Project Zomboid

Project Zomboid

ExtraBombs
61 条留言
Shiro 10 月 23 日 上午 3:35 
@darkmoriarti I didn't mean your mod needed fixing, I was more curious about if you were going to tweak your added bombs accordingly to follow the new direction of the vanilla ones, as the shrapnel pipe bomb is now redundant for example.
Love your mod btw, I am actually doing a playthrough based entirely around it, it's a lot of fun
darkmoriarti  [作者] 10 月 17 日 上午 1:07 
@Shiro the .12 updates didn't affect anything in this mod, given this mod adds new bombs rather than altering any of the vanilla items.
This does mean that the shrapnel pipebombs have next to no difference to the updated vanilla ones, but they're still used as recipe components to make the other larger items from this mod
Shiro 10 月 16 日 下午 6:26 
@darkmoriarti B42.12 made those changes to the vanilla explosives:

- Reworked IsoTraps/Explosives damage and fire behavior:
- Pipe Bombs: Explosion Damage = High, Fire Risk = None
- Aerosol Bombs: Explosion Damage = Medium, Fire Risk = Low
- Molotov Cocktails: Explosion Damage = None, Fire Risk = Medium
- Flame Bombs: Explosion Damage = None, Fire Risk = High


Do you plan on updating this fantastic mod accordingly?
On a side note, how does the new vanilla pipe bomb compare to your shrapnel pipe bomb?
RamboTurkey 10 月 3 日 上午 10:02 
Posibilty for car bombs that throw broken car parts across the map. or fertilizer bombs?
Dester 8 月 12 日 上午 11:36 
@darkmoriarti Please add a bomb or fire explosion which uses those oxygen tanks. Oxygen tanks can be flammable or explosive in real life.
fredders 7 月 31 日 下午 3:33 
A rare rainmaker moment open to compatibility with her propane tanks. You should look into it. Also buy a lottery ticket
ElZavier 7 月 28 日 下午 7:01 
i see, i hope you can add sandbox option to make realistic non-incendiary pipebomb since there's mod for that but only for build 41
darkmoriarti  [作者] 7 月 28 日 下午 1:20 
@ElZavier thats the functionality of the Lunchbox bomb, essentially a pipebomb without any fire tiles
ElZavier 7 月 28 日 上午 5:35 
can you make the vanilla pipebomb non-incendiary? or is it already non-incendiary in this mod? because irl pipebomb doesn't cause fire
KnightTemplar 7 月 25 日 下午 8:18 
its a great mod works as intended thank u
[KUN]喜欢吃皮蛋拌粉 7 月 23 日 下午 9:25 
@darkmoriarti Then, do you have any way to make the traits support translation into other languages?
[KUN]喜欢吃皮蛋拌粉 7 月 21 日 下午 3:26 
@darkmoriarti You can refer to other mods for reference — for example, single-trait mods like this one (mod ID: 3519916139), I think yours are quite similar. Or you can check the vanilla game's localization format.

I want to promote your mod through short video platforms, and localization is essential for that.
darkmoriarti  [作者] 7 月 21 日 下午 3:10 
@[KUN]喜欢吃皮蛋拌粉 Apologies I don't know
[KUN]喜欢吃皮蛋拌粉 7 月 20 日 下午 11:14 
@darkmoriarti
Excuse me, how do I translate the "Electrical Toolbox" trait into other languages?
I tried using the vanilla format and formats from other mods, but it seems like the description might not have any localization support added.
I saw someone using getText("UI_trait_NepOverdrive"), but I couldn't find anything like that in the Lua files.
So when I translated it, I used this format:
UI_trait_EngiToolbox = "电工工具箱"
UI_trait_EngiToolboxDesc = "初始携带电工工具箱(含基础电子元件和实用配方杂志)"
But I'm really confused about how the translation is supposed to work.
yochi 7 月 16 日 上午 6:41 
When I right-click, an error occurs.
I don't know if it affects other mods.
Is it okay to recover it under normal circumstances?
右クリックでエラーが出ます
他のMODとの影響は解りませんでした
通常であれば回収できるということで良いでしょうか
darkmoriarti  [作者] 7 月 15 日 上午 10:19 
@yochi as with the vanilla noise maker, to pick it back up after use you use the right click menu. It can be a little tricky if the area is covered in bodies so you may need to move them out of the way
yochi 7 月 14 日 上午 6:13 
I can't seem to retrieve the Big Noise Generator I placed on the ground.
BeljikPakiBlanc 7 月 1 日 上午 3:08 
does this mod still work and is the napalm compatible with the new fire models
darkmoriarti  [作者] 6 月 25 日 上午 8:40 
@SDgamer All the items in this mod are throwable, with the exception of the Propane bomb, due to not being able to throw it far enough to not be damaged yourself
SDgamer 6 月 25 日 上午 7:47 
@darkmoriarti from what i read in the description of your mod, these bombs are all Land Mine based. Since Vanilla already has the Pipe Bomb which you added a recipe to upgraded it into a Fragmentation Bomb, and Aerosol Bombs are their no plans to add Throwable Tin Can/Soda Can Bomb/Grenades? I feel like those are missing. With B41 someone made a Scrap Grenade mod that you either made with a fuse you light or take electronics to add a timer so it acts like an actual Grenade
darkmoriarti  [作者] 6 月 25 日 上午 3:09 
@SDgamer could you expand your question, I'm not sure I understand what you are asking?
SDgamer 6 月 24 日 下午 11:05 
because of the Pipe Bomb and the Aerosol Bomb this are meant to be improvised land mines?
darkmoriarti  [作者] 6 月 24 日 上午 7:45 
@ammonius yes works exactly the same as the vanilla with rag doll effects
ammonius 6 月 24 日 上午 5:51 
Has anyone tested these bombs with the 42.9 update? How it works with the new ragdoll from the explosions?
OxTailSafu 6 月 11 日 上午 8:58 
Yeah that makes sense. It would probably be appropriate then to just remove it then to reduce bloat, but I'm glad to see that the other ones still have their uses!
darkmoriarti  [作者] 6 月 11 日 上午 4:44 
@OxTailSafu From testing, it hasn't changed any of the damage values. So it makes the Fragmentation pipebomb from this mod obsolete but all the other items still have their unique uses
OxTailSafu 6 月 10 日 上午 11:58 
So quick question, with bombs in the base game being buffed damage wise, how do these ones in this mod compare to them?
FloweyGaming 5 月 23 日 上午 10:40 
@darkmoriarti yes it was my fault, bc i was in a hurry in Louisville center near the police station and prison, 3000 zombies chasing me i placed it down by Drop button and not Arm, so ye your mod works fine
FloweyGaming 5 月 23 日 上午 7:50 
@darkmoriarti i will try later again and if it still doesnt work i will see if another mod is conflicting with it, until now i havent had any problem with the propane bomb and timer, its a good mod so ye
darkmoriarti  [作者] 5 月 23 日 上午 6:14 
@FloweyGaming
I can only guess that you've got a conflict somewhere as I can't replicate the issue, made a quick clip of the propane bomb & V4 working as intended in 42.8.1: https://youtu.be/WNaNQvTKJAM?si=SF5qh5ymQhuAgt3p
FloweyGaming 5 月 22 日 下午 4:18 
im on 42.8.1 idk if im doing something wrong but i have a V4 remote and a Big Propane bomb with remote linked, when i push Trigger the bomb wont explode
nec0arc 5 月 7 日 上午 4:21 
Uncle TED was a prepper...
Pitlos Tails 4 月 13 日 上午 2:40 
creamy mod :steamthumbsup: infact kinda freaky :sweat_drops: :steammocking::steammocking::steammocking:
darkmoriarti  [作者] 4 月 12 日 下午 4:26 
@leobet2me Good catch, fixed now. The standard lightbulb bomb was using the sensor version code :spiffo:
leobet2me 4 月 12 日 上午 3:56 
lightbulb bombs dont explode if equip and thrown.not sure if its intended
Flexible Games 4 月 2 日 下午 7:27 
oh, okay
I just noticed you set the propane bomb to 100 radius. Wasn't sure you were aware it was capped.
Azazellz 4 月 2 日 上午 5:40 
No translation files?

P.s. Pillows for making napalm mix are super-duper rare.
Only found one in the entire Ekron area, including farms nearby.
Maybe use cotton balls or something else as an alternative?
darkmoriarti  [作者] 4 月 1 日 上午 11:36 
@Flexible Games Yep it certainly is :steamthumbsup:
Flexible Games 4 月 1 日 上午 10:14 
Just as an FYI, the explosion radius is hard-capped at 15
Doctor Sex 3 月 27 日 下午 12:05 
make magazine into schematic, will make more sence
VictorLeGrande 3 月 14 日 下午 12:34 
hey what if you added satchel bombs of some sort?
elzo.vanvulpen 2 月 24 日 上午 11:46 
so gonna add this one to my Urban prepper! you saved me literal hours thanks :D

if i release my mod, you mind putting yours in the reccomended section?
seconmass4 2 月 21 日 上午 10:58 
THIS IS AWESOME DUDE, i really love this mod hopefully the devs invited u to add this in the vanilla game
engager6 2 月 20 日 上午 8:06 
Ok man, did not meant to criticise or something, just thought it may be overlooked tag in the line. In my game battery stays for some reason, lol. Keep up the good work anyway, maybe some improvised explosives next? ;)
darkmoriarti  [作者] 2 月 20 日 上午 8:04 
@engager6 :steamthumbsup: No condition loss is the way its intended just like vanilla noise makers
engager6 2 月 20 日 上午 8:01 
Well, ok. Seems weird, i do use some car part related mods though. Maybe they overwrite something from vanilla. But overall it's weird. Here is screenshot from my game:

https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3431002536

Also i do not know if it's intended, in my game your big noise generator does not loose it's condition when it's used. I used it like 10 times and it's still pristine. Don't know if it's intended or some kind of bug.
darkmoriarti  [作者] 2 月 20 日 上午 7:55 
@engager6 I don't know what to tell you dude, the car battery is used up in my code, sorry its not working in your recipes, here's a video showing it getting consumed in making the big noise generator: https://youtu.be/pRyoex-YjAE?si=d1aNP-Lm4U1exyMD
engager6 2 月 20 日 上午 7:35 
It's not redundant. I also thought so first, when written my own recipe codes. Try your recipe in the game to see that battery stays and one use from 100000 is consumed, also condition of noise maker is not affected by battery condition. I had provided corrected recipe line for you.
darkmoriarti  [作者] 2 月 20 日 上午 7:30 
@engager6 The unit consume code is redundant when the original item is destroyed in the creation process.
The napalm recipe is a reference to the old meme of using the little balls inside of beanbags to make it, but thats so cool that you know how to make napalm :steamthumbsup:
engager6 2 月 20 日 上午 7:13 
item 1 [Base.CarBattery1;Base.CarBattery2;Base.CarBattery3] mode:destroy flags[ItemCount;InheritCondition],