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  1. There's this game called Space Station 13 which is essentially a group survival simulation with jobs, and the potential spawn of a traitor with his own objectives. Zomboid is also a game with a lot of simulation mechanics, a good chunk of jobs and tasks have already been coded into the game, it wouldn't take much to jump from Zomboid to SS13 with a mod. It doesn't have to be in space, of course; it should be a survival colony building with plenty of rooms where many players will try to survive collectively to some sort of objective. A map can easily be made, with forum tutorials, the big problem would be the lobby and assignment of jobs and other UI things. I'm not sure how this could be modded. Players should spawn as invisible noclip ghosts that can't interact with anything, some UI or text prompt to select jobs should show up, and the server has to grant them the traits, telerpot them, and make them non-ghosts. I have no idea how to do these things, although it can be done through steps, merely being able to have this type of job selection in a colony building is already a nearly completed prototype, all else can be done by adding events and other mods that already are on the workshop or tailoring the map.
  2. Would be great to have an option in the `mod.info` to prevent my mod of loading if an other mod ID is found to be enabled. This way we can have multiple mods into a single workshop project that offer different flavor without overwriting each other when people auto-enable them all. Example: disableIf=OtherModID name=FlavourRed id=FlavourRed disableIf=FlavourBlue disableIf=FalvourYellow
  3. This post is for requesting two new global functions followed with a description and pro/con. __________________________________________________________________ The functions: Json Encode A function to serialize data into a json string. Json Decode A function to deserialize a json string back into data. __________________________________________________________________ We currently have access to an external LUA json library that works pretty well. But using an Java version of it would save a lot of LUA calls and run much faster especially for serializing large amount of data. The function de/serialize a Kalhua Table as a Json Array or a Json Object. __________________________________________________________________ Pro: - To use an exposed java json serializer would greatly improve the performance compared to using a LUA json script. Con: - Require TIS dev team to implement it and make it exposed and bug less.
  4. Like on the old forums people can post their requests for lua additions in this thread. Please just post requests here and don't debate about the ones made. The devs are perfectly capable of deciding what to add and what not to add Anyway, here we go: New / Changed Events: EveryMinute: Self explanatory.EveryHour: Self explanatory.OnUnequip: When Item is unequipped from the primary or secondary slot.OnItemUse: When item is used in the inventory. (E.g. "Eat Food" or "Bandage Wound")OnContainerUpdate: When the item containers are updated (parameters: table of contained items, getType() of the updated container) New / Changed Functions: IsoFloorBloodSplats(): in the Chunk class (or whatever is necessary to retrieve blood on walls and floors and remove it)FIX ItemContainer:isInCharacterInventory()getFps() in GameWindow.Getter / Setter for amount of splattered blood. Finished (already in the game) setPermaLocked(boolean) in IsoWindow -- RM : Done for 2.9.9.17isPermaLocked() in IsoWindow -- RM: Done for 2.9.9.17OnRainStart -- RJ : Done for 2.9.9.14OnRainStop -- RJ : Done for 2.9.9.14OnEquipPrimary: Fires when an item is equipped as primary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnEquipSecondary: Fires when an item is equipped as secondary weapon.-- RJ : Done for 2.9.9.14, param : player, itemOnItemEquipAny -- RJ : Use the OnPrimaryItem/OnSecondaryItem instead OnAmbientSound: Fires when ambient sounds is played (helicopters, gunshots ... etc.) - RJ : Done for 2.9.9.14, param : name of the ambient sound (like "chopper1", "pistolgun2",..)getClosedSprite() -- RJ : use getSprite()setClosedSprite()-- RJ : use setSprite(IsoSprite)getOpenSprite(...)-- RJ : Done for 2.9.9.14setOpenSprite(...)-- RJ : Done for 2.9.9.14setSmashed(...)-- RJ : Done for 2.9.9.14, use isDestroyed() to know if it's already smashed or notgetSmashedSprite()-- RJ : Done for 2.9.9.14
  5. Hello. We all remember the days of simple plumbing a rain collector to a sink and getting drinkable water from it. This idea tries to bring what this mechanic using items already ingame following this basic idea of the previous method. How it would be obtained: Though a magazine about Water Filtration Minimum level or carpentry to build would be atleast 4, could be higher too. Item used for the recipe: The basic items for a normal rain collector. 4 Planks. 4 Nails. 4 Garbage Bags, This is in order to make the barrel waterproof. Additional items needed for Water filtration 2 Sheets. 2 Units of Gravel (From a Gravel Bag) 2 Units of Sand (From a Sand bag). 2 Units of Charcoal. Ideas for the functions of the barrel It hold 40 units of water.(since part of the barrel is used by the sand ,gravel and charcoal) Water cannot be directly taken from the barrel (since filtered water is on the bottom the water on the top is tainted) A sink connected to this barrel gets drinkable water. A vanilla rain collector can be placed on a floor above and be connected to the barrel. The filtration barrel can be connected to the vanilla barrels if it is placed on a floor above Sprites for the barrel and magazine
  6. I know its like weeb mod But i want this mod I try to make this mod not only change texture but when i replace femalebody.x but its failed
  7. So I realized this is probably not a very big priority for inclusion in the main game since it's fairly trivial, so I figured it'd be better suited for a mod. Basically, it's what the title says. Different models for player characters based on body type-based traits, like Athletic, Stout, Underweight, Overweight, etc, but of course since I'm not really sure how this works, this could either just be a few changes with new models, or it could require entirely new animations for all actions, so this could either be a small idea or a massive and unreasonable job. It's just a bit of detail I'd love to see sometime.
  8. Hi. I'm thinking about the creation of a mod for our roleplay PZ server : an icon showing on the character while its player is typing something in local chat. Being aware that another player is currently typing could be very useful on a roleplay server. I'm looking for solutions, as no Lua event is linked to this specific situation. As for now, I have tried to simply capture the "OnKeyPressed" event for the "Return" key (I know it's not either an elegant or a pro approach as keybinding could change.) But I can't even manage to capture the event... Is the return key out of "OnKeyPressed" range ? What am I doing wrong ? My current test is : -- If player(0) press "ENTER" key, log it and say it local function typingIconShow(_keyPressed) local key = _keyPressed; -- Store the parameter in a local variable. print(key); -- Prints the pressed key to the console. -- We test if the correct key is pressed. local player = getSpecificPlayer(0); if key == 13 then print('TYPINGICON MOD - RETURN key hit !'); player:Say("I press the RETURN key !"); else print('TYPINGICON MOD - '..key..' key hit !'); player:Say("I press the "..key.." key !"); end end -- Register the function to key pressed event Events.OnKeyPressed.Add(typingIconShow); Current results : the mod is loaded, but no output, nor in game nor in the console (I tested it by hosting a test multiplayer game). I'm also wondering... How to get the "typing icon" to appear on other players' client ? I mean, which mechanic should I use to place a small icon on the typing player character and make it visible for every other players ? Does anyone can help me please ?
  9. It looks cool in the challenge: House in the Woods - Last Stand Accumulator Anyone can make it as a watch like items?
  10. Hello Devs and Community! I'd like to request you to add / discuss these features: "Take All" "Transfer All" Hotkey Binding It is already possible to batch transfer items between storages and inventory. Kudos for that, devs. But the implementation of this feature is very cumbersome. In my case it's very tiring for the wrist to aim for the buttons often. It's also mentally uncomfortable. It somehow "mentally feels" very wrong. Instead, I would prefer to press a key to "take all" or "transfer all" to empty or fill the selected inventory. It should also easily be able to implemented, because the essential functions are already present. Auto-Sort Feature I could not find an similar request for this. So there should be a button / key, to auto sort inventory items into surrounding containers. Yes, there is the "transfer all" button present - but that's more or less a quick'n'dirty way to solve storage affairs. A good storage currently involves much mouse movement and micromanagement. But in my case, I get rather bored by having to manually sort in each item over and over again. I don't want to bother with this kind of micromanagement. I'd rather like to focus on other aspects of this game. "Auto-Sort Feature" should be like: Oh, okay. So there are currently 6 containers present (including ground), within the accessible range of the player. Let's take a look, whats inside of these containers. Container1: Oh there is a bunch of nails present. Do we have nails inside the inventory? Oh great, we have 21 of them! So lets put them all into the container. There is also a nice, cuddly spiffo. Do we have a spiffos inside the inventory? Oh dang, no spiffos today. [...] Nothing more. Next container! Container2: Seems to be empty. Mkey - skip that. Neeext! Container3: Oh look! What a nice, beautiful shotgun. [...] etc. Just to clarify / TL;DR: I am trying to suggest a feature (macro?) that empties out the player's inventory into nearby containers. But not like the "transfer all" button - more like a "sort in" feature. It should transfer items to nearby containers 360° around the player, which already contain identical items.
  11. Itemcontainer.class has a getcapacity method to get capacity, but it does not have setcapacity method, capacity is hard coded Can developers add a setCapacity method? This will be very useful.
  12. Just a random list of things who I want to see if you modders can do or just for something else -Possible to use knifes, spoons and forks for better consuming. . Also, consuming with only hands could open a chance of food poisoning. -Wash hands on sinks and rivers and needing to dry them using towels of any class (even dirty). Using soap can increase the cleaning. -Possible to use toilets and showers when your character needs it. Mostly, you could poop in a random area, and collect the poop for makeshift fertilizer.Showers when your character is dirty from exploring in places like forests, and killing zombies. - Visible percentages of infection and other sources of diseases. Also, if the infection percentage stays neutral and doesn't continue, that means the wound passed the infection. Objects dropped on the ground, like for example: Ripped sheets, sheets, bandages, towels, food items can get dirty if they stay much time inside a container, grass lands, dirt, and roads. Fresh food will need to be washed using sinks, and optionally rivers; with a probability of infection. -Crafting, and reading books times are increased. Like for example: A log wall will require one minute in real life to be crafted (this could be changed by the sandbox settings). Reading a skill book depending the kind could also include new sections, like for example thr Farming; Better plant management, How to harvest a full crop, and etc. This won't affect at all the skill leveling system. -Make it possible to jump more objects, and add the majority of them collision. Rework on the building system. Measures on certain objects, such as nails, planks, ribbons and other objects that are related to the construction in the game. Also, you can build stuff like small, medium and large walls, pillars, and supports for the walls. This is my request and idea for you modders, or PZ developers aswell. Anyways, thank you for reading this. -William Mackenzie
  13. I am someone who loves the rain. Ever since I moved to Arizona, I spend 10 months out of the year craving the rain that almost never comes. Arizona is the 3rd driest state in the country, behind Utah and Nevada, and my 11 inches a year comes mostly from monsoon season. Whether rainless overcast, light drizzle, medium soak, heavy rain, or monsoon downpour, I can't get enough of it, in reality or in video games. Heavy rain is better. I'm always cranking up the rain values in games I play if they allow it. Which is why I would like to request some kind of mod to add in intense thunderstorms, and make the rain much more intense than it is now, both visually and audibly. The "very rainy" option simply makes it rain more; what I want are storms with howling winds, crashing thunder, lightning strikes, and water puddles. For those who have not played Don't Starve, it had an expansion called Shipwrecked that adds in a very visually entertaining hurricane storm followed by a monsoon. It looks something like this: https://www.youtube.com/watch?v=aWcgq4ZA8UY I understand that Muldraugh and the area south of Louisville don't get hurricanes and monsoons—hell, I was born 80 miles from where this game takes place, near Evansville. Which is why I wanted to request this mod. Something to spruce up the rainy season, and really give a sense of surviving nature's wrath.
  14. As the title says, sometimes you want to make it quick to read the text of a sheet of paper or more specifically the post-it notes without having to right click- left click on read and wait for the windows to appear. The tooltip might not show the whole text but a portion. No need to create a whole "tooltip class object" but to reuse the existing one. I would kindly try to make a mod out of it.. But I would need some kickstarter tips Regards
  15. Contrary to the inventory and loot windows, the map window (when you read a map) cannot be resized. this is really annoying even if you pin it (whenever you mouse out of the windows it foldes back up, when you mouse over it, it unfolds down). Also Consider that the Map UI window is really big ( it takes more than half the area of the game's HUD). Is it possible that one can convert that window to something like the inventory or loot one (so you can resize it ) through some minor modding? I will happily try to do it.. but I need some major guidance for it. Regards
  16. If possible - only the breaking of walls/houses, while leaving the grass/trees/vines overgrowing.
  17. Hello everyone, I haven't visited the Forums properly for quite some time. But, I have recently updated the game and found the addition of "Safehouse" and "Faction" creation to be really interesting. Sadly though there is one thing I dislike about said "Safehouse" creation, it doesn't work on non-residential buildings. It also doesn't work when you have zombies set to "0", in an attempt to setup a Faction stronghold for possible Roleplay. Anyway, I thought to myself that there wouldn't be a better place than the Forums to ask for such a Modification. Any help is appreciated, thank you for your time.
  18. English is not my native language so bear with me. The sad truth about the game is it really bores us after surviving 6 months due to lack of presence of zeds. So i came with this chopper idea to lure them but in return it will drop supply crates. Every week a chopper arrives to search for remaining survivor. If you let it spot you, it will hover and drops supplies like canned food, guns, ammo or medicine near you (and also lure zombie near you). If you hide the chopper leaves immediately and will not drop supply Or you can paint a helipad sign in parking area , roof top or open spaces (which is far from your safe house) and leave a Lamp post( so they would know your alive) and drop supply and also lure zeds on that area. What do you think ?
  19. I almost feel guity posting this, considering how short it is. I've talked with a couple of people, and what I find always lacking is a visual indicator of stamina. I know we have moddles for that, but it'd be nice to have a little white bar pop up near the player when you run / swing your weapon, and so forth. After two or three seconds, if you aren't doing anything strenuous, the stamina bar would vanish. What do you think people? Is it doable? Who else wants this mod?
  20. Hey any modders here, capable of making a simple mod, wich contains a usable football? Just as an Item with option to interact with, so when you press e next to it, it moves a few squares? xD Would be a funny addition to the game, since now the european cup is going on. And I would love to have a nice little kick at the muldraugh football pitch with my undead friends xD Thanks, and keep up the hustle, dear modders!!
  21. Guys, I have a bit of a garbage problem so to speak. I believe the image clarify my problem. Can't even fight zeds anymore because they are hard to see. In case you did not noticed, are living zeds down there... I use the Cremation Mod, but to carry and burn 6000+ corpses takes away the fun. Not to mention that there will always be more zeds spawning and moving towards my base. It becomes tedious very fast. Anyway, maybe someone can make a mod that makes the corpses to decay naturally after a while. I know I can add at properties of CorpseMale and CorpseFemale "DaysTotallyRotten", but I have no idea how to use that in Lua in order to make them vanish when are totally rotten. Of course that would also make the rotten food disappear, and that would be even better. Please, can anyone help? Thank you.
  22. It'd be pretty nice late-game to have a glass skylight to light up your house/room on sunny days and moonlight nights. Problem is, so far as I've seen there's no way to remove glass without breaking it. So why not change that? Bring knife, cut polyurethane/tar free, receive Glass Sheet ready for use. Maybe require more than one sheet for skylights like the one on the Convenience Store near the medical office.
  23. Long-term survival is a tricky proposition. Doubly so in that you can't preserve an enormous number and variety of foods-yet. Jars and Jar Lids are way rarer than they have any business to be. There's dozens of things that come in glass jars in even the most basic kitchen-pickles, salsa, premade pasta sauce, olives, applesauce, sauerkraut-and my mother's home canning business buys jars in bulk from K-Mart and the local hardware store. Furthermore, despite being in a farming state, nobody appears to can their own fruit-no jam, no jellies, no preserves, no marmalade. On top of that, there's no jerky-makers among the hunters; no sides of venison sitting in smokers; no freezers containing mountains of chops, roasts, ribs, steaks, and sausage; despite being in Kentucky, Fort Knox and Muldraugh are apparently one big pile of generic suburbia. This post addresses meat preservation better than I could, and leads into the preservation options I'd like for fruit...but he's left out the obvious! Jam! Combine multiple wild berries to make Wild Berry Jam, and turn all those little +1, +2, and +3 Hunger berries into a nice big crock of Happiness-boosting sweetness. Strawberry Jam for a little pot of joy. Peach Jam to brighten your day. And, of course, with all of the above...the purest comfort food, a Peanut Butter and Jelly Sandwich becomes possible. On top of these are Preserves-not merely "jam but thicker", but fruit in syrup; preserved peaches, spiced pears, Watermelon Rind Pickle, quince (impossible to eat until preserved or cooked), conserved berries, marmalades, the list goes on... And, of course, if it comes out of the ground and you can eat it, you can pickle it. Cucumbers for pickles would be nice, of course. Zucchini are crap pickled, but there is really no reason for them to not be implemented. Pickled cabbage is better known as...sauerkraut! Yes, you can pickle corn. Furthermore, if it comes off an animal, you can turn it into jerky. I've been to enough state fairs to know. And now, the recipes: CANNING The canning process requires multiple pots-one pot to cook your fruit in, and another to seal the jars. (Fruit) jam/marmalade: 30-hunger fruit (2 Apple/Peach/Lemon/Orange/Grapes; 1 1/2 Bananas, 10 Cherries, 15 Blackberries/Blueberries, or 6 Strawberries), 1 Sugar, 1 mug Water. (Fruit) Preserves: 30-hunger fruit, 2 Sugar, (spices). Crafting these only provides the uncooked base, needing to be added to a pot to make a Pot of Uncooked Jam. You can put up to ten of the same Uncooked Jam into a Cooking Pot, then cook it for two hours to get a Pot of Jam. You then make Unsealed Jars of Jam the same way you make Bowls of Soup or Bowls of Stew from a Pot of Soup or Stew, and cook those another ten minutes in a Pot of Water to get Sealed Jars of Jam. Unsealed Jars of Jam provide the same bonus but go off in a much shorter period of time, and are the result of opening a Sealed Jar of Jam but not using all of it as well as not sealing one in the first place. Pickling vegetables works the same as it does now, save for using a Salt Shaker instead of an entire bag of sugar. Speaking of Vinegar... BOOZE AND VINEGAR If you've got booze and rags, you've got vinegar in the offing. Just pour some into an open jar, tie a clean rag on top, and wait awhile, checking every so often. But what if you've run out the tasty red, lovely chardonnay, and sharp whiskey? You make your own, of course. There's all that corn to the north, and you can certainly make barrels by Carpentry 6, as demonstrated by the Rain Barrel. Enable the creation of a new Barrel, and you can make Corn Beer from corn. ...with considerable further difficulty, requiring the addition of a couple extra items that thankfully have their own separate uses. Dried Corn and Cornbread! I'd assume you can dry corn in an oven or kiln-until a kiln is added, perhaps for ceramics, it'll be oven or fire only. Use a Knife on Corn, get Corn Kernels, dry in oven to get Dried Corn. According to this post, it's quite possible to just throw cornbread into the mash to make wort and be done with it. Making that mash, however, is another thing entirely. This guide says you need a pound of grain per quart of water, and this article says you don't need hops. Assuming the Cooking Pot holds three gallons, that's six pounds of grain. Cook that for an hour, and you've got a Mash-suitable for eating, feeding to pigs, or washing in a Bucket. Washing the Mash produces Wort, which can be consumed for a mild Happiness, Hunger and Thirst bonus or taken to the next stage. Cook the wort for another hour, then pour it into your barrel. Wait a couple weeks, and either get Failed Beer or Corn Beer. Open the barrel and cover it with Clean Rags to get an enormous amount of Vinegar, or pull individual bottles and let them sit for smaller amounts. Bam, you can now make all the vinegar you need. SUGAR CREATION Sugar Beets are grown only occasionally in Kentucky. Sugar cane was grown historically, and might still be found growing feral. What IS grown in quantity is Sweet Sorghum, and that you could grow relatively easily without planting it near a river, pond or swamp. Since it doesn't matter particularly to the player whether they use white or brown sugar for preserving or baked goods, refinement isn't necessary. Just cook the Sugarcane/Sorghum/Sugar Beets into Blackstrap Molasses, strain that through a Clean Rag to get Molasses, and cook that down into Brown Sugar. SALT ACQUISITION Salt's harder. According to this map, there's a salt deposit along a creek 40 miles from Muldraugh, which would require cars and special dispensation on the map. That said...salt is sold in boxes for a reason. There's no reason to not put boxes of salt around the map; this would make preserving a more viable option, but still ultimately a temporary one. Unless you add traveling traders. With the addition of driveable vehicles and NPCs, the gameworld gets a lot larger. Three years in, there's gonna be a lot less zed, and people will start rebuilding. Rebuilders will need stuff they can't get locally-the traditional goods of wood, iron, and salt; and various precious commodities no longer available elsewhere. Trade will become a thing again, and the Survivor and their enclave will have a means to access salt, new stocks of scrap metal and raw iron...but perhaps I overreach the aim of this post. Anyway. Three pound boxes of salt in various houses. How 'bout it. TL;DR New items: Box of Salt More Food In Jars Large Jar of Olives (-Hunger, +Happiness, +Thirst) Large Jar of Pickles (contains four Pickles) Pasta Sauce (Prego, Progresso, Ragu, what have you) Jar of Salsa (-Hunger, -Happiness like Ketchup et al unless applied to Burger or Casserole) Jar of Sauerkraut (-Hunger, +Thirst, keeps one month after opened even without refrigeration) Jar of Applesauce (-Hunger, -Thirst, +Happiness) Box of Jars (Jars+Jar Lids x12) Jams & Preserves Applesauce Pineapple Jam/Preserves Grape Jelly Peach Jam/Preserves Marmalade (Lemons or oranges result in the same thing to save assets) Cherry Jam Blackberry Jam Blueberry Jam Strawberry Jam/Preserves Confits, Sausages and Hams as addressed above Barrel (Carpentry 6, four Planks, four Nails, possibly two Scrap Metal) Corn Beer Corn Vinegar Dried Corn Corn Mash Wort Sorghum OR Sugarcane OR Sugar Beets Blackstrap Molasses Molasses Brown Sugar Corn Kernels Modifications to existing mechanics: Jars now spawn in Large Crates and Hardware Stores. Various jams+jellies spawn in cabinets and sheds. Thoughts?
  24. With Build 32, it's virtually impossible to burn corpses without destroying the entire known world. So I'd like a fix to this. Maybe something that just takes the sheet of paper, lighter and gas and uses them appropriately, but just transform the corpse into the ash pile, skipping the fire part altogether. Or perhaps just a right-click and "delete corpse" option. Really need this for my role-playing game I'm doing. Thanks to anyone who shows interest!
  25. I know hauling furniture around will be possible sometime in the future, but i've been looking at the code for generator interaction and it seems (to a layman) it would be pretty simple to "reverse engineer" it to work with other objects (mini-fridges please). Am i underestimating this? Would anyone be interested in cutting our wait short and modding this? EDIT: Ooops, i just noticed there's several other posts requesting some form or another of getting more fridges on your base... Sorry for doubleposting! My only saving grace is, seeing that there is indeed a lot of interest in this, reiterating the request is not entirely without merit (though a tad spammy). Rephrased the title of this post to reflect that. I'm very curious to know why such a popular feature has yet to convince any modders to roll up their sleeves...
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