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Found 40 results

  1. Dropping items that are inside a container equipped by the player, neither by using the Drop button in the Category column nor the right-click menu drop the items to the ground. Instead they are just unpacked into the main inventory.
  2. This is probably one of the things that irritate me most in PZ and I'm not even sure what you call it. That little line you can drag that separates "item" and "category". Why in the name of god is the space for items so damn small while category has an ABSURD amount of useless space? Every time I need to open the game I have to re-adjust it because I can't tell how many of one item I even have. By DEFAULT please, in the name of Spiffo, move that little damn line over so item and category have at least a 30-70 space ratio. I can understand not making them 50-50 for aesthetic reasons i guess? Maybe it's to keep more of the screen visible while in inventory, but still. Please tell me everyone else want this?
  3. This has been suggested years ago, and never really got any play.... so I thought I'd suggest it again, along with the quick fix that I'm using. I've always found that before I could start playing the game, I'd have to resize the "TYPE" column in the inventory window because it was too narrow and did not show the quantity of most long named items (such as ORGM ammo names)... However, every once in awhile, more often than not, closing and reopening the inventory window later would reveal the column width had reset back to default.... So rather than wait for a fix, I just made a simple mod to change the default size of the "TYPE" column width. Presto!!! columns are sized correctly and do not revert back to backwards mode.... Yay!!
  4. Good afternoon. I am reporting a bug in "Project Zomboid" concerning sickness. My character got sick and, as everyone knows, that's a death sentence unless you have Antiboitics. I tried to feed her and he lp her sleep, but when I went to bed, she died in her sleep. In her Inventory , she had a Tote Bag as a secondary item and a Big Hiking Bag on her back, as well as a wealth of rarer items and skill magazines in her arms. Note that she died in the bed while the sleep clock was skipping forward. When she died, I started as a new character and went to where she died. I found the Tote Bag, but my previous character's body and everything in the Big Hiking Bag were completely gone. I tried to disassemble the bed, only to find nothing underneath or near it. What happened? Did I do something wrong? Thank you for any assistance you may render. -TURTLESHROOM
  5. Hello there, I started a new game on Ver. 39.67.5, and just noticed in any car I cant see the icons for seats/trunk or anything on the inventory bar, therefore I'm unable to load items on cars. Im using some mods too, wich according to the creator have been updated to work on this new ver. of the game. Mods Im using in case any of these mods is causing the issue are: *Alice Pack *Bedford Falls *Better fuel mod v.1.0 by snake *Better item category labels *Cremation corpse disposal *custom tooltips mod Ver.2.7 *Easy access *Eerie country *immersive overlays *Legourmet evolution plus ver 0.7 vehicles edition *additional skill books vehicles edition *Milk mod *Molotov classic recipe *More zombie loot *Open cans with knife *Realistic weapon durabilities *Silencer *Simple lines *South muldraugh *West point strip center *Wring out wet towels
  6. I just recently started using the controller to play PZ, and let me say I love it. Everything about it is great except one thing: placing things in containers. So often do I have to tediously press A to bring up the item options, press A again to select the list of containers, and then move my option down to the specified container to move it. When you're coming back from a big trip and have many items, ESPECIALLY now that you can have big vans and pick-up trucks to load stuff in, the last thing you wanna do is spend just as much time moving items into storage as you did finding the items. While taking items, X (or SQUARE) is used to quickly grab items from a container to whichever inventory you're in (main or hiking bag, for example), but pressing X with an item that's in your inventory doesn't do the opposite as you'd expect it. Instead of easily transferring that can-opener and pot that you've just grabbed, you come to realize that pressing X places items ON THE FLOOR! Changing this to a quick-grab, quick-place system would be amazing. X to grab and to place would just make life easier, there's no arguing really. If you wanted to drop something you could just select "drop" from the item options in your inventory. Another thing that has an edge over the controller version right now is the ability to select multiple things and transfer them with a click and drag, just like files in explorer. The ability to select multiple things with the right stick being clicked in could be a wonderful addition to the game. The cons of the current system are really just that of being too slow. You all have done a great job with controller optimization and I really feel like there's nothing left out like with some other controller support additions to other games (ehem Ark, The Forest and Subnautica), but the lack of a sufficient inventory management system in a game that expects a good control of inventory management, could quite literally be the breaking point for some people (again Ark, Terarria, Starbound). With the case of terarria though, they learned their lesson and added a system where you could quick-place items into chests that already had the same item, and they separated items into categories, gave the categories all different colors, and made it easier to store things in an organized manner. All in all, the switching of functions for the quick-grab button would definitely give the controller version the edge it needed to be the preferred option, because who doesn't like to game while sitting or laying comfortably in a couch or bed? Anyway, keep up the good work. I'd love to hear some feedback on this from whomever sees it.
  7. I'm feeling a bit nostalgic for the early versions when items transferred faster/instantly. Hoping someone knows of a mod, I have done a quick search with the terms I tagged but came up with no mods. Even one that makes everything instant would be ok, but just inventory picking up and putting away would be perfect. And I don't want to change the code of the game, because I like the system, I just want the option to turn it off every once in awhile. As far as I am aware changing the code would change it for everything, and every mode.
  8. Hello all. First of all, sorry if this thread is being discussed somewhere else. It surely isn't the most original idea, I know; but I think, as the title says, that it would be really awesome if the game had this classic rpg styled inventory, when you could drag items and see their shapes in a lot of sizes (tiny sized items like rings or sugar, I don't know, or bigger items like a shotgun). It would be very fantastic. Please Devs make this thing real. The actual inventory is pretty dull.
  9. Anyone know of a way to transfer items from your inventory to a bag in your inventory instantly? I have this: if item:getType() ~= "KeyRing" and item:getType() ~= "IDCard" then ISTimedActionQueue.add(ISInventoryTransferAction:new(getPlayer(), item, item:getContainer(), idBag2, 0)); end But this isn't instant. I would like something that skips over it being a timed action.
  10. Been playin quite a bit lately and thought that it would be pretty sweet to be able to have a tab at the top of the inventory for weight. I know when I play other RPGs (Skyrim) and I become over burdened I like to be able to click Sort by Weight and just drop my heaviest shit. Maybe have a completely separate category showing the weights.
  11. Anyone have a suggestion how I can remove the option to Drop an item from the inventory? Or have it be deleted if Drop is selected?
  12. Force to enlarge windows with long name to know how many object there is. maybe place number on icon, or between icon and name, or starting line. What do you think about that ? opinions : Solution 1 (after logo) : 3 Solution 2 (on logo) : 2
  13. I blame lemmy for this, he put the idea in my head This is a mod adding a hotbar for quick item access to the bottom of the HUD. You can get it in three sizes: - Small: - Medium: - And large: You can find the settings and a configurable button to toggle the hotbar in the options menu: And attach items to the slots via the contextmenu: And quick access the context menu from the hotbar with RMB: And finally, download the mod here: From the workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=503645367 From github: https://github.com/blind-coder/pz-hotbar/releases/ Requires bcUtils: https://github.com/blind-coder/pz-bcUtils/releases Changelog: Enjoy!
  14. So here's the deal, I made some basic starter kits based on the occupation, but I'd like to be able to do things like spawning the pistol fully loaded as opposed to giving the player a handful of rounds to load manually (unsuccessful attempt below). Something else I've been wondering, is there a more elegant way of spawning an item multiple times? (see burgerflipper) I've already tried my best in finding a solution for both, but I've come up with nothing. Most people just seem to resort to the more simple and crude solutions. Thank you in advance.
  15. Hi guys, I've been testing a server options and I just want to reconfirm what I observed - Buildings' positions and environment is kept on the server side in location Zomboid/Multiplayer/"servername" but player's location and inventory is kept on client side on their PC - even If I delete Multiplayer/"servername" folder on the server side, player after logging spawns in the sample place and with the same inventory don't you think is dangerous to keep players inventory on player side not server? That creates a problem if I want to restart server completely. I'm not able to force people to loose their items as they have inventory saved in their folders, and folders are created per IP of the server so changing the name of the server will probably not help.
  16. Hello people. I wrote a simple, small mod for PZ, called Priority Sort. It alters how the "Category" button in inventory panes behave. When you click this existing "Category" button, it'll now cycle between various categories, and push any item belonging to that category to the top of the list. Any other item will first be sorted by alphabetical category order, then by name order. Double sorting the inventory, but first prioritizing the selected category in other words. Neither overwrites any vanilla files nor affects your saves; only alters the UI to include a custom sort function. You can find this mod in the Steam Workshop as well. Screenshot - PrioritySort.zip Note: Some categories are disabled. The new "ammo" category for example, as the game still treats it like "item" category. Even without this mod, sorting by the alphabetical category order will not result in "ammo" category going to the top. The other disabled categories are disabled as they are very rare and/or redundant ones.
  17. I am adding several new items made from vanilla items and I want the icons in the inventory to have a vanilla feel and look, and thus I would like to see the different art files up close in photoshop, but I can't seem to find them?
  18. I have taken the leap into modding and I am starting with a items/recipes mod. But I want to test it without having to loot half the map: Is there a way I can cheat/spawn items into my inventory to test out recipes and items I create?
  19. Take a look at how UI by default looks for me. Notice that inventory widgets are wasting space as I can't make them narrower. I propose the following patch --- .steam/steam/SteamApps/common/ProjectZomboid/projectzomboid/media/lua/client/ISUI/PlayerData/ISPlayerDataObject.lua 2015-04-15 00:15:49.111465123 +0200+++ .steam/steam/SteamApps/common/ProjectZomboid/projectzomboid/media/lua/client/ISUI/PlayerData/ISPlayerDataObject.lua.bak2015-04-15 00:09:25.725865882 +0200@@ -164,11 +164,11 @@ self.x1left = 0; self.y1top = y; self.y1 = self.y1top;+ self.w1 = (w / 6);- self.w1 = (w / 4); self.h1 = divhei; self.x2 = (x+(w/4)); self.y2 = self.y1top;+ self.w2 = (w / 6);- self.w2 = (w / 4); self.h2 = divhei; elsePeople that have ultrawide monitor can have narrower inventory widget and others if inclined can easily make them wider. And I could enjoy MP without being kick out for patched lua files.
  20. Managing the inventory is painful sometimes, so why not automatize tools, rss and ammo? I mean using tools while they are still in your bag, not only main inventory. With more time to get things from the bags to the hand of course. Or reloading, while ammo are in the bag too(with auto-open ammo box of course). It would be nice.
  21. I'm currently on my first playthrough, and I'm carrying a bunch of stuff around in bags. As in, 4 bags of supplies (maybe it's overkill, or me being a klepto, or something, but still). The current inventory system isn't too friendly with quickly switching items or just dropping them. I know there are a few threads to this type of thing, but this is different enough I feel to warrant it's own. My main issue has been trying to move serveral bags at once to different areas. I like to equip one in each hand, if I've been there before. The problem is, if I come across a zombie, I can't quickly drop my bags and equip a weapon. True, I could just equip the weapon with both hands, but that leaves me with nearly 50 pounds in my inventory. Unless I take the extra 5 seconds to drop the bags, which, true, isn't long, but when your prepping to fight some zombies, that can be forever. Small thing I'm asking for really. (or so it seems to me. If that could be a coding nightmare, or something like that, please let me know!) Being able to drop items that are equipped instead of having to unequip it, then drop it as two seperate actions. Logically, shouldn't you just be able to drop whatever's in your hands, anyways? That's my speal, thanks for reading! Edit: So, I'm still a noob, and I right click to interact with any items. I realized if you scroll over the bag, you can drop it right away. So, change in request, maybe simply include some of the normal options in with the right click ones?
  22. Hello coders ! A little mod request here. Actually I think it's a little mod i'm requesting. I would love to see a mod/software that lets you edit your character traits and job. And if it's not too much of a hassle, maybe edit your inventory too! As you may already know, build 31.6 IWBUMS has introduced quite an important trait & job overhaul. However it screwed up my old save by making my awesome character stout instead of strong and overweight even if he wasn't before the update. I assume that some PZ players may experience the same kind of nonsense, and while it may be too much to ask devs to create an interface that allows you to re-distribute once again the traits of an existing character (given the speed at which the game is developed), I thought it would be nice if someone bothered to create such mod/software. Cheers !
  23. I'll just drop this here and ask everyone around to please please please stop me by telling me this work is totally redundant (I'm having fun doing it anyway, so...) inventoryscreen_001.zip
  24. The revamped medical system has added a lot of new items that you have to now loot for and keep track of while surviving. It's sometimes frustrating to have to search for aspirin, tweezers, needles, thread, bandages, disinfectant, antibiotics, oh my! Just look at how much more STUFF there is: http://theindiestone.com/forums/index.php/topic/11292-iwbums-build-30/ First aid kits should generate in the world with variable quantities of these medical supplies (all-in-one medkits will be rare). First aid kits should be a specialized containers with slots for medical-related items. I know the devs don't have time to actually play around and find the snags in gameplay like micro-managing all of your medical supplies, but it's pretty obvious that the click-and-drag simulator that is the revamped medical system overshadows the more fun aspects of the game, no offense. Finding first aid kits won't be very common, so it will be a luxury among groups to have one for quick anatomical repairs. The reason medical kits are needed: When all of your med supplies are in you backpack, the game doesn't recognize that you have the items until you pull them out. Having your trusty medkit to take out in case of a lodged bullet will save you the hassle. It will essentially be a container in a container, but when pulled out, can automatically access any supplies within it necessary to dress your wounds. Still, those who don't have a medkit will find themselves dirtying up their duffle bag with their trembling blood-drenched fingers trying to find that damn needle! Bonus idea: Thinking more about specialized containers as I write this got me thinking that they could include tool kits as well. Once vehicles are added, they'll most likely have a whole slough of new items to fix up cars. At this point, you'll want a tool kit in the back of your truck in case your fuel pump starts leaking or your hatchet is getting loose. Though of course, a backpack could serve as this so I don't think it's as necessary. EDIT: Okay so scratch basically all of this since it's already a thing. So much for being a step ahead of the devs!
  25. Loving everything about zomboid so far. But one thing has somewhat annoyed me and it's how slow the mouse wheel scrolls through the inventory. You spend so much time in your inventory in this game and it's just one of the few things that really bothers me. You can't scroll very quickly through your inventory.. it's usually easier to just click the scroll bar and drag it but this is kinda annoying to do since it's really small and sometimes you might misclick and have to re select all your items again. If there was a way to adjust this or just make it scroll a little faster it would make navigating and organizing your items so much easier. Hopefully I explained that well enough.
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