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Found 48 results

  1. ATPHHe

    Minimal Display Bars

    [03/27/2020] - Tested on Build 40 and IWBUMS Build 41. Tested on a Build 40.43 multiplayer server. Mod Info: Displays some of your stats. (Right-click a bar and click "Hide" if you don't want some stats to show) Health, Hunger, Thirst, Endurance, Fatigue, Boredom, Unhappiness, Temperature. Health bar turns yellow and red when injured. Health bar flashes if you have the following untreated conditions: deep wounded, bitten, bleeding, scratched, is on fire, burned, fracture, lodged bullet. starving, dying of thirst, fever, drinking bleach, highly sick from too much food poisoning (raw foods, tainted water, etc.). Has a little menu box above the health bar. Right-click it for some more extra settings. You may reset everything back to the default settings, etc. Left-click and drag to position the menu box and display bars how you like. Right-click any display bar for more options on them. (Reset Display Bar, Set Vertical, Set Horizontal, Hide) Split-Screen Support (Up to 4 players). (Each player get's their own set of displays) Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2004998206 UI Element Names Moodlet Threshold Lines Left-Click and Drag Menu Box Options Display Bar Options Compact Mode Move Bars Above all other UI (Useful if you cannot click the display bars or if the display bars gets stuck under other UI elements)
  2. Hi, i encountered this bug, when i wanted to add another mod to my already running game. When you click on the "choose mods" button when loading the game, you get an empty screen (only the background picure of the game still exists). Now, this bug doesnt happen, if you clicked atleast once on the "Mods" button in the main menu before attempting to do this (once per game start is enough). As i found out, the reason for this is, that the game tries to display a box with text, using a function that does not exist. In the file "ISModsNagPanel.lua" in the location Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens in line 32: self.richText:setText(getText("UI_ModsNagPanel_Text")) The function "setText" doesnt exist. Replacing it with: self.richText.text=(getText("UI_ModsNagPanel_Text")) fixes the problem.
  3. I've already posted it on reddit, but I was in doubt if it would reach the devs there, so I'm posting it here. How I think the condition of items in primary/secondary/hotbar should appear in UI to be easy to see the condition of the items on hotbar and primary/secondary slots. Note: today (build 41) the game use a Star next to the item to represent the condition on items (I removed that on the image above). I think it's not a good way to represent that, it's not easy to see nor obvious for some players. The suggestion is to replace the "Star" with the above a "colored circle" around the item. Image of how it is today: What do you think? Remember to react/like if you would like to see it in game!
  4. I've just about clocked my 24th hour on the current IWBUMS build, with 100+ prior plus a handful more from the Kate + Baldspot versions. I'm really enjoying the new mechanics and features so far; the following is a bunch of things I hope to see changed/added. Beyond the list of commonly suggested suggestions (Some of which I will be reiterating), I'm somewhat ignorant of currently planned features and content, so I apologise if any of this already is. Likewise I'm going to ignore developmental constraints and engine limitations for the time being and present everything as I'd like to see it. Where stats and numbers are concerned, in most cases I'm pulling them out my arse for examples' sake. Anything marked with *, even I think might be too complex to be worthwhile Sandbox - Weighted "Random" Zombie attributes, and/or zombie type definitions & Loot Rarity options This is probably the most simple suggestion here, and the one I feel most strongly about so I'll start with it - the customisation options regarding zombies are quite limited. In short, I'd wish for the player to be able to weight each attribute to their pleasing. For example, I could choose for 5% of zombies to have the ability to navigate + use doors, while 10% are sprinters, 20% are blind, etc - making them unpredictable, without having an overwhelming number of zombies with or without X and Y properties. As for zombie type definitions, you create several rulesets and again, weight them for incidence. For example, my Type 1 Zombie constitues 80% of the population, and I go with the standard lore for them. For the remaining 20%, my Type 2 Zombies are weak, blind sprinters with a hightened sense of smell, but they are unable to pass on the infection. This could go so far as to be targeted to existing zombie types, eg. the player could choose for firemen zombies to always be strong, police zombies will always have better eyesight, military zombies will always be sprinters etc but I digress. The same could apply somewhat to vehicles. For example I'd like to be able to set parked cars to either have 0 fuel or 10-100%, and in generally fine condition, but are almost certainly locked and alarmed - While survivor vehicles will be beat up, either out of fuel and/or too damaged to start, and never alarmed Also, being able to allow zombies to use (melee) weapons would certainly be interesting. As for loot rarity settings, I'd like to see them further divided; "Weapons" into Melee, Firearm, Ranged, Ammunition ; "Other" into Medical, Crafting, Books, Electronics etc. Food is fine as it is I suppose. Sound This was pointed out in another thread, but there's quite a disconnect between the sounds the player hears, and those heard by the zombies. Doors opening and closing are, as far as I can tell, completely silent as far as the zombies are concerned, but early on I remember being very hesitant to touch them because I hear them. For this case, the player could have a toggle to open/close doors quietly, taking longer to do so in the latter case. More importantly, I find that it's practically impossible to tell how far north/south a sound is coming from, while East/West seems easy enough. The sound of gunshots seems to travel much further than the player hears. Sounds produced inside or from behind buildings & obstacles are muffled for the player, but I can't tell if this is the case for zombies. If it isn't, I'd hope that changes. Firearms - Dirt vs Condition The most common cause of a firearm malfunctioning beyond mishandling is dirt and debris entering the action, rather than outright damage. Simply enough, firearm condition would take a loooong time to degrade unless they're directly damaged (And the more degraded its moving parts, the quicker it will damage its self) - but firing them, crawling through woodland with them on your person, dropping them and splattering zombie guts all over them would all contribute to increased dirt. At low levels, just water can be used to clean it. But for a seriously gunked-up firearm, it'd necessitate disassembly, cleaning with water and tools, and re-oiling. If we want to go really into depth with it, as if we weren't already, you wouldn't just be able to duct-tape the working parts back into functionality. Rather, you'd be able to strip the components from compatible weapons in the same fashion as the vehicle mechanics currently work; My M16's bolt is damaged - I need to find (or manufacture, good luck?) another. My shotgun's stock is cracked - That I can fix with wood-glue or duct-tape. Where applicable, mechanics, metalwork and carpentry skill would factor in. Suppressors Yes, it's been suggested many times (even by myself) and somewhat definitively shot down, but while I'm here I'd like to reiterate why I think they'd be a positive addition, while addressing some of the misconceptions around them as applied to Zomboid. To get that bit out the way first: A suppressor does not make a firearm truly silent - far from it. All the mods that include them, to my memory, had them completely nullify the volume of a shot. This is uninteresting from a gameplay standpoint in addition to being almost entirely unrealistic. So with that said, what is the need for suppressors in the game? Currently, firearms are in a weird place. In reality, they'd probably be one of the most valuable tools attainable, or at least would appear to be as evidenced by how high novice players especially tend to place them on the priority list. Throughout most of the game however, they're practically irrelevant especially as weapons. If you're in a situation bad enough to warrant their use, firing a few shots is almost always going to make it even worse - the only real exceptions being very remote areas. Ultimately, firearms' utility boils down to them being an on-demand loud noise that can be used to kite zombies away from your intended destination. That is until you've stockpiled enough guns, ammo and if MP/NPCs, people, to use them to clear out the entire cell's worth of zombies that will be attracted to the noise. How would I have them work? -* The noise of a shot is divided into two components - The report (The gunshot its self, the radius surrounding the shooter in which the shot is heard) and the bullet (Noise in direction of fire, extends beyond distance of report radius) - To (poorly) illustrate: - The best suppressor reduces the volume of the report by up to 70%, the distance it travels by up to 60% - dependent on calibre. In other words, the already-quieter and weaker guns would get the most volume reduction; the louder and more powerful a firearm the less benefit a suppressor would convey. - *Subsonic ammunition (where the "standard" round is otherwise supersonic) can be used to decrease the volume of the noise generated by the bullet, whether or not it's suppressed - *at the cost of range and/or damage. - Military/commercial-grade suppressors can be found. Extremely rare, most likely found in military storage/NPCs/zombies - Absolutely minuscule chance of spawning in homes or already attached to firearms - Several levels of improvised suppressors can be crafted, contingent on Metalwork and Mechanics skills - possibly necessitating a skill magazine too - *Military/commercial suppressors are caliber-specific. Crafted suppressors are generic until attached to a firearm. - Suppressors have durability; The more they degrade, the less effective they are (But they will always keep a firearm quieter than otherwise). *The higher the calibre, the more quickly they degrade. A commercial-grade suppressor will last roughly 500 shots before its effectivness bottoms out, while a top-tier crafted suppressor will last roughly 300. - Using a suppressor increases the chance of a firearm malfunctioning and/or increases rate of firearm degradation/dirt gain through firing. *The more crude the suppressor, the greater its influence on degradation/malfunction/dirt. Even with the quietest possible firearm, you wouldn't be able to use it with impunity just because it's suppressed - it'd still be heard for a block or two, but toward the edges of that radius it might not be so loud as to overpower everything else a given zombie is hearing. So for more sparsely populated areas as well as the interior of large buildings, using a firearm becomes much more viable beyond kiting - using a suppressed gun in an emergency would stand a much greater chance of getting you out of it without attracting too much more attention. Bows In the same vein as suppressors, bows and crossbows would make for an interesting addition; Again there would be craftable and non-craftable variants. Compared to (even suppressed) firearms they'd be relatively quiet and more sustainable in terms of ammo consumption. However, they'd be much more difficult to use than firearms, with generally shorter range - though their relative quietness would allow you to gain more experience in practice. I feel like they could use their own set of skills, but that might be going overboard. - Short Bows: Short range, low damage, quietest, decent refire rate, low exertion. Crafting requires beginner carpentry. - Long Bows: Longest range, middling damage, middling volume, slower refire rate, highest exertion. Crafting requires intermediate carpentry. - Crossbows: Middling range, highest damage, loudest, slowest refire rate, middling exertion. Crafting requires intermediate mechanics, beginner metalwork and beginner carpentry. Again, the ability to craft them could be contingent on skill magazines. There could be several varieties of each type, particularly amongst "found" ones, each modifying some of those stats. For example a modern composite bow might be a lot quieter, a modern crossbow pistol might be much faster yet do less damage. I don't know much about archery, but I imagine it's even more bottomless pit of possibilities than I'm presenting here. Vehicle modification & repairs I won't go too into depth with this one, but it essentially boils down to weaponising and up-armouring vehicles. Create a plow and strap it to the front to reduce slowdown and damage caused by mowing down zombies (And humans!), bullbars to reduce collision damage, weld bars across windows and windshields to protect them (reduced visibility?), metal plating on bodywork to protect components and occupants from firearms. Would require metalworking and mechanics skills where applicable. I would like to see the ability to repair bodywork- minor dents would only require a hammer, while more serious damage could be patched over with metal sheets and such. Of course, all that added weight will reduce acceleration, max speed and increase fuel consumption. To go even further with it, you could frankensetein cars together, eg shove a V8 into a hatchback and become an accident waiting to happen. Medical & Physiological I feel like wounds are too easy to disinfect, and antibiotics are a get-out-of-jail-free card should you be unable to disinfect them. I think that for the more persistent injuries you should have to disinfect them multiple times - and regardless, that there should still be a chance of infection dependent on First Aid skill and the quality of dressings, especially if you're still fighting zombies or pissing about in the mud. As for the zombie infection, again I'm aware it's a definitive "no" for a cure, but I feel like giving the player a death sentence with no way to come back from it kinda sucks. Eating plenty could help delay it, amputation could prevent it spreading (but that's a pretty tall order considering the development implications). Beyond that, I think the best compromise would be a drug that can delay it perpetually so long as you have a supply, necessitating a sorta gun-to-your-head approach in getting your next dose. It'd have to be very rare, but maybe there could be a chemistry skill allowing synthesis of this drug at the highest level, with some difficult to acquire/sustain ingredients - in addition to allowing synthesis of disinfectants, medicinal drugs and alcohol. I've also found it a lot more difficult to lose weight in PZ than in reality - I've lost 7kg over the past two months, and as soon as I started maintaining a calorie deficit it started dropping - This doesn't seem to be how it works in-game, with some weird long lag period between not eating and losing the weight. There's no real reason a full day of not eating should not result in weight loss. For relatively minor arm and hand injuries (scratches particularly), I find attack speed is diminished way too much - Adrenaline and the instinct for self-preservation are going to take precedence over keeping such injuries safe in the face of a handful of zombies. I'd rather they diminished accuracy, with only lacerations or anything more serious affecting attack speed. Also rather than the speed of the entire process being reduced, I think it should just be recovery - so the length of time between swings/stabs stays the same, but there's no delay between starting and connecting the attack. Having wounds re-open as a consequence of fighting while injured would give this more depth too, though it could possibly be too frustrating. Improvised Armour & Tailoring As I understand it the protection system is still in its infancy, but again the depth it could go to is endless. Improvised armour could be modifications to existing clothing items, or stand-alone clothing items in themselves. Why not both, beyond the countless hours to code it all and create art? Facetiousness aside, improvised armour would be applicable to each body part that can be damaged. It could be made from all sorts - the heavier the material/larger the piece, the larger the debuffs to movement speed, exertion and/or attack speed dependent on which body part they're worn on, but the greater the protection. So you could be a walking tank but the moment you have to run you're buggered, or you could travel very light and get bitten by the next zombie you encounter, or anything in between. Ballistic protection With armoured vests already in the game and NPCs on the way (or already here with Super(b) survivors, not to mention PvP functionality in MP), ballistic protection has a role to play. Most items that can protect against scratches and bites would likely be useless in the face of a bullet - however some types of improvised (if implemented) or found armour might be better than nothing. Eg. a shot to a flak jacket might cause what would otherwise be a bullet wound to be a bruise. Having both entry and exit wounds possible would also be interesting. Traits Some traits I think should be able to be acquired through gameplay, especially across in-game years, eg. near/far-sightedness, deafness (esp. if you've been in proximity to firearms being shot). As another example, if you smoke too many cigarettes too quickly, you gain the smoker trait; If you abstain, you lose it (after a long time). I feel like athletic, strong, stout and fit shouldn't be traits at all beyond defining your character's starting attributes, and from there would be defined by diet and exercise as with over/underweightedness. Desensitisation could occur after X time in a panic state, with that time lengthened by the Coward trait and shortened by the Brave trait. Professions I feel like some of them are quite lacking - they give you a leg up compared to a traitless, professionless character for sure, but I don't feel like they anywhere near fully reflect the experience someone in that given line of work would really have. For example, I'd imagine a combat veteran to be much more than 20% better than the uninitiated when it comes to all things firearm, and to have some experience with construction, greater aptitude for figuring out improvised explosives. A carpenter by trade would be able to make something much more refined than a bunch of wooden planks assembled into the form of a chair Quality of life/"minor" feature/content wishlist - (Toggle to?) Automatically drop vehicle components when removed - Wheels, brakes, suspension, seats, gas tanks, doors, windows etc. - Allow queueing of constructions eg. walls - Allow all interactions with wounds at all times (assuming I have the requisite supplies) so I don't have to wait for eg. a disinfect operation to complete before I can queue up the bandage. - Almost all clothing items should, imo, provide some scratch and/or bite defence even if it's 1-5% - Leaving car key in ignition drains battery - Skill books renamed to <Skill> for Beginners, <Skill> for Intermediates for better sorting - Maps renamed to Map of <Location> - Annotated maps suffixed with (Annotated). Eg. "Map of West Point (Annotated)" - Welding mask functions as apparrel face item - More options regarding meta events, ie. Frequency, cut-off dates etc. - Generally increase range of firearms - With the Aiming skill given by the Police profession, you can't even attempt a target across a road which I find to be silly. - Different types of belt with greater capacity - Ejecting a magazine from a firearm should not immediately replace it if another is available - Eg. I'll pick up a pistol that I intend to throw away to nick its mag, only to load one I was carrying with me into it - Fix for eating, smoking or otherwise performing animated actions that still allow you to move, the player-character stops every time they change direction. - Aiming/looking/sneaking should be able to be performed while crouched, instead of standing up to do so. - Switching equipped items via the belt possible while sprinting, with a chance of dropping it dependent on All Thumbs/Dextrous trait, and Sprinting skill - Reloading firearms possible while jogging, with a chance of dropping the mag to load dependent on All Thumbs/Dextrous trait and Reloading skill - Bandaging/disinfecting arms, torso and head possible while jogging, with a chance of failure and/or dropping/wasting the bandage/wipe/disinfectant dependent on All Thumbs/Dextrous trait and First Aid skill - A proper equipment/clothing UI, similar to the Medical menu instead of sectioning off part of the existing inventory list - More in-depth categorisation of items, eg. medical supplies, construction/crafting items etc. - The ability to "Loot/Transfer All in Category" when mousing over a given item in container/inventory - Ability to change sandbox settings in SP - Button to leave the current car's key in its glovebox - Keys spawn for ALL vehicles - but they might be on a zombie on the other side of town - or a different town - Vehicle cruise control - Wire Cutters to cut holes in wire fences - Jimmy vehicle door locks with screwdriver, pry locked doors open with crowbar - high chance of destroying the lock, room for a skill/trait to factor in - Reading in darkness takes longer, increases boredom gain - at some point it becomes impossible to read - Reduce exertion of Wood Axe, currently feels more efficient to use regular Axe to chop trees NPC/Meta/Story events - Special Forces/Hazmat teams investigating certain sites, analysing zombie corpses, downloading computer data, extracting VIPs and such - If suppressors ever get in, they'd have them, and they'd shoot survivors on-sight. Good loot on them but practically impossible to kill without an army of your own and/or severe manipulation of the zombie hordes - And that's if you even cross paths with them in the first place. - Helicopter crashlanding - would havefer a decent stock of relatively obscure supplies, at great risk. Could have some more worldbuilding/story items on board. After a given length of time, the wreck could be destroyed and its important contents recovered by aforementioned SF teams - especially if there are survivors of the crash. There could also be civilian variations, a news chopper for example. - Injured/imperiled survivor(s) on ham radio asking for assistance - Survivors intending to rob you, using above as a lure as one option So, that's a big old text dump. There's probably a lot more I could add to this list that currently escapes me. And of what's already here, there will be a lot that each of you will disagree with, but please do mention anything you would really like before you shoot the rest of it down. But beyond that go crazy, it's a lot more effort for the devs to implement any of this rambling than it is for me to think and type it up.
  5. This is simultaneously a straightforwards yet somewhat complex suggestion; The ability to have re-usable items (any tool required to perform a contextual action eg. medical, carpentry, mechanics) returned automatically its container after use. For example, I keep a tin opener stored alongside all my canned foods - but I'll often open a tin, eat the food and forget to place the can opener back into the container. As another example, medkits are currently very inconvenient to use for this same reason, especially considering you have to drop it to put stuff back in (If I'm not mistaken). I pluck glass out of a wound with tweezers, disinfect it with alcohol wipes, suture it with a suture needle, then bandage it - now my inventory is a mess, and I have to make considerable effort to clean it back up. As an aside, the weight/weight reduction of the First Aid kit and its default contents make it way too inefficient despite how much it could help in keeping things organised. For a third, I use a couple backpacks for specific purposes; A mechanic kit containing a screwdriver, wrench, lug wrench, jack and tire pump; A carpentry kit containing a saw, wood-axe, hammer and nails. Again, I might end up using all those tools in disassembling a vehicle or building an object - along with my weapons and basic equipment it then becomes very easy to overlook one tool or another. The question is how and whether this could be implemented in an intuitive fashion. The idea I have in that regard is either making it default behaviour (meaning the player has to manually transfer tools between parts of their inventory and/or containers if they wish to rearrange), and/or giving the player toggles for both in-inventory containers (eg. First Aid kits) and between player inventory and object (furniture, floor, trunks etc) inventories. The other method I could think of is allowing the player to toggle this behaviour on each item, but that sounds like more of a pain than it's worth. Better ideas are of course welcome - "Just remember to put things back" isn't a better idea though; That might be how it works in reality where these objects are tangible, but that's not the case for PZ.
  6. Hi, This is a usability issue, not a big one, but still. As a moderator without access to server internals, I can't copy values from DB Viewer table. For example, to see all users with the same steamid, I need to open a separate notepad window, write there down steamid digit by digit manually, then paste it in DB Viewer in the game. On the other hand, an admin account can click on a record from viewer table, then press 'modify' and and finally copy value from corresponding 'filters' table field with ctrl+c. There should be a more convinient way to do this for a non-admin account. Thanks.
  7. How to reproduce: start/continue a game press Esc, click on OPTIONS click on any of the drop-down menus press Esc – you are back in the game but the drop-down menu is still showing press Esc again – you are back in the options, but the drop-down menu is not showing (I think it is behind the options window now) click on the same drop-down menu as in 3. All drop-down menus in the Game Options are now broken until you quit the current game and reload. Restarting the program is not necessary. version IWBUMS 41.14 Fedora 30 x64, nvidia 450GTS driver 390.129
  8. Project Zomboid should have its own game-exclusive cursor because I have a custom cursor and it just doesn't fit too well. I'd hate to change my cursor just for the sake of not having it distract me during game but I feel as if it would be really easy to just add a cursor in-game so that I don't have my multicolored out of place cursor distracting me in game. Also it could be made so that it could be turned off so that people could use their own cursors from their desktop. But please make a cursor that's just for the game.
  9. This game's interface seems heavily influenced from Wurm (also a Java game). While that's good in some respects, it's bad in others. From https://steamcommunity.com/app/108600/discussions/0/1837937637881281572/: Why can't items be combined outside of the main player inventory container? So annoying having to move everything just to combine them! Certain items can't be combined. Seems silly to me why thread, twine, and wire can't be combined individually (obviously not different materials on the same reel/spool). It's especially odd that wire can't be combined considering other types of wire (copper, steel, etc) can. I just checked \media\scripts\items.txt and it shows thread as "type = drainable" and newitems.txt (same folder) shows twine and wire as drainable too so why aren't these items able to be "poured" (combined) together (individually)?! Maybe Hydrocraft is screwing it up? I couldn't find these items listed (aside from in recipes) in any of Hydrocraft's \media\scripts\*.txt so maybe something else is overriding the "drainability" of these items? I see a red box appear in the bottom right corner at times while right-clicking things in my inventory so I checked console.txt and perhaps these errors are causing a problem with combining certain items? Why is combining non-liquid things still called "pour"? Seems "combine" or "mix" would be a better general-purpose term for everything... From https://steamcommunity.com/app/108600/discussions/2/1842440600603024214/ : Craft window: the left-side list of things to craft is VERY cluttered. Why not have expandable menus that have the root action/function (box, build, bury, clean, close, craft, drill, jar, make, open, pack, place, refill, remove, stack, take, unbox, unpack, unstack, wash, etc) listed that right-expand with all the additional functions? Having to use the name filter all the time gets annoying fast. An option to list/sort by item would also be nice instead of only listing alphabetically by action/function so instead of listing by action/function the list is by item (ammo, logs, seeds, etc). Clicking the scrollbar should move the window pane position down and clicking the scrollbar down arrow does nothing. Tab should move between form fields (text input, radio, checkbox, etc) and double-clicking a word should select it (triple-click selects all text in field). Mousewheel scrolling in a pane, then alt-tabbing out of and back into the game should not reset the pane position to the selected item and instead leave the pane scrolled to where it was before alt-tabbing. New: Craft window needs a global tab search instead of only each tab. So annoying especially with Hydrocraft! Pinned status of craft and health windows isn't remembered on game load. Inventory columns need to be thinner and need a weight column. Stack tooltip should show quantity. Can't always see quantity with narrow columns and small font. Favoriting (starring) a craft recipe scrolls list all the way to top. List position should remain and not reset, requiring having to scroll all the way BACK to where the still-selected recipe is.
  10. I'd like to make a quality-of-life suggestion for the container window. Currently, in order to show this window (and the main inventory as well), there are 2 modes. The player can either left-click the container, or mouse hover over the proximity/container window, or have it "pinned"/"always-on" so as it is always visible. I would like to suggest a third optional mode, where the window would automatically appear/unfold when there are items to be shown. Alternatively the window could appear when there is a container to be shown - whether it be empty or has items (or this could even be a 4th optional mode if you prefer). I think this would greatly increase the user friendliness of the UI, as having the container window always open hides a part of the screen, and having to mouse over it, is a bit of a drag especially on higher resolutions. For now, I'm at 2560x1080 resolution and I just keep the window constantly visible, because of how "annoying" it is to have to constantly mouse over to the top right of the screen. I hope I explained this adequately.
  11. Currently, and especially with mods; it is a pain knowing what things you can and cannot currently make. You have to check each and every crafting category tab in order to find out what you currently can craft. I would therefore like a new tab that only lists the "currently craft-able" items. The recipes that you currently do have the materials for.
  12. If you equip a wooden cage trap in your primary and secondary and you set the traps on the ground they will disappear from your inventory but still show in your primary and secondary hand (not actually there). Display bug only, it doesn't impact gameplay.
  13. This probably would take a lot of reworking for the firearms but as of right now they're near useless anyway. The current system relies on chance and accuracy with no feedback other than click (miss) click (miss) click (awe yeah you got a hit) Reworking firearms to show more feedback to the aiming factor with a visible cone that narrows as you sit still with accuracy factoring how quickly it narrows and how narrow it's final AoE can affect. Panic could cause it to fluctuate depending on the level of panic while tiredness could cause it to narrow slower and not as well. It would act as more of a gameplay helper with making firearms a useful tool in the game where as of right now pure chance until 5+ skill leaves them as ignored and left behind.
  14. Hello Can I 360 rotate ISButton, or another one ISUI? ps Can anyone create a tutorial about: ISUI, custom addCombo() and NewbieGuide2 (3 guides.. )
  15. Contrary to the inventory and loot windows, the map window (when you read a map) cannot be resized. this is really annoying even if you pin it (whenever you mouse out of the windows it foldes back up, when you mouse over it, it unfolds down). Also Consider that the Map UI window is really big ( it takes more than half the area of the game's HUD). Is it possible that one can convert that window to something like the inventory or loot one (so you can resize it ) through some minor modding? I will happily try to do it.. but I need some major guidance for it. Regards
  16. May be a suggestion, but seeing it's probably an omission, I decided to post it as a bug instead. When dismantling items, a text is being shown over character head. Normally, for those things a character speech is used (can't read book yet, already know the knowledges from book or in the recent build, inability to get out of car). The current text when the character fails dismantling uses a different mechanic and is surrounded by star signs and uses a different font that is hard to read. It also seems to disappear quicker? It would be nice if those text could be replaced with the unified speech text.
  17. So it seems there's no limit on which day of the month you can (try to) set in Multiplayer by editing options. Fortunately, it only seems to be visual issue, not affecting actual game setting .
  18. It seems that list of mods gets cuts off at one point suddenly when browsing multiplayer options. Ideally, I would love to see them all multi-line, but even if some limit is going to be kept, it would at least be nice if ellipsis (…) could be added at the end.
  19. When you hold your mouse over the item at the bottom-right corner, its tooltip flashes consantly on ar off which is quite annoying. Example below (look at the bottom right corner, it's best to see it in-game): It happens to both me and my wife on stable 39.67.5 and weather test versions, we both run Linux.
  20. I like to move my inventory and loot screens to the bottom left corner. They sit there nicely during the gameplay, but after I restart they are hidden (even if I have them pinned) and the loot window which I keep at the bottom-left corner is moved. See the screenshot for comparison. It's more extreme the smaller the window is, becuase the loot window overlaps more of the inventory window and quiting to menu and then logging back in causes the error to repeat. My wife experiences the same issue and we both are running the game on Linux. It also happens in 39.67.5 stable/iwbums. ^ Right after logging ^ How it should look like Size and location seems to be properly stored in settings though and even carry thought version chance (weather/stable).
  21. The title of the "MECHANIC" panel that is accessed by pressing "i" button when looking at the vehicle details is a little not in line with the other information panels (inventory, loot, info/skills/health or crafting). It should say "This is the mechanic panel." or something along the lines instead of current "MECHANIC". See the attached screenshots for comparison
  22. UI is too small and I can't see it. at 4k monitor. It is necessary to increase the size of the UI itself. option: Font - large
  23. Hi, I think it's easiest for beginers (and advanced) if you add a Right click > see recipes on items in inventory. That option open craft window filtered on recipes that using clicked item. Thanks !
  24. I've written some (non-functional) code that i'm currently getting a run time error on. The code should display a window, and inside it is the text for my favourite server's rules. It runs on the event OnGameStart, so it will pop up every time the player first joins a server. Nobody should have an excuse for not knowing the rules, and certainly not reading them with this nifty UI. Shame it doesn't work. I'll keep working on it, if anyone out there spots any glaring errors, let me know. require 'ui/uiHelpers' ------------------------------------------------------------------------ -- Creating a window with some text in it ------------------------------------------------------------------------ clickCounter = 0; -- UI objects mywindow = { x = 500, y = 500, width = 300, height = 300, hasClose = true; }; mygenericelement = { x=550, y=550, width=320, height=320, render = function(element) element:DrawTextCentre("Test Test Test Test Test Test", 150, 100, 1, 0, 0, 1); end; } function DisplayServerRules() LuaUI.createWindow(mywindow); element = LuaUI.createElement(mygenericelement); end Events.OnGameStart.Add(DisplayServerRules());
  25. Hi, I'm trying to create a UI panel that has an image as one of its children. Here's the code: But I get an error in ISUIElement.lua line 669 / ISImage.lua line 45. Java.lang.RuntimeException: at.se.kahlua.integration.expose.MethodArguments.assertValid(MethodArguments.java:123) at.se.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:187) From what I understand one or more arguments are wrong, but I have no idea which one and how.
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