Jump to content

Search the Community

Showing results for tags 'mod'.

  • 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. It's been a while since I played PZ, I think it was build 25 when I started. Now I tried the build 30. Until now, I am bedazzled why the Kitchen Stoves need electricity to run, unless they are electric stoves or microwave ovens. I got the logic of the oven range that uses electricity, but it is mainly used for baking and roasting. We have cooking pot and frying pan, which we always use for cooking on the gas range, not the oven. Gas stoves use gas which is connected to somewhere and literally does not need even a tiny bit of your house's electricity to function or ignite a flame. It's ignition uses some sort of thing also used in lighters. In reality, if gas supply is cut off, surely it can be fitted with other sources like the Propane Tank as fuel that will only be slowly consumed while the stove is turned ON. In other countries, they call them LPG tanks (LPG = Liquefied Petroleum Gas). Once your gas tank is all consumed, you can buy another and you'll just have to give them your empty gas tank. Then they'll refill it to be sold again. A full LPG tank can last for a month if you only cook twice a day. I wish I could use a Propane Tank to the Gas Stove when electricity is cut off. This saves a lot of trees =) I would like to make a mod out of this, unfortunately, I'm just beginning to learn a bit of programming. I tried learning LUA from RoboMat's tutorial but there are other things I have to know to make it work, like the source code i should use for functions and events for this kind of mod.
  2. The idea To slowly have the map detoriate over time, nature grows wild and the urban areas slowly decay. What will the mod do? Currently the planning is for Erosion to add the following effects to the game: Plantlife:Nature will slowly start to take over, popping up on natural tiles.Currently plants have 6 stages (low grass to tree), only the most fertile spots will reach the maximum.Random special objects with a very low chance of spawning (imagine a dead campfire and the likes).Streets:Big cracks in the road that gradually become more intense.Patches of cracked road where grass and stuff grows through.More litter and garbage appearing over time.Random special objects with a very low chance of spawning (a pile of zombie corpses for example).Houses (exterior):Cracks that can appear on over time.Vines that slowly takover a part of a wall.Windows have a chance to be broken over time (idea by RobertJohnson)Doors have a tiny chance to pop open at some point.Random stuff like smudges and what not. Textures by Thutzor Thutzor will be doing the extensive list of additional artwork for the mod. Thank you Thutzor! build 27 version: pz build 27 click here Post 25 march 2014 steam update: pz build 26B click here Pre 25 march 2014 steam update: pz build 26A click here Download Erosion Alpha 0.1 Modding Erosion Videos Screenshots Screenshots Archive Outdated screenshots from the very first functional version: screenshot 2: screenshot 3: screenshot 4: screenshot 5: screenshot 6:
  3. ZimTown's Meat Curing Mod Vs 0.0.3 For Build 28 Hi guys my name is Zim or ZimTown if you like and this is my first mod for PZ and I would like to say yes there are mods that have similar functionality to this mod out there but from what I can see they weren't up to date so I decided to make my own version because my friends and I are having a lot of trouble with food spoiling. Also because I want to mod for PZ and a need for my self is a great place to start Current Features: It gives you the ability to salt and cure most of the meats in the vanilla game.Planned Features: more recipiesXP given for saling/curing in the cooking skillexpendable saltsbetter spawning for the salt (needs feedback if it seems ok now)extend to drying and pickling fruits and veggiesmake requirements like drying racks ect.more unique sprites and icons (only two so far for the salt, others are PZ icons) the foods you can salt or cure are as follows, NOTE: I know little to nothing about salting and as none of the tutorials were up to date my modding ability is still limited for PZ so you can rest assured that I intend to change and update things like curing styles and recipe results as I learn more Curable Meats These recipes mostly reduce the quality of the meat slightly and make you thirsty but some have positive bonuses other than hunger reduction and A big hint is that I made jerky the best but the longest to make all the recipes require a special curing salt that you can see in the pictures below and I have done my best to add it to the loot table. Currently I know very little about spawning so I took inspiration heavily from the lock pick mod to get it to spawn so you might notice the salt in some weird places, if anyone can point me to a list of map place names for loot spawning that would be great and I would be happy to receive both constructive suggestions on the mod content and help with the coding itself. Currently the Curing Salt never runs out so if you find one your set but I intend to make it expendable once I get the loot spawning ironed out. Now I would like to give credit to (please forgive me if I get these names wrong) RoboMat, Kinyoshi and Pravus as I used varios mods of theirs to work out how to complete this mod and as such some iterations of there code are present in mine. Thank You Guys! DOWNLOAD ZimTownsCuredMeats0.0.3.zip Version 0.0.3 Change Log: Version 0.0.2 Change Log: same as other mods you just extract the .zip file into your C:/users/"yourUserName"/Zombiod/mods folder then open the game and then click the mods button from the main screen and double click my mod to activate it and restart your PZ client and your good to go. If you want it to work in multiplayer both client and server need to have the mod active, PM me if you need help settings any of this up. BEFORE YOU RUN THIS MOD BACKUP YOUR SAVES! I have tested this without problems as much as I can but I am new to modding and I am not sure what effect it will have on a current play through, In existing saves curing salt will only spawn in unexplored areas or areas marked for loot re-spawn in multiplayer. OutDated Versions:
  4. We are looking for people who want to join me and atoxwarrior do many new sprites, like corpses, toxic barrels, you name it. The reason is we are trying to achieve on making more stuff to support building makers. , Atox has his hands full, doing American Gangs graffity, here is a example of what im talking about (im not good at it, but if someone would like to polish them, do so) If you like doing sprites, come join the team
  5. So I'm just getting started with trying to mod this game, but it's not my first time being exposed to LUA (Thanks minecraft ComputerCraft mod!) I cannot for the life of me figure out how to distinguish between a rotten pot of soup (the recipe version) and a fresh/unrotten/uncooked one. Pretty much the idea is: Take rotten pot of soup, boil again, get unrotten (but not fresh) pot of soup that's edible. Is there no way for recipes to require an item that's in a certain "State" of degradation?
  6. I am trying to update my Fletchery mod to Build 27, but I am having sudden problems with the reload system. The code for it is here: local wepBow0 = { name = getItemText("Crossbow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Bolts', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 20, rackTime = 10};local wepBow1 = { name = getItemText("Homemade Bow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Arrows', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 15, rackTime = 10};local wepBow2 = { name = getItemText("Bow"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Arrows', shootSound = 'arrowFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 10, rackTime = 10};local wepSling = { name = getItemText("Sling"), moduleName = 'Fletchery', reloadClass = 'ISShotgunWeapon', ammoType = 'Stones', shootSound = 'slingFire', clickSound = 'click', ejectSound = 'arrowReload', insertSound = 'arrowReload', rackSound = 'arrowReload', maxCapacity = 1, reloadTime = 10, rackTime = 10}; ReloadUtil:addWeaponType(wepBow0)ReloadUtil:addWeaponType(wepBow1)ReloadUtil:addWeaponType(wepBow2)ReloadUtil:addWeaponType(wepSling)The crossbow, sling and bow (wepBow0, wepBow2 and wepSling) work fine, but the Homemade Bow (wepBow1) will not reload in-game. When I attempt to do so, I get the following error message in the console: I have no idea what to do here, I've tried everything I can think of. Any help would be appreciated! EDIT: My guess would be that this is because both bows are trying to use the same ammo type, so the second is overwriting the first, but I want them to use the same arrows, so what I think I need is a workaround to use the same ammo.
  7. I was wondering if any mode could simply allow a gas grill to be moved. From what I was reading on the forums it appears that the code to use the wheelie bins is gone. I originally thought a grill could be wheeled to hideout like the old wheelie bins but I was wondering if someone with mod skills could simple make a weight for a grill, which is already in the game, (40) with tank or (20) without a tank that could be picked up and set at a new location by carrying it, most likely without the tank. I don't know anything about modding so this may be harder then I expect. Also more complicated idea, the weight of the grills could spawn at random, some at 20, others at 40 since there are so many different types of grills. Another possibility is a disassemble option with a screwdriver in innovatory. That leads to "gas grill kit" (or "gas grill components", "gas grill frame" and "screws") on the ground after disassembly or found in stores (rare). When assembled would then need a propane tank to function. This would really help with a remote safe house once there is no electricity.
  8. Hello. I just wish to play in single player, but with Admin ability with the tools just like these. http://theindiestone.com/forums/index.php/topic/8149-server-admin-toolsv2/ That admin mod won't work in single player, yet I wish to be able to use the abilities of the mod just to build some stuff for fun. Just to make The Sandbox, More Sandboxy.
  9. I am new to lua editing and scripting. I have made a mod adding new items, along with distribution scripts. However, I cannot make my mod work properly. It appears in the in-game mod list, but when I enable it and reload lua, it disables automatically. I think my scripting was the problem. I scripted the items in .txt, but the distribution script is in .lua. I need someone with good scripting experience who understands the language to revise my mod. If done successfully, you will be credited in my mod. E-mail me at becenti_j@hotmail.com and I will respond with the mod attached. Thank you in advance.
  10. So, I've never been a big fan of Arma in general... the modding capabilities and options to choose from were always great though. DayZ finally pulled me in and I played the mod a lot. I also own the DayZ Standalone but it lacks content and options for me, since I was more the "stay in the woods", hunt and survive in a small wolf-pack kinda guy. on the weekend I tried a Arma3 mod I did not know about... "Breaking Point". It feels great to run on an island you don't know, it feels like DayZ again in the beginning. all is new, all is fresh (at least for me). I have no idea about altis, and the controls and gaming feels better and more fluent like DayZ, Arma3 sure improved over Arma2. There are several classes to choose from before you spawn, each having their own goals and things to do that give you XP. you can level up and get benefits or items in return. It kind of feels like an Stalker MMO for me. At the moment, I prefer it over the DayZ Standalone. Anyways, was wondering if you guys heard of the mod or even tried it... other nice Arma3 mods or experiences are welcome! This might even turn me around on Arma3. Never really liked the vanilla arma3
  11. Hello fellow survivors! My name is VenomDG. I had an idea while surviving with my friend. We found it hard to fully keep zombies away from our base of operations with our own force using axes and guns, which just attract more. I suggested it would be really cool to be able to set traps around our base that zombies would run into and we would be able have to clean off and reset in case of allot of zombies were to wander on over. I would like to see something like the forest. How they use the traps. Maybe have like 2 posts in the ground [logs] and use wire between them that will tangle zombies causing damage when they try to move if they go in it. Ill make a list here if ideas for traps i have: • [ Wire fence ] Crafted using 5 wire and 2 logs, Causes damage and slows zombies who walk against the fence. Wires have a duration on them and will snap if to many zombies are against them at one time or have been used enough. You can repair them with a screwdriver and wire. • [ Wacker ] Crafted using 3 Nailed baseball bats, 2 logs, 2 rope, 10 nails, and 1 wire. Would kill a zombie when triggered by swinging the bats up at the zombie. < Needs to be reset after use > • [ Lobber ] Crafted using 1 shotgun / pistol, 3 planks, 1 wire, 2 sticks, 20 nails, and 1 rope. Would essentially be a gun on a stand and when a zombie crosses the wire it would shoot the gun killing the zombie. You would have to reload the gun by opening the inventory and inserting the proper ammunition. Should be used in door ways. < Very inaccurate > • [ Mauler ] Crated using 1 sledge hammer, 2 rope, 1 wire, 2 sticks, 10 nails, and 3 logs. The zombie pulls the wire ripping the sticks from the ground letting the rope lose and would send a sledge hammer flying down killing any zombie it its way and pushing back others. < Needs to be reset after use > • [ Hangers ] Not a trap for killing, But slowing down zombies. Thus allowing you to get more control of crowds / hordes. Crafted using 5 sand/gravel/dirt bags, 3 logs, and 5 rope. Would make a wall of hanging bags for zombies to walk through, slowing down the zombies as they come through. • [ Holman ] The trap from the game "The Forest" Also known as the 'Happy birthday trap' Would be crafted using 4 planks, 2 rope, 2 logs, 20 nails, and 20 sticks. Would trigger a wall to rise up (Much like the wacker) killing any zombies in the way of the trap. • [ Nailpolt ] Much like a catapult, but with nails. Crafted using 5 planks, 2 rope, 1 wire, 2 sticks, 2 cooking pots, 2 boxes of nails. Would send nails flying at any incoming zombies with an 80% chance of killing them. Good for crowds. :: I have allot more ideas. Let me know what you think so far. I cannot mod this game at all i have no clue how to, but hopefully someone will be interested in adding this and use my idea :: Crappy sketches of the traps: [ Wire Fence ] [ Wacker ] [ Lobber ] [ Mauler ] [ Hangers ] [ Holman ] Could be so much better designed than this. [ Nailpolt ]
  12. To mark where the fallen spent their last moments. I'm thinking an ability to right click>Build>GraveMarker/Cross/Whatever. It would use 2 planks and 2 nails. just a simple wooden cross that could be placed standing out of the ground (think fence post) that you could put where you previously died as a memorial, or just use to make your home/fort/shack look more imposing. A neat thing that might be able to be with this is have them attract Zeds the same way a campfire does. Or maybe attract them if you have more than 3 built in close proximity. Don't know if it could be done (My modding ability consists of item creation and recipes. Strictly .txt script work. haven't figured out the Lua...) but I think it would be nice to have a mod for.
  13. This is a idea for a mod that adds a need to brush your teeth.... Research has shown that mouth higienne is a big factor to health. The worse your mouth higienne is the more prone to disease you are. I don't how to code and make mods, so yeha.
  14. I'm pretty sure this has been mentioned before and I know some others have been looking for a way to disable Water and Electricity shutoff's. The better way of implementing this would be via a mod to the main sandbox options. ( I thought ) as you know you already have the options for Instant, then time rand range from 0-x But it would be nice to have an option in there stating Never. I've got this working(I think) but for some reason afterwards when selecting to use one of the random's it crashes, sure it has some thing to do with those two lines. SandboxVars.WaterShutModifier = getSandboxOptions():randomWaterShut(self.water.selected);SandboxVars.ElecShutModifier = getSandboxOptions():randomElectricityShut(self.elec.selected); The options obviously look like this. self.water = self:addCombo(self.splitpoint, 60, 280, 20, "WATER SHUTOFF: ", {"Instant", "none", "0-30 days", "0-2 months", "0-6 months", "0-1 year", "0-5 years"}, 3, self, nil);self.elec = self:addCombo(self.splitpoint, 60, 280, 20, "ELECTRICITY SHUTOFF: ", {"Instant", "None", "0-30 days", "0-2 months", "0-6 months", "0-1 year", "0-5 years"}, 3, self, nil);Wasn't to sure if one should just create a new function for that with if or it was something easy as a one liner to just add to the existing. Help would be appreciated, thanks.
  15. Hi, I lost my character on MP, and it had some pretty good stats, and an incredible inventory. Lost him due to a corruption error. Computer shut off during mid game, and now everytime I load the character on the server, it goes under an infinite with "delay processing XX packet" where XX stands for a series of repeated numbers. Is it possible to edit any of the map.bin files and restore my character? Is there any modding tools that could allow me to add skills and XP to a new character? That is all, thank you.
  16. Adds more food!! By itself all this mod does is spawn jars, new water bottles and food. Everything else needs to be spawned by another foods mod. Includes spices that do not spawn and require foods mods to be built off of this mod that spawn their required spices so that only needed spices are spawned... If you want to make a food recipes mod using my Spices mod, and need a little help making it work, look at my little tutorial HERE. Spice spawning will now be up to specific foods mods which use those spices. Some stuff still uses vanilla sprites, will make sprites soon. See this for sprites: Food: (Spawned by default, can be added to by modders foods mods) Frozen Brussel Sprouts Canned Beets Canned Chicken Canned Sardines Celery Stalk Cucumbers Chunky Peanut Butter Green Papaya Green Tomato Herring Honey Leeks Maple Syrup Molasses Papaya Fish Sauce Frozen Pot Pie Frozen Scallions Frozen Shrimp Raisins Red Chili Peppers Robomango Fruit (named for RoboMat ) Soy Sauce Frozen Sugar Snap Peas Tobascant Sauce Tamarind Teriyaki Sauce Tomatillo Warcestershire Sauce Water Bottles (the new bottles and jars can be filled with water) White Chocolate Other Items: (Spawned by default, can be added to by modders foods mods) Mason Jars Medical Salve (Think Neosporin) Spice Bags (only added to spawn list so you can carry stuff in them ) Spice Related Items: (These do not spawn and require foods mods to be made that spawn them.) Brown Sugar Fish Oil Kibbled Nori (made from Nori Sheets) Kosher Salt Nori Sheet Mortar and Pestle (To grind up spices and other stuff) Cooking Oils (Canola, Olive and Vegetable) Petrolatum Jelly Powdered Sugar Spice Jars for Spices (Spice list coming soon) Spices (for baking, cooking, bbqing, and other styles) Vinegars (Balsamic, Cider, Distilled, Malt, Rice Wine, Red Wine and White Wine) (Spice list coming soon, for modders, check the source-code to see the spices you can spawn) Download: Main (PZ-Mods) || Mirror (My Dropbox) Foods Mods That Use This Mod For Spices: (Links to other foods mods that use this mod will go here.) Items and Recipes Tutorials For Foods and Spices Mod kinyoshi (Spice up TV Dinners with some Black Pepper) Zombie Body Part Alchemy Mod kinyoshi (Grind up zombie parts to make a partial cure) Salted Meats Mod kinyoshi (Salt meats to make them last longer)
  17. Hello! After several hours of banging my head against the screen and general mod-writing stress, I bring you: The Juice Mod! No, it's not really that amazing. This was just a project for me to try and learn the basics of modding PZ. However, since it works I thought I would upload it so people can tell me what they think. You never know, you might even think it's useful! Or better than the other one! Anyway, here's the link: https://dl.dropboxusercontent.com/u/18741755/juicemod.zip Recipes etc are in the readme. One thing I'm not sure of is this line in the distribution file: JuiceMod = {}I have no idea what it does or why it is needed, but the file does not work without it. Anyone who knows,please tell me! I worked it out! One other thing, I was thinking of making a drying rack that you actually had to place and use rather like a campfire. I was going to poke around in the game files to try and find a way of doing it, but if anyone has any ideas of an easy way (or telling me it's incredibly difficult), it would be appreciated. Any feedback would be welcomed!
  18. I am trying to make a juice mod (Don't know if there's already one out there, it is more of a way of learning than making something new), but some of the icon textures in the inventory will not show up. This one works: item juicer{Weight = 0.5,Type = Normal,DisplayName = Hand Juicer,Icon = juicer.png,} But this one doesn't: item orangeJuice{HungerChange = -10,ThirstChange = -40,Weight = 1.0,Type = Food,DisplayName = Orange Juice,DaysFresh = 12,DaysTotallyRotten = 15,ReplaceOnUse = MuglIcon = orangejuice.png,} Does anyone have any ideas on what may be going wrong? I've tried everything I can think of. Any help would be appreciated.
  19. *JackOfAllTraits* Do you wish you could use more than one profession trait at a time? Ever wanted to swing an ax fast and also have faster barricading? Ever wanted thick skin and be able to sleep only a few hours a night? Well look no further. In this modifies the Unemployed profession to have all traits from the other professions. If you don't want them all just don't click that profession or any when starting a new save. You can get it from my dropbox. HERE Please read the README so you install correctly. Because this mod is not like others that you just drop in the mods folder. If you have any questions feel free to ask. This will work for all versions if you just place it in a slightly different location. Need help ask away. Enjoy
  20. THE LEGENDS GAMING COMMUNITY -------------------------------GAME SERVER INFO------------------------------- BUILD : 25B IP ADDRESS : THELGD.NO-IP.ORG SIZE : 1,000 PORT :16261 ---------------------------TEAMSPEAK INFO--------------------------- 512 SLOT VOICE SERVER IP ADDRESS : 107.150.4.215 ------------------------------Server Settings------------------------------ Zombies: Normal Zombie Distribution: Urban Foxcused Survivors: None Day Length: 12 Hours Start Month: July Start Time: 9:00am Water Shut-Off: 0-2 Months Electricity Shut-Off: 0-2 Months Loot Rarity: Abundant Temperature: Normal Rain: Dry ------------------------------Zombie Settings------------------------------ Speed: Shamblers Strength: Weak Toughness: Normal Transmission: Blood+Saliva Infection Mortality: 0-12 Hours Reaninmate Time: 0-30 Seconds Cognition: Basic Navigation Memory: Short Decomposition: Slows+Weakens Sight: Poor Hearing: Poor Smell: Poor -----------------------------------NOTE------------------------------------ This is a SURVIVAL server not PVP or PVE based. Just fight to stay alive. ------------------------------------RULES------------------------------------ 1: Don't Spam Chat. 2: Don't Hack. 3: Don't Be THAT!!! Guy.
  21. Hi community, Random map generator for Project zomboid is only thing (with NPC's) that i would love to see added in game. It gets a little boring when you know whole map and you lose great experience when you first start a game and a first time you play on map. I would love option n singleplayer that you will be able to choose if you want to play known map or play a different map every playthrough. i love exploring so i would love that option. Few days ago i also tweet to developers with question about randomly generated maps in game. They tweet me back that they probably won't add this but modding community perhaps can made this for people like me. So i'm aksing you community . Is it even possible to make something like this? And if it is, will ever be out? First for singleplayer because i'm sure that it'll be very hard to make this work for multiplayer. Thank you all for answers
  22. I would love to see a high score mod that you can see how many zombies you have killed as well as the longest you have lived, favorite food (most food) you ate, most mood were in, favorite weapon, ect. I am not sure if this has already been suggested but I think this would really add to the replayability to the game.
  23. The use delta is the amount of uses that Drainable items have. The formula is 1 divided by delta number = Number of uses. Thank you 7Roses . I will make a complete and better chart at some point. Unless someone else wants to use a calculator or their head to make it for us. 1=1 .1 = 9 .2 = 5 .3 = .4 = .5 = .6 = .7 = .8 = .9 =.01 = .02 = ALOT .03 = 33 .04 = 24 .05 = 19 .06 = 16 .07 = 14 .08 = 12 .09 = 11 .10 = .11 = .12 = .13 = .14 = .15 = 6 .16 = .17 = .18 = .19 = .20 = 5 .21 = .22 = .23 = .24 = .25 = 4 .26 = .27 = .28 = .29 = .30 = .31 = .32 = .33 = .34 = .35 = .36 = .37 = .38 = .39 = .40 = .41 = .42 = .43 = .44 = .45 = .46 = .47 = .48 = .49 = .50 = .51 = .52 = .53 = .54 = .55 = .56 = .57 = .58 = .59 = .60 = .001 = .002 = .003 = .004 = .005 = .006 = .007 = .008 = .009 = .010 = .011 = .012 = .013 = .014 = .015 = .016 = .017 = .018 = .019 = .020 = .021 = .022 = .023 = .024 = .025 = .026 = .027 = .028 = .029 = .030 = .031 = .032 = .033 = .034 = .035 = .036 = .037 = .038 = .039 = .040 = .041 = .042 = .043 = .044 = .045 = .046 = .047 = .048 = .049 = .050 = .051 = .052 = .053 = .054 = .055 = .056 = .057 = .058 = .059 = .060 =
  24. Alright, so I figure I will start of with HI! I am the new guy on the block. I would have brought you a fruit basket or something but those pesky zombies ate the fruit... and the basket Then they ate lead from my shotgun :cool: I would also like to apologize in advance if there is already a thread on this topic, I did have a look for one but I came up with nothing. Now, down to business. I am attempting to write LUA mods/addons for PZ. so far I have just followed these two tutorials on how to do this: http://pz-mods.net/guide/your-first-pz-lua-script/ http://pz-mods.net/guide/robomats-mod-tutorials/#toc4 (only the I Love turtles script so far) I have experience programming in C++, VB, and Python. I am fairly confident in my ability to program but for the life on me I cannot figure out how to get the scripts I have written to run in game. I am simply looking for suggestions for the mistake(s) I am making and or what it is I am messing up. Thank you in advance for your help for the convience of all I have attached the two LUA Files I wrote as .txt files hastalavista.txt Iliketurtles.txt
  25. okamixxx

    Make Shift Mod

    Please leave recommendations as what else to add/ change it will help me balance the mod also I am looking for a better artist my stuff is ok but I want this to be a high quality mod just noticed a new version of project zomboid came out I will make an updated version compatible with the newest version tomarrow Planned chisel: will be used to craft items stone: will be used to make tools stone Axe head: recipe = chisel + stone handle: Recipe = stick+ kichen knife stone axe recipe: handle, stoneAxe head,SheetRope, nails spade: will give the ablity to dig dirt Dirt-Bag: will have same use as sandbag will be crafted using 3x sheets 5x dirt hobo Stick: 1x sturdy stick,1x sheet exact stats to be determined but it will be better than plasitc bag syringe: will give you the ablity to see if you are infected or not. improvied weapons: they will be put under planned features when I think of a name for them more will be added as I think of more emplemented stone axeneeds balanced current recipe's stone axe place holder recipe = 1x plank ,1x sheet rope , hammer, Current Version 0.1 MakeShiftMod ver 0.1.zip
×
×
  • Create New...