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Hello, I have made a mod to customize the inventory without debug mode, with custom sandbox options for the enabler, and what permission you need to have, Gm level for default.
Since you are checking the (if the current user is in, debug mode enable the editor.), I want to have some clear question maybe you have the answer for and can perhaps integrate my idea into your mod.
My Questions are:
1 - Since the loading and exporting are inside Zomboid/lua I would imagine if the server hoster or and Dedicated server will take the files from Zomboid/lua, etc.is it like Mod Options where each Client joining will take their own "Zomboid/Lua" does it resets for the server and then player can edit it for this session only by that I mean Server will load first the .Json then player can edit.
Wich means servers can have their own."json" modified inside local files.
2 - If the first is not correct and each client saves the files inside the server hoster "Zomboid/Lua"
this means anyone can edit and save it to the server?
If the answer is one of them its most likely playable in MP with Edit item data without need of debugmode, this means you can integrate the Editor without the debug mode , lock it behind sandbox options one for the enabler should be false by default and other for permissions level should be Gm since Gm Level has vanilla Item Editor,
Btw the affected lines I'm talking about are:
- Reset Grid Data
- Recalculate Container Data
- Edit Container Data
- Edit Item Data
you can check the mod I made its a modified file of yours. InventoryTetris_DevTool.lua
Conclusion:
I do think the introduction for the Edit Item data is a good thing to bring to vanilla gameplay without debug mode, locking it behind a sandbox option, of corse there would be a check if current user is in debug mode ignore any sandbox and have all the Edit item data stuff, I really hope you understood my message and I'm waiting for a response what are your thoughts in this idea and thank you for making this awsome mod!!
The development tools are purely for my sanity when adjusting item balances. All changes are client side.
I'll consider this as a future feature, but it will require some actual work. The dev tools as they are, are slapped together as fast as I could manage and purely utilitarian, as they are tools for development.
Another question is:How are these traits working with the mod Strong, Stout, Weak, Feeble, Are they taken account?Since the four of these vanilla traits hinder or help capacity of the inventory shouldn't they also work like:Organized or any trait that lowers the item transfer but with lower/higher multiplier?
Also, More Traits mod is commonly used among players and most impactful traits with inventory are:Pack Mouse and Pack Mule,
Idea 1:I saw mods that nerf the backpack infinite glitch.This could be used to limit how many backpacks are with in itself, meaning some traits can let you pack multiple backpacks inside each other. Or some traits can hinder the ability to pack multiple once.
Idea 2:Any trait that adds or decreases inventory slots should by default add some new slots if its possible to code that, we can have a normal inventory but if you have Strong Trait it adds some extra slots.This could work with modded traits to.
Let me know what you think about this,:) thanks for work!.
Maybe replace the box icon depending on what pants is worn.
While there were a few issues with Beta 5, there were only 2 that consistently made me want to uninstall the mod:
- The grid item overflow list on the right side of the grid didn't create an item tooltip for whatever was in there which forced me to unpack the item onto the floor to inspect it. Dropping those items to the floor wasn't as simple as with items on the grid, too. All the usual, fast methods did not work and the only method that worked was to drag the item onto the floor icon in the container list, which didn't always work and could even be inaccessible when surrounded by a lot of containers!
- Storing a large amount of items in a huge container such as a trailer was actually very frustrating. In hindsight, realistically you would store the smaller items in boxes or bags before loading them onto a trailer and the way it is now we're just kind of chucking everything into a huge pile inside the trailer so it makes sense it'd be so horribly organized... But still, as it was in Beta 5 huge inventory grids were a pain in the gluteus to deal with.
Also I do have one little positive thing I loved most about Beta 5 and consistently made me want to keep using the mod that I want to inlcude!
- Nested containers! No I don't mean exploiting them, I mean I kept a first aid kit and a sewing kit in my backpack to store my medical supplies and sewing stuff! When I learned I could double-click the kits to open them in a window without taking the kits out, I finally fell in love with this mod! Nested containers are a valuable feature for this mod imho. Actually storing your first aid supplies in a first aid kit and sewing supplies in a sewing kit makes sense and is convenient!