Jump to content

Search the Community

Showing results for tags 'items'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • News & Announcements
    • News
  • Project Zomboid
    • PZ Updates
    • General Discussions
    • Bug Reports
    • PZ Support
    • PZ Multiplayer
    • PZ Community & Creativity
    • PZ Suggestions
  • PZ Modding
    • Tutorials & Resources
    • Mods
    • Items
    • Mapping
    • Mod Ideas and Requests
  • General Games Development
    • Indie Scene
  • Other Discussions
    • General Discussion
    • Forum Games & Activities

Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


AIM


MSN


Website URL


ICQ


Yahoo


Jabber


Skype


Twitter


Interests

  1. 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.
  2. 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 )
  3. 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".
  4. 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!
  5. 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.
  6. 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
  7. 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.
  8. 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
  9. 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 ).
  10. 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 :).
  11. 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.
  12. 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.
  13. Currently potatoes doesn't require to be cooked and eating them raw does no harm. In reality, they are slightly poisonous until cooked. Sweet potato is slightly better in this aspects, but so can you get away with eating raw eggs or even meat which all have DangerousUncooked flag set.
  14. I originally wanted to post it in Small but Important Suggestions Thread, but since it grew to be more than a small suggestion, I decided to make a separate thread for it. Currently, we have the CantBeFrozen flag, as well as the cooling down and freezing mechanic as well as related blue color change and freezing progress bar and icon for food that extends their shelf time, but it applies to food (Type = Food) items extensively. In the opposite, there's a temperature mechanic for food that depends on the heat source and temperature settings, as well as related GoodHot and BadCold flags and a related red color bar which this time applies to all items, but only have effect on food that either can be cooked or has the before mentioned flags. Those mechanics are fine, but not without issues it seems but what I'd love to see is extending it to be slightly more realistic for other items. Currently you can put items with CantBeFrozen inside the working freezer and while they don't get the benefit of freezer, they also don't get the disadvantage of freezing (having to thaw). Conversely, you can put a book in oven and it'll be just fine. With that in mind, here's what I suggest: At the very basics, all items should froze when put in the freezer and have to be thawed before using, including items that have CantBeFrozen flag (see below for details) and items that are not Type = Food. Accidentally put your gun in the freezer and want to shoot it? Sorry, you have to let it thaw. Similarily, putting non-cookable items in heat sources should destroy them (and risk a fire?). Ideally those items would be replaced with (Burnt) version of said item – similar to cookable food – alternatively replaced a generic item such as ash, to easily identify the item was destroyed and having to remove it afterwards. In case of the latter, ash even can have some uses. Finally, items with CantBeFrozen flag should get damaged (destroyed?) when frozen – packaged drinks, milks and eggs, would explode for example. However, CantBeFrozen flag currently isn't much consistent with its usage. Right now from perishable foods, only eggs, wild eggs (but not egg carton!) and milk have it, when only a part of nonperishable items have that flag. Which brings me to the following conclusion: only items that pose a risk when frozen should have the CantBeFrozen flag, as it seems to be an original idea, as almost all bottled liquids got the flag initially. Over time additional items got it, mainly things like antibiotics, cigarettes, salt, pepper. I don't quite get what was the logic to add the flag to Chips, Instant Popcorn, Peanuts and Sunflower Seeds (though the latter weren't even possible to find in the game shortly before this flag was implemented) when other perishables don't have this flag. If my last suggestion would be implemented, then usage of this flag could be tweaked, with only tightly sealed liquids to pose a thread of damaging when frozen, most of which already got the tag anyway. For details, see my food spreadsheet. The whole system would certainly need some tweaks to get it right, depending on how accurate it'd be, for example some items would burn faster than other (magazines, books), especially when put in campfire, and some would actually explode (fuel, deodorant, ammunition). Some items would actually survive too, depending on temperature (metal things), on the other hand putting metal things in microwave would risk a broken microwave or even a small fire too, which was already suggested, most recently here. Heck, maybe that could actually replace the current add fuel to campfire mechanic eventually? Something like other sandboxes such as Minecraft have – if it can burn, it can extend the time campfire is lit when put inside the container. All of these suggestions would reuse the mechanics that are already there and I think would fit nice with the temperature/weather overhaul with the addition of outside temperature having effect on food as well (cooling down in winter causing it to last longer when outside or heating up when left in summer, causing it to rot faster, as was originally suggested in the weather test build thread by @vanorfeadiel and later expanded by me:
  15. I really like the addition of the Hot Beverage evolved recipe, as now you don't need sugar to make a tea or coffee and you can also mix it with milk, honey and even more possibilities for future additions/mods. You can also add poison or rename it as any other recipe, which is a nice addition as well. However, what I currently don't know is the purpose of the older Hot Cuppa and the relatively newly added Cold Cuppa recipes, at least that couldn't be replicated with the evolved recipe? Generally the old recipes got removed by the time evolved recipes replaced them (boring soups etc.), so why extend the old one? Currently Hot Cuppa give (way) more bonuses, to the point it's slightly OP, but that should be easy to adjust in evolved recipes. The only way that can't be recreated easily is to use kettle (which requires preheating), but really – it a survival game where you don't currently even use forks and spoons, you could as well preheat it otherwise (not to mention that you can preheat kettle in microwave or ovens that lack burners, plus the recipe doesn't makie it clear you have to preheat the water), and even if the mechanic of doing your hot drink proper way with the kettle get to be implemented, guess it could be a proper way, preferably with eating food on plates and kitchenware . Plus the old limitations stay, that is requirement for sugar and hot cuppa never cools down while cold cuppa can never be heated. Either way, back to the actual bugs: it seems that you can add infinite amount of sugar to your drink, as seen in the attached screenshot below (I've yet to see if there's a limit for this monstrosity) and that's one hell of a diet drink – ton of sugar and 0 carbs! I think the problem stems from the fact that sugar is still a drainable, not food. It also makes it so it doesn't have any carbohydrates in it. I already suggested making sugar food item, and seeing how coffee and tea bags became food, can't sugar be one as well? Preferably a spice, similar to salt, pepper, ketchup, mustard, marinara, mayonnaise and hopefully remoulade in future. Would be cool to have option to use it in more evolved recipes too. Finally, sound cue for making or adding ingredients to Beverage recipe should use a pouring water sound instead of the usual chopping sound.
  16. Hello there, I started a new game on Ver. 39.67.5, and just noticed in any car I cant see the icons for seats/trunk or anything on the inventory bar, therefore I'm unable to load items on cars. Im using some mods too, wich according to the creator have been updated to work on this new ver. of the game. Mods Im using in case any of these mods is causing the issue are: *Alice Pack *Bedford Falls *Better fuel mod v.1.0 by snake *Better item category labels *Cremation corpse disposal *custom tooltips mod Ver.2.7 *Easy access *Eerie country *immersive overlays *Legourmet evolution plus ver 0.7 vehicles edition *additional skill books vehicles edition *Milk mod *Molotov classic recipe *More zombie loot *Open cans with knife *Realistic weapon durabilities *Silencer *Simple lines *South muldraugh *West point strip center *Wring out wet towels
  17. I reported this bug some time ago, but I'm not sure if it was in issue tracker or a regular forum post, nor if it was acknowledged, so again sorry if that is known issue the team is aware of. Currently, the weapon weight is only affected by attachment (which works fine, increasing the weight or decreasing when it comes to sling (actually it should decrease it only when the item is actively worn and not in containers, for example by giving an option to wear it on back just like backpacks do, but that's the matter for a different suggestion, possibly where the new animation come), but loading the magazine or ammunition in the magazine/chamber does not change the weight of it. Ideally, weapon weight should be adjusted when there's no magazine in it and when's ammo in it. The other thing that I think I suggested before (in the small suggestions maybe?) related to pistols is that I believe loading the ammo to magazine should progress to reloading difficulty (as so does loading individual shells to guns) and possibly chambering a round too, but that's only possible with the higher reloading difficulty levels and is matter for a different suggestion as well.
  18. IWBUMS 39.64.1 on Windows. In multiplayer, items don't always show up in containers for all players. I'm playing a two player PZ game in which I am the host, and hosting the game though the in-game menu in the client (as opposed to dedicated server). Sometimes, I will not be able to see items that the other player can see in a container. If the other player takes the item out of the container and puts it back in, I can now see the item. There have been no cases (so far) of items that I can see that they can't. This problem has happened with both items that were generated in the world (i.e. canned goods in a house we were looting) and items that we placed (water in a cooking pot in the stove in our safehouse). We've been playing quite a bit since vehicles were introduced in IWBUMS, but this has only been a problem since 39.64.
  19. How to start modding? is there any website where I can learn to create items? I can not find tutorials on the forum and I would like to learn. I have some nice ideas for items.
  20. tought to some useful objects who can give some sophisticated systems and a post remind me that : transmitter : Vibration detector (knocking detection) : on a door, wall (all straight line or radius number wall) when detect knocking, emit. destruction detector : on a door, wall (all straight line or radius number wall) when detect absence of object when set, emit pressure plate : on the ground or floor when Zombie, player, car, loot is on the tile, emit more wide range if plate can craft selective plates Light detector : on ground, wall. can set the lumens detection. modifier : radio frequence transmitter ( same use as remote controller, but can be add to objects) Can be set on a radio frequence. need a batteries who consume low power in standby and a lot when detecting. higher electricity lvl for increase frequency range and distance For objects : vibration /destruction detector, pressure plate, timer, sensor. radio frequence receiver (as sensor for remote controller). Can be set on a radio frequence. options : reverse signal, interrupteur/detector need a batteries who consume low power in standby and a lot when receiving. higher electricity lvl for increase frequency range and distance For objects : bombs, desk lamp, wall lamp, noise maker, TV, radio. Can't change frequences of transmitter / receiver in safehouses with this you can : Have a light or sound alert (or not) when somebody attack a wall, a door. Trigger a bomb (or not, that's amazing !) when somebody attack a wall, a door. warned of passage of Zombie, players, animals or car on a tile. switch on/off light by sensor or day /night. attempt to distract Z's when attacking a wall or a door, or pass on a tile (by a noise maker away) can hear if someone attack a wall, a door on any radio (even in car) in the range of your system generate events when a car light on, a player with torch, or somebody who switch on a light hack system of other player in watching wich frequences they use.
  21. Pann

    Referencing

    I am definitely new to modding, but have been working on a custom professions mod. My mod currently makes custom professions and then adds items to them based on the selected job. My question comes down to adding in items from a different mod? I can get it to load with base game objects, but I am not able to get it to load Hydrocraft items. Is there a resource that might point me in the right direction? I'm sure its something simple.
  22. (Note that I already made this suggestion on mod ideas section) It's simple. Characters would spawn in with job-specific items. By example, if your character is a police officer, it's most likely that he would spawn in with a pistol, or have one in his household, and along with the keys for the police station's gun storage. Of course, many jobs would need some serious nerfing (Woodcutter), but it would be sensible to have them spawn in with something that fits their job.
  23. My suggestion is quite simple. If you pick a certain job, you should spawn or have items in your household that fit that specific job. By example, if you're a Police Officer, it's understandable that you would most likely have a gun on you, or in your house, along with the keys for the police station's gun storage. Baseball player? Baseball bat, duh! Carpenter? Hammer, or nails. Veteran? A pistol or hunting rifle. Of course, some jobs would need to be tweaked such as the woodcutter, so people don't just spawn in with axes. But overall, it's a nice detail and, I think, easy to add into the game.
  24. Hello, i know well how to add distributions for my mod's items, but how could i alter distributions for already existing items? I found no tutorials detailing this. Thanks
  25. A: Put in some code that would allow defining exactly what items are allowed in a container. Kinda sorta like the Keychain works but for specific Items as opposed to an entire Item category. In the script it could look like this OnlyAcceptItem = ItemID:MaxAmount;AnotherItemID:MaxAmount, Possible use? Toolbelt that when held in inventory could act like the Keychain (Always equipped) but it only has slots for Hammer, Screwdriver, Nails and whatever. Gun holster, as above but only allows a Pistol and maybe some extra magazines. Ammo belt for holding Shells B: Also Replace the thing in the lua code that makes Keychain always equipped with a check for a script variable being true That would be nice. AlwaysEquipped = true; Edit: Either that or add a bunch more slots that can be used, more the better, possibly with customizeable display name. Quick Access and general Inventory Decluttering are the main goal of what I'm suggesting here. There is space on that window to have a bunch of stuff equipped. C: I would also honestly add a thing for only allowing items in a container only up to a certain weight so I can't shove half a bed into a Hiking Bag.
×
×
  • Create New...