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  1. Hello Becouse Peanuts (creator of this mod) has been offline since december and no one is developing this mod anymore I (Omegapl) decided to take care of this mod and update it a little. INFO Get bored of pausing game to see if an item is a component of a recipe on your favorite pz wiki site ? This mod is for you. This mod will help you to learn the recipes of Project Zomboid. SCREENSHOTS HOW TO USE IT: CraftHelper offers two ways to learn recipes: See all recipes where an item is usedSee directly the complete list of recipesAll you have to do is : Open your inventoryRight click on an item. If the item is used in or more recipes, the "craft helper" option will appear in the contextual menuClick on the "craft helper" option to see all the recipes where the item is used.Move the mouse over a recipe to see its composition in tooltip boxOr Click on the new available button (to the left of screen, under character info button) to open a window where all recipes (sorted by name) are displayed. Like above, when your mouse is over a recipe, its composition will appear in a tooltip box.In tooltip box (recipes composition), you'll see [+], [~] or [-] before items name. [+] : means that you actually have this item in your inventory [~] : means that you actually have this item in your inventory but not enough to craft recipe [-] : means that you don't have this item in you inventory If you have picked up some items and you want to check if you can craft something with them , press refresh button on the top of the window in which the list of recipes is. Since version 1.5b there is CraftHelper menu available in recipes book . You can open it but pressing "O" button.Also you can add recipes to favorites by pressing right mouse button. FOR MODDERS HOW TO INSTALL THIS MOD: I have tested v.1.2 of this mod on build26 and 27 of pz and it worked on both of them. I haven't tested previous builds. Craft Helper (when loaded from mod directory on both sides client and server) in multiplayer works only on build27 and up Mod should work on Project Zomboid build 27 and up Just extract the archive into your mods directory located at <C:\Users\USERNAME\Zomboid\mods>Turn it on in PZ's menuLINKS [v1.5g] Dropbox: http://adf.ly/1IFgQU v32.4 [v1.5f] Dropbox: http://adf.ly/1HwuYL temporary version for v32.2 [v1.5e] Dropbox: http://adf.ly/1Hqmhh [v1.5b] Dropbox: http://adf.ly/w7SVA [v1.4b] Dropbox: http://adf.ly/w7TLK v30.8 [v1.4a] Dropbox: http://adf.ly/w7TLM v29.4 [ v1.4 ] Dropbox: http://adf.ly/w7TLN [ v1.3 ] Dropbox: http://adf.ly/w7TLP [ v1.2 ] Dropbox: http://adf.ly/7222364/crafthelper1-2 Direct Link: I don't want you to place these mod versions anywhere else. If you want to put my mod on other site put this download link not your own. cccp fixv2: http://cur.lv/b2k24 It allows to run mod with cccp[v0.6] without errors. Just extract content of "cccp CH fix" directory to mods folder in your documents and overwrite every file. cccp mod: http://theindiestone.com/forums/index.php/topic/7385-cccp-consolidated-culinary-community-project-beta/ Donation CHANGELOG v1.5g All features are back again.v1.5f released for PZ v32.2 experimental in that version evolved recipes aren't shown and craft helper doesnt show if item can be filled with water. v1.5e Solved spam of errors in console. Bugfixes. Compatibility with other mods fix.v1.5b Added CraftHelper options menu which can be opened by "O" button next to close button. You can sort recipes list by result name or recipe name. Also you can switch between displaying result name and recipe name . You can now add recipes to favorites by clicking right mouse button when pointing on your often used recipe and then clicking on small button which pops up. There is option in CraftHelper menu to display favorite recipes at the beginning of the list and option to display favorites only. Your favorites are saved on hard drive in "(,,,)\Zomboid\Lua\CraftHelper\Favoritelist.dat" and are loaded up when you start to play again. When you have mods adding recipes and you add to favorites some of these recipes, these recipes are kept saved when mod is switched off. And of couse I've made images for these buttons v1.4: CraftHelper now loads Evolved Recipes too (soups,sandwitches etc) Water fillable items have now info (blue) in recipe list Recipes in which can be used water contained in other items are now shown in the recipe list Bugfixesv1.3: Brough back feature: green highlighting of recipes when all needed items are in inventory, Proper names of items are now shown on the tooltip. Added "refresh button" which when pressed rechecks your inventory and available recipes. Icon of item created in a recipe is shown on the tooltip again. Mod uses much less CPU then in v1.1 ,when using mods which add big amount of recipes.v1.2: updated to build27 . For modders it is now possible, by adding item's name to the IgnoreList = {} ,to exclude recipes concerning an item. [beware in current version it removes whole recipe from the mod, but it's still craftable in-game]. Minor bugfixes.v1.1.1 : compatible with new mods loading system of PZ : Show recipes you can craft with what you actually have in your inventory. For each recipes, show in tooltip box what items or not you have in your inventory. For modders, possibility to hide your recipes in Craft Helper (filter by items module name)v1.0.3 : Craft Helper window's background is now opaque (transparent background can make reading difficult recipes when multiple windows are openv1.0.2 : Now that the new PZ version (v2.9.9.10) is released on Desura, hotfix is included in v1.0.2 archiveHotfix : Makes CraftHelper compatible with PZ v2.9.9 (forum test release)v1.0.1 : Now works on Linuxv1.0 : Initial release
  2. Heya peeps, So, we've worked on a new cooking system, trying to make it more user friendly, much more realistic and cool. Please bear in mind that it'll be in test and numbers may be tweaked ! It'll probably be in test in the next update... 1) The new recipes ! Let me introduce the new "evolved recipe", let's have an example (brace yourself, you'll have a tons of example in this post !) : Spoiler module Base{ evolvedrecipe Soup { BaseItem:WaterPot, MaxItems:6, ResultItem:PotOfSoup, Cookable:true, }} How to add an item for a recipe ? Example of Chicken (directly in items.txt) : Spoiler item Chicken { HungerChange = -40, Weight = 0.3, Type = Food, IsCookable = TRUE, DangerousUncooked = TRUE, DaysTotallyRotten = 4, MinutesToBurn = 60, DisplayName = Chicken, Icon = Chicken, DaysFresh = 2, MinutesToCook = 30, EvolvedRecipe = Soup:15;Stew:15;Pie:10;Pan Fried Vegetables:10;Sandwich:5|Cooked, } What does this mean ? Now to make a soup, you'll need a water pot, and at least one of the ingredient in the list, so yeah, it look like the same ol' recipe... But, as you can see, there's more than that in this recipe, some ":10", ":15" etc. This mean that we gonna take only the number for hunger reduction, let me explain : To create recipe/add ingredients, just right click on the base item (Water pot or Pot of soup) I create the soup with some Chicken, the chicken item say Soup:15, I'm creating the soup and it'll be a soup with 15 hunger reduction, while my Chicken will have -15 hunger reduction, meaning I can add more than 1 time Chicken (Chicken have 40 base hunger reduction). Then I could add some carrots in my soup, etc. As you probably saw, there's a limit of 6 ingredients in this soup. You can also add a "Cookable" in the recipe, meaning the recipe can be cook. But also ask for a ingredient to be cooked before being added (think about a chicken sandwich, you won't cook the sandwich, but the chicken need to be cook), like this : EvolvedRecipe = Sandwich:5|Cooked, Please note that even if you have a Chicken with only 5 hunger reduction left, you can still use it (but will only use 5 hunger reduction for the recipe, and count as 1 ingredient). 2) Bonus, bonus, BONUS ! We all love numbers ! (do we ?) So let's have a look at bonus for your recipe. Everytime you add 1 item, you'll add the hunger reduction + some hapiness/boredom reduction (5 per items), exepct if you're adding more than 1 time the same item, you won't have a hapiness/boredom reduction, and more than 2 times, you'll start to have malus in this properties, have an example ! : - Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Chicken = Soup with 30 hunger reduction, +0 hapiness/boredom reduction.- Add Chicken = Soup with 45 hunger reduction, -5 hapiness/boredom reduction.- Add Chicken = Soup with 60 hunger reduction, -10 hapiness/boredom reduction.etc.But don't think that adding 6 differents ingredients will give you 6*5 hapiness/boredom reduction ! It depend on cooking skill, a better chef will be able to add more ingredient and mix them well, so every cooking level will allow you to add 1 more ingredient without a hapiness/boredom malus, another example ! : Level 0 cooking :- Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Carrots = Soup with 30 hunger reduction, +10 hapiness/boredom reduction.- Add Broccoli = Soup with 45 hunger reduction, +5 hapiness/boredom reduction.- Add Leek = Soup with 60 hunger reduction, +0 hapiness/boredom reduction. Level 2 Cooking :- Create soup from Chicken = Soup with 15 hunger reduction, +5 hapiness/boredom reduction.- Add Carrots = Soup with 30 hunger reduction, +10 hapiness/boredom reduction.- Add Broccoli = Soup with 45 hunger reduction, +15 hapiness/boredom reduction.- Add Leek = Soup with 60 hunger reduction, +20 hapiness/boredom reduction.etc.Level 2 cooking mean I can add 2 more ingredients and still have the hapiness/boredom reduction bonus. PLEASE NOTE : The cooking level WON'T influence the hunger reduction ! Only the hapiness/boredom reduction. 3) What's the difference between a good chef, and a bad one... ? So, if cooking skill doesn't infgluence the hunger reduction of the recipe, how does it works ? It'll reduce the used hunger reduction of the base item, ooook, another example because I'm sure you love them : Level 0 Cooking :- I create soup from Chicken, meaning my Chicken will have : 40 - 15 hunger reduction = a chicken with 25 hunger reduction.Level 2 Cooking :- I create soup from Chicken, meaning my Chicken will have : 40 - (15 - 10%) hunger reduction = a chicken with 26.5 hunger reduction.This mean I can use more time my Chicken ! Cooking skill will also influence the time to add ingredient in your recipe. You'll also gain 2 xp per ingredients added. 4) Rotten Food ? NOT ANYMORE ! Erk. Yes, you can now use rotten food in your recipe... That's... Disgusting... You first need to be at least level 4 in cooking, if you have a rotten ingredient in your inventory, at level 4 you can use 5% of his hunger reduction, and 10% at level 5, let's have an example : Im level 5 cooking and have a rotten Chicken (40 base hunger reduction), I add it in my recipe : - Create soup from rotten chicken : Soup with (10% of 40) = 4 hunger reduction (and Chicken totally consummed) That's maybe not a lot, but still can use any rotten food in your recipe ! Reality explanation : "A skilled chef has managed to cut away the parts which are still fine and used them." -Andy. Geez, I have to add more quote, they look awesome... 5) Get a spicy day ! You can also add salt and pepper to your recipe, it will not count as ingredient but add a slight hapiness/boredom reduction bonus, you can only add 1 unit of each spices in your recipe. Spice can be Salt and Pepper (for almost all recipe), Ketchup and Mayonnaise for some other recipe (sandwich, burger..). 6) Excuse me sir, want some bleach with your soup ? Once you have at least 3 ingredients in your recipe, you can add Poison inside your food, to poison your fellows "mate". The poison can be detected by them though, each poison have a detection level (bleach is quite normal, poison ivy is low...) and a poison power, here's some example : Bleach : Detection level 7, Poison power 40, Dose of bleach per use : 15 (the Bleach have 60 thirst reduction, meaning 4 dose total) - I'm a level 3 chef.- I add Bleach inside my recipe, Detection level = 7 - 3(my cooking lvl) = 4 -> Meaning you need to be at least lvl 1 cooking to notice it.- Poison power is now 10.- I add Bleach again, Detection level is now 4 + (7-3) = 8, but capped to 5 (meaning ANYONE can detect it's poison !)- Poison power is now 20 though.So, what does this poison power thing mean ? Once you have been poisoned by food, you'll start to get some pain (after 20min ~), after some time being sick (around 1h30-2h30, depend on the strength of the poison) and start to lose health, you can try to eat a lot to counter this effect. A power of 20 won't kill you, but will let you with really low health ! And you'll need some time to fully recover. A power of 30 will kill you, even if you manage to eat well. Here's the icon when you detect a poisoned food (may be not the final one) : 7) That's cool, but if I want to make custom recipe... ? Oh, first of all thanks for saying it's cool. Once you added at least 3 ingredients, you can rename your recipe ! Make it your very own, just right click on it and select "Rename *insert food name*. Transform your Soup into a Mighty Soup of Awesomness + 50 ! 8) Planned recipes ! Here's some example we have in game : SoupStewSandwich (cold)BurgerPie (Fish Pie, hell yeah UK boys !)CakePan Fried vegetablesSalads 9) Soooo, is it over... ? NO KIND SIR ! More things are planned (probably done tomorrow, I was just too excited to not post this now...), like : Use of "bad food" (like dog food, dead rat...), a good chef could "hide" their smell and so make good food from them. Add "unique recipe" for example creating a hot sandwich, add meat patty, salad, tomato, pickles, ketchup and it'll become a "Burger" with a slight bonus in his stats... (or a malus if you dare making a Fish pie... (actually kidding... It'll add a bonus if you're from UK only )) Add sleeping pills, broken glass, etc. as poison. Add a Chef profession.. ... Remember we're always open for suggestion !
  3. Hello, I'm having a really frustrating bug where I can play Build 23 fine but Builds 25 & 26 when I start up a world, I can't see my character, just the shadow! Please Help me. http://imgur.com/adhfdWp
  4. Heya fellow survivors. In this thread I will write a tutorial series describing everything I know about moding for Build25+ so far. Please note that some of the information I supply is what I think and might not be 100% correct. I want to make this series as I want to get all the information in one place, and because I found it diffacoult to find all the information myself when I started. Part one: Folder Structure. This is the folder structure as of Build 25 through 26.mymod: mod.info file, poster.png and all the icons your mod items use goes here. (NOTE: All icons MUST start with "Item_" like so: Item_iconname.png. Note the capital I, it's important)mymod/media/lua/client: Lua files in here are executed client side.mymod/media/lua/server: Lua files in here are executed server side. (NOTE: You ARE starting a server when you start a new sp world, so world gen stuff goes here EVEN ON SINGLEPLAYER!)mymod/media/lua/shared: I don't know the exact purpose of this folder, but I have noticed that it loads before the client and server files are loaded.mymod/media/scripts: Item and recipe scripts goes in here, just plain .txt files. That's what I know about the new folder structure so far. If you have changes or want me to add stuff, feel free to post below and let me know. Part two: mod.info The mod.info file is the most important file of any mod as it is the way to get the modloader to know it's a mod.The mod.info file contains this information:name=Name you will see in the mod listposter=poster.png (This is the image shown in the mod list)id=yourmodid (This is the id which the modloader reads when it is looking for mods that may requre this mod)require=mod1id, mod2id, etc. (This tells the modloader that this mod requires mod1 and mod2 where mod1id is the id of mod1 and alike with mod2)description=A description of your mod, what does it do?url=When you make your pzmods page for your mod you can add the link here. You can then access this link from the mod within the mod loading screen. That's about it for the mod.info. It may seem simple, and it is pretty simple. But it is also the most important file of your mod, so don't forget about it. Part three: Simple Recipe Mod. Next up, I will teach you how to make your own recipes in your mod.It very simple, at least the way I do it. For this tutorial we will be adding two recipes.1. Dry towel2. Dry bathtowel All you have to do here is the following:1. Find the "mymod/media/scripts" directory.2. Find/make a new file called "yourmod_recipes.txt", or a better name if you are creative, and open it in your favorite text editor.3. Now for the "coding" part (Well, as the folder suggests, it's more scripting than actual coding here ) Start by adding the module (this is basicly the id of the recipes, if you ever need to include them. In another mod maybe.)module yourmod_recipes (or a better name){ <-- Remember these, those are most important! "Recipes goes here"}Now, import the items we will be working with, as we are using items from the base game, we will include the module "base". If you use moded items, you need to requre the mods items module here.module yourmod_recipes{ imports { <-- Again. remember these! Base } "recipes goes here"}Now we are adding the actual recipes. Don't worry, it'll be over very soon.module yourmod_recipes{ imports { Base } recipe Dry Towel <-- Recipe name, this will apear in the inventory when we rightclick a wet towel. { <-- And once again. remember these for each recipe DishClothWet, <-- Requires a wet towel, you can check the "Steam\SteamApps\common\ProjectZomboid\media\scripts" for item files in which the items are listed. Result:DishCloth = 1, <-- As you might have guessed, this is what the recipe will give you once it is done. Time:120.0, <-- And here is the time of the recipe (How long it will take in in-game seconds) } recipe Dry Bath Towel <-- Here I have added the same recipe, but for bath towels. { BathTowelWet, Result:BathTowel = 1, Time:120.0, }}NOTE: REMEMBER the "," after each line! And that's it for the recipes! Yes, you are done. Part four soon to follow! So stay tuned for that. We'll take items next! ---- Update: It's been a while, sorry about that. Honestly.. School have taken a lot of my time this year because I'll be graduating this summer, so I really wanted to give it everything I got. Anyway, enough of the boring blabbering.. I'll continue this guide in January and then see how much I can work on it from then. I'll also see if there has been any large changes in my other examples as I go. TL;DR: School, busy, continuing in January. ---- -Sejemus
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