Jump to content

Search the Community

Showing results for tags 'Build 32'.

  • 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


Location


Interests

Found 24 results

  1. Adds a mechanical flashlight, also known as a squeezelight or dynamo torch. It's a flashlight that is powered by kynetic energy (the user squeezing the flashlight, which drives a dynamo, creating electricity) So, no more crazy supply of batteries is needed! Recharging it does raise your fatigue very slightly, but not in a way it's remotely penalizing. It's recipe is 1 normal Flashlight, 3 Electronic Scrap and a Screwdriver. Oh, and you kinda need a level 2 skill in Electricity. (it gives you back the battery if you left it in the flashlight ofcourse) Download Link: http://pz-mods.net/weapo
  2. Good evening. I have thoroughly enjoyed Ethanwdp's "Let Me Speak Mod", which is a coding masterpiece in and of itself. My one problem is that the Mod's Conditional Speech causes your character to curse like a sailor and constantly take the Lord's Name In Vain. I can't have this in my "Project Zomboid", so I made an alternate to the conditional speech in the default. This requires the full "Let Me Speak" Mod to function. To install this Mod, you must go into the Steam Workshop folders and look for: "(STEAM CONSOLE ROOT)\steanapps\workshop\content\108600\
  3. Convenient Bags Convenient Bags (previously Unpack Bags) is a mod for Project Zomboid which adds several new features to the vanilla item containers. OverviewAdd tags to a bag to allow quick sorting of itemsQuickly pack items into a bagQuickly unpack items from a bagQuickly drop all equipped bags via keypressIncludes translations for English, German, French, Russian and FinnishTiny AVC Support Unpacking Bags Bags can be quickly unpacked via a context menu. The bag will drop its contents into the container in which it currently is contained (this can be the player's inventory, a container
  4. First of all, to be clear, this is not the ultimate anti-grief system and it's really non-RP, but it should help some servers. I'm trying to do my best to avoid any abuse of this system, so be warned I could remove this while I'm fixing it if I see too much abuse. A better anti-grief system will come in time, but for now this is a solution servers can use. Multiplayer thing only: In build 32 you'll be able to claim a safehouse, making other players not able to walk in it, destroy it (fire, explosion...) or loot it. It's a server option, and off by default. Players can claim a safehouse - o
  5. Hello, I've made this quite simple mod for myself, but decided to share it with community, maybe someone would like to use it, idk. Mod allow you to enable petrol pumps with generators after electricity shut off and get lovely free fuel. - Download https://drive.google.com/open?id=0B-0Mg46FfqvqV2ZaWEpxeGcwQ3M http://steamcommunity.com/sharedfiles/filedetails/?id=647865345 - Screenshot UPD: if generator doesnt work with some pumps, then download mod again, I fixed issue
  6. -------------------Credits to Brybry and Blindcoder for help with getting started------------------- ------------------If I forgot anyone who helped me get this done, Let me know.------------------- 1.2: Updated Hydrocraft support to 3.4. Overwriting other CustomCategory modules is now possible.1.1: This mod is now Modular. Anyone who wishes to make use of this mod for their own mod can do so!Instructions at end of post. If someone makes use of this for their mod, It would still be recommended to leave this out of your mod, in case some people do not wish for the extra categories.--------If an
  7. Simple mod that will give each profession its own starting items. Items: Credits for idea and original mod to Aricane DOWNLOAD Changelog: P.S: Ideas for changing current items is much appreciated!
  8. For start im french and i stopped school very early in my life , so im really sorry for my bad english , i try to do my best. Rpitems is a mod that will add new Role Play things , like new items (usless or not) with new functions and some surprise . I will update the mod every 2 weeks and telling you the new features . Actually its the first version of the mod so there is not much adds . See lower for the features . If u have any suggestions or ideas let me know . Download Features Credits
  9. Hey Folks, just like the title says... Playable Piano v1.0 This mod allows to play the pianos that sometimes can be found in houses. It's pretty much my first try at a PZ mod and serves more as a test than anything real serious. Therefore it's quite simple but works (as far as I've tested, hurr durr). Using the piano plays one of a few looping audio tracks + reduces stress and boredom... but only if you got the necessary skills. Some traits prevent the use, which then results in a different looped track being played- and no stress / mood boost. Oh... also to keep in mind, using the piano ma
  10. It's finally here! Relocating fridges, microwaves, stoves and barbecues! This project will make player build houses a lot more usefull, and planned to add a lot of new stuff and functionality to the game. This will be part of a bigger project mod, which won't just be fridges, but also microwaves, lights, electronics, etc. Download: Features so far: - Able to pick up fridges, no need to empty them they keep their inventory! - Place it back as a workable fridge, stove or whatever anywhere else in the world, with the same sprite as before, and keeping it's inventory. - Can be placed
  11. Hi! Currently I'm trying to set up a server on our Debian box, downloaded the dedicated server package (with appid 380870) but when I try to run it the server fails with this error: pzexe: Steam is not running[S_API FAIL] SteamAPI_Init() failed; SteamAPI_IsSteamRunning() failed.[S_API FAIL] SteamAPI_Init() failed; unable to locate a running instance of Steam, or a local steamclient.so.pzexe: SteamAPI_Init() failedMessage: 'Fatal Error', Detail: 'Steam must be running to play this game (SteamAPI_Init() failed).I recognized this error, having seen it in a TF2 dedicated server, which could be f
  12. Purpose: Disable sleep. Created with splitscreen games in mind. Tested on: Build 32 Created by: xenoglyph Greetz: ethanwdp & EnigmaGrey Download link: http://www.mediafire.com/download/vxao9ga7wwxbixz/NoRestForTheWicked.7z Workshop link: https://steamcommunity.com/sharedfiles/filedetails/?id=547784112
  13. This adds a new Lamp on a Pole, aswell as add functionality to the old one to work on the power grid and generators. Seeing it wasn't done yet, and I felt it was something I really wanted I got myself a look into the code and scrounged up something. Hope you guys find it just as usefull! Works on multiplayer <3 Features: - Checks whether the house has power from generator, or power grid is still on. - Lamp on Post with a battery can't be turned on via electric power untill you take out the battery. - If the power blacks out, or generator is turned off/has no fuel left the lamps turn off
  14. (I cannot seem to get the little grey "Build 32" box to show up on the left of my thread. Sorry about that) One day on IRC, Veryinky brought up a good point on how foraging made players sleepy very quickly. I agreed that seemed a little bit excessive. With the new foraging drain system, the following is now in effect: Base fatigue cost for foraging has been changed from 0.05 to 0.005.Successful forages will drain fatigue by a further 0.02*quantity of item spawned.The chance for XP gain from unsuccessful forages in vanilla now adds to fatigue as well.Otherwise unsuccessful foraging will not
  15. I added a new item to the game item D4 { Weight = 0.1, Type = Normal, DisplayName = D4, Icon = D4, ReplaceOnUse = D4, }And it works fine in basic aspects. I can spawn it in with NecroForge, and the sprite, name, and category appear correctly - but when I right-click on it, it crashes the game? I've added other items in the same file (books and weapons) that work fine including the right-click, so I'm not sure what about a 'normal' type item could be breaking it? Things that do work: Right-click on all other items, including other items from same modItem distribu
  16. Love modding PZ? Running through the forums thrice daily to check for new versions? Tired of doing so? Then go and nudge your Mod Creator to support Tiny_AVC! What is Tiny_AVC? It's the Tiny Automated Version Checker! What's it do? It checks if there's a new version for your installed mods! How does it do that? Automagically! If your mods creator supports it, that is. Cool! What does it look like? Like this: Version 0.8.0: Version 0.6.0: Earlier versions: Awesome! What do mod creators need to do to support tiny_avc? Nothing much! Fantastic! Where do I get this magic piece o
  17. I found that Pravus's Additional Skill Book Mod was a bit out of date (last worked with Build 28), so I went and updated it for Build 32. Also added a few new books and took out some redundant ones. http://pz-mods.net/weapons-items/AdditionalSkillBooksMod2/ Anyway, first mod, first post, etc. I've been following this game since the very first release, and just got back into it and sort of obsessed recently. Hydrocraft inspired me to start updating some older mods that appear to be abandoned, and maybe try making a few of my own I played around with some more flavorful names on the forag
  18. Better Shouts Better Shouts is a mod for Project Zomboid, which replaces the vanilla shouting mechanics and adds a whisper function. OverviewAdds custom shouts (users can easily add their own)Adds whispering, which will be used if the player is sneakingRemoved vanilla shoutsTiny AVC SupportShouting & Whispering Shouting in this mod works similar to the shouting in the vanilla game, but it adds a few more variations of things your character says. Whispering works just like shouting and will be used when the player is sneaking. This can be used to only attract zombies who are close by.
  19. 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!
  20. [NEW STUFF] Zombie Respawning The zombie-respawning system was rewritten. This picture shows a part of West Point. Each large rectangle is one cell (300x300 tiles). The small rectangle is the loaded part of the map around the player. Each red dot is one zombie. The yellow dots are the "real" zombies in the loaded part of the map. In the top-left corner of each cell you can see the number of zombies in that cell followed by the number of zombies there were when the game first started (the desired population). The third number is how many hours before new zombies can spawn.
  21. Topic. I've never used custom maps before, but I'm curious if I'll be losing some of the new features if I try them? How does this work?
  22. Hello ! I've decided to start a Photo-Scenic Journal of my surviving in this new build 32 ! I am playing Survival in Muldraugh KY. I am playing as a Burglar - Athletic-Strong-Lucky-Cats Eyes-Runner-Graceful-Baseball Player-Dextrous- (Thats a REAL burglar like in the movies ) I am 1 month 2 Days in as of today. I am also going to share my on-going screenshots of my Fort Death Row ( ) Warning ! Some of the following scenes may be hilarious (with an unrated use of language) Hope you all enjoy ! (The Above Scenes depict the death of my t
  23. Has anyone ever got one to work in a mod they made? Whenever I try to add an evolved recipe all evolved recipes cease to function. Also, has anyone tried tooling around with NeedToBeLearn flag on recipes and then adding a magazine or profession\trait based way to learn it? I can't seem to get it to work through a trait. Any help will be greatly appreciated and credited on any of my mods that will use the knowledge. Thank you. Edit: You can learn a mod recipe through a mod magazine, but it doesn't work for traits. And I'm using the same code that allows professions to know recipes from the s
  24. I've been trying to disassemble all kinds of electric appliances for electronic scrap but nothing seems to work; I don't get any menus or choices to do it.... I have a Screwdriver in my inventory, yet I don't see any options to take stuff apart. Do I need the Saw as well or some other new tool? Do I need to be playing as Electrician or Engineer to do it? Are there any books/magazines I must read before being able to do it with another class (like with Generators)? Is there only a specific type of electronic appliance that can be taken apart? I've already tried TVs, Freezers, Vending Ma
×
×
  • Create New...