DayZ
OP_BaseItems
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Update: Feb 1, 2023 @ 12:29am

Bug and compatibility fixes for 1.20 upon its release. Sorry for the randomly timed update, I may not be around my PC when Exp hits Stable (stable still will run)

Fixed:

- Flag icon will now be visible on base items when a territory flag is present (*MAKE SURE YOU HAVE ADDED THE RESPECTIVE TYPES TO TYPES.XML*)

- Lockers/Cabinets can be taken to hands again when empty

- Raincatcher will continue to fill after server restart

- inventorySlot[]+= opposed to inventorySlot[]= added to vanilla item configs to avoid future mod conflicts

- Sound Error fixed when deploying a Garden Pot / Box

- Corrupted variable crash log spam fixed (Dumb mistake on my part sorry guys)

Update: Jan 14, 2023 @ 10:18am

Added
- Rainwater Collection kit (3 texture variants)
- Rainbarrel to replace Waterbarrel kit
- 3 Tarp variations which are used to craft the raincatcher
- Fully extended Spotlight Generator variant (OP_Lightbox_Extended)
- Automatic Spotlight variant which turns on/off based on Day/Night cycle (OP_Lightbox_Automatic)
- Separate mod which allows storage items from the mod to be lockable via codelock

Fixed:

Charcoal BBQ
- Functionality Returned
- Smoked slots will also work again with cooking equipment

Banner Mount
- no longer a "Pack" based item - Functionality remains the same (deployable object)

Garden Box / Garden Pots
- Functionality Returned

Lightboxes/Spotlight_Generator
- Fixed crash log spam due to missing energycomponent/damage classes in config

Deployable objects
- No more crash log spam upon placing/deploying items

Pocket watch
- Glass texture adjusted to be less reflective in the sunlight

Removed: Shed

Known issues:
Gardening equipment - The action to empty box/pot will still display when growing a plant (it still wont empty)

SERVER OWNERS:
Update types.xml with new items (info folder)

If you have any multiple declaration errors, delete the mod folder and reinstall

Update: Nov 19, 2020 @ 7:27am

1.10 compatibility update

Update: Jun 30, 2020 @ 11:51am

1.08 Compatibility update

Fixed:

EvaluateCollision error fixed for 1.08 (make sure your mod is updated)

Moved all item hand profiles to ModItemRegisterCallbacks

Client error no longer appears when the BBQ changes temperature

Updated meat positioning on the bbq (the proxies were all rotated for the 1.08 cooking changes)

Shed can no longer be damaged by Explosives/Bullets

Removed clutter cutter from shed to avoid client crash with explosives (I couldn't replicate it but apparently it's an issue)

Fixed Gardenbox/Pot inventory conditions, you can now place it in inventory if the container is large enough

Added cooking slots for fireplaces that were introducted in the 1.08 update

Locker recipe fixed

Item size restored for WoodStorage (no longer 1x1 in inventory)

KNOWN ISSUES:

The shed currently can only be unlocked from the inside (will fix when I get a chance)

Update: Feb 14, 2020 @ 8:50am

Added: (see description for more info on items AND ADD THE NEW ITEM TYPES TO YOUR TYPES.XML)

> Charcoal BBQ Grill
> Sleeping bags
> Buildable Shed
> Spotlight Generator (spawn via init.c)

Other Changes/QOL:

The lock will now stay attached after the combination is entered, closing it will lock the shed or locker again. (you can still remove it to change combination)

Fixed issue that allowed a lock to be taken off when the locker was locked.

Items are no longer able to be vaulted over/onto (if I missed any items let me know)

Added action for removing the dirtmound (no tool) and attaching the padlock to doors (item must be open)

You will no longer consume water when drinking from the waterbarrel if it's filled with gasoline or if the item is in your hands.

Fixed the prone placement animation when placing some heavy items

Removed all tents apart from the imp tent. Imp tent now uses the proper pack when in pitched state. Packing the banner no longer requires you to look at the pack.

Gardening equipment now remains in position when emptied rather than moving to under the player. (gardenbox model also redone)

If you notice any items missing hand profiles let me know (Some vanilla hand profiles used look a little off, but not much can be done until official anim support comes)

Update: Jul 9, 2019 @ 2:05pm

Fixed:

- Waterbarrel is now working with quantity. You attach the waterbarrel the same way, it just requires water to be able to drink from\fill other containers. The "Remove Waterbarrel" user action will show under the "Drink" action.

- No more cast warnings for dirtmound/gardening equipment

- Slight changes to gardening equipment, you now fill the items with dirt via the "Fill" User action, instead of the box/pot filling when placed.

- Lockers/Storage cabinets lock dialing actions now cast over the whole object, making it easier to dial
(nothing has been done on my side to prevent people from attaching codelocks, it will still brick the lock slot if attached so.... don't.)

- Fixed a few weird things going on with recipes (items were requiring 10 pieces to see the craft option, though it only required two pieces to make)

- Wooden items now use wooden pickup/placement/walking soundsets

- Fixed worktable inventory/placement / various other small model tweaks/fixes

- slight tweaks to geo lods of a few larger items to hopefully prevent unintended abuse

- Made it so you can see in first person better when placing some items for the 1pp bros

Update: Jun 26, 2019 @ 3:13pm

New V3 Key, sorry for the update!

SERVER OWNERS: YOU MUST ADD THE NEW KEY ( OPBaseitemsJune26V3.bikey ) TO YOUR SERVERS KEY FOLDER!

Update: Jun 26, 2019 @ 10:26am

Added:

Grenades can be used to boobytrap lockers!

Attaching a grenade to the trap slot will cause the grenade to activate when the locker is opened. When the door is opened you will hear the unpin sound if a grenade is attached. You can disarm the grenade with a pair of pliers

NOTE: The lock can also be attached with a grenade if the lock is attached AFTER the grenade, but before closing the door. (will add a user action for attaching the lock soon)

Clay Gardening pot

Fixed:

- Invviews on a LOT of items

- More gear slots in locker for boots, gloves and a walkie talkie

- Dirt texture no longer stretched on gardening box

- Banners now have a ground model selection and uses hiddenselectionmaterials (To get the ground model displaying your custom banner texture all you need to do is provide two more texture paths in your inheriting banner config. To see how to use the nowind RVMAT on certain banners check out woodlandbanner for an example)

- The action to destroy the lock on locker is back

Update: Jun 5, 2019 @ 4:44am

Readding Lock with fixes. More digits and now has sounds for dialing/locking/unlocking. Sorry for the early update!

IF YOU DIDNT ADD THE XML ENTRIES FROM YESTERDAY STARTING AT OP_BANNERMOUNT

Update: Jun 4, 2019 @ 3:31pm

Added:
- Gardening Box: A simple gardening box for your base! Crafting the empty box can be done with 2 planks and 10 nails.
Placing an empty garden box will create the filled version. NOTE: The action to empty the box will only cast if there are no seeds attached!

- Blue Locker

Fixed:

- Null pointer when digging a Dirtmound. It consumes a field shovel per use again and now can only be placed on dirt (if buildanywhere isnt loaded)

- The Lockers opened/closed state upon spawn

- When putting an Alice bag inside the locker it now hides the bag

Banners and the cabinet variants should hopefully now be persistent (Texture variants for the cabinets also fixed)

Removing the Lock - It will be back but it wasn't working properly (unable to take off on restart ect)

Forgot some types.xml entries last update so make sure you add the new ones (new entries start at OP_BannerMount)