#mod_development
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I tried to set up a six-wheeled vehicle but the game crashes when loading the script file
But checking related class files doesn't give me an answer as to why it crashes
@nimble spoke when you added the fridge etc to camper, did it show up in mechanic window and everywhere else it should too?
think ima try to work on my ram again ๐
they appear in the mechanic window and can be installed/uninstalled normally
just thinkin that too
theres the damage in crash modifier, but thatd be global i think
I'm divided between testing more crazy ideas and polishing what I already have to release the mod
crazy ideas, def ๐
er thought you couldnt release til RJ added a loader for somethin?
Could it work like waiting for the player to take damage while in a car, then healing some of it back? isn't that how the armor mods work?
airbags prevent death, so hard enough and you die, then revive? lol
More reducing the damage you take
Yeah, I have to wait for it, still I have to finish what I can on my side. Today I added new truck skin, created the item loot for some types that still didn't have them and so on
id say keep exploring the limits, but whatever is more fun to you ๐
Some things are better left for later... the monster truck made me wasted so much time and still isn't working, if I get stuck with every single crazy idea I won't release it by the time we get a pz update
welp if you need texture il happily learn n try to do em, exploring the scripts so far to add parts though, got my ram to show up as an item, just gotta figure out how to have lower collision damage
car damage or player damage?
One of the reasons I was trying to add wheels was to test parts that show on the car, but it won't work
it might only expect 4 wheels though
pics from devs had a spare on back of some vehicles, not sure if a tire model or just part of car model though
And then I go test 2 wheels and this shit happens
lolz
dually trucks are awesome
did you try just 2 tires instead of 4?
that pic is what happened when I had a vehicle iwth only 2 wheels in the files, every single car got a wheel on top
ah k
And I couldn't spawn the new vehicle
thought you ment adding 2 lol
remember the black tinted windows from the early vehicle build
wonder if any events fire for when a car moves, could prolly do trailers from a mod
I couldn't find anything that would support that
aw ๐ฆ
So it seems 4 wheels in the only way to roll around
I could probably fake 2 wheels by hiding the other 2
But I think the vehicle might not even move that way
Ok, here's the thing, I can't add true wheels, the extra one I got on top of every vehicle is caused by having extra types in the tire template, so I'm going to test a few more things here
use a diff tire model, invisible texture? still need to not sure in mechanic window though -.-
@earnest quartz I'm a little late, but there are two settings that might give the vehicle some damage resistance.
FrontEndHealth and rearEndHealth.
I haven't tested them out, though.
thats HP though, not resistance no?
Might work the same way.
Like if it normally has 100 health and it takes 10 damage, that's 10%. But if you boost it to 1000 hp and it takes 10 damage, that's just 1%.
I mean if it actually works like that.
I can fake 2 or 3 wheels, but 2 wheels are very unstable
I got the custom tires working properly with textures and all that.
You could make really small, thin ones.
And it still shows as 4 in the mechanic screen
tha'ts nice to hear
no more 4 types limit
I'm guessing you're trying to make a motorcycle or something, right?
Kinda, just testing things
HA! We can show part models after all!
I'm the fucking master of the universe
Yeah?
dont see why you wouldnt beable to..if it works with wheels and all
if collision detection works properly with those parts is a entirely other question
hrm i didnt look...are those lightbars on the cop cars part of the model or a seperate one?
they are part of the model
I think they wouldn't show lights on that way
ya thats what i'm thinking it would probably require alot of lua hacks
Now I'm thinking about going full mad max cars and all that stuff
So are you able to attach models to the cars, say, if you install a gas tank?
Similar to the tires?
Yes
Can you give different parts different models?
Totally
lol
Like give the normal gas tank no model, but then have an extra large gas tank be an external fuel barrel.
Yes you can, it is defined by part, and can be chanfed for each car type as well
We have no limits anymore.... we will reach Valhalla
Now I need to find how to set a specific part slot to spawn without the part
Or we'd be giving all cars all armor types by default
The armor could replace the doors or windows, right?
its easier to set a specific part to spawn, then a specific part to not spawn
BUT, it can be done with some lua
Yes, they can replace parts, but can also be new parts applied on top
Ohhhh yes, the create lua functions can handle that
Well, I mean instead of having a separate armor slot, just have an armored door to replace the regular door.
Or reinforced windows to replace the normal ones.
damnit dont have the example on this OS need to reboot into windows
but i did the same thing with the ham radios
so you can install them in the radio slot, but used lua to stop them from spawning on any vehicle
oh nvm...dont need to reboot forgot i uploaded it to another machine lol
but yes its using the create function..overriding the Vehicles.Create.Radio, theres a snippit of code:
local itemType = vehicle:getChoosenParts():get(part:getItemType()) if not itemType then if ZombRand(100) > vehicle:getEngineQuality() then itemType = "Radio.RadioBlack" vehicle:getChoosenParts():put(part:getItemType(), itemType) else itemType = "Radio.RadioRed" vehicle:getChoosenParts():put(part:getItemType(), itemType) end end item = InventoryItemFactory.CreateItem(itemType) part:setRandomCondition(item) part:setInventoryItem(item)
its basically ignoring random selection from all the other radio options and just going for radioblack or radiored
unless the ride already has a predefined radio like the park ranger trucks
Interesting
You can
woot
We could even remove bumpers from existing models and then create bumper parts
yes!
reason i wanted ram though, is for a part NOT spawned, that metalworking has to make, then add on
bumpers would be included still
then pickups maybe as only vehicle capable, add barrel or 2 or 4, shows in back, but giant gas tanks
use the oil drums found at factory etc to finally give em a use
oh oh oh oh
That's what I was thinkin.
when trunk fills, it shows a model of random junk, similar to shelves
ya but i was thinkin less as gas tanks, just fuel transport, or get a tanker truck lol
so many ideas rolling in ;_;
I gotcha.
No, you can't fill the trunk that way
why? water is easy
Give you a mobile storage tank.
That way you wouldn't have to rely on rain catchers if you're away from wells or rivers.
I'm getting an unskinned model error when trying to load my wheel model with new texture, how did you do it? @ember orchid
There's a hell of a limit with these model ideas, we can't rotate or scale the model in stats, so maybe separate models for different car types would be needed
I don't know if it matters, but I named the wheel model file "Vehicles_Wheel10.txt", and in the model file itself, made the model name "Vehicle_Wheel10". The texture file is named "Vehicle_Wheel10.png"
And the model loader is as follows...
require 'Reloading/ISReloadManager'
local MOD_ID = "FR1987Suburban";
local MOD_NAME = "1987 Suburban";
local MOD_VERSION = "1.00";
local MOD_AUTHOR = "Filibuster Rhymes";
local function info()
dir = getDir(MOD_ID);
loadStaticZomboidModel("Vehicles_Suburban",
dir.."/media/models/Vehicles_Suburban.txt",
Buncha textures removed for space
dir.."/media/textures/Vehicles/Vehicle_SuburbanShell_DAMAGED_02.png");
loadStaticZomboidModel("Vehicles_Wheel10",
dir.."/media/models/Vehicles_Wheel10.txt",
dir.."/media/textures/Vehicles/Vehicle_Wheel10.png");
print("Mod Loaded: " .. MOD_NAME .. " by " .. MOD_AUTHOR .. " (v" .. MOD_VERSION .. ")");
end
Events.OnInitWorld.Add(info);
Weird, mine should be working, unless there's a name catch with the model/texture
In the vehicle script, I have it as "Vehicles_Wheel10"
It was a typo... my bad lol
Yeah, I spent a good time trying to figure out why it wasn't loading because of a typo, haha.
Hey @nimble spoke , any idea if we can make a part for the cars that'll boost their horsepower?
already been doing it..horsepower, engine quality and noise level tweaks
Oh, cool man.
I was thinking different carburetors, at least for the older cars.
Maybe computer chips for the new ones.
Or truckburetors, too.
its a bit of fussing around...i havent been doing them as actual 'parts' the same way yet...i had to shelf the mod for now, but MP wise, if you change the HP or any of the engine stats, you need to transmit the new stats to the server, then have the server transmit back to the clients
if you dont transmit back to clients they dont quite see the changes until they relog or w/e
Gotcha.
i tried to flag that the engine needed to be updated so it would auto-transmit but couldnt seem to get it to actually work...so ended up using sendClientCommand and sendServerCommand for updating the info
That's boring.... I'll have to get that working for my new parts, so sad
fridge and oven only work in SP
ya i havent tried actually adding stuff as parts yet, i was mostly using mod data and doing it with fluids like high performace motor oil, engine tuning based on mechanics level and stuff like that to tweak the HP
but thats shelved for now need to work on orgm stuff atm....you guys are having all the good fun ๐
pfft guns can wait ๐
My focus has been car types and conventional parts with new functions, there's so much we can do now that I won't be able to work on all the ideas going on
I'd like to work on a mod for all the welded armor ideas too, but not before I can work on many other ideas first
so many ideas, so little time
anxcon - Today at 5:47 PM pfft guns can wait maybe, but i like quality work....and i've never been a mechanic...i know the basics but i'm better off sticking to stuff i REALLY know well lol
Well, I know nothing about cars, maybe that's why I couldn't make the monster truck work lol
@quasi geode i was makin a joke, b/c you're the gun guy, so like 'pfft it can wait' ๐
you shouldnt joke around with guns....its not funny someone could be seriously hurt! ๐
Same could be said about cars
Yeah, you'll shoot your eye out.
ya they're far more dangerous...hit with more energy and a larger surface area
thats it..i'm starting a car control advocacy group....its time we take back the streets! get all these dangerous cars out of the hands of idiots and common criminals!
nice
I just thought.... we could also have opening doors if we really wanted
Hey, probably dumb question here, but if you have two mods with a lua file named the same (modelloader.lua), will that cause errors or instability?
Alright. I finally figured out that could be the problem.
It worked sometimes, but not every time.
orgm uses a ORGM* prefix for every one of its files so if it ever conflicts with another mod, thats their fault not mine lol
Yeah, I always add SF and the mod name as a prefix, in this case SFDrive
SFFarm, SFCook and so on
Well, at least I finally figured it out, haha. Damn.
I figured it'd run the first mod's lua, then the second, and so on.
lol i liked the prefix for the Pimp My Ride mod i was working on..makes for some funny file names
PimpMyClient.lua, PimpMyServer.lua etc XD
lol
Haha, nice.
next car mod Standard Transportation Devices
?
I kinda like that, haha.
STD? lol
heh
I mean you could consider it a type of baggage.
usually we just call them roof racks, but probably depends on your locale
ok, shorter name is better
What else? Not that really interested in roof racks right now because they don't really add something new to the game
need bicycle first, but then rack for it on the back
hrm if the spare wheel works...add a tailgate parts slot for trucks, vans, jeeps etc...for mounting the spare tire, jerry cans, propane tank
could probably fit a few other things on there
You could give a tire slot to things like jeeps by default. Then maybe give the option to weld one onto other cars.
Is there anyway to restrict what items go into a container?
the camper, did you get the oven finished / using propane?
a rack to hold propane for oven heh
size can restrict, dont know about anything else
might be able to catch item transfers and simply cancel
The oven works but I didn't add propane to it, still, I don't think it would be visible in a camper van, would it?
ive seen propane tanks on back end of RVs, dont know if full or not though XD
one way to keep people from tailgating
in a van, yes definatly visible...RV's sometimes mounted on back..usually backups...most of the time they're mounted closer to the cab underneath
I think I'll keep that visible tire exclusive to the rancher, maybe one more car type if that makes sense. It doesn't make much sense to have an existing slot for it in all cars and simply not spawn the tire
agreed
but would be nice to be able to manually add it to other vehicles
not all though, exclude smaller cars, so can give some choices in car to grab
right now every car seems the same, aside from seat count, and low seats = low cargo, just doesnt feel like theres choices ๐
The thing is, you must have the slot there and visible, there's no adding anything that doesn't show in the mechanic screen for your car
Maybe it is possible to create an alternative to seats that give more container capacity but don't actually count as passenger seats
Ok, I gave the extra tire a 50% spawn chance
Or should I consider loot rarity?
I decided to upload the mod with what is already working
Not nearly as interesting without the new vehicle types but with some good things
Someone mod this in every time you eat spaghetti
Go subscribe to the Original Creator, the Provider of good memes: https://twitter.com/DitzyFlama/status/947495418467721216 Stay Woke and Subscribe for more r...
This is the only item in the game that is 'spaghetti' is HCCannedspaghettiringsopen.
so you need hydrocraft to start, then just change the value in Hydrocraft\media\scripts\Food Canned.txt properties for it to include feild: CustomEatSound = audio_file_name
you could do it yourself, seems like it shoudltn be too hard
I mean other then canned rings, there is only pasta. so i would asume you want an item that has spaghetti in the name to be realatable.
That or make speghetti of your own, but you would have to make a recipe to make spaghetti.
Does anyone else encounter this? if you click anywhere other than a custom panel on the main screen, the logo "layer" seems to be brought to the top of any custom panels, as well as the default debug panel. This seems to block clicks on any panels/UI elements underneath.
Is there a way to control the Z-level of panels to bring my custom panel to the front? or am I missing something?
From a quick read, you can look at using self:bringToTop() i havent seen anything for Z layer yet other then some text drawing function. im gonna keep looking though
There is also an self:setAlwaysOnTop(b) function but no, i can not find any Z control functions other then that for UI menus.
i think it is related to its ID in the UI stack list that origionally sets its Z value
Additional Documentation: http://www.projectzomboid.com/modding/zombie/ui/UIElement.html
Nice, thank you, that helped ๐
Glad to help ya out. Im currenty trying to learn how to properly use modData for game save/load
I imagine if multiple panels are set to always be on top, it'll default to the default ID method you mention
Ah, yeah, that's something later in my todo list ๐
I've just recently started delving into attempting to mod things, most of Lua is pretty straightforward coming from other languages, but need to explore and learn more of the Zomboid specific stuff
I usually use Ruby to my programming, but i took a look at Lua and messed with it a bit for Factorio. So figured might as well give it a shot. Didnt take me too long to start chaning some code. But learning the API is trouble some cause some of the base classes are not labled right
for instance, UIElement is actually ISUIElement in the game files.
and if you make a class that uses it, you have to include the IS
Other then that, im glad the devs provided an API, just wish it had some examples on saveing IsoSpecialObject to IsoGridSquare
i can add and interact with objects untill i save quit and reload, then its not there. But i know why, from what i have read save data is pushed into modData table
The only helpfull thing so far was being able to read the source files in the root dir for PZ
I'll eventually figure it out, i got hope.
I'm sure you will dude
I've mostly started dabbling to create some features for a dedicated server I run for friends, and a little bit of frustration at abandoned mods not working ๐
well TBH, from what i was reading in custom mods is formating, dont be afraid to use comments to format the code. I like making function headers and line divides to make reading the code back easier.
If there was more of an effort to push mod file format i feel like others would be happier when reading the code.
- working on an object build menu example to push to steam workshop. If some one wants to steal the idea and do it for me go right ahead :p
Comments do make the world of difference, especially as a new modder trying to figure out how things work
so rare to see comments in mods ๐
yea, its mostly empty or single line ones.
i comment above every function, usage, arguments, return values, and often what the code is for, and where it gets called from
least for orgm anyways
i feel like if you make a util, you should. It just helps debug and allows for team integration.
Here's a nifty debug tool i threw together reading online about Lua objects:
most times the comments end up being larger then the actual functions ๐
i can relate to this
------------------------------------------------------------------------------------------------------------------------------
--Debug Dumping.
------------------------------------------------------------------------------------------------------------------------------
function EZdebugDump(tag, object)
-- start formating console print information
print("------------------------------------------------------");
print(tag .. tostring(object)); -- start with display tag
print("------------------------------------------------------");
-- convert the class object into a table one
t = getmetatable(object);
-- post threw each data key point
for k,v in pairs(t) do
if v == nil then return; end
--print(" " .. k .. ' = '..tostring(v)); -- __index * the only one this shallow
if (type(v) == "table") then
-- post threw additional value table
for k2,v2 in pairs(v) do
if v2 == nil then return; end
if (type(v2) == "table") then -- typically functions are found at this depth
print("*********************************");
print(tostring(k2) .. " => ")
for k3,v3 in pairs(v2) do
print(" " .. tostring(k3) .. " , " .. tostring(v3));
end
print("*********************************");
else
print(tostring(k2) .. " , " .. tostring(v2));
end
end
-- first layer is anything but __index , very unlikely btw
else
print(tostring(k) .. " , " .. tostring(v));
end
end
-- all done posting threw object __index
print("------------------------------------------------------");
print(":Debug Print End Line:")
end
[edit removed 2 lines]
Dumps a list of functions avaiable to the supplied object
i'm kinda new to Lua, so i was looking at ways to get info
if k == nil then return; end if k2 == nil then return; end these will never be nil
redundancy is ok lol, but i get your point it will take some proccessing power that isnt needed
oh no wasnt a comment about processing power, just you cant have a nil key in a table in lua
technically, you cant have a nil value either
yea some Ruby stuff bleeding over lol
if the value is nil, the key deletes itself from the table
least normally, this isnt really lua but kahlua, so there maybe some GC differences
good ta know, guess i'll need to read more on the GC for lua then
idk, i kinda chuckle a bit at lua cause its based in java which is based in C
so its got a few hops to go
ya...its a copy of the lua VM in java lol
or a attempted copy anyways...it mostly seems to behave the same just not as efficently
``Lua 5.2.4 Copyright (C) 1994-2015 Lua.org, PUC-Rio
x={a=1, b=nil, c=3}
for k,v in pairs(x) do print(k, tostring(v)) end
c 3
a 1
``
but ya..normally no nil values XD
GC is real lua is very efficient
ah, im just a huge fan of Ruby lol.
table = Hash.new('a' => 1, 'b' => 2 )
table['c'] = nil
print(table)
a = 1 b =2 c = nil
but in Lua everything seems to be a table. so its taking me for a loop
thats the tricky part to get used to with lua coming from other languages
every thing is a table....sorted lists, unsorted list, objects, modules
in Ruby everything is an Array
and it function as both a sorted list/unsorted list, and object all at the same time
i'll eventually figure it out i hope. lol i will read more on the GC though
``> x = { 'a', 'b', 'c',
d = "hello",
e = function(self) return "world" end
}
print(x[1])
a
print(x.d)
hello
print(x:e())
world
``
lua tables are really cool but seriously messed up lol
yea, first time i saw them i was like 'well'...
in ruby its all in the class container (modules are classes but not really, but yet are)
class HelloWorld
def initilaize
@table = {'a' = 1, 'b' = 2}
end
end
print(HelloWorld.new)
a = 1, b =2
you can use attr_reader/accesor
class HelloWorld
attr_reader :table
def initilaize
@table = {'a' = 1, 'b' = 2}
end
end
classInstance = HelloWorld.new
print(classInstance.table)
a = 1, b =2
Or even a function if you wanted
class HelloWorld
def initilaize
@table = {'a' = 1, 'b' = 2}
end
def table
return @table
end
end
classInstance = HelloWorld.new
print(classInstance.table)
when i got into lua years back i was coming from a python & perl background
never used pearl, heard its like Ruby. Messed with python very little.
i'd say ruby is closer to python then perl
kinda wish i new more python just for the phone app market
dont think py is really used on most, you can do some good stuff in that market with lua though
yea i heard lua is in quite a few places, even India right now has a huge market for Lua devs
corona is a good api for using lua in mobile devices
oh? gonna have to get that. Robo is for Ruby but its not supported on every device
I think i would have lots of fun with this
works great...good api and really easy to work with
Thanks so much man for the link, defenitly gonna be playing with this.
@quasi geode Was your code for painting cars simply to change the color or actually needed paint and all that?
well tbh i hadnt thought of it from the players perspective yet...if players then probably paint....i was more thinking about for admins when i tried implementing it
Ok, do you have plans to make a version for players?
ah it was going to have alot of player functions in it, but really as much as i like the idea of the mod and was having fun working on it, not sure how much time i'll actually have to implement it all
other things taking priority atm
like stealing HC's subscribers crown! ๐
does that mod you uploaded yesterday have that cool army truck in it? ๐
It doesn't have the new cars yet, I'll wait for the spawn system
Then I'll add most of the types I've been posting here
I ask about painting because the very first comment asked for it
ah ok...was going to throw it on our server for manual spawning lol
I can sneak it in after I do a few changes in the textures
Actually I might add the ones that are finished and provide their script names so admins can spawn them
Started testing the lightbar part
so now any car can be a police car? ๐
oh oh i got one, you know those big pickups that have light bars on top, flood lights?
headlights are ok ish and all, but flood lights do more area ๐ and would just go on pickups or such
That sounds nice
and canopy, can turn an open pickup into a nice closed off area to lock up / put a bed for camping
some of the trucks already look like they got canopy bit
dude i just want that lightbar for my corvette ๐
pop up headlights
multiple models work for a slott?
could do a model for that detective style siren that driver reaches out and attaches to car
you mean like a bubble light
So far I can't do that, I don't know if it is possible. The model is defined in the part, and each car type can override it
I'd love to set up options for the same slot that way
I thought about the corvette's pop up headlights, but they won't inherit the car's color and may look off
These parts also won't show lights on
I want to have both police and ranger lightbars, so I'll keep trying to find how
didnt you say tires are diff models?
Yes, but for each car type, you can't change the tire look by installing a different tire
The car is overriding the model, not the tire
ah k
is said type saved with each car instance? or only stored with the original (some games call it prototype copy)
if per car, opens doors to changing ๐
I don't think it is stored for each car ID, it loads from car script file
Uploaded army pickup and trucks
And I wish I could work with transparency properly in photoshop
select the area you dont want (or the area you do and select inverse) then hit delete key, boom, transparent ๐
as for wishes, i wish i knew wtf functions to call in lua
for that earlier bit on painting cars, and the bit about doors maybe as seperate models - that could even lead to doors/hoods remembering their color, and having mix&match colored parts on cars ahah
Right now color is a property of cars, parts can't have them
But I believe hood/doors/trunk animations are planned when we get animations. Parts and cars already have data that point to it
Damn I'd love to have odd colored doors
@quasi geode Well, it's not black, but hey.
sick
@quasi geode lua tables are amazing but the lack of strictness can be also annoying comapred to C# list, dictionary etc BUT i still love using tables for smart key value pairs at times.
omg lol...you mind if i throw that into my server mod? its non-steam so wont be uploaded to the the workshop or anything, just used on our server
heh....you wanna see lack of strictness, get into perl LOL
Sure dude. I'm still messing around with the stats and stuff.
i can think of 6 different ways to write a 'if' statement
Did you want it as a replacement for now, or as a new one to spawn in?
my office has a ticketing system build on perl that NON of the developers dare touch....
oh thats definatly going to be admin spawned only ๐
Haha, gotcha.
once the new spawning code is ported to lua that will be different but cant replace any of the current vehicles atm
we dont reset the map until new stable versions are released
and ya archangel...its best for non-devs to not mess with perl....hell its a nightmare even if you are a dev LOL
why we consider perl a 'write-only' language
easy as hell to write, but good luck reading it...expecially if its someone elses code XD
but ya Filibuster, if you want to just do it as a replacement or w/e like your other uploads on the workshop thats np, i can make the changes easy enough
Cool. I haven't messed around with making new ones yet, haha.
Is it as simple as just changing the vehicle or item's name?
i'd imagine so...honestly i havent messed around with the vehicle txt files yet just the lua/java side
interesting how it took it VERY dark and without the rclick context menu :/ (modifying it)
but we run a GoG public server, theres no workshop auto downloading of mods so getting people to install a bunch of mods can be tricky as hell, so its alot easier for me to just combine them all into one item
I gotcha.
heh..we're actually the only public GoG server that even bothers with mods XD
Yeah, I could understand why a lot of people wouldn't bother.
My WIP mod, any guesses to what im planning ๐ฌ
The steam workshop makes it a crapload easier.
the auto downloading of mods is a hell of a lot easier thats for sure
You turnin this into factorio?
thats a concept
i did read the context menu...but i couldnt think of anything clever to say about that so i went with the colored boxes instead ๐
XD
Hey Fenris, I did a quick black recolor. What color do you want the GoFast line?
aiming to add mechanical energy in some form to this apocolypse - i mean why not let us use these cars alternators?!
Oh shit, nice dude.
What would be the starting source of power? Windmills? The river?
spent last two weeks trying to get the code to behave with shafts and 'producer's - with updates, networks and non-tick based power cascades down a network (to reduce any strain - ticking is BAD if done everywhere)
thats a plan yes - i also have a CRAZY idea for MC styled mining....
oh cool...however you want to do up the models and textures...its your art ๐
Yeah?
well my plan is, make it work, get some one to art for me (payed if needed, once im not half broke from new apartment)
but damn i do like that red version...best part is that its actually a real red instead of some off colored shade
It doesn't matter my dude, all I've to do is use the fill tool on the stripe and hit save. Super easy.
oh, mining system, ive never done mapping for PZ, and im not even sure if this is possible - but hear this concept i have and you all can help me understand if its even remotely doable ? :
mc styled mining would be a real PITA, any underground would have to teleport the player to unused areas of the map, and to actually make it so the player can mine tunnels and stuff would be alot of clearing tiles and adding new walls and such in game (which can be done, take a look at necroforges tile clone brushes)
Wait, can you currently make it so entering a certain area would teleport you somewhere else?
so in theroy its do-able, just be prepared to beat your head off the monitor while doing it
sure
- Map 'Cave' layer is a duplicate x,y layer of the actual natural map that is aside the natural map (overworld); it is seperated by a set of 'void' squares or chunks to prevent visual and access naturally.
Instead players need to mine to create a 'portal' that links the x,y of the cave to the x,y of the overworld (basically just TP them to the related x,y and back?) - The undermap is allways the same - its filled in with square filling special objects 'Cave Wall'
To create prodecural cave ore seeding we instead use map seed to determine if a Cave Wall will yield ore at time of mining/prospecting etc - this in my mind reduces map gen time? and is seed based so replicable) - Thus mining a Cave Wall results in checking the seed and giving mining results if any.
?
I was throwing around the idea of an underground research facility a while back, but wasn't sure totally how to do it.
But you could just make it teleport you when you enter an elevator then, right?
ok, so TP is possible, unused areas are possible, but my concept will try to replicate the server map as a totally matching size (sure it doubles the map...is that bad?)
@ember orchid i guess then that can work.
ya, you've have to be checking the player update event (bad) or on a right click context menu (press elevator button, much better for performance)
ofc, mind you. my Cave layer is one layer, i dont think more than one shgould be done unless its not overkill for map size etc...
map size is mostly unimportant, the server isnt going to load chunks that no player is in, and unloads them when they leave
Q"map size is mostly unimportant, the server isnt going to load chunks that no player is in, and unloads them when they leave"
THEN...consider many layers possible...oh boy!
so all your really going to do is increase hard disk usage
but yeah, im planning once basic mechanical items are in place, transmission and consumption loads are around (planned basic mechanical 'toys' for your home) ill attack the 'Cave' world problem
also, i plan on using my own power gri dsystem seeing how thr PZ electricity is not exposed much - along side my own progression setup
progression of technology player unlocks (also items, etc follow these 'tech-levels')
- Primitive - 0 or VERY little mechanical energy. pretty much your average joe.
- Medieval - so you can use cranks and pullys - but really its all water/wind based nd frankly bulky and weak comapratively.
- Industrial Revolution : This is where things get fun, you will have much better improvements over last, nothing electrical yet but Steam driven MEchanical energy is pretty powerful! aaaaand dangerous....(boom)
- Electrical Revolution : so you have electrical power from the concepts of motor+generator - you also have now the ability to make your safe house electrical! welldone - you can now run a modern Fridge on some steam system from the bygone tech level. BUT be careful as zapps hurt, kill, and steam needs WATER...
- Renewable Fuels Apocolypse Revolution : basically imagine zombies are now...your fuel source???!!! (based on biodiesal...i mean zombies ARE a fatty lipid source right? no one will complain if you boil them up and its nice your fuel source readily walks to your noisy contraptions for you?!)
its a large concept, but ive allways loved industrial revolution of mankind - and having it possible in a apocolypse is just fun? and adds some interesting longterm survival gameplay goals (aaaaand sounds liek modded MC?)
wall o text.
lastly, i want to try and see if a concpet for 'quality of skills + quality of items' system works
(wait isnt this just they are billions sounding now? damnit)
i have a concern though - my World Objects dont save...accross loads of my save in my single player testings.
I see a whole Black Mesa incident coming to zomboid, and it isn't bad
We may find that a portal / demons / aliens started the zombie apocalypse.... and that's just the beginning
@ember orchid Man, all these cars together in a hell of a mod, you're going to get all dem undead bitches
lmao
That'd get me a hell of a case of crotch rot, man.
HC has condoms
Protection is key in the zombie apocalypse ๐
Budum tsssss....
Nah but seriously what doesnโt HC have?
ya last thing you need is some std that just wont die
lol. with animations coming you could make that happen
Shit I think it would be possible to make a tank turret rotate by being a wheel in disguise
Haha, just dive down the street, turret a'spinnin.
I'm really liking that image, man.
Can anyone point me to a free tank model?
Damn you guys and these ideas all the time
thats what you get for hanging out in the modding channel...a head full of ideas ๐
Yeah.... don't you run, you will code the working weapon/ammo thing
uses admin powers to remove vehicle from world
damn cheater ๐
@nimble spoke @placid delta 's vehicle mod had 3d models, not sure if the tank was one of them, if so maybe he'd share
i miss the tank ๐
I thought it would be easier to get one
its never easy to get a tank...theres usually a pile of armed guards standing around every time i try to grab one ๐
oh...you ment 3d models...nvm <.<
Here I am hoping Nolan's used cars will have one
The lightbar code isn't friendly, I think I'll have to give lightbars to all vehicles in their scripts and then hack the radial menu to take control of which can actually use it
Hey @nimble spoke , have you messed around with the gear ratio stats?
No
I think it just deals with sound, not performance.
i'd imagine its both
theres various factors in the java when your at different rpm
like fuel consumtion is different when your near the top end of the rpm for that gear
I completely forgot the game has a tachometer.
ya...the gear ratios should make a difference in subtle ways
Forget the tank, it won't work, but it fits that thing used to compress asphalt? How's that called?
i havent fully looked into how the engine performs at various rpm's though...was just something i noticed code browsing
Steam roller, right?
Yeah, I can make one
And someone help me code the unstoppable destruction it causes
Haha.
I could also add those snow chains for tires..... STOP BRAIN, STOP!!!!!
So was that a part you can put on and take off in the game?
lol...dont feel bad...i started trying to convert snake's ammo making mod to work with orgm, and my friggen brain imploded
Yeah, it can be installed/uninstalled if I want
Oh nice. Does it replace the wheel?
No, it is a separate part
first i have to add a new kind of round for each caliber..soft point lead ones......now i have to add new types of bullet tips for each round, the FMJ's, HP's and the SP's....and boxes for each of them....
lol
It looked like it was spinning. Does it spin and turn when you steer?
and ofc i realize i have to rewrite the whole friggen code, since he only uses a few calibers so they're all hardcoded...no way am i hardcoding all the recipes and requirements for building each type...so have to make the whole thing dynamic ๐
ohhh boy
I'm here piling up ideas before I can finish them
At least the extra tire got finished
ya well...my original idea was just to write a simple patch so it would be compatible LOL
hahahahahaha
that kinda blew up in my face
My original idea was to fix the bugged loot table for the mail van.... so.... yeah
Nice, that means we could install offroad tires onto different cars.
lmao
Any idea if we could make it change the stats?
Also, I figured out the gear ratio.
The higher it is, the quicker you accellerate.
In that gear, that is.
The lower it is, the slower you accelerate.
Off road tires? Let me think about that for a sec..... I don't think you can actually replace the tire that way
You could have it appear over the smaller tire though, right?
Yes, but still as a separate part
It probably wouldn't actually raise the car up, but it might look okay.
Maybe a separate part called "offroad kit" or something.
hhmmmmmmmmmmmmmm maybe it is a simpler way to fix the monster truck
I'll have to test that
The catch with tires, brakes and suspensions is that they have a template part that automatically creates all other existing types for that part
So each of these has the template plus 4 other types
I can't add tires
I can make a part invisible in the mechanic screen though, good to know
uhhhh, maybe I could force a specific tire item to install the invisible part that adds the model
just noticed lightbars on vanilla vehicles are dif per vehicle
Hey, so when you're setting up your item or vehicle script, at the top it says "module" and is set to base by default. Is that how you would spawn stuff in? Like base.CarTaxi?
Or if you change the module in the script, you spawn it with whateverYouChangeItTo.CarTaxi, right?
Yeah, much like items, you can use base or your own name, for vehicles I didn't test a different module name, I'm using Base
anxcon, what do you mean by different? ranger and police or what?
ya they can...and can use multiple module names in your mod
Yeah, different modules can use the same item/car name
Alright, thanks dudes.
Testing never ends
Hell of an aftermarket mod there, haha.
lol
Hey Fenris, I finally uploaded the charger to steam. Can you get it from there or should I upload it somewhere real quick?
ooo awesome....ya i can grab it from there ๐
Alright, cool.
There's an alternative black texture in there, too.
Right now, it replaces the corvette type sportscar.
now all i have to do is finish fixing this damn server mod so i can actually use it lol
But feel free to modify it however.
its going to look sick in my safehouse driveway..got a damn collection happening there lol
Nice.
I've been collecting my own creations in my tests, but I have to reset the world all the time to clean when I mess up
That's about how we had the farm looking until we made a junkyard, haha.
How'd you get them to 600? Console commands?
lol part of that mod i was working on..early version of it just added cheap context menu for admins...set the engine quality to 100, 600hp, set the max speed to 120 and installed a alarm that can be turned on/off
Oh, nice.
I hope they add in some legit car alarms, that way we wouldn't have to use emergency vehicles to lure the zombies.
if i get the time to continue with it i'll get back on it...but upgrading this damn server mod and orgm is really draining me
well the way i setup the alarm to work, if you have the key you can enable/disable it (assuming the car has a alarm installed)....but i dont like the way alarms function
its just using default alarm code in the java...which only gets triggered when you break a window
need to fix it so the alarm goes off if you do anything..open doors or trunk etc
Man, I never came across even one car alarm.
Is it actually working in the base game?
Does removing a window with mechanics set it off?
i dont think so...when i looked at the code seemed to only be triggered on breaking
so have to write in some lua hooks to trigger it on other things
need to make it a actual installable part in the mechanics window too...atm its just a flag in the mod data if its installed...but like i said thats all on hold for now lol
lmao
I get distracted because I'm having to troubleshoot nullpointexceptions I keep somehow causing, haha.
XD
I got everything working, but little dumb things keep slowing me up.
I'm still not sure what the last issue was so I reverted to an older one.
Hey, could make the alarm a real part, what do you think?
ya well...just wait til i put this server mod to the test...i been writing and modifying code for days trying to make everything fit but havent tested yet
I mean, all it has to do is turn the mod data on off, right?
Oh, I don't see why the cars I made wouldn't work in multiplayer, but I haven't tested 'em yet.
So keep that in mind, haha.
well...what i been doing for it...context menu includes a option to enable/disable the alarm...the client uses sendClientCommand() to tell the server the alarm is being enabled
server does a vehicle:setAlarmed(), then does a sendServerCommand() to all clients..which then do a vehicle:setAlarmed() call as well
just to make sure it all stays in sync
Send me the code, and I'll add it to the radial menu instead
i'll send the mod, in a bit..lemme brush up a few things on it, its still in a half baked state, but at least you'll beable to see the direction i was heading
Would there be a way to reverse the steering? So when you turn right, the wheels turn to the left?
Ok, I can add the item and the menu
Damn, I'm trying a million ideas to make a motorcycle viable, but can't get it to move, except one, one of them blasted straight ahead, no turning or braking until it hit a tree
Not really, because only that one did that, when all the others spawned with the exact same stats didn't
Weird.
Basically what I did was creating new templates for tires, brakes and suspensions, where the parts on the right side are invisible and never lose condition
still it won't work
Huh.
Yeah, just changed back to standard tire template and it moves, my new template doesn't work for some reason, and I suspect it is because somewhere else tires are checked by name
Because they are all 4 there just like they should
Yeah, my suspicion was right, naming them like standard parts fixed the issue
I don't know how this error is reproduced but it seems getting my attention:
1530109706324 -------------------------------------------------------------
1530109706324 attempted index: ammoType of non-table: null
1530109706324
1530109706325 -----------------------------------------
1530109706325 STACK TRACE
1530109706325 -----------------------------------------
1530109706325 function: selectFirearm -- file: ORGMDistribution.lua line # 357
1530109706325 function: addToCorpse -- file: ORGMDistribution.lua line # 383
1530109706325 function: addToCorpse -- file: ORGMNightSpawn.lua line # 12
1530109706325 function: onFillContainer -- file: ORGMDistribution.lua line # 454
1530109706325 Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@4f199420
1530109706325 function: fillContainer -- file: ItemPicker.lua line # 41
1530105149964 -----------------------------------------
1530105149964 STACK TRACE
1530105149964 -----------------------------------------
1530105149964 function: addToCivRoom -- file: ORGMCivHouseOverride.lua line # 2
1530105149964 function: onFillContainer -- file: ORGMDistribution.lua line # 456
1530105149964 Callframe at: se.krka.kahlua.integration.expose.MultiLuaJavaInvoker@f88830ec
1530105149965 function: fillContainer -- file: ItemPicker.lua line # 98
java.lang.RuntimeException: Object tried to call nil in addToCivRoom
Our map could be corrupted again of some sort but will still look out for any errors.
huh
interesting..its failing to select the gun...you guys still running the new dawn orgm customizations?
oh nvm i can see in that stacktrace you are
Prob yea
i 'think' i may know what the issue is, but without orgm in debug logging mode its hard to tell...is it frequently happening?
It isn't happening right now but before the server crashed, it happen very frequently.
huh
No idea what happen though. It just happen somehow.
Though ORGM isn't the one which crash the server
java.lang.IllegalArgumentException: No enum constant zombie.network.Userlog.UserlogType.False
at java.lang.Enum.valueOf(Enum.java:238)
at zombie.network.Userlog$UserlogType.valueOf(Userlog.java:1)
at zombie.network.Userlog$UserlogType.FromString(Userlog.java:60)
at zombie.network.GameServer.sendUserlog(GameServer.java:8985)
at zombie.network.GameServer.mainLoopDealWithNetData(GameServer.java:2627)
at zombie.network.GameServer.main(GameServer.java:744)
This one did.
map_meta.bin errors poping up upon launching server.
I suspect something going on with our map that somehow interfere with orgm stuff too.
well tbh....with orgm, theres a rare potential bug i idenitified a while back with how it picks from the weapons rarity tables, its not a issue with the default setup, but could occur if another mod had modified these tables (such as ND does)....i thought i had taken issues to tiptoe around the problem when i setup the ND orgm, but maybe i messed up
really i should have addressed the problem ages ago and redesigned the random selection code to something more robust, but its been a non-issue...until now anyways
at any rate, i'll do that for the next update
Yeah lol, I don't want to overheat the engine ๐ฌ
XD
I'll replace it with an invisible part
it drives though?
๐
accual request not just idea - make a version that looks like macgyver built it, obviously scrapmetal lookin
and back to ideas - optional passenger car attachment to side
That's a downloaded model for now, I'm not that good of a modeller to make one like that myself, and that one is a beast in poly count compared to pz models
But it is just testing for now
i think id include a trunk though, some of those the seat can lift up for a tiny storage space
others have the area between handle and seat (about where the red is) as a glovebox too
but then some dont o.O
have you tried making your own vehicle class yet? byond the standard/heavy/sports
โค much love for the exploring done
Yeah, I spnet most of my night on it, slept like 6 hours and I'm already testing it again lol
just dont burn out ๐
i noticed when i remove doors, texture (i think texture anyways) changes and door greys out
yeah, that is controlled by the mask texture
the area that is greyed out
Shit, I can't export the standard male body model
that drives me nuts....remove the door and theres just this grey patch left lol
i want to strip all the doors and crap off one of my sports cars...really lighten the weight for racing ๐
THIS is how you died!
HAHAH
noice motor cycle
I can 100% confirm this is how you ride a motorcycle
animations will make things better lol
Hope so.
now just need somone to implment parts for the motorcycle
I will change the model to fix the pose
This is actually a separate static model, not the player's model
Calm down buddy, let's be more realistic here.... We can have convertible cars, no need to hide the pilot anymore
and zombies grab on and fall into back seat, then crawl up and nom nom while you drive
a new take on fast food
@quasi geode when add/remove gun upgrades, maybe some mechanics xp?
eh why would you get mechanics xp? quit trying to cheat lol
mechanic seems like any machine not just car
mounting a scope on a rail system has nothing to do with taking apart a vehicle engine..or replacing the brakes lol
agreed, but its still changing a machine, and mechanic seems like should be any form of mchine
i'd completely disagree on that one...else you'd get xp for changing a light bulb in your house too lol
maybe im viewing it more as engineer, which we lack as a skill
should still get xp in somethin though heh
wish we could add skills
it would be entirely too exploitable
Getting there
microsoft word
How sohlud I deal with the genericness of the pilot? It is kinda funny now when you get in/out and the character looks nothing like the pilot
Not sure, can you set up your own animations for modles?
well armor doesnt show on player models so i mean the helmets already in game.
Yeah, I could add a helmet
Kill Bill motorcycle outfit
Damn man, the max model size is a lot more restrictive than I thought.
It's not much longer than the station wagon.
wonder how much ORGM would turn into a headache if guns could be broken down to their base parts, toss in quality of each part, effect gun condition ๐
Yeah, my truck has clipping issues already, can't try anything larger than that
Which truck?
The one currently in my mod
The bigger uhaul type?
yeah
Gotcha.
depending on the angle it cuts part of the hood or bumpers
so no tanks that take up the whole screen? ๐
Yeah.
actually we noticed clipping issues on firearm model size too so theres no surprise
I remember seeing a value for model render box size somewhere in java
specific for vehicles
possibly, i havent looked to heavy at the model code
Add new car categories is simple, I added number 4, gave it a name, and now I need to set up the part items
Ohhh and a new recipe category if I want
lmao
Probably not gonna mess with that more until we can add car spawns into the game, I was just dicking around with it a bit.
So it looks like the weight and shocks actually interact.
Soul's motorcycle deserves to be a meme.
lol
Also, I have a question.
Do vehicle models have already their hitboxes?
@earnest quartz wonder how much ORGM would turn into a headache if guns could be broken down to their base parts, toss in quality of each part, effect gun condition just noticed this comment...thats the eventual goal...sort of anyways
7dtd did a cheap version of it
ya heh
the condition of each part wont effect overall condition...least not in the normal 'pz condition' sense, but will have effects...worn extractor hooks leading to failure to extract jams etc
and parts will effect performance and handling
๐
long term goal...i've slowly been adding features building up to making the whole system work
@drifting ore They have collision boxes that you can set in the script file for it. They also have a png file that you use to say where the doors, windows, trunk, hood etc are.
@nimble spoke yo that is sick
The front loader?
@drifting ore No, hitboxes are defined in the stats
๐
I'm thinking that maybe the motorcycle should go in a separate mod for testing
Did anyone say meme?
LOL
I laughed way too hard when I got in the game and saw that for the first time
I even saved that version of the pilot
Hahahaha.
Hey, so how are you supposed to spawn cars with necroforge?
Nothing appears in the spawn menu under vehicles.
Open the plugin folder, there's only 1 lua in there, it has the list of everything you can spawn
Find the list of vehicles and add yours
But honestly I prefer spawning as admin, because necroforge changes the type for an existing vehicle, and it causes some issues
Does necroforge add admin commands in singleplayer, or are you having to go through multiplayer to test it?
I'm using MP
Gotcha. Appreciate the help.
@quasi geode I just realized, we may need something like the item tweaker api for vehicles, our ideas will hit each other in the dark when we need to override vanilla vehicles
ya...i already figured there needs to be some sort of unified api people can use to ensure theres no conflicts, sadly i been too busy to work on vehicles at all ๐
otherwise that be top priority
best to get on that early before too many mods start popping up
Yeah, for example if I add the car alarm as a part in your mod, then it will have issues with any other mod that overrides a car, including mine
well i think the biggest threat to your mod will probably be other mods that replace the mechanics window file completely with custom versions
too many mods out there like to completely replace the vanilla lua files instead of just overwriting specific functions in them
I'm trying to override only the functions I need, and actually use my own whenever possible. I guess I'll have to keep an eye open for possible conflicts
ya...i try and avoid overriding as much as possible...orgm does it by nessessity for a few functions, but those are all listed in the documention for how to write compatibile mods...but really if your using another gun mod with orgm you got some real addiction problems lol
yeah lol
but good example how far i go to avoid such things..for our server i wanted to make non-residential safehoues claimable.....the context menu option for claiming is in this MASSIVE function....well over 1000 lines, handling all world item context menu crap.
overriding that would have been a nightmare of compatibility
simple solution to that problem:
Events.OnFillWorldObjectContextMenu.Add(function(player, context, worldobjects, test)
local option = nil
for _, opt in pairs(context.options) do
if opt.name == getText("ContextMenu_SafehouseClaim") then
option = opt
break
end
end
if not option then return end
if (option.toolTip.description == getText("IGUI_Safehouse_NotHouse")) or
(option.toolTip.description == getText("IGUI_Safehouse_SomeoneInside") and isAdmin()) then
option.notAvailable = false
option.toolTip = nil
option.onSelect = bypassClaimChecks
end
end)
finds the existing context menu option for claiming, makes it enabled if its non-residential, and points the clicking to a new function.....ya...i hate overrides lol
I am overriding stuff as I've been testing all ideas like crazy, but I'll go through a clean up when these get ready for the workshop
cant really be avoided sometimes but i always consider it a last resort...less overrides = better compatibility with mods & less fixing stuff when pz base code updates
@inland gull requesting a change for public boolean hasLightbar()
{
return this.script.getLightbar().enable;
}
To include the option to search for a Lightbar part
getPartById("Lightbar")
Hey @quasi geode , you didn't download the charger mod yet, did you?
I changed the model around a bit and just uploaded it to the workshop.
So. Im back tonight at my pc and will begin adding consumers to my mechanical energy mod. What would people want forst for a test run concept?
Ive been itching on these :
- Mechanical driven gate/door. Swings out/in or gets pulled up medieval style.
- Hell. Lets get draw bridges going?!
- Grindstone for flour making from farms - for making ypur own bread.
- (Hardest of em all) drive a generator to make power for a Fridge/Oven.
What seems the most enticing atm for people? (Sent via mobile)
grindstone!
(Dont worry about where the mechanical energy comes from. Right now a producer is a magical black box. But intended sources are Wind and Water (aaand later zombie Diesel....heh)
valuable power sources: wood, oil, tires, zombies-on-a-treadmill
What about solar power
the game is set in the 1990s, I don't think photovoltaic generators were a widespread thing back then
Hahaha. Ever thought of boiling zombie fat for 'bio diesel'? I mean if you boil ajd render animal fat properly you get liquid fuel - zombies are rotting fat but fat regardless - there are MANY of them - they wont object to being boiled...i think? - what better to do with cleanup of zombie corpses.
Ofcourse im sure inhaling boiled zombie fumes REALLY isnt healthy but we wo t have the WHO telling us not to...im sure theyd actually be in the rendering pit too...
not sure if that's a net-gain of energy
or if burning the wood for electricity directly will net you more energy
sure, if you find me as a zombie, you'll get LOTS of fat, but the PZ zombies are mosly of the skinny type :)
Firewood boiler. - isnt the liquid fuel a better energy density than say wood or coal fuel for a steam engine?
Capture zombies, give them other zombies to eat until they get fat, kill them, harvest fat.
I still vote for treadmills
Zombie squared fuel.
But if you use cannibal zpmbies. Would not Natural selection occur and give you some annoying hard to kill zombie? (Fine use kill pits and stuff but still..id be scared of that one)
Treadmill could work. What if we used them to turn cranks - Horse driven Mill style?
Yeah that's the idea.
My oven is 10 Zombie-Power (horsepower redifined?)
I wonder how a zombie would pull a cart compared to a horse
I assume they'd be hella worse.
And picture Zombie santa reindeers...
Far worse. But they font complain amd dont need feeding?!
You've actually given me a sort of idea.
More of a character, a sort of bandit who dresses up in a Santa costume, has a wagon with a machinegun, and the wagon is pulled by zombies dressed up as reindeers
How much watts can we get fro. The average zombie.... we shall call this Unit Brains
Haha. Gotta add Santa clothes then
I mean they are adding new clothing options right?
Yeah.
Will they be adding layers like Cataclysm?
And if so can I wear three pairs of knickers under three pairs of cargo pants
If zombie - fat - diesel is less fuel density than say wood or charcoal And using them 'alive' is better...can we employ some syarem to cut dow trees
Saw em up etc all powered by zombies?
Not sure. Would need to aso them.
Ask*
I'm all for Cataclysm but as an isometric game instead.
I juat like that zombie diesel takes steps to make. So it fits some kinda progression and really helps deal woth bodies. And rendering is constsnt low heat. Like a digester for methane?
Same. Cata is great. Im terrible at ot but its fantastic
Nobody's good at Cataclysm
Fuck the fungi
Made me a 'give up' world
Super slow Z. No special Z. Etc. Decent cannibal.
Alllll fffiiiiiine. THEN fungi comes and really makes things suck. Forgot to remove them
So sofar. The grindmill for flour making is wanted?
I mean yeah
Post-apocalypse bread man.
Poison it w/ zombie blood or something.
Or bleach
Well. More bread is a really good meal source! And sugar in apoc is nice to have i imagine(i love my chocolate...) so rendering sugar beets too (im not sure how you actually extract the sugar
But i guess crushing and drying it make a okay replacement?)
Hmmm heres an addition.
Bellows for kiln/oven for Brick making? I mean brick walls for your perimiter walls is better than wood no?
Haha thanks i guess.
Actually sugar making wilp be a great rrquirement for another WIP addon to the 'long term & more shit to do' survival plan i have. But i need to read and learn more before i shares
Google is your best friend for that.
Heh beet sugar is heckin easy yeah
The pulping is nice. I guess add mortar pestle pulping for primitive and grindstone pulping for like 10%(?) better results?
What else benwfots from grindstones aside grain processing?
What kind of grindstones are you talking about? Like the ones in mills?
If so you can powderize pretty much anything.
Not entirely sure. The classic rolling stone mill? The old windmill style that is stereotypical
Yeah, you'd use it for powderizing anything essentially.
Is zombie bone powder good for farming fertilizer... heh
Bonemeal, definitely.
But ZOMBIE bone?
Like. Where does the infection end
Is the meat inedible? Yes. What of bonemarrow? What of fumes from? What is safe?
Anything high in nitrogen is good for them, the only issue you'd have to take into consideration is the possibiliity of getting infected crops.
Hmmm . Thats a acary possibility. Maybe use a bleach and heat bath treatment of the bone before grindstone?
So you'd need to counteract it with some kind of vaccination or purification process.
Thus bleach ia useful
I mean. You can DRINK bleach. But maybe it can really make the bone safer?
Possibly. But then keep in mind this is all null and void if the infection isn't spread via blood + saliva.
OR implement seperation of 'definitely bad infected bone' to 'looks untouched'
Bonemarrow carries blood yes? Thus that isnt good.
Me too. At all...im just very good at googling and absorbing 'useless' info.
Gotta ask elsewhere this now...
Obviously once mining gets worked on later grindstone can help there
But preferably in a different style
It's blacksmithing I'm excited for.
Make yourself a sword and go full Braveheart on motherfuckers
Possible. Eh. Mechanical forging hammer? (If i can make ot mechanically powered i will)
You could do that to make pressed steel weaponry
Lower quality, less durability, less damage but a lot cheaper.
Just think, you can make yourself a katana.
And be an actual neckbeard.
Oh my fuck I'm so going to make a neckbeard character
Hey. Katana is a weeaboo/otaku run! ('Ex'-weeaboo speaking)
Haha. Would Lucky not counter? Ia not neckbeard unlucky?
Lucky they survived so long
Fast reader and organized too I suppose.
Keeping all their manga in their shelves in alphabetical by the Romaji character
Oh and agoraphobic, obviously. Clumsy, conspicuous, hearty appetite, high thirst
Sounds like a wonderful playthrough coming along
....high school of the dead vibes now... double tap?
I need to wait until your character's appearance is affected by traits
And clothes.
Obvs.
If we are adding neckbeared plays then gotta add a becky and ikeman play... i guess ikeman ia charismatic for npcs?
Haha
Also all sentences start with "oh my GUCCI"
Oh shit I just thought, we need a tourettes trait.
Has there been any decent magic mods for PZ? (I have big dreams for pz mods...)
Hahaha. Tourrets trair would be fantastic but there is motor toutter and verbal tourret too
Randomly attack
For motor.
And verbal is easy, just do the same thing as when you press Q.
Drop things too for motor. If very intense. Lower chance than random attack
Verbal is reduced charisma and rabdom chance to really impact relations with npc (if such system exists)
When they do hopefully
Imagine just talking to someone and your character goes "FUCKIN BASTARD"
Hahahaha
lmao
Assuming personality is a factor, I imagine jovial characters would find it more of a positive trait since they'd find it funny, obviously.
If you type in chat (say) you get random injected words?
Yeah.
and it juts has to be in a scottish accent, that makes any tourettes funnier
Well, there is a form of tourettes that makes you mimic accents.
huh..interesting
There's a woman who had that version and randomly said in an Australian accent "Croikey, she's got the runs"
Actually foe accents. Why not have a extra creation stat 'nationality'. Changes your choice of exclamations
lol
Nah, I feel like the randomness of accents would make it more entertaining
Wait hold on
Meet John he has tourettes! A 1hour program in 5 mins. Its a japs eye!
Here.
ive seen this haha
Well ofcourse. If you choose verbal you could get the rabdomiser OR the selective. The game rng is funs
SHARGAN FUCK OFF!
"I'm up to me knees in fuckin cowpat"
picture yourself in a field
Well yeah
'COME HERE YE ZOMBIE BASTARDS!"
Just think that's gonna be part of the impact
Most people with motor tourettes can't drive in case they do have a tick
imagine how many times you would almost get killed becuase of that
So motor tourrettes flat out makes you fear driving....anything? Heck crafting is a chore too then! These should gice tons of points
It should, yeah.
But then that would promote team work in multiplayer.
You'd have to make up for the person who chose motor tourettes.
that would be painful to try and help them, i think i would just suggest shooting them in the end, if i was too lazy to actually cooperate
I'll try and find the actual documentary I watched which has multiple kinds of tourettes in it to give you some idea.
Are there not devices that try to reduce or counter it?i can see a player woreying about the things battery going low duri g a horde walk-by
(Ads finish at 17:12 PLEASE CLICK to skip) TOURETTE'S To the outside world, it can appear something of a joke, but Tourette's is no laughing matter for those...
Found it
Ill have to watch later. Im currently in office.
oh i know about the biscuit woman
Well that's a good example of motor and verbal
yeah
there is a wheelchair in HC
Oh fuck could you imagine paralyzed characters
Wheelchair pair playthrough... give that character a god mode at that rate...
That would be
Amazing but also horrible
Imagine making your base in a flat above a shop
Stairs.
i mean realistically most paralysed people wouldn't last long in an apocalypse, or old or disabled people
but it would be funny to play as someone in a wheelchair, just see what happens
I would love to see it.
Just for what they'd do with stairs
All stairs have a kill trigger
Aaaaaand you can now do a Hodor and Stark boy pair playthrough... THAT id watch
haha
@jade hawk I have sugar production from beets in my farming mod, almost ready to be updated
Wasn't me that was interested in it
I saw your link, decided it was you, too much going on I didn't read everything ๐
lol ya woke this morning up to 200 msgs in here...way too much to sift through...hope i didnt miss anything semi-important XD
LOL, I can pass over the motorcycle with the monster truck and not hit it with the right angle
I haven't tested it, but it is a new attempt using bigger wheel model instead of that weird model rescale I tried before
So the whole thing works way better now
that would be the first thing i tested lol
Yeah, but I didn't know the whole model replacement
Collision gets all wacky, as if the hitbox isn't where it is supposed to be, and all I did was raise the center of mass
That is typical of most games though, what you'll find is that the collision detection is based on update speed of the object traveled. Im sure if you looked deeper into it you'll see there is a pattern value that works well with the collision system, might have the center of mass at a place where the math for collision isnt squaring numbers properly. Just try to move it higher or lower, surely there is a 'sweet' spot that falls into the collision math.
It is an isometric game, collision shouldn't take height into account when detecting collision with walls
I can see half the trunk inside the building when it collides with it
Also the car's shadow is no longer under it, but displaced too
But it runs over hordes even on grass which is the whole point of it
I just made dozens of crawlers
ah, i know that there is square collision, it knows that a wall is diffrent then a whole tile block, but its not the wall thats moving.
I also note that if you park a vehicle too close to a wall you can see parts of it from the other side. So its a base game issue. its prolly just a Z layer value is all.
@nimble spoke does your motorcycle have a radio? couldnt find the mechanic window screeny above, and just at a friends and noticed none on his so figure id point it out incase overlooked / thoughts
No it doesn't have a radio
^
but yeah
Most don't though.
What kind of motorbikes are you making?
cruiser from the screen shot
๐
i know theres a better one, but this one is the best
I love it
That's still the best thing I've seen
Imagine ramping like that
Oh fuck imagine if you hit something the damage it will do
Like, normally or like that
weeeeeeeee
xD
Literally can't move
body cast