Jump to content

Search the Community

Showing results for tags 'build 31 '.

  • 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

Found 19 results

  1. ---------------------------------------------------------Let Me Speak!-------------------------------------------------------- Note: Svarog and Aricane (owner of PZ-Mods) both had an unaltered copy of V1.2, the latest version before I had a PC failure that effectively erased this mod. If you like this mod, you have them to thank for its continued existence. This mod has something for just about everybody. Whether it be roleplay, immersion, Lua, singleplayer admin, etc, this mod has it all. What stemmed from a suggestion from here has become much, much more. Press T to open up the chat. As of V1.3, it supports Tiny Automated Version Checker. If you don't have it, I highly recommend you download it from its thread here. Steam Workshop Download Google Drive Download Features: A fully functional singleplayer chat bar. Admin commands. Admin command keybinding. A built in Lua interpreter. Conditional speech, with over 100 possible lines of dialogue. Admin Commands /lua codehere -- built in Lua interpreter. can also access methods from CheatCore /help OptionalTopicOrPageNumber -- displays help. just type "/help" without quotes to display page 1 of help. /toggleconditionalspeech -- toggles conditional speech /godmode -- toggles god mode /creative -- toggles creative mode /deletemode -- toggles delete mode (when enabled, press X to delete the object under your mouse) /heal -- heals you /refillammo -- refills your currently equipped item. /repair -- repairs held item /infiniteammo -- it toggles, well, y'know /infinitedurability -- toggle infinite durability for held item /noshotdelay -- no delay between shots /toggleneed needhere -- toggles the need. type "/toggleneed all" to toggle all needs on or off. /firebrush -- toggles firebrush. when enabled, click to create fire /zombiebrush numberofzombiestospawn -- toggles zombiebrush. when enabled, click to create zombies. Type one of the following (without the quotes) to disable: "/zombiebrush disable", "/zombiebrush off", "/zombiebrush toggle", "/zombiebrush 0" /levelskill codedefinedskillnamehere numbertolevelto -- level up skill. "/levelskill all" levels all skills /instakill -- toggles instakill melee /settime numbertimehere timeordayormonthoryear -- set the time /barricadebrush numberofplanks -- press Z to barricade the object under your mouse /teleport X Y optionalZ -- teleports you to the specified X, Y, and optional Z (height). /additem caseSensitiveName optionalCount optionalItemBase -- adds the specified number of items /keybind key command infinite optional parameters -- binds the selected key to a command. /unkeybind key -- unbinds the selected key. /keybinds -- prints a list of all keybinds to the chat box. /fly -- toggles fly mode To Do - Add a fully functional options menu. Installation: http://theindiestone.com/forums/index.php/topic/1395-how-to-install-uninstall-mods/ Special Thanks: Svarog and Aricane (owner of PZ-Mods), for providing a backup of the lost V1.2 version. This mod would've been lost forever if it wasn't for them. PZ-NOOB, for the amazing suggestion this was based on. This mod wouldn't be here if it wasn't for him. CzarUltra, for his contribution to the suggestion and the mod in general. He expanded the idea to something even more amazing. If it wasn't for him, there wouldn't be a chat bar at all, nor would there be admin commands or the lua debugger. Most if not all of the conditional speech lines were thought of or inspired by him. Mike280, for his contribution to the suggestion. His post was vital for outlining what kinds of things I should add conditions for. Changelog:
  2. RegularX

    Insomnia

    This is a pure gameplay mod, no new items or weapons or the like. The gameplay goes like this: You don't sleep. You don't even get tired.You start with a hiking bag, a flashlight, some batteries, a hammer and some nails.During the day, zombies are blinded. You can walk right past them. They will react to sound.When night falls, not only do zombies go from being blind to eagle eyed - most of them will probably know where you are. Hopefully you spent the day wisely. The intention is for fairly high difficulty at night. Fortify yourself well, or be prepared to stay on the run for the entire night. Stable build up on pz-mods: http://pz-mods.net/gameplay/Insomnia/ Most recent test build will be here: http://insomniamod.herokuapp.com/Insomnia.zip These are currently the same. Watch this thread/OP for updates. UPDATES: March 23rd, 2015: I have put Insomnia in the proper directory structure and tested it successfully against build 31.9. Installation: For the Desura version of Zomboid, you'll need to unzip, go into the Insomnia folder and copy the media/lua/Insomnia.lua file into your source directory. For the Steam beta build supporting modloader, you can add the Insomnia folder to your mods directory and then enable the mod from the mod menu.
  3. As I mentioned in another post, game needed a craftable, easy to produce stabbing weapon. We can craft raw axes and hammers, and wood glue offers excellent repair chance for baseball bats and axes. http://theindiestone.com/forums/index.php/topic/13353-jaw-stabbing-heres-another-approach-to-engage-zeds-effectively/ On the other hand, stabbing weapons are limited. Butter knives are too much fragile. Kitchen knives are not that much fragile, but not reliable; if you also take consideration that they are not available at every kitchen. Hunting knives are very rare, I find 2-3 in gun shop (West Point) and nowhere else in immediate vicinity (there are also 2-3 of them in gun range, eastern part) So, when it comes to stabbing, screwdrivers were my favourite in terms of availability and durability. Unfortunately, we cannot repair them. So I thought it would be a good idea to add some craftable, stabbing weapons. Crude Stake: somewhat equivalent to butter knives in performance/durability Material: Tree Branches. Tool: KitchenKnife/ButterKnife/HuntingKnife/Chipped stone Wooden Stake: somewhat equivalent to kitchen knives in performance/durability Material: A Plank produces 2 stakes. Tool: Saw and Kitchen Knife / Hunting Knife. Requires woodworking level 1. And also a "fire hardened" version. http://en.wikipedia.org/wiki/Fire_hardening Hardened Stake: A little inferior to the screwdriver in terms of durability Material: Wooden Stake. Tool: Matches or Lighter. Also can be craftable if you have a campfire kit in your inventory. Requires woodworking level 2. I will add the file shortly. Any comments and suggestions are welcome stakes.zip
  4. This mod allows you to finally use those wet towels and dish cloths after drying yourself. With it, you can dry it out, or wring it into an empty or dirty water-filled container and use a heat source to purify it, unless you don't mind getting a bit sick of course. Downloads: Latest Version Previous Versions: Changelog: Translation Support: Compatibility Issues: *NOTICE* Since Saranis has been gone for a very long time, I'm making this thread to keep it up-to-date with the progress of the mod. Original Thread
  5. hrot

    Realism mod

    Hi, i want to show you my little simple mod. Mod doesn't adds anything new, it's just changes various game mechanics. The reason behind my mod is to make game a lot harder and more realistic at the same time so i changed mostly how farming works. Changes: It mostly changes how farming works, it's now a lot harder (realistic growing time). All plants have realistic growin time now(and realistic time to rot): carrots: 4 months to grown 6 months to rot potatoes: 4 months to grown 8 months to rot tomato: 2,5 months to grown 2 week to rot (default time) cabbage: 4 months to grown 3 months to rot broccoli: 40 days to grown 3 days to rot radish: 5 weeks to grown 5 days to rot strawberry: 8 months to grow 3 days to rot Potatoes seeds are removed and you need potatoes to plant potatoes...(sound logical right? ) Some weapons have increased durability (axe, sledgehammer, pistols, rifles etc.). Normal books, magiznes and newspapers take more time to read them. Campfire recipe is changed to require stones (8 stones) not logs/planks. Spawn chance for jars, vinegar, sugar, jar lid is increased. Detailed list of changes: Many thanks to: Svarog RobertJohnson for answering my questions about modding and making this mod possible. Download: http://s000.tinyupload.com/?file_id=81753234771901339252 or http://sharesend.com/7x6bbptx or https://www.sendspace.com/file/zfcw0q ( I couldn't attach file in forum for some reason) Feel free to download, play and disccus about my mod
  6. Homemade Bats (and clubs, too!) v1.4.31 for Build 31 (1.3.30 for Build 30 still available at the Nexus link for those not on IWBUMS) Coded by Dudeman325 Icons by WolfeClaw Download at the Project Zomboid Nexus Download at PZ-Mods Included in Hydrocraft with expanded recipes! Seriously, check it out! --- What does this mod do? --- Having trouble finding a weapon besides Planks and Spoons on a pillaged multiplayer server? Broke all your weapons after an extended survival? Make some decent weaponry from basic materials! This mod adds recipes to make clubs (1-handed) and bats (2-handed) from Planks, Duct Tape, Wood Glue, and a Saw. The idea is that you layer a few planks together with glue, use the saw to cut it into a rough shape, then wrap some tape around the handle. You need to have at least a basic understanding of Carpentry, and can make more durable weapons with a higher skill level. Master Carpenters can even make industrial-quality Bats and Clubs from a Log with a Saw (rough cuts) and a Hammer and Screwdriver (chiseling / carving). All clubs and bats can be made into a "nailed" version that sacrifices durability for more damage. All weapons are repairable with Woodglue, Duct Tape, Glue, and Scotch Tape. Nailed weapons can also be fixed with Nails. Clubs are comparable to a hammer as a weapon, but are less durable (same as a Baseball Bat at Carpentry 8) and cannot be used to build. Homemade weapons (Carpentry 4) are slightly less durable, and Crude weapons (Carpentry 1) are even less durable and do a bit less damage. All weapons use vanilla Bat / Nail Bat artwork. Crude weapons can use Glue as a replacement for Woodglue, and Twine as a replacement for Duct Tape in the recipes (Twine cannot be used to repair at this time) to give more options for materials in low-loot situations. --- Recipes --- Crude Club -Carpentry: 1 -Saw (returned) -Plank x2 -Woodglue 40% of a bottle or Glue 40% of a bottle -Duct Tape 50% of a roll or Twine 60% of a spool Crude Bat -Carpentry: 1 -Saw (returned) -Plank x3 -Woodglue 60% of a bottle or Glue 60% of a bottle -Duct Tape 50% of a roll or Twine 60% of a spool Homemade Club -Carpentry: 4 -Saw (returned) -Plank x2 -Woodglue 40% of a bottle -Duct Tape 50% of a roll Homemade Bat -Carpentry: 4 -Saw (returned) -Plank x3 -Woodglue 60% of a bottle -Duct Tape 50% of a roll Club / Baseball Bat -Carpentry: 8 -Saw (returned) -Hammer (returned) -Screwdriver (returned) -Log Nailed Club / Bat (any quality) -Carpentry: None -Hammer (returned) -Weapon -Nails x1 Recipes will not display unless you have ALL the items and the necessary skill. Recipes display in-game as needing multiple glues / tapes / twines. This is the number of USES, not the number of rolls / bottles / spools needed. Woodglue and Twine = 5 uses, Duct Tape = 4 uses. All weapons in this mod can be made with just one full roll / bottle / spool of tape / glue / twine. Repairing with Woodglue requires level 2 Carpentry. Repairing with twine is not included because there aren't enough "slots" for repair items available for the nailed weapons at this time to include twine without removing a different item, as well as the fact that twine is not usable to repair anything else. Since this would make the repair recipes different than vanilla repair recipes, I've chosen not to enable twine as a repair item at this time. --- Changelog --- 1.4.31 -Added custom icons by WolfeClaw -Recipes updated for Build 31 (Homemade @ Carpentry 4, Master @ Carpentry 8) 1.3.30 -Weapon stats updated to match changes to melee weapons since Build 27 1.2.27 -Carpentry 5 recipes now require a Hammer and Screwdriver for fine carving, alongside the Saw for rough cuts 1.1.27 -Added Carpentry 5 Club -same recipe as Carpentry 5 Bat -stats similar to a Hammer with durability equal to a Baseball Bat -Carpentry 1 (Crude) weapons have more options for recipe materials -Glue can be used instead of Woodglue -Twine can be used instead of Duct Tape -Removed Duct Tape from Carpentry 5 recipes --- Known Issues --- Sometimes the recipes will not be visible if you have EXACTLY enough tape / glue / twine left. Any help with a fix would be appreciated! --- Permissions and Credits --- Coded by Dudeman325 Icons by WolfeClaw Please attempt to contact me via PM before redistributing this mod, either altered or intact. You are, of course, more than welcome to alter this mod for your own personal use without permission. I will make a point to change these permissions if I am not able to keep this mod up-to-date with the current version of PZ. Have fun, and PLEASE post here if you have any questions, comments, or bug reports! Thanks!
  7. valrix

    ZConomy v0.1

    Greetings! I've made this mod as an attempt to implement currency and allow the use of machines that would require such currency. With it, you can loot money from wallets and purses, then buy from vending machines, which have been loaded up with drinks and snacks. If you don't have the money and don't mind making a lot of noise, you can also pry them open with a crowbar, destroying some of the contents. I haven't had a chance to test this in multiplayer yet, but I tried to implement it best I can. I'm afraid my experience with multiplayer is close to none. Planned Features: Downloads: Latest Version Changelog: Translation Support:
  8. Hey guys. I've made a mod that allows use of any of the traits on any of the occupations during character creation. This includes the three professional traits (Night Owl, Desensitized, and Axe Man) and all the green positive and red negative traits that you normally need to balance with each other. Furthermore, I've added back all the traits that were previously removed from the game. These six removed traits are Brooding, Marksman, Hardened Drinker, Light Drinker, Patient, and Short Tempered. Enjoy being able to use these traits once again! Once you have installed the mod, enabled it, created your character, and saved your game, you no longer need the mod. You can delete it if you wish, and your save file will still have your character with all of the traits you have selected. Obviously, you can keep it in your mods but you don't need to run it every time to have your save file with modified traits. They will stay with that character until that character dies. My mod should work alongside the Cheat Menu mod found here: http://theindiestone.com/forums/index.php/topic/14283-cheat-menu-v16/ Combine these two mods to allow for thorough mod testing, learning of game mechanics, or just cheatin'. You could also play using the sandbox to allow for extremely tailored gameplay. Works on the latest build, v31.13 DOWNLOAD LATEST VERSION: http://pz-mods.net/gameplay/traitmod/ Q&A Q: Can I cheat with this? A: Yeah. Q: Can I cheat online with this? A: No. Q: Will this work on a build older than 31? A: No. Build 31 completely changed the way that occupations and traits work, and also added a ton of new traits. Q: Will your old version still work on the newer builds? A: No, for the same reasons stated above. Q: If you fall off the planet, can I update this mod? A: Sure. The following link is an OLD VERSION of the mod which WILL NOT work on build 31 or newer. The last build it was tested on was 29.4 and it worked fine. It may work on build 30 but I never tested it. Download: traitmod.zip
  9. Long time ago I've reported it as a bug on the tracker, it never got fixed so I fixed it for myself, I decided to share this with others who might be interested. The problem is this, Canned Food is not affected by Food Rarity setting in sandbox, it's affected by Misc Rarity. I like to play with high amount of misc items, tools, clothes etc. and with Very Rare food, I never could because I always ended up with a stockpile of canned goods. With this mod Canned goods are properly treated by the game as food items (Don't worry, you can't eat the can, you still need to open it). So if you want to play with Very Rare food but keep other settings above Very Rare you won't end up with a ton of canned goods, especially since we had a ton of new ones added in Build 31. Download: http://pz-mods.net/other/CannedFoodFix/ Warning: Load when starting a new game, don't use with your current saves, they might break! The game doesn't seem to like when item categories are changed from save to save very much and that's what this mod does. Required Version: Project Zomboid Early Access Build 31.13 Compatible With: Project Zomboid Early Access IWBUMS Build 32 EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  10. A rather simple mod that Nerfs all melee weapons, disabling the ability to hit more than 1 zombie at a time. It also disables the ability to push away 3 zombies at a time. Created for the sole purpose of making the game harder and making running away a default reaction to seeing a horde bigger than 3 zombies. With this mod, having an Axe won't make you a zombie killing machine and you shouldn't even dare to try taking on more than 3 zombies as they WILL get you and kill you. Download: http://pz-mods.net/gameplay/WeaponNerf/ Required Version: Project Zomboid Early Access Build 31.13 EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  11. Here's another tiny mod I made while experimenting with the code for fun. It adds some new hair colors to character creation screen. They may not be too realistic or anything but who said you can't go crazy in a zombie apocalypse Enjoy. Download: http://pz-mods.net/gameplay/SVGHair/ Keep in mind, zombies will get random hair color so if you don't like green haired zombies you can go into the .lua file and remove the colors you don't like or you can apply a mutator that comes with the mod that will remove some of the more crazy colors. Required Version: Project Zomboid Early Access Build 31.13 EDIT: All of my smaller mods can be found in this thread, leave feedback there.
  12. Outdoorsmen - Seriously underbudgeted. 2 Points to become immune to colds (especially with how difficult they are to treat). All thumbs - 100% free points similar to light drinker. Not sure if we still wanted things like this. Slow Reader - Another 100% free point perk. Cowardly - For those abusing Adrenaline Junkie, this becomes free points when combo with Agoraphobic + Claustrophobic. I understand that it has its place, but perhaps it should somehow be exclusive when the previous two are in use since your already constantly panicked. Dexterous - Overpriced for a QoL perk that isn't needed. 4 points can buy a lot of other traits that are much better. Should be 2. Fast Reader - Another overpriced QoL perk that isn't needed. 4 points is too much. Should be 2. Desensitized - Currently broken, you can still get panicked. Veteran VS Police Officer - Basically the same point costs since Veteran can take cowardly, making them both -4 costs. Not sure if cowardly is meant as free points for the Veteran, but your essentially getting panic immunity + level 2 aiming reloading VS level 2 aiming, level 3 reloading, and 1 in nimble. I don't see much reason to ever choose the police officer over this if your concerned about using guns. Tooltips - These need some work, as some things simply need better explanation. For example, baseball player simply says +1 blunt. However, RJ said in the patch notes that it allows for faster bat swings. Another example is handyman. NOBODY would pay 6 points for simply "faster barricading". However (and I'm going on an assumption here), Handyman also added a significant amount of HP to player crafted structures/furniture previously. This is NOT listed anywhere in the tooltip, and I'm assuming it still does. Edit: Wow, Handyman is really incomplete on the tooltip. It gives blunt and axe maintenance at level 1, as well as carpentry at level 1. No idea if it still has the previous structure bonus, but yeah.......needs more info. I'll add some more after some more testing with the new system.
  13. This thread will from now on hold various sprite recolors I made for myself. Recolored Hiking Bags: Updated to 0.2 - 28.01.2015 A simple mod created only to add some variety, it changes the sprite of Normal and Big Hiking Bags. Mediafire Download: http://pz-mods.net/weapons-items/SVGBags/ Required Version: Project Zomboid Early Access Build 29-31 Modified Book Sprites: Updated to 0.4 - 22.03.2015 Another simple mod created to add variety, it changes the appearence of all skill books giving each a unique color and an image having to do with the skill on the cover. I know the quality is kind of meh but I'm not too good at making or editing sprites, still, It works for me so maybe it'll work for someone else too Download: http://pz-mods.net/weapons-items/SVGBooks/ Required Version: Project Zomboid Early Access Build 31.13 Axe Mod: Edited Axe sprite, suggested to use with Aardman55's Axe model http://theindiestone.com/forums/index.php/topic/13233-broad-hatchet-for-fire-axe/ Mediafire Download: http://www.mediafire.com/download/t6ao9rimxngfgv7/AxeSpriteReplacer.7z
  14. Just wondering what in-game advantages a sawn-off shotgun has over a regular shotgun, and/or vise versa?
  15. Exactly what it says on the tin. I've never really farmed before and I'd like a little run-down of how to go about. What should my farming grid look like, how much should I farm at once, how often should I water or spray? I have the two gardening cans and the materials to make the sprays, along with 2 watering cans and plenty of dirt and seeds. How do I get started?
  16. So as the new build 31 has been released and one of my new favorite features is player reanimation. As my character was shambling around with his new "friends" and all I could hear was moaning everywhere. I was thinking of build 30 and how the added zombies group with moans so I was wondering if you could press Q like you could as if you where alive but instead of shouting out your player zombie moans and can make zombies come towards you and form a small horde what do you think? is this a possibility? I would love to hear you guys/girls ideas please write them here -Decay
  17. FlourCraft v1.1.30 for Build 30 (works with Build 31, too!) By Dudeman325 Download at PZ-Mods --- Install --- 1- Extract the rar to your mods folder (shown in-game in the Mods menu) 2- Enable "FlourCraft" in the Mods menu 3- Eat and survive! --- What does this mod do? --- This mod adds new recipes and food items made primarily from flour. Get more variety out of your ration stockpile by making pancakes and noodles, or survive on simple gruel as your stomach rumbles for more palatable fare... --- The recipes and foods --- Bowl of Gruel -15 Hunger +30 Unhappiness +30 Boredom Recipe: 2 Water + 1 Flour + Bowl Not very appetizing, but is simple to make and still fills you up. Bowl of Sweetened Gruel -15 Hunger +10 Unhappiness +10 Boredom Recipe: 2 Water + 1 Flour + 1 Sugar + Bowl Tastes a little bit better, but not much. Homemade Pancakes -20 Hunger -10 Unhappiness -10 Boredom Dangerous uncooked (Cook 12min / Burn 17min) Recipe: Bowl (keep) + 1 Water + 1 Flour + 1 Sugar + 1 Yeast + 1 Egg or Wild Egg (foraged) Just like Mom used to make! (Before she became Mombie) Dry Ramen Noodles = 1 Water + 1 Flour + Rolling Pin (keep) + Butter Knife or Kitchen Knife or Hunting Knife (keep) I know this is a bit simplified compared to real noodle making, but is workable for the time being. The numbers listed for Water / Flour / Sugar / Yeast are the number of uses, not the number of whole items. --- Changelog --- 1.1.30 -fixed pancake cook/burn times. They still cook/burn quickly, so keep an eye on them! --- Permissions and Credits --- FlourCraft was made by Dudeman325 Please attempt to contact me via PM before redistributing this mod, either altered or intact. You are, of course, more than welcome to alter this mod for your own personal use without permission. I will make a point to change these permissions if I am not able to keep this mod up-to-date with the current version of PZ. Have fun, and PLEASE post here if you have any questions, comments, or bug reports! Thanks! (Sorry if I'm stacking up too many threads in this section. Maybe I should consolidate any mods I may make in the future into one compiled thread...)
  18. This is a simple mod to censor the blood and gore in PZ. I figured I can't be the only one who needs this so here it is! NOTE: This does NOT put any savefiles or mods to danger. This is just a texturepack which means that it does not remove any blood sprites, it makes them transparent. This does not reduce lag in any way. Features Full censor - Takes away all gore - Gibs, splatter and bloody textures already existent in the map Partial censor - Takes away the worst gore - Doesn't delete gibs - Leaves textures in the map and low visibility splatters from zombie kills How to install Windows 1. Unzip the tiles.zip 2. Press "Start" and search "run" 3. Open the program and write %appdata% 4. Press Steam/steamapps/common/ProjectZomboid/media/texturepacks 5. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam) 6. Put in the modded tiles.pack and exit the window 7. Have fun! Mac 1. Put the .zip on your desktop and open it. This creates a tiles.pack next to the .zip 2. Press "Go" on the top of the screen (Between "View" and "Window") 3. Hold the button "alt" (Between "ctrl" and "cmd"), notice how a new option "Library" appears in the menu? Press it 4. In the finder window, press Application support/Steam/steamapps/common/ProjectZomboid/ 5. Rightclick Project Zomboid and choose "show package content" 6. Press Contents/Java/media/texturepacks 7. Make a backup of the pre-existing tiles.pack (Its needed to uninstall without steam) 8. Put in the modded tiles.pack and exit the window 9. Have fun! How to uninstall Windows/Mac Steam 1. Go to your steam library and right-click Project Zomboid 2. Click properties 3. Click "Local Files" 4. Click "Vertify integrity of game cache" 5. If this doesn't work for you, use the optional uninstall Optional Windows 1. Repeat step 2-4 from the installation tutorial 2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial 3. Have fun with pixelated zombie gore! Mac 1. Repeat step 2-6 from the installation tutorial 2. Simply delete the modded "tiles.pack" and put in the backup I told you to make in the installation tutorial 3. Have fun with pixelated zombie gore! Last efforts (If you get to this point, it's not my fault) 1. Re-install Project Zomboid Downloads Build 29.x - Partial censor - Full censor Build 30.x - Partial censor - Full censor Build 31.x - Partial censor - Full censor Thanks to! cdaragorn for the tool! (Tool link) My friend for lending me a pc to update
  19. Fur Clothes v 1.3.31 for Build 31 (1.2.31 still available at the PZ Nexus for those not on IWBUMS) Coded by Dudeman325 Icons by WolfeClaw Download at the Project Zomboid Nexus Download at PZ-Mods --- Install --- 1- Extract the rar to your mods folder (shown in-game in the Mods menu) 2- Enable "Fur Clothes" in the Mods menu 3- Show off your fancy new duds! --- What does this mod do? --- Want to stay a bit warmer during those cold winter nights, but sweaters and pants aren't warm enough? Put those trapping skills to use and make some warmer clothing! This mod adds new recipes for skinning Rabbits and Squirrels (as well as Rats and Mice for Expert Trappers) that give Fur alongside the meat you would normally get, and recipes to use that fur, a needle, and some thread to make Fur Coats and Fur Pants. The old skinning recipe for squirrels and rabbits (Cut Animal) is still available, but you shouldn't use it if you want to get fur as well as meat. Instead, use the new recipes (Skin Rabbit / Squirrel / Rat / Mouse). You still get the same meat with -hunger adjusted by the same formula, the same Cooking xp, as well as multiple furs depending on the type of animal and your Trapping skill. As of now, fur clothing looks exactly the same as Sweaters and Pants. The color of the clothes you get is completely random, there is no method that I know of to choose a color of clothing without editing / making new art assets, which I am not capable of. If you know how to do this, please contact me! Last, I'm well aware that you cannot freeze to death as of the current build, and that being extremely cold has a very minimal effect (according to the wiki, a penalty to your situational awareness). I made this as an immersion mod, because I didn't like that I was still getting very cold while sleeping even with the warmest clothing, and I wanted to add a little more value to the Trapping skill. --- Changelog --- v 1.3.31 *Fur Clothing temperature bonus increased (Coat 26, Pants 18) *Fur required to make Clothing increased (Coat 26, Pants 18) *Added Fur Bundle item with custom icon *Added recipes to bundle / unbundle x20 furs *Animals that can be skinned and amount of furs gained now based on Trapping skill *Skinning animals (only new recipes added by this mod) now rewards Trapping XP as well as Cooking XP v 1.2.31 * Added custom icon for Animal Fur by WolfeClaw v 1.1.30 * Removed Wooden Needle * Removed Twine from recipes * Recipes now use Needle and Thread * Increased Temperature of Fur Pants by 3 (now 15) * Animal Fur uses Dead Rabbit icon --- Recipes --- Skin Animal (Basic, Expert, Master) Requires: Kitchen / Hunting Knife Recieve: Meat + Fur Skinning Results by Trapping level 0 (untrained): Cut Animal (vanilla) recipes only 1: Rabbit (Basic) Fur x2 2: Squirrel (Basic) Fur x1 3: Nothing 4: Rabbit (Expert) Fur x3 5: Squirrel (Expert) Fur x2 6: Rat (Expert) Fur x1 7: Rabbit (Master) Fur x4 8: Squirrel (Master) Fur x3 9: Rat (Master) Fur x2 10: Mouse (Master) Fur x1 Fur Coat (Temperature 26) -Fur x26 -Needle -Thread 80% of a spool (8 uses) Fur Pants (Temperature 18) -Fur x18 -Needle -Thread 60% of a spool (6 uses) Fur Bundle -Fur x20 Unbundle Furs x20 -Fur Bundle Recipes will not display unless you have ALL the items in your inventory. Recipes display in-game as needing multiple threads. This is the number of USES, not the number of spools needed. Thread = 10 uses. Each item of clothing in this mod can be made with just one full spool of thread. Recipes cannot be removed as Trapping levels get higher, so make sure you use the best skinning recipe available --- Known Issues --- Sometimes the recipes will not be visible if you have EXACTLY enough thread left. Any help with a fix would be appreciated! I'm aware that Fur Clothes cannot be ripped into Ripped Sheets. This is an intentional disadvantage to offset the additional warmth, and it doesn't make much sense to me to use a dirty animal skin as a bandage. --- Permissions and Credits --- Coded by Dudeman325 Icons by WolfeClaw Please attempt to contact me via PM before redistributing this mod, either altered or intact. You are, of course, more than welcome to alter this mod for your own personal use without permission. I will make a point to change these permissions if I am not able to keep this mod up-to-date with the current version of PZ. Have fun, and PLEASE post here if you have any questions, comments, or bug reports! Thanks!
×
×
  • Create New...