I come to think of. Other than this, I thank everyone involved for an awesome gaming experience. It's an unique game, exactly what I've been looking for since the beginning of zombies in games. When I saw it come out, I knew this was the game for me, and I haven't regretted it since. Tipped off all my friends about it. Regards, BoxBeckin
  22. I really like that there are totally not perishable food that are in Zomboid, as despite pretty much everything having a shelf time label IRL, some things can pretty much survive indefinitely, only slightly losing their taste and visual appeal and maybe some nutrients at most (Twinkies), and I also like that foods doesn't disappear when rotten, still having option to eat it in a pinch with all consequences, use it as a fertilizer to produce more food or as a pest-deterrent (milk), and use it to train cooking, when master chef (lol) can even add part of it to a healthy dish, even if it sometimes can be unrealistic for meat that's been spoiled for ages . With all that in mind, however, I'm always surprised that there's a few items that don't spoil while they clearly shouldn't. Let me list it here: Butter the most obvious one, which even spawns in fridges, yet with the current mechanic you don't even have to bother keeping it refrigerated as it never spoils. Gameplay-wise you do lose an option to make pie dough when all butter spoils sadly, but you can't make a cake batter without a milk anyway, and flour can still be used to make bread dough. Eventually, I'd love to see options to get your own butter and milk (there are mods for that, including the addition of UHT milk though it was oddly unpopular in USA at 1990s and powdered milk by Hydrocraft). And I assume that might come if animals gets introduced (just have your own cow, sheep or goat and voila, milk!) – until then we should deal with it spoiling in vanilla game for realism/consistency sake and maybe add powdered alternatives to make different cakes/pies/etc. without butter?. Cake Batter, Cake Preparation, Pie Batter, Pie Preparation while technically a nice way to preserve it before all milk expires in case of cake, I think it should rot in a similar fashion if not quicker than the resulting products. In the meantime until animals gets added, I would welcome alternative ingredients to make it without perishables too (see above ) Melted Ice Cream it's nice that ice cream melts when unfrozen, but it should spoil pretty quickly in a melted state too, being a dairy product that attracts germs (unless it's a water ice cream, then I guess it's possible?) Marinara, Mustard and Ketchup while those have a long shelf time, Mayonnaise and Remoulade currently expire, so it'd be natural if those would too. Originally I also considered yeast, but since it's drainable item (similar to Flour, Sugar (which causes issues as evolved recipe ingredient) and Vinegar but I'd love it to change since they are food by themselves after all, as well as Antidepressants, Beta Blockers, Painkillers, Sleeping Tablets and Vitamins – certainly not less than Bleach, Cigarettes, Antibiotics or medical plants) and it's a way to make bread when everything expires and normal yeast spoils quite quickly, we can pretend it's dried yeast, unless you want to implement baking powder as well, which would be welcome addition ).
  23. Some items could use some minor correction to their names – I reported them back when nutrition test was there (like my other bugs posted today :D) – most of them were corrected at this time thanks to @RobertJohnson, however some still stand – I originally reposted them in the small suggestion thread after the nutrition test ended, but I think it got unnoticed since the changes should be simple enough and – I hope! – logical. If it's already noted, then sorry, but I also added the magazines to the bunch – these are the most user-facing changes, as currently magazines with the same name stack so except for Metallurgy, Guerilla Radio and some loose magazines, they are hard to distinguish. I also tried to sort the list in order the items appear in files to make the changes even easier to implement and I also improved the formatting and only got short explanation – if anyone disagrees with any name change, please reply here. Also, add if I missed something, which I surely did – but for now limit to the .txt files, avoiding the lua and other names, as that's the main focus of this bug report. Hopefully there aren't any errors as well, but if you spot any – let me know! From items.txt: TunaTin: Tuna -> Canned Tuna originally called "Tinned Tuna", this is the only canned item (except for Dogfood) that doesn't have the "Canned" prefix, even if the recipe to open it is named "Open Canned Tuna". BakingTrayBread: Baking Tray With Bread -> Baking Tray with Bread to fit other items naming, but see also my bug report here. OpenBeans: Open Canned Beans -> Opened Canned Beans "Opened" is more correct name for opened cans. TinnedSoupOpen: Open Canned Soup -> Opened Canned Soup ditto. TunaTinOpen: Open Tin of Tuna (Opened Tin of Tuna) -> Opened Canned Tuna first it should be called "Canned Tuna", as mentioned above, secondly "Opened". From newitems.txt: ChessBlack: ChessBlack -> Black Chess Pieces stock name, I assumed the item is supposed to represent multiple pieces. ChessWhite: ChessWhite -> White Chess Pieces ditto. FishingMag1: Angler USA Magazine -> Angler USA Magazine Vol. 1 That way they don't stack, also following Guerilla Radio, The Metalwork Magazine and The Smithing Magazine styles. FishingMag2: Angler USA Magazine -> Angler USA Magazine Vol. 2 ditto. HuntingMag1: The Hunter Magazine -> The Hunter Magazine Vol. 1 ditto. HuntingMag2: The Hunter Magazine -> The Hunter Magazine Vol. 2 ditto. HuntingMag3: The Hunter Magazine -> The Hunter Magazine Vol. 3 ditto. MetalworkMag1: The Metalwork Magazine Vol.1 -> The Metalwork Magazine Vol. 1 just added the space. MetalworkMag2: The Metalwork Magazine Vol.2 -> The Metalwork Magazine Vol. 2 ditto. MetalworkMag3: The Metalwork Magazine Vol.3 -> The Metalwork Magazine Vol. 3 ditto. MetalworkMag4: The Metalwork Magazine Vol.4 -> The Metalwork Magazine Vol. 4 ditto. SmithingMag1: The Smithing Magazine Vol.1 -> The Smithing Magazine Vol. 1 ditto. SmithingMag2: The Smithing Magazine Vol.2 -> The Smithing Magazine Vol. 2 ditto. SmithingMag3: The Smithing Magazine Vol.3 -> The Smithing Magazine Vol. 3 ditto. SmithingMag4: The Smithing Magazine Vol.4 -> The Smithing Magazine Vol. 4 ditto. CookingMag1: Good Cooking Magazine -> Good Cooking Magazine Vol. 1 back to adding vol. numbers. CookingMag2: Good Cooking Magazine -> Good Cooking Magazine Vol. 2 ditto. ElectronicsMag1: Electronics Magazine -> Electronics Magazine Vol. 1 ditto. ElectronicsMag2: Electronics Magazine -> Electronics Magazine Vol. 2 ditto. ElectronicsMag3: Electronics Magazine -> Electronics Magazine Vol. 3 ditto. ElectronicsMag5: Electronics Magazine -> Electronics Magazine Vol. 4 ditto. Skipped ElectronicsMag4, as it's already called "How to Use Generators". EngineerMagazine1: Engineer Magazine -> Engineer Magazine Vol. 1 ditto. EngineerMagazine2: Engineer Magazine -> Engineer Magazine Vol. 2 ditto. LightBulb: LightBulb -> Light Bulb missing space, also "Light Bulb" is more common spelling. LightBulbRed: Red LightBulb -> Red Light Bulb ditto. LightBulbGreen: Blue LightBulb -> Blue Light Bulb ditto. LightBulbYellow: Yellow LightBulb -> Yellow Light Bulb ditto. LightBulbCyan: Cyan LightBulb -> Cyan Light Bulb ditto. LightBulbMagenta: Magenta LightBulb -> Magenta Light Bulb ditto. LightBulbOrange: Orange LightBulb -> Orange Light Bulb ditto. LightBulbPurple: Purple LightBulb -> Purple Light Bulb ditto. LightBulbPink: Pink LightBulb -> Pink Light Bulb ditto. Toothbrush: Tooth Brush -> Toothbrush more common spelling. Toothpaste: Tooth Paste -> Toothpaste ditto. CannedCornedBeefOpen: Open Canned Corned Beef -> Opened Canned Corned Beef "Opened" is more correct name for opened cans. CannedChiliOpen: Open Canned Chili -> Opened Canned Chili ditto. CannedBologneseOpen: Open Canned Spaghetti Bolognese -> Opened Canned Spaghetti Bolognese ditto. CannedCarrotsOpen: Open Canned Carrots -> Opened Canned Spaghetti Bolognese ditto. CannedCornOpen: Open Canned Corn -> Opened Canned Corn ditto. CannedMushroomSoupOpen: Open Canned Mushroom Soup -> Opened Canned Mushroom Soup ditto. CannedPeasOpen: Open Canned Peas -> Opened Canned Peas ditto. CannedPotatoOpen: Open Canned Potato -> Opened Canned Peas ditto. CannedSardinesOpen: Open Canned Sardines -> Opened Canned Sardines ditto. CannedTomatoOpen: Open Canned Tomato -> Opened Canned Tomato ditto. PanFriedVegetables: Stir fry -> Stir Fry to match other names. Dogfood: Dogfood -> Dog Food more common spelling. Candycane: Candycane -> Candy Cane ditto. Also, see here. Icecream: Icecream -> Ice Cream ditto. IcecreamMelted: Melted Icecream -> Melted Ice Cream ditto. Crappie: Crappie Fish -> Crappie to match other fish names. From items_radio.txt: RadioMag1: Guerilla Radio VOL: 1 -> Guerilla Radio Vol. 1 following the uniform naming scheme. RadioMag2: Guerilla Radio VOL: 2 -> Guerilla Radio Vol. 2 ditto. RadioMag3: Guerilla Radio VOL: 3 -> Guerilla Radio Vol. 3 ditto. I'm also not sure about the "with Water" and "of Water" naming – should all containers be named the same for clarity or should just use whatever is common? Guess it's not that important in the end, but it's nice seeing the same name of the containers filled with the same liquid, but there's also "Water Bottle" :). The funny part is that typing and formatting it all out took me more time than actually implementing the changes will. I saw the translation are hosted on GitHub, so maybe PZ could consider hosting the .lua and .txt files on GitHub as well? They are easily moddable, and by having them hosted there, I could just made a pull request with all the changes, instead of meticulously listing them here, and the only thing left for the dev team would be to verify my PR is correct – that would save some of the developers' time and a considerable chunk of my time in the process :).
  24. I have reported the issue some time ago, back when nutrition was being tested, but there are a few items currently in game that are not present in any of the lua files nor are not obtained from any recipe, meaning they can't be obtained in game with any regular means – these are: From items.txt: Dough (Dough) not to be confused with BreadDough (currently called simply "Bread" in game) which uses Dough icon and they have the same nutrition value filled by @RobertJohnson back then. It's a remnant of the food recipes before evolved recipes arrived, so probably could be marked as OBSOLETE – however SpiffoBot at Discord still lists some (non-vanilla) recipes for it when asked for it. DoughRolled (Rolled Dough) also remnant from the old food recipes, but this time SpiffoBot lists no recipes. BakingTrayBread (Baking Tray with Bread) ditto – to keep the name in style with other items it should also be called "Baking Tray with Bread". GrilledCheese (Grilled Cheese Sandwich) remnant of the past – this doesn't spawn anywhere, but it's used in Hydrocraft it seems – this item doesn't have any nutrition values in vanilla game at least and is the only item that explicitly have DangerousUncooked = FALSE flag set. it is also the only remaining item that satiates whooping 80 hunger. RamenBowl (Bowl of Ramen Noodles) No longer used since evolved recipes. From newitems.txt: CookieJelly (Raspberry Shortbread) Doesn't spawn anywhere and is not used in any recipes. Have unique artwork and everything including nutrition filled. CookieChocolateChip (Cookie) ditto. Candycane (Candycane) ditto. From farming.txt: BloomingBroccoli (Seeding Broccoli) remnant of the old farming at the time it was still a mod? Have the same nutritional value as regular Broccoli.
  25. Not counting the Grill Cheesed cheese I mentioned in my other bug report, evolved items that inherit the value and edible items that satiate no hunger, there are 7 items that contribute to hunger, but give no nutrition according to what's in files – I reported the issue back when nutrition was in testing. These items are: From items.txt: Salt (Salt) Pepper (Pepper) Both are used as spice, but can also be eaten alone which results in unhappy but satiated character, but without any nutritional values or calories. I assume adding spices correctly adds nutrition values to dishes too (none in case of those two), since other spices have nutrition values. From newitems.txt: CommonMallow (Common Mallow) LemonGrass (Lemon Grass) BlackSage (Black Sage) Ginseng (Ginseng) These four are obtained from foraging – while these are used for medicinal purposes they satiate 1 hunger each, so you can keep your character alive by eating those but give no nutritional values and calories at all. From farming.txt: RemouladeFull (Remoulade) Remoulade is sad, as it can not be used as a spice, unlike Ketchup, Mayonaise, Marinara, nor it is usable in any evolved recipe – but when it comes to eating it alone, it contributes no nutritional value while making your character sad but satiated.
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