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SandboxVars.NatureAbundance = 5;
This means
NatureAbundance -> Very Abundant
Actually, even though it says so on wikipedia, I have sometimes found this item among zombie corpses, without mods for it
1st = Bugged Spawn Start. (Its just muldraugh, but can be done in sandbox)
2st = Burb Victim. (start covered in Burns, without bandages. but that just kills the player too fast then cover them with bandages)
3st = "No Bones Left!" Start without bones. (You have fractures, but they dont heal.)
4st = "Bone-Hurting Trait" (start with all fractures, but can heal.)
5st = Jaiden Smith (start with deep wounds in all areas)
6st = "Better off Dead" (All fractures, all burns, all deep wounds)
7st = Airy-Fairy (Start at 1 kg)
Anyway I'm not even sure if this still works, it's been almost a year since I've taken a look at this mod. There are better alternatives out there with customizable sandbox options ; and it seems it doesn't work in multiplayer. I'm leaving this up for now but I'll probably remove it eventually.
I saw your ToDo about looting keyrings. There is a way to mod use of normal rolls of wire to craft a keyring. If you are interested, the script for that would look something like this:
recipe Make Keyring from Wire
{
Wire/ElectricWire,
Result:KeyRing,
Time:25.0,
Category:Misc,
NeedToBeLearn:false,
CanBeDoneFromFloor:true,
}
I don't have a mod that allows that, but I must had had one at one point because the script was in my "random scripts" folder and still works in my game.
It is strange that the base game doesn't just put keyrings on zombies. They can carry various misc or even trash items on them, so it is kind of strange keyrings aren't in the loot table.
What seems to be causing the flickering flames is the way that I modded AReallyCDDA to make it so that I can have clothing on for "FireOnly" and "ColdOnly", but stay naked for the main CDDA trait.
I followed what you told me to do, but I must have messed up somewhere. Is there any way I can share the modded file with you that you are comfortable with?
I'm about to leave to run an errand or two and head to an appointment, so I won't be back until some time after 4pm EST. But if you are willing to see my modded file for AReallyCDDA and can help me fix it, I would be really grateful.
Using Pillows Spawns by Profession, I like to use the FireOnly to pretend my survivor was at work and the place went up in flames, while also being injured. It was a new way to have a challenge for myself that wasn't inside a home or nude.
I'm going to test and get back to you.
I narrowed it down last night and found the culprit. It was Mr.Toad's More Traits mod. I went into it and removed the OP traits and any trait that gave any manner of inventory item (good and bad traits), and I altered the distributions to only let you find base.(itemname) from the base game in file cabinets. MoreTraits functioned just fine on it's own after that even with so much removed and changed, but it was still making this mod act up when I re-enabled and tested.
I wish I knew how to make a trait mod, playing with "anemic" and "Immunecompromized" were my go-to for more dangerous bleeding and colds.
CDDA is working fine now. I'll add the edit you helped me with back into it later.
As for the update, it was 3 weeks ago. I only realized that last night. Sorry again. I haven't been keeping up with the game recently, and when it went through the huge download process the other day, I thought it was more recent.
I'm a ditz. I'll own up to it.
It could be a conflict with one of my other mods, but I've disabled a lot of them already. I'll do a process of elimination again tonight, and if that fails, I'll reinstall the full game and go unsub/resub to the mods I'm using.
I did that 2nd step already, but if there are no problems on your end, then it has to be on mine.
Take your time and thanks again~
Prior to the recent massive update, this mod was fine (even with my edits).
I discovered something about the explode function to set fire outdoors. It would follow the player and flicker in squares. Removing the explode function entirely stopped that. That still works right now in the current stable build.
Is it possible to start a fire outside with something like:
StartBurnOutsideAround(getTile(playerSquare, IsoDirections.NW, 5));
Just as an example? I may try playing with that when/if you have time to update the mod.
I'm not even certain if StartBurnOutside is even a call function.
I love this mod, and talking with you briefly has improved my limited knowledge on modding. If this mod is currently bugged from the update, I hope the info I gave helps you!
In that function, cut and paste the lines I told you to delete previously.
Then call that new function "initCDDAClothes(player) in the function initCDDA() line 93 after the lines initCDDAPlayer(player) and initCDDAFire(player), line 99.
Something like that.
local function initCDDAFireOnly()
local player = getPlayer();
if player:getHoursSurvived() > 1 then return end --additionnal security check
if player:HasTrait("AReallyCDDA") or player:HasTrait("AReallyCDDAPlayerOnly") then return end -- end function if player has cdda trait
if not player:HasTrait("AReallyCDDAFireOnly") then return end -- end function if player doesn't have cdda fire only trait
initCDDAFire(player); -- init fire around player, inside and outside
addSound(player, player:getX(), player:getY(), 0, 100, 100);--zombies heard the player break his shower's glass //TODO not sure if this works
Events.OnTick.Remove(initCDDAFireOnly);-- we remove the function from the OnTick event, so that the function is only called once
Events.OnTick.Remove(initCDDAPlayerOnly);
Events.OnTick.Remove(initCDDA);
end
And notepad doesn't show me numbered code lines.
But I just want to have clothing on for "fire only" and "player only", not the "CDDA" full-package trait. It has been fun being able to move the challenge to the new Louieville map.
Forgive me for my ignorance, but I'm using notpad to edit my lua files. Is 70 to 78 the entire code like "getinventory, clearinventory, playerclothingitem_heads/hands/feet/etc nill"? Wouldn't that make all the traits, including the main CDDA one, not be naked? I dont' want to change the main CDDA challenge trait. Only the "fireonly" and "playeronly" ones.
That being said if you want to do it yourself:
- open the mod folder, go to media/client/AReallyCDDA.lua
- go to the function initCDDAPlayer (line 62) and comment or delete the lines 70 to 78. If you read the code it's pretty self-explanatory what those lines do.
That should do it.
I've tried editing the mod myself, but I don't know what needs to be removed to achieve what I'm after. Alternatively, just tell me what I need to remove and I'll do it for my own play-through. =)
I've made a new version of the trait that doesn't spawn fire and updated the mod.
I've been thinking about making a third version of the trait that doesn't spawn fires. I'll do it when I have time
Also, I did a few test runs and one of them started my character with scratches on both shins and torso. After dying from the fire and before I stumbled on my first zombie, he turned. I didn't change the infection tab on sandbox, so I'm just wondering if there's a chance of the game infecting the character when applying the scratch at the beginning, or if it was just some other weird bug.