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Found 21 results

  1. The character must learn only ONE of the recipes with the same name. Now I have: recipe My Recipe 1 { Apple, .... Result: myItem, ... } recipe My Recipe 2 { Banana, ... Result: myItem, ... } As a result I have TWO recipes with different names "My Recipe 1" and "My Recipe 2" with numbers in its names. But these recipes must have the same name, because they produce the same item. For example, "My Recipe". And if I do so, I will have an issue. For example: item myMagazine { Type = Literature, TeachedRecipes = My Recipe, ... } This magazine will teach all recipes with equal name. How I can make two magazines with different recipes but with the same name?
  2. I know that there is OnTest function. But it takes only item as argument. It doesn't access to the character who is trying to use the recipe. My recipe is for making a book. And I want to disable it if a character (in multiplayer) has "Illiterate" trait. Because it means that character can't write (not only read).
  3. Recipes: Butcher Small Animal Butcher Rabbit Butcher Bird They have PZ_FoodSwoosh sound... needs to be changed to SliceMeat.
  4. Recipes.txt line 3009 -- Soap not found because it's a obsolete item. (There are two Wash Clothing recipes with the same required items but only difference is one needs Soap, and another Soap2) then need to make Soap not obsolete to not conflict with the actual build of the game or delete this recipe. recipe Wash Clothing { keep Vest/Shirt/Trousers/Skirt/Blouse/Underwear1/Underwear2/Shoes, Soap=1, Water=3, Result:Vest, OnTest:WashClothing_TestIsValid, Time:100.0, OnCreate:WashClothing_OnCreate, RemoveResultItem:true, }
  5. Jacksay

    See recipes

    Hi, I think it's easiest for beginers (and advanced) if you add a Right click > see recipes on items in inventory. That option open craft window filtered on recipes that using clicked item. Thanks !
  6. Very simple suggestion this time (as i've run a game with Nutrition active for change) : Add a Nutritionist book in game that learn you the skill (as "The Herbalist" or "How to branch a generator" magazine). Also add to the description of this item some sentence like the following line : "Learn to know food values and how to reach the 1500 cal./day* you need to stay in shape." * : it take me some research to exhume the 1500 cal. info (actually from a msg in Steam forum) that allow me to keep my characater near a stable weight... So, yes, it matters to know that particular info IG to stop gain/loss of weight. I'm still not sure you need to keep geting 1500 cal a day, but you indeed need to go for that amount at some point to reach the stable state on weight balance (in PZ world)...
  7. There could be added a small use for those two items - first it always got me curious why can I rip sheet underwear, but not socks... It should be usable just like all the other clothing items for that small use (it shouldn't make any major difference gameplay-wise, seeing how rare socks are and the cloths for rip sheets are widely available on zombies in the first place, but it would give this item some use, who knows, maybe saving someone's wound in a pinch . The second thing is crayons, which I think can not be used as a writing tool (correct me if I'm wrong, I don't have a journal to check on my save game). Obviously, they wouldn't make any kind of improvised weapon like pen and pencil, but they certainly could serve as a writing tool for those who feel the need to write some journals - and also giving a use to yet another item :). Both the requests should be easy enough to implement too, as there is no need to add any new graphic, model or recipe - just add them as another item that can do things already implemented.
  8. Snakeman

    Help "Obsolete:true" RecipeFeature

    Well i get Build 36.4 and try to Overrides or make a recipe Obsolete but not working... i want some help to make it work. I want to make this base game recipes obsolete and make it another two with some variations. But this script not delete the base recipe. module Base { recipe Slice Bread { keep KitchenKnife/ButterKnife/HuntingKnife, Bread, Result:BreadSlices=3, Sound:PZ_SliceBread, Time:40.0, Category:Cooking, OnGiveXP:Give3CookingXP, Obsolete:true, } recipe Slice Bread { keep KitchenKnife/ButterKnife/HuntingKnife, BreadDough, Result:BreadSlices=3, Sound:PZ_SliceBread, Time:40.0, Category:Cooking, OnTest:SliceBreadDough_TestIsValid, OnGiveXP:Give3CookingXP, Obsolete:true, } }
  9. Rubixdoed

    Getting multiple items from a recipe

    What I am looking to do is to process an item into several simpler components. Specifically, I would like to be able to process a TreeBranch into Twigs, stick, and leaves, where TreeBranch and Twigs are part of the Base, and stick and leaves are custom items. This works fine: I understand how to return a single item, but what is the best way to return multiple, different items. I could return several more generic items, like a stick, that can further be processed into twigs, or leaves, but I would much prefer to return several items, if it is possible. Example of generic to specific items:
  10. Bilb0

    Recipes in skill books.

    I think that recipes should be learned with skill books once you exceed a certain lvl say you don't have metalworking, if you get to lvl 4 and either re-read the first two books, or when you read the third you'll get some recipes, forge for example, and maybe when you reach lvl 7 you get cabinets and what not.
  11. Loosely suggested by me in Nutrition Test thread: Hot Cuppa could be moved being evolved recipe - it fits as one, as the current recipe is common for both tea and coffee, and it would allow to maintain use of a whole tea bag while adding drainable coffee idea: The evolved recipe would also make idea of making sugar optional possible, by making sugar one of the (optional) ingredient while allowing use of additional recipe ingredients, such as milk (or in future/mods maybe other kind of sweeteners and spices) One possible problem would be mixing coffee and tea in one dish (I don't mind using two doses of coffee or two tea bags - it seems natural if you want a stronger drink), but hey it's survival, so do what you want if you're short of water and desperate for a drink :P. Another possible problem is that I don't know how evolved recipes can handle stress reduction (they already get unhapiness and boredom reduction already anyway)
  12. http://www.aggressivegaming.org/newdawn/wiki/ We now have a page where you can look up all the information on any Item, weapon, craft, recipe on Project Zomboid including anything added from the Hydrocraft Mod! From the list of items or crafts click on any item or recipe name to see all the info on it. The Item page will show all the info, attributes and values of the item. And below that it will show any Recopies that require the item as an ingredient. And any Recopies / Crafts that can create said Item. The Recipe page will show all the info, required ingredients, skills and tools for any recipe. And even what book must be read to learn that recipe if needed. Hydro and The whole Dev Team at Aggressive Gaming's Newdawn helped to build this for you guys! So enjoy! http://www.aggressivegaming.org/newdawn/wiki/
  13. jefferyharrell

    Homemade ketchup

    I did a search but I don't think this has been mentioned before: I think it'd be neat if given fresh tomatoes, vinegar, salt and sugar, we could make ketchup. The thought occurred to me when I was feeding my character a mouse-meat-and-cheese sandwich. I can only imagine a liberal dousing of ketchup would make that go down easier, and the required ingredients are all already present in the game. (Maybe omit the sugar and make it just tomatoes, vinegar and salt, since sugar isn't a thing a person would necessarily guess goes into ketchup.)
  14. It's been a while since I played PZ, I think it was build 25 when I started. Now I tried the build 30. Until now, I am bedazzled why the Kitchen Stoves need electricity to run, unless they are electric stoves or microwave ovens. I got the logic of the oven range that uses electricity, but it is mainly used for baking and roasting. We have cooking pot and frying pan, which we always use for cooking on the gas range, not the oven. Gas stoves use gas which is connected to somewhere and literally does not need even a tiny bit of your house's electricity to function or ignite a flame. It's ignition uses some sort of thing also used in lighters. In reality, if gas supply is cut off, surely it can be fitted with other sources like the Propane Tank as fuel that will only be slowly consumed while the stove is turned ON. In other countries, they call them LPG tanks (LPG = Liquefied Petroleum Gas). Once your gas tank is all consumed, you can buy another and you'll just have to give them your empty gas tank. Then they'll refill it to be sold again. A full LPG tank can last for a month if you only cook twice a day. I wish I could use a Propane Tank to the Gas Stove when electricity is cut off. This saves a lot of trees =) I would like to make a mod out of this, unfortunately, I'm just beginning to learn a bit of programming. I tried learning LUA from RoboMat's tutorial but there are other things I have to know to make it work, like the source code i should use for functions and events for this kind of mod.
  15. Omegapl

    EvolvedRecipe

    Is there any information available about class EvolvedRecipe (class zombie.scripting.objects.EvolvedRecipe) ? Also is it possible to get somehow all kind of items needed for that evolvedrecipe ? something which is working like getSource() from normal recipes
  16. b133d_4_u

    King's New Recipes

    Adds New Recipes! Feel free to suggest some recipes you think should be in here! UPDATE! Sorry for the lack of updates, but I just got back into PZ, recently. I've added lots of new recipes to the list, as well as a few new items to go with them. I hope you enjoy what I've done, and please continue suggesting recipes! It won't let me upload the file directly because apparently it's too big, but you can get it here: https://www.dropbox.com/s/3vjjdij8svhbupn/King%27s%20New%20Recipes.zip?dl=0
  17. Suomiboi

    Bad food

    Here's an idea for you budding item/recipe modders. We have soups and food from simple to tasty, but what about people who can't cook? I know there's the skill tied to the art of making food, but it doesn't allow you to make mistakes. This idea is to fix that mistake..Or... allow you to err....well anyways. Bad foods. Food items made into recipes that simply will not work together. Onion with peanut butter, a bacon cake, a mushroom cupcake? Recipes someone might try, but just won't work. Result: edible food with an added unhappiness. I would have maybe started doing this mod myself, but my graphics card said byebye and I had to take my pc to maintenance. (and just when mp came out)
  18. Highlander

    Recipe Results

    This may be a dumb question but is there a way to have two items as a result of a recipe. I have tried and I am thinking its not possible. If someone could shed some light on this that would be great. EDIT: Nevermind I saw the answer in this post http://theindiestone.com/forums/index.php/topic/3969-multiple-items-resultting-from-recipe/
  19. tommysticks

    Multiple Items Resultting from Recipe

    Has anyone figured out if there is a way to have a recipe result in multiple items? I tried testing this out a while back with no luck.
  20. Banjo

    Adding a new "rip bandages" recipe

    So I was wanting to add a simple script recipe to allow you to rip dish towels into bandages. This was my script: module MoreBandageOptions{ imports { Base } recipe Rip bandages { DishCloth, Result:RippedSheets=4, Time:80.0, }}I was sure it was correct, and when I load the game it indeed lets me rip dish towels and gives me 4 bandages... but it also doesn't destroy/remove the dish towel. In fact, I can keep ripping 4 bandages off a single dish towel forever, it seems! What the heck did I do wrong? I've made other recipes work, and can do the same with - say - socks and have it work fine. What's the deal with the dish towel? (I've tried putting the script - "ZPBanjo_MoreBandageOptions.txt" - in both the main "scripts" folder and in a "Mods\MoreBandageOptions" subfolder and both cause the same issue). Also (less importantly, but something I'm curious about), why when I right-mouse-click on a skirt or shirt in a container, it gives me the "rip bandages" option (if I click, it takes the item then rips it into bandages as normal), but when I right-mouse-click on a dish cloth in a container (with my mod running), it doesn't give the "rip" option... I have to take it and put it in my inventory first, then right-click on it there to get that choice to appear.
  21. Wud yer consider addin' dis tag so other modders an' meself may use de wet towels in oyt mods an' they gie back a dry towel whaen used. item DishClothWet{Weight = 0.3,Type = Normal,DisplayName = Wet Dish Towel,Icon = Dishtowel,ReplaceOnUse = DishCloth,ReplaceOnDeplete = DishCloth,}item BathTowelWet{Weight = 0.5,Type = Normal,DisplayName = Wet Bath Towel,Icon = Bathtowel,ReplaceOnUse = BathTowel,ReplaceOnDeplete = BathTowel,}