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hydrocraft's Issues

[feature request] Grid battery recharger

Hi,
Would be possible to add battery re-charger that is connected to grid and possibly this would remove all "recharge battery" recipes as they are bit off and not immersive if you ask me.

Idea will be that you have device (placable like tv/radio) that you can insert batteries to it (one device for all kind, let's say 4 slots at a time) and it would draw power from gird and slowly charge batteries - let's say small one will be done in 1-2h, regular ones 3-5, huge one 12+. Power draw from grid should be proportional to charge rate + some overhead.

This way also steam charger could become steam version of electric generator (mid game) - there would need to be some penalty to it, like much quicker wear and tear and/or need to use metallurgy and electronic skills to fix it.

In same time, Solar Park would be obsolete (as solar generator + battery charger) would be what You need.

Error Stacktrace HCFoodBaby_2_LocationDistribution

Describe the bug
Every time I join my server I get this error.

To Reproduce
Steps to reproduce the behavior:
Debug mode enabled

Expected behavior
No errors

Screenshots
grafik
When I hit F11 the next break happens:
grafik

Additional context
Add any other context about the problem here.

Reduce weight for Toy Wagons to nerf

Is your feature request related to a problem? Please describe.
Toy Wagons (HCToywagon) seem to be very powerful when compared to other containers . It is a one handed item weight 5lbs, that give 150lbs load, with 100% reduction, allowing you to duel wield them for 300lbs load.

Compare this to the Wheelbarrow, which is two handed, weighs twice as much (20lbs) and only gives 200lbs of load.
Shopping cart, also two handed, weighing a similar amount, for 160lbs of load
And the Wagon with oxen, which give 300lbs of load, but required lvl 10 Carpentry and an Oxen to build

Describe the solution you'd like
I think that the Toy wagon should be somewhere between 50-60lbs of capacity, and keep its 100% reduction, This would allow you to dual wield for 100-120lbs of load, and bring it in line to the other containers

furniture aren't passable when infront of a window

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

Re-using Vanilla ClothingItem values

Some HC items have re-used a vanilla ClothingItem value, I think this is what caused all zombies to be wearing HC wool socks.

I just found a zombie wearing Long Silk Undies (HCSilkUndiesWarm), seemingly because that item uses: ClothingItem = LongJohns,

Work Gloves does this as well - which I think is why you never find vanilla Leather Gloves on zombies, only HC work gloves.

This isn't really a big problem, but maybe we shouldn't be re-using ClothingItem values in this way.

Milk

So in a similar strain as the empty salt shaker, milk cartons get used up in most of their crafting processes leaving no empty carton behind to refill from a milk bucket.

make bowl of cereal, make cake batter, make cup of hot chocolate, make eggnog pot, make frosting, make fruit cake batter, make mildew cure, make monkey tail pot, make nacho cheese, make rice pudding, prepare cornbread.

Robot ex140
โ€”
Today at 20:45
@Hugo_Qwerty looks like its the same thing as the salt shaker. consuming the item in a recipe doesn't count as being "used" for the replaceonUse
Raijin
โ€”
Today at 20:51
Should the other replaceonuse items be looked at?

Ability to use old ingredients in HC recipes (EG VEGETABLE OIL)

It's a rather simple one, but it will honestly make all the difference. I'm sure there's more recipes than just the ones I've stumbled across, but in this case, I'm using vegetable oil as an example.

Rather than having to build 101 workbenches and forage for seeds etc etc and eventually MAKE vegetable oil, to create cooking oil, it would be nice to be able to use my 7 bottles of OG vegetable oil in the HC recipes, namely for making cooking oil and then fries. So, I would like to be able to pour my OG vegetable oil into a cooking pot, cook it, making it into cooking oil and use it like I would the HC crafted vegetable oil.

As mentioned, I'm sure there's a few recipes/craftables that will have the same issue, but I think it would be a great way to fully integrate Hydrocraft into Project Zomboid, rather than make it feel like an add on.

hc 1
hc 2

How to get Tongs?

Describe the bug

I'm using Hydrocraft b41 Continued with stable on a dedicated server: https://steamcommunity.com/sharedfiles/filedetails/?id=2778991696

I'm trying to complete this recipe: http://undeniable.info/pz/wiki/recipe.php?ID=1795

We've been to all industrial storage and food-related / restaurant-related places in Muldraugh and Rosewood, and can't find "Tongs" http://undeniable.info/pz/wiki/item.php?Name=Tongs

We can find kitchen tongs.

We can make wooden tongs.

We can't make or find just regular Tongs.

There's a recipe to make Tongs in Hydrocraft, but the recipe requires an iron anvil, which requires (iron) Tongs! See http://undeniable.info/pz/wiki/recipe.php?ID=840

It seems we're in a catch-22, because we can't make what we need without an infinite recipe "cycle", that can only be broken by looting regular tongs from something.

However, we can't find regular tongs anywhere, only kitchen tongs.

To Reproduce
Steps to reproduce the behavior:

  1. Go to every place on the map
  2. Look for tongs
  3. Fail to find any
  4. Inability to progress through the iron tech tree

Expected behavior
Tongs should exist in loot tables so we can pick them up and use them in required recipes to tech up, OR the Iron Anvil should be modified with an alternative recipe to accept wooden tongs when building it.

Running the latest stable build of the mod and Zomboid on a dedicated Linux multiplayer server with the following mods:

2743994841;2142622992;2458631365;2530389024;2616752828;2335368829;2648779556;2432621382;2091564445;2256623447;2503622437;2846623627;2847408431;2847184718;2808679062;2282429356;2313387159;2244486781;2681257693;2704811006;2778991696;2758443202

HCConanSword showing error in loading

Describe the bug
I loaded just the current Hydrocraft build, and looked into the debug log. Saw the following errorr

[20-03-22 16:41:34.694] LOG : General , 1647808894694> java.security.InvalidParameterException: Error: --updated is not a valid parameter in item: HCConanSword.

investigating HCConanSword, and looking at "media\scripts\Weapon Blades.txt"

item HCConanSword	
{
	DisplayName					=	Conan Sword,

...

	MinAngle					=	0.2,
	TwoHandWeapon 				= 	TRUE,
	BreakSound  				=   KatanaBreak, --updated, copied from Base.Katana
	TreeDamage  				=   10,
	AttachmentType 				= 	BigBlade,
	DisplayCategory				=	Weapon,  --new, copied from Base.Katana
	BaseSpeed					=	1,  --new, copied from Base.Katana
	WeaponLength				=	0.4,  --new, copied from Base.Katana
	DamageCategory				=	Slash,  --new, copied from Base.Katana
	DamageMakeHole				=	TRUE,  --new, copied from Base.Katana
	CritDmgMultiplier			=	6,  --new, copied from Base.Katana

I suspect the comments put after the arguments are being taken as part of the argument, which would explain the errors

To Reproduce
Steps to reproduce the behavior:

Remove all saves
Load Hydrocraft B41 continued only
Close game and reopen
review Debuglog
Expected behavior
A clear and concise description of what you expected to happen.

I believe the model should load without error

41.69 - Details on the improved modding tag system

https://theindiestone.com/forums/index.php?/topic/53019-details-on-the-improved-modding-tag-system-in-4169/

This might be useful, lots of work to take advantage but could be very beneficial.

The bit at the end is also good:

Lua Example of How to Properly Modify Existing Vanilla Items With lua Code Instead of Overwriting Them With txt Scripts

  • This code will increase the durability of the Katana to be equivalent to that of the Crowbar.

  • This must be in a lua file in media/lua/server or media/lua/shared to work properly.

    local scriptItem = ScriptManager.instance:getItem("Base.Katana")
    if scriptItem then
    scriptItem:DoParam("ConditionLowerChanceOneIn = 70")
    scriptItem:DoParam("ConditionMax = 15")
    end

Arrows spawning on dead zeds

If you push and stomp a zombie while you have a longbow equipped HC is spawning an arrow on the corpse as if you shot them with the bow. LOL

Problems seems to be lua\client\Combat\combat.lua. I'll take a look at it soon.

HCSleep.lua unable to load Camping/camping - not sure if it is needed.

Describe the bug
[20-03-22 21:51:55.260] LOG : Lua , 1647827515260> Loading: C:/Program Files (x86)/Steam/steamapps/workshop/content/108600/2778991696/mods/Hydrocraft/media/lua/client/Sleep/HCSleep.lua.
[20-03-22 21:51:55.261] WARN : Lua , 1647827515261> LuaManager$GlobalObject.require> require("Camping/camping") failed.

I am less certain about this whether this is actually an issue - looking into /media/lua/HCSleep.lua, it looks to load two dependencies

HCRestKey = HCSleepKey; --"restin";

require 'Camping/camping'
require "TimedActions/ISBaseTimedAction"
HCSleep = {};

Now, /media/lua/client/Camping does not exist in Hydrocraft, but it does look to exist in Base. There are two directories in there - ISUI and TimedActions. TimedActions in Base does NOT contain ISBasedTimedAction, so I suspect that the "require 'Camping/camping' can be removed from HCSleep, as it is no longer needed

Remove all saves
Load Hydrocraft B41 continued only
Close game and reopen
review Debuglog
Expected behavior
A clear and concise description of what you expected to happen.

I believe the HCSleep.lua should function without the Camping/camping dependancy

wheelbarrow and any cart too heavy to get it back is lost when stuck inside trunk

Describe the bug
all PFGMenu.typesTable for example wheelbarrow got stuck inside a trunk if too heavy to take it back

To Reproduce
video showing the bug issue
https://www.youtube.com/watch?v=w1RhFGQgwjs&t=231s

To Fix
i coded a fix accept this pull request #97
#97
and add credits including Reifel after the BananaLumps (PFG dev) in readme
https://github.com/robotex140/Hydrocraft/blob/main/Contents/mods/Hydrocraft/Hydrocraft%20ReadMe.txt

to manual fix in your game replace
now when you right click > Push Cart you can take it back
replace
"%USERPROFILE%/Zomboid/mods/2778991696 Hydrocraft/media/lua/server/PFG.lua"
by
https://raw.githubusercontent.com/rslgp/Hydrocraft/a0d7bdc098d0becc2c7c45812715eda0f1ea3208/Contents/mods/Hydrocraft/media/lua/server/PFG.lua

[bug] seed-bearingtomato do not give seeds

As in title.
last stage of tomato plant did not return any seeds, while number of fruits where lower than previous stage.
if seeds are not intended to be returned from tomato (and perhaps any other plant that goes back to mid stage), would be better to remove seed-bearing stage ?

Use broken glass like glass shards to recycle glass

Is your feature request related to a problem? Please describe.
There is broken glass in the game and as far as I can tell there is no current use for it.

Describe the solution you'd like
Like this maybe?
https://github.com/robotex140/Hydrocraft/blob/main/Contents/mods/Hydrocraft/media/scripts/Recycling%20Glass.txt

recipe Recycle Glass
    {
    Moveables.brokenglass_1_1=20/Moveables.brokenglass_1_2=20,
    Charcoal,
    Lighter/Matches/PercedWood/HCMagnesiumstriker/HCBowdrill,
    HCIngotmold=1,
    keep Tongs,
    keep HCWorkgloves/HCGlovesHardLeather/HCFiresuit,
    keep HCSmelter2/HCFurnace2/HCBlastfurnace2,
    CanBeDoneFromFloor:true,
    Result:HCGlassingot=1,
    NeedToBeLearn:true,
    Time:1000,
    Category:Glassworking,
    OnCreate:getBurned,
    OnGiveXP:HCWelding_OnGiveXP,
    }

Describe alternatives you've considered

Additional context
I have searched for the item id for the broken glass but was not able to get it.
https://pzwiki.net/wiki/Broken_Glass

recipe Discard Broken Weapon

Wrote this for myself, feel free to add to HC.

Lets you discard broken weapons, good for spears / stone axes etc - saves you having to look for a body to put them on.

recipe Discard Broken Weapon
{
	[Recipe.GetItemTypes.Weapon],
	Result:Twigs,
	RemoveResultItem: true,
	Time:1,
	OnTest: OnTest.WeaponIsBroken,
	Category:Survivalist,
	AllowDestroyedItem: true,
	IsHidden: true,
	CanBeDoneFromFloor: true,
	StopOnWalk: false,
	StopOnRun: false,
}

function Recipe.GetItemTypes.Weapon(scriptItems)
local all = getScriptManager():getAllItems()
for i=0, all:size()-1 do
local item = all:get(i)
local typeString = item:getTypeString()
if typeString == "Weapon" and item:getConditionMax() > 0 then
scriptItems:add( item )
end
end
end

function OnTest.WeaponIsBroken(item)
if item:IsWeapon() and item:getCondition() == 0 then
return true
end
return false
end

fix large junkyard to give empty vanilla propane tank rather than old deprecated empty propane tank item

Describe the bug
A clear and concise description of what the bug is.

To Reproduce
Steps to reproduce the behavior:

  1. Go to '...'
  2. Click on '....'
  3. Scroll down to '....'
  4. See error

Expected behavior
A clear and concise description of what you expected to happen.

Screenshots
If applicable, add screenshots to help explain your problem.

Desktop (please complete the following information):

  • OS: [e.g. iOS]
  • Browser [e.g. chrome, safari]
  • Version [e.g. 22]

Smartphone (please complete the following information):

  • Device: [e.g. iPhone6]
  • OS: [e.g. iOS8.1]
  • Browser [e.g. stock browser, safari]
  • Version [e.g. 22]

Additional context
Add any other context about the problem here.

Book Cover as burning fuel

Is your feature request related to a problem? Please describe.
As Book Covers are right now "Useless" we could use them as burning fuel.

Describe the solution you'd like
Burning fuel category.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
grafik

Clay & Quarries

I've been working on adding quarries to the map, as talked about a few weeks ago. It's very easy to do.

However, before I push anything - it would seem like a good time to make any changes to clay.

Are we going to keep red clay? And stop grey clay from spawning?

If so, I can create two new quarry types: Stone Quarry and Clay Quarry and add them to the map, but no means of creating them.

Do we also want a recipe to unpack grey clay bags into red clay - just so nobody loses half of their clay stockpile?

Also, how many quarries do we need? I've got 8 across the whole map, maybe keep those as stone quarries and create another 8 clay quarries (next to rivers / lakes, I'm thinking). Is that enough? Too many?

Timetracking error originally posted on steam comment

Errors began rolling in only at specific tiles on the map.

I actually dunno what the player did exactly to start the bug, so I cannot reproduce making it start.

Expected behavior
no errors,really.

Screenshots
See attachments

Desktop (please complete the following information):
Pretty sure this stuffs in the console file

Smartphone (please complete the following information):
Not applicable
Additional context
So far as I know the bug started to show after a player of mine attempted to dry an item from another mod running on the server. The only reason i think this is the problem is b/c when i visit the place in debug mode this is what it points me to. I included a screen cap from both tiles of the debug mode error that pops up. As far as i can tell there are not any items in the tiles it's trying to track-it's like it lost something in transition. Feel free to direct message me for any additional info or anything. DurkaDur on your discord or killheart on steam. thank you for the speedy response.
console.txt
20220501064034_1
20220501064053_1

Bloat - Some Thoughts

Should we consider having a big cull of recipes / items to cut down on the number of them?

Some examples, I was going to remove the pumpkin knife, but then I thought why not go further and remove the 3 'Carve Jack-O-Lantern' recipes as well, and the 3 'Lite Jack-O-Lantern'.

There are 12 (!) 'Make Sand' recipes. Sandstone + Sledgehammer + Sack seems enough to me - and besidles you can just go around the map collecting sand.

Books that give a small mood bonus and can be re-read, just get rid of them?

On the subject of books... given that adding items to a loot table seems to cause more items to spawn - we could do something like: have basic vanilla books spawn only in school desks / lockers, then have higher tier (e.g. 4 & 5) and HC books in bookshops and libraries. Also have magazines only spawn in magazine racks - including the 'map' and 'newspaper' racks. Maybe move some books to residential locations but not book shops?

Seed packets, I can replace all the 'open packet' and 'put seeds in packet' recipes (~150+ recipes?) with just two recipes - just use lua to check which packet is being opened and giving the correct reward, and a seed check to determine which seed packet to give.

Jello. There are Prepare, Pour, & Remove for each type of jello. I might be in a minority, but I'd just get rid of these.

Useless items, e.g. Dutch Oven and Wok - a Recycle X recipe doesn't seem like a good enough reason to keep them.

Have less 'Recycle' recipes? E.g. there are Recycle Steel recipe for HCSawcircularblade=3, HCRotor=2, HCClutch=2, HCCamshaft=2, etc. I can see a case for Recyce X for things like scrap metal, but bespoke recipes for weird items is just bloat IMO. There are 78 'Recycle Steel' recipes.

Thoughts?

Duplicated Items

Earlier today a fixed an issue with regards to Soy Sauce - which is now a vanilla item, so I've removed the HC variant.

It looks like 41.69 will have Holly, so that's another item we can remove / replace with the vanilla version.

Any more?

Bug in Cats.txt

While working on Craft Helper stuff, I've found an error in this script (second to last entry)

keep HCCatmale/HCCatfemale/HCCatblackmale/HCCatblackfemale/HCCatbluemale/HCCatbluefemale/HCCatbluemale/HCCatbluefemale/HCCatbrownmale/HCCatbrownfemale/HCCatcreammale/HCCatcreamfemale/HCCatgingermale/HCCatgingerfemale/HCCatsilvermale/HCCatsilverfemale/Hydrocraft.HCCatwhitemale/HCCatwhitefemale,

I think possible fix is to change Hydrocraft.HCCatwhitemale to HCCatwhitemale

[Steam feedback] Look at loot drop rates of Zeds

Feedback from Steam:

"You might want to check the drop rate, and the reason for the existence of people having manometers in their pockets in the 90's USA :)

Same goes for unkown seeds packets and shotgun silencers. Zeds were placeholders for items that were too rare to be found elsewhere. except that when loot was updated in core game, the workaround was never adressed in hydrocraft, so we have Zeds dropping really weird stuff"

Re silencers, maybe we could make them craftable instead, locked behind high metal working and aiming - a reward for gun users, and perhaps a tradeable commodity in MP.

Recipe error (Gardening.txt)

\Hydrocraft\media\scripts\Gardening.txt
Search: "Base.Base.CarrotSeed"

    recipe Plant Crop
    {
        SkillRequired:Farming=7,
        Carrots/**Base.Base.CarrotSeed,**
        HCPlanter,
        keep HandShovel,
        Result:HCPottedcarrotssmall,
        Time:300,
    	NeedToBeLearn:true,
	Category:Farming,
    }

make milk cartons in paper making. good use for storing milk, and fleshes out papermaking

Is your feature request related to a problem? Please describe.
A clear and concise description of what the problem is. Ex. I'm always frustrated when [...]

Describe the solution you'd like
A clear and concise description of what you want to happen.

Describe alternatives you've considered
A clear and concise description of any alternative solutions or features you've considered.

Additional context
Add any other context or screenshots about the feature request here.

HCPlankTreated showing error during load

Describe the bug
I loaded just the current Hydrocraft build, and looked into the debug log. Saw the following errorr

[20-03-22 21:51:50.406] WARN : Script , 1647827510406> ModelScript.check> no such model "WoodPlank" for Hydrocraft.HCPlanktreated.

investigating HCPlanktreated, and looking at "media\scripts\Firecrafting.txt"

item HCPlanktreated
{
MaxRange = 2,
WeaponSprite = WoodPlank,
MinAngle = 0.2,
Type = Weapon,

I suspect that they wanted the default Plank Sprite from the base game, and looking at the base game /media/scriipts/items_weapons.txt

item Plank
{
    DisplayCategory = Material,
	MaxRange	=	1.3,
	WeaponSprite	=	Plank,

I suspect WeaponSprite for HCPlanktreated needs to be changed to Plank

To Reproduce
Steps to reproduce the behavior:

Remove all saves
Load Hydrocraft B41 continued only
Close game and reopen
review Debuglog
Expected behavior
A clear and concise description of what you expected to happen.

I believe the model should load without error

HCDobermanfemalewar error on loading

Describe the bug
I loaded just the current Hydrocraft build, and looked into the debug log. Saw the following errorr

[20-03-22 15:58:06.131] WARN : Script , 1647806286131> ModelScript.check> no such model "Dog" for Hydrocraft.HCDobermanfemalewar.

investigating HCDobermanfemalewar, and looking at "media\scripts\Dogs.txt"

item HCDobermanmalewarSpiked working
{
MaxRange = 17,
WeaponSprite = Hydrocraft.HCWardog,

item HCDobermanfemalewar
{
MaxRange = 15,
WeaponSprite = Dog,

I suspect WeaponSprite for HCDobermanfemalewar needs to be changed to Hydrocraft.HCWardog

To Reproduce
Steps to reproduce the behavior:

  1. Remove all saves
  2. Load Hydrocraft B41 continued only
  3. Close game and reopen
  4. review Debuglog

Expected behavior
A clear and concise description of what you expected to happen.

I believe the model should load without error

smelting with HCFiresuit and getBurned function

Hey,
Was looking into code and had two observations about getBurned function:

  1. would not this make full protection only for right hand ?:
    if itemType == "HCFiresuit" then bodyProtection[1]=200; break end
    https://github.com/robotex140/Hydrocraft/blob/main/Contents/mods/Hydrocraft/media/lua/server/HCFire.lua#L26-L28

Also, since HCFiresuit supposed to prevent to get burned at all, would not make more sense to actually break out from function all together after finding it? no point of all other calculation when in the end burn is caped to 100 and protection is 200 (and that was my 2nd observation)

Edit vanilla recipes?

So, I was trying to disable some vanilla recipes to get rid of the 'butcher' recipes and replace them with my own. The only way I found was to replace /media/scripts/recipe.txt (vanilla) by creating our own in HC - the original is then ignored. [I don't know what happens if two mods do this].

Anyway, with this we could remove / edit any recipe we want.

We could add a risk of injury to clumsy / unlucky characters, we could add additional requirement (e.g. can't do x when tired), we can merge some together (all the dismantle electronics are there own recipe, as are the open sack of food recipes), we could vary the result based on skills / profession (e.g. less planks at low carpentry), we can add new tools to a recipe, like HC knives to vanilla recipes.

The rather large downside, is that we would need to re-copy the vanilla file after every update to make sure any changes aren't missing from HC, and then meticulously make our bespoke changes. Maybe a script could be written to automate this?

Chainsaw Model reporting error

Describe the bug
I loaded just the current Hydrocraft build, and looked into the debug log. Saw the following errors

[20-03-22 15:58:06.122] WARN : Script , 1647806286122> ModelScript.check> no such model "null" for Base.BareHands.
[20-03-22 15:58:06.123] WARN : Script , 1647806286123> ModelScript.check> no such model "DisposableRazor" for Base.Razor.
[20-03-22 15:58:06.126] WARN : Script , 1647806286126> ModelScript.check> no such model "Chainsaw" for Base.Chainsaw.
[20-03-22 15:58:06.128] WARN : Script , 1647806286128> ModelScript.check> no such model "WoodPlank" for Hydrocraft.HCPlanktreated.
[20-03-22 15:58:06.128] WARN : Script , 1647806286128> ModelScript.check> no such model "HCBaseballbattrimmer" for Hydrocraft.HCBaseballbattrimmer.
[20-03-22 15:58:06.129] WARN : Script , 1647806286129> ModelScript.check> no such model "Spiketrapclosed" for Hydrocraft.spanishRider.
[20-03-22 15:58:06.130] WARN : Script , 1647806286130> ModelScript.check> no such model "HCHomemadebattrimmer" for Hydrocraft.HCHomemadebattrimmer.
[20-03-22 15:58:06.131] WARN : Script , 1647806286131> ModelScript.check> no such model "ChainSaw" for Hydrocraft.ChainSaw.
[20-03-22 15:58:06.131] WARN : Script , 1647806286131> ModelScript.check> no such model "Dog" for Hydrocraft.HCDobermanfemalewar.

Specifically for the chainsaw, I investigated "media\lua\client\Chainsaw" lower case s

function chainsaw_loadModel()

-- The directory of the mod folder. 
dir = getDir("ChainSaw"); ***note the capitalization - upper case s***
	
name = "chainsaw";
locationModel = dir .. "/media/models/weapons_chainsaw.txt";

I suspect the chainsaw.lua needs to have the directory changed to "Chainsaw" to that the model will load

To Reproduce
Steps to reproduce the behavior:

  1. Remove all saves
  2. Load Hydrocraft B41 continued only
  3. Close game and reopen
  4. review Debuglog

Expected behavior
A clear and concise description of what you expected to happen.

I believe the model should load without error

Object tried to call nil in NewPlant at KahluaUtil.fail line:82

Hi, guys, an exception occurred today. Here is the information:

[21-12-22 23:00:10.441] ERROR: General , 1671634810441> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: Object tried to call nil in NewPlant at KahluaUtil.fail line:82..
[21-12-22 23:00:10.441] ERROR: General , 1671634810441> DebugLogStream.printException> Stack trace:.
[21-12-22 23:00:10.443] LOG : General , 1671634810443> -----------------------------------------
STACK TRACE

function: NewPlant -- file: MOHCFarming.lua line # 14 | MOD: Hydrocraft Build 41 Continued
function: LoadPlant -- file: MOHCFarming.lua line # 127 | MOD: Hydrocraft Build 41 Continued
function: LoadOnion -- file: MOHCFarming.lua line # 133 | MOD: Hydrocraft Build 41 Continued.

I hope you guys have time to see what happened. Thank you in advance.

Wasteland Survival Guide

So, I was thinking - could we create an in-game book that is a collection of the player characters knowledge, then use that as the sole ingredient in recipes, but add the real requirements to the OnTest lua function.

For example, add a Gather Flowers recipe which only needs the Wasteland Survival Guide, but the OnTest functions checks if the player has read the Flower Field Guide - and if they haven't read it the the recipe is unavailable.

Would this help us add features without needing add our own custom menus?

We could add as many recipes as we want, and instead of having to carry around the book that taught the skill (the field guides, for example) they just use the Wasteland Survival Guide. Maybe make it weightless, and undroppable (although I don't know how to do that).

Maybe add a 'I've written that down' message for when a player learns a new thing.

add tooltip to planters that need to be planted into a furrow

Is your feature request related to a problem? Please describe.
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2x recipe Make Computer Tower

Describe the bug
The recipe exists 2 times, the only difference is the craft time, is that supposed to be like that?

To Reproduce
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Expected behavior
Only one recipe

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More Boxes / Bundles of Things

Add more 'Box of X' or 'Bundle of X' items to make storing items easier, especially given how the game stores each object rather than an object and a number.

Ripped Sheets, Denin & Leather Strips, Twigs, Branches, Scrap Electronics etc.

I've also got an idea for an infinite log pile, so you can just pile all your logs in one item - without needing a cellar or other large container.

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