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Hydrocraft Mod


Hydromancerx

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Hey Hydro, Only a small one, but I noticed DVD's cannot be put into empty DVD cases, I'm not sure if this also is the case for CDs. You are supposed to be able to put them in cases right? 
Great job on the updates, so much coming each week now your doing a great job :)

 

-TG

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hey guys!

i had fully loaded hand dolly and died. came back, tried to pick up it, but i could not because it weighted too much. So i ran for my pallet truck and... now i have my hand dolly in my pallet truck and i cant unload it! So i ruined my another character if i dont find another pallet truck? Or is there some solution for that situation?

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hi, running linux client and server Build 35.12 + Hydrocraft,ORMG,cremation with steam. to manage to start server i haved to correct many problem, missing
hydrocarft part was :
 

  • bad path file :

required camping failed to load 
%Hydrocraft%/media/lua/client/Sleep/HCSleep.lua
line9: require 'Camping/camping'

Whois %zomboid%/media/lua/server/Camping

Expected in %zomboid%/media/lua/client/Camping

Link %zomboid%/media/lua/client/Camping/camping in %zomboid%/media/lua/server/ solves problem for me.

shared problem with PZ:
%zomboid%/media/lua/client/Camping/ISUI/ISCampingMenu.lua :

 

 

required basicFarming failed to load 
%zomboid%/media/lua/server/Farming/farmingCommands.lua:
Line 5 --require "basicFarming"
Line 5 ++require "Farming/basicFarming"

 

 

  • Item fonction Missing :

%Hydrocraft%/media/scripts/food Pizza.txt Line 174 :
item HCBoringpizzabaked
item HCSimplepizzabaked
item HCTastypizzabaked

 

 

%Hydrocraft%/media/scripts/smithing.txt line 66 :
item HCTitaniumrod

 

 

  • Typo error :

%Hydrocraft%/media/scripts/Candlemaking.txt

218  --    Result:HCMininghatlampr,
218  ++    Result:HCMininghatlamp,

 

double slash in Pottery.txt
321 --    keep HCKiln//HCKiln2,
321 ++    keep HCKiln/HCKiln2,

 

%Hydrocraft%/media/scripts/Biogas.txt

Line 61 to 83 delete starting line tab

same for line 1488 to 1510 in Gardening.txt

 

doubled function :

recipes in Pottery.txt are double.

 

  • Bad name :

Programing.txt
65 --     HCWoodtable,
65 ++    HCTablewood,

 

%Hydrocraft%/media/scripts/Weapond Explosives.txt :
744 -- HCCannedchilitempty
744 ++ HCCannedchiliempty

%Hydrocraft%/media/scripts/Base Items.txt :
607 -- HCCannedchilitempty
607 ++ HCCannedchiliempty

 

%Hydrocraft%/media/scripts/Mining.txt :

double named chrome ore:

462 --item HCChromite
462 ++item HCChromeore

 

%Hydrocraft%/media/scripts/Food Sausage.txt :

587 --         HCheval,
587 ++        HCHorsemeat,

590 --            Result:HCSausagecheval,
590++            Result:HCSausagehorse,

333 --            item HCSausagecheval
333++            item HCSausagehorse

342 --        DisplayName            =    Cheval Sausage,
342++        DisplayName            =    Horse Sausage,

343 : Icon  named HCSausagecheval.png so don't rename in HCSausagehorse

%Hydrocraft%/media/scripts/Food BBQ.txt :

587 [...]--         HCCheval/HCSausagecheval
587 [...]++        HCHorsemeat/HCSausagehorse

%Hydrocraft%/media/scripts/Gardening.txt

1493 [...]--         HCCheval
1493 [...]++        HCHorsemeat

1498 [...]--         HCSausageheval
1498 [...]++        HCSausagehorse

%Hydrocraft%/media/scripts/Biogas.txt

66 [...]--         HCCheval
66 [...]++        HCHorsemeat

71 [...]--         HCSausageheval
71 [...]++        HCSausagehorse

%Hydrocraft%/media/scripts/Food Jerky.txt

97 [...]--         HCCheval,
97 [...]++        HCHorsemeat,

108 [...]--         HCCheval,
108 [...]++        HCHorsemeat,

 

  • unknown Parameters :

"CreateWorldItem" set to "TRUE" in :

%Hydrocraft%/media/scripts/Kitchen.txt line 786
%Hydrocraft%/media/scripts/Weapons Explosives.txt lin 225,247,271,319,343
 

 

 

%Hydrocraft%/media/lua/client/3DWeapons/3DWeaponLoader.lua

  lin 13:  if (getDir ~= nil ) then --if model loader is installed and loaded

model loader isn't installed, but comparaison pass.

 

starting trace from console.txt :

Spoiler

OnLoadSoundbanks
texturepack: loading Tiles1x
texturepack: finished loading Tiles1x
texturepack: loading JumboTrees1x
texturepack: finished loading JumboTrees1x
texturepack: loading Tiles1x.floor
texturepack: finished loading Tiles1x.floor
texturepack: loading Characters
texturepack: finished loading Characters
LOADED UP A TOTAL OF 105 TEXTURES
***** Mod Loaded Dir: 
-----------------------------------------
STACK TRACE
-----------------------------------------
Callframe at: loadStaticZomboidModel
function: load3Dmodels -- file: 3DWeaponLoader.lua line # 28
java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189)
    at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
    at zombie.GameWindow.run(GameWindow.java:1191)
    at zombie.GameWindow.maina(GameWindow.java:1015)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:177)
Caused by: java.lang.NullPointerException
    at zombie.core.skinnedmodel.model.VertexBufferObject.LoadVBO(VertexBufferObject.java:172)
    at zombie.core.skinnedmodel.model.VertexBufferObject.<init>(VertexBufferObject.java:81)
    at zombie.core.skinnedmodel.model.ModelLoader.Load(ModelLoader.java:315)
    at zombie.Lua.LuaManager$GlobalObject.loadStaticZomboidModel(LuaManager.java:1029)
    ... 19 more
-----------------------------------------
STACK TRACE
-----------------------------------------
Callframe at: loadStaticZomboidModel
function: load3Dmodels -- file: 3DWeaponLoader.lua line # 34
java.lang.reflect.InvocationTargetException
    at sun.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
    at sun.reflect.NativeMethodAccessorImpl.invoke(NativeMethodAccessorImpl.java:57)
    at sun.reflect.DelegatingMethodAccessorImpl.invoke(DelegatingMethodAccessorImpl.java:43)
    at java.lang.reflect.Method.invoke(Method.java:606)
    at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:61)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:199)
    at se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:189)
    at se.krka.kahlua.vm.KahluaThread.callJava(KahluaThread.java:182)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:983)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1727)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1672)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:53)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:81)
    at zombie.Lua.Event.trigger(Event.java:37)
    at zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:61)
    at zombie.GameWindow.run(GameWindow.java:1191)
    at zombie.GameWindow.maina(GameWindow.java:1015)
    at zombie.gameStates.MainScreenState.main(MainScreenState.java:177)
Caused by: java.lang.NullPointerException
    at zombie.core.skinnedmodel.model.VertexBufferObject.LoadVBO(VertexBufferObject.java:172)
    at zombie.core.skinnedmodel.model.VertexBufferObject.<init>(VertexBufferObject.java:81)
    at zombie.core.skinnedmodel.model.ModelLoader.Load(ModelLoader.java:315)
    at zombie.Lua.LuaManager$GlobalObject.loadStaticZomboidModel(LuaManager.java:1029)
    ... 19 more
-----------------------------------------
STACK TRACE
-----------------------------------------

 

Edited by arkahys
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1 hour ago, Hydromancerx said:

"Cheval" is Horse. Just like "Beef" is Cow and "Pork" is Pig. Why did you want me to change it?

Ohhh, i don't WANT anything ! I just want to help to get better mods...
I'am french, so cheval is my language and prefere. try to resolve many mistake, I found this balanced (with other named item) other night. When i read today with a cool head, sure a "C" to HCheval was more simple... I remember was a "One thing led to another" due to reverse ingeneering, and at 4 o'clock... ;) 

Edited by arkahys
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Hydrocraft v8.1 has been released!

 

Which includes ...

 

- Fixed Parmesan Cheese

- Fixed Mineral Categoy

- Fixed Box of Reistors

- Fixed Make Clay Pot

- Fixed Baked Pizzas

- Fixed Remove Dead Battery from Mining Helmet

- Fixed Bug In Farmoid mod

- Fixed Desktop Computer

- Fixed Canned Chilli

- Fixed Chromite Ore

- Fixed Egg Timer and Fireworks

- Added Animal Sounds

- Added 4 Dome Tents

- Added Keep Out Sign and Biohazard Sign (Admin Spawn Only)

- Added Drum Kit, Drum Sticks, Piano and Grand Piano

- Added Ship in Bottle

- Added 24 New Item to find in the Pond!

- Thanks to everyone who helped this week!

 

Enjoy!

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51 minutes ago, arkahys said:

Ohhh, i don't WANT anything ! I just want to help to get better mods...
I'am french, so cheval is my language and prefere. try to resolve many mistake, I found this balanced (with other named item) other night. When i read today with a cool head, sure a "C" to HCheval was more simple... I remember was a "One thing led to another" due to reverse ingeneering, and at 4 o'clock... ;) 

Yeah I realize its a French word since saying "Horse Meat" is not as appealing. Just like how "Calamari" is Squid (which i LOVE to eat).

Edited by Hydromancerx
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1 minute ago, Hydromancerx said:

Yeah I realize its a French world since saying "Horse Meat" is not as appealing. Just like how "Calamari" is Squid (which i LOVE to eat).

"steack de cheval" even if most people could say is like a dog..  so i favor  squid in ink with a beer !
thanks for this mod !

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Hey Hydromancerx, I had a few questions about the mod, specifically about how/why a few things are done the way they are and if the possibility of a different method (not as a request, more I would like to mess around and see if I can implement the change if doable.)

 

It's mainly to do with container items like plank pallets, etc and the work stations. As it stands now, they aren't grid built objects like furniture or walls, and I was curious as to the reasons behind this? The work stations I imagine has to do with needing them to be an "item" for their use in recipes, which as far as I'm aware, there isn't a whole lot that can be done about that currently. However with container items, say specifically the plank pallet, is it possible to restrict item types to a container? For example could the Pallet actually be a buildable object, that allows only a specified item type and then have the sprite change based on how full or empty it is?

 

Again I'm asking purely out of curiousity and possibly trying to implement a few things for my own learning and use, I'm not suggesting you change how it functions. I like the depth of the mod but the fact that you can't really build many of the objects on the "grid" has always bugged me a bit and I was curious as to some of the reasons/restrictions behind that.

 

Thanks in advance for any insight provided and thanks for the awesome mod.

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3 hours ago, PvtHopscotch said:

Hey Hydromancerx, I had a few questions about the mod, specifically about how/why a few things are done the way they are and if the possibility of a different method (not as a request, more I would like to mess around and see if I can implement the change if doable.)

 

It's mainly to do with container items like plank pallets, etc and the work stations. As it stands now, they aren't grid built objects like furniture or walls, and I was curious as to the reasons behind this? The work stations I imagine has to do with needing them to be an "item" for their use in recipes, which as far as I'm aware, there isn't a whole lot that can be done about that currently. However with container items, say specifically the plank pallet, is it possible to restrict item types to a container? For example could the Pallet actually be a buildable object, that allows only a specified item type and then have the sprite change based on how full or empty it is?

 

Again I'm asking purely out of curiousity and possibly trying to implement a few things for my own learning and use, I'm not suggesting you change how it functions. I like the depth of the mod but the fact that you can't really build many of the objects on the "grid" has always bugged me a bit and I was curious as to some of the reasons/restrictions behind that.

 

Thanks in advance for any insight provided and thanks for the awesome mod.

Its a little bit of both. Yes it needs to be an "item" and not an "object" for recipes. And making new "objects" is extremely hard and time consuming. All we really have made are the pillars and barriers so far. Complex stuff like a stack of bricks that can be packed and unpacked is just too difficult for us and honestly a waist of time when we could be doing other things.

 

Sure the "large items" can be walked through, but they are soooooo much easier to make. We took months just to get a pillar added to the game and even then it still has some issues. Now think if we had done that for all large items. This mod would be nowhere now. If in the future it get easier to do then sure we can convert them, but for now, "large art items" are the way to go if i want to add an "object-like" item.

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16 hours ago, Hydromancerx said:

Its a little bit of both. Yes it needs to be an "item" and not an "object" for recipes. And making new "objects" is extremely hard and time consuming. All we really have made are the pillars and barriers so far. Complex stuff like a stack of bricks that can be packed and unpacked is just too difficult for us and honestly a waist of time when we could be doing other things.

 

Sure the "large items" can be walked through, but they are soooooo much easier to make. We took months just to get a pillar added to the game and even then it still has some issues. Now think if we had done that for all large items. This mod would be nowhere now. If in the future it get easier to do then sure we can convert them, but for now, "large art items" are the way to go if i want to add an "object-like" item.

I see, thanks for the information. Like I said, I really wasn't implying I think it should be changed per say as I like the mod as it is and appreciate the amount of work it's taken just getting where it is now. I've just been poking about in various mods and the Zomboid code trying to get a feel for things and got curious about the how and why of a few. It occurred to me as well that part of the benefit of how pallets work now is it makes moving large amounts of planks less of a pain, which wouldn't be the case for a static container.

 

My Java is rusty to say the least and haven't really done ANY programming for quite a while. I went to college for Comp Sci but settled in a career with the military as I had already progressed far enough career wise and life wise (wife, kids, etc) that I didn't want to start over again so to speak. Lately though I've had the itch and Zomboid has that good balance between barrier to entry and potential that I've been pondering doing some modding for it or possibly contributing to one, so I've been brushing up and analyzing a lot of mods (yours especially primarily because of the sheer scope). Until such time I'm capable of contributing anything of worth though (be it my own mod or helping with one), I hope you don't mind me occasionally picking your brain :)

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Hey Guys, 

 

Following what PvtHopscotch said, and this is purely a question, but generators in PZ snap to tiles when dropped.... I'm just wondering if that would be 100x easier than creating them as buildable objects. 

 

Just thinking about it, when placed on the ground the generator does not show up as an item, but does have a right click menu.... 

So it probably would be possible to implement it, but.. it would also probably be just as much work :/ 
 

I don't know whether it's worth putting your time into, but, it could be. Thumbs up for all the hard work you've done. 

 

-TG

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On August 30, 2016 at 5:28 AM, LisskinSS said:

hey guys!

i had fully loaded hand dolly and died. came back, tried to pick up it, but i could not because it weighted too much. So i ran for my pallet truck and... now i have my hand dolly in my pallet truck and i cant unload it! So i ruined my another character if i dont find another pallet truck? Or is there some solution for that situation?

Download the cheat mod.  Infinite carry enable.  Put it on the ground.  Transfer the hand dolly.  Then move everything out until it weighs less than 50.   Problem fixed.  If you put a container over 50, into another container, you won't be able to take it out. 

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Hi Hydro, first of all thanks for the great mod. I have been playing on REDBOID. Some personal thought here.

  1. Balance of item weight -- it seems a bit imbalance now with forklift, toy wagon, donkey, dolly etc. is kind of easy to steal someone base entirely, can we increase the weight or add more anchored stuff for things like junkyard, laboratory etc. Is kind of sad, if we only can hide these cool items to prevent theft. Especially tricky for people trying to build a shared community.
  2. For things that are meant to be not too heavy, like rabbit hutch, bee hive etc., is it possible to add item like iron chains or super wood glue etc. so players can build and attach them to floor. This is also quite realistic, i think. 
  3. My hutch with tired rabbit doesn't seems to recover after one breed (a couple in game days now). Also, I put the ingredient for making hutch with rabbit in a crate before, somehow it glitches the crate, the crate auto respawn hungry rabbit periodically. 
  4. Is well no longer a standalone item? It must go with water pump? I construct one before, and try to fill it with water, took few in game hours, but the green bar still show like less than 5% water, and it weight only like 15 unit. Is also too light to be secure if drop it in base.  Now, I learn I have to use build tab.

I haven't try the more advance craft yet. Thanks in advance!

Edited by prometheus0304
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recipe Make Iron Blowpipe
	{
		HCIroningot=2,
    	keep HCSmithyhammeriron/HCSmithyhammersteel/HCSmithyhammertitanium,
    	keep HCTongs,
    	keep HCWorkgloves/HCOvenmitts,
		keep HCAnvil,
    	CanBeDoneFromFloor:true,
		Result:HCIronblowpipe,
		Time:150.0,
    	Category:Engineer,
	}

Iron blowpipe is bugged, you cannot craft with anchored anvil, look at the script i think it's possible only use unanchored anvil, please make more anchored things!, i hate people keep stealing my junkyard and whole factory.

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Hello!

It's my first time commenting here, so: thank you very much for this amazing mod! My friends and I love it in every detail!!! 
I got two questions:

 

1) Does the seasons/months change the chance of finding feral poops on the wild? At the beginning of my server I found some without problems. Now I'm in October, lvl 10 foraging, and I searched for many hours in different places but I can't find ANY poop...

2) I'm trying to build the Macerator,  but I can't manage to build a Metal Casing. In the wiki, it doesn't say which book do I need to learn the receipt... Does someone managed to build it or is there currently a bug of this receipt? 

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