#mod_development
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I thought you had to do the siui garbage, anything adding buttons like that that I've looked at uses it
Hmm it already has that custom context menu
here if you want to check "ItemZed" out, it made a lot of thing a lot easier but its no longer working ๐ฆ
https://theindiestone.com/forums/index.php?/topic/21923-itemzed-updated-11b/
ItemZed Scripts & Distribution editor. Welcome to ItemZed! ItemZed is a development and modding tool that is used to edit the contents of script modules (foodstuff items, weapons, recipes etc) and the distribution table that dictates where different in-game items can be found and looted on th...
i really just see no issue here, but the game does apparently
GoodHot, CustomEatSound, and the cooking stuff might be messed up or something
sooooo what i should do issssss?
I'd try removing ReplaceOnUse and check if it works
alright
I'm pretty confident in the theory that zomboid is sentient and purposely makes things difficult just to make people aggravated lol
i agree fully
yea sadly it feels like that
yeah you're probably right, it's been saying loading lua since 2 minutes now
Any mod that allows you to display items on walls? Seems it used to be a part of the More Builds mod, but that is no longer the case.
?
OH
Also, if you check the console.txt in your cache folder it should be spitting out an error
If that's the reason I'm really mad, I planned on asking about it but I assumed I was just an idiot and it meant something lol
I HATE BEING VISUALLY IMPARED
I HATE BEING VISUALLY IMPARED
I HATE BEING VISUALLY IMPARED
I HATE BEING VISUALLY IMPARED
I HATE BEING VISUALLY IMPARED
we all missed it lmao
afaik only , ; [] change behaviors in scripts
welp, fixed that tiny error, if i now start the game and EVERYTHING is fixed, i will be so goddamn pissed
. would only be used for numbers and item types
I forget }s all the time
Worse when your "smart" IDE shifts the entire code about and deletes all the indents
VS Code bro
VS doesn't do that or it does?
PZ scripts don't have a language to them though? Can VS be programed with it's own rules?
you can install this plugin https://marketplace.visualstudio.com/items?itemName=xshrim.txt-syntax
i'm going to try this โค๏ธ
it can help a lot in modding pz txt, everyone should install this plugin
I think intelliJ just has a built in text thing
Downloading it rn xd
I'm not intelliJ user
I just never got around to setting it up
function ombrophobiaTraitFunction()
local player = getPlayer();
player:getStats():setStress(player:getStats():getStress() + 0.07)
end
function ombrophobiaTraitInit()
Events.OnRainStart(function() Events.EveryMinutes.Add(ombrophobiaTraitFunction)
end)
Events.OnRainStop(function()
Events.EveryMinutes.Remove(ombrophobiaTraitFunction)
end)
end
well uhh, it fixed nothing-
When it's raining player with trait must get stress
function ombrophobiaTraitFunction()
local player = getPlayer();
player:getStats():setStress(player:getStats():getStress() + 0.07)
end
local function onRainStart()
Events.EveryMinutes.Add(ombrophobiaTraitFunction)
end
local function onRainStopStart()
Events.EveryMinutes.Remove(ombrophobiaTraitFunction)
end
Events.OnRainStart.Add(onRainStart);
Events.OnRainStop.Add(onRainStopStart);
Thanks
@opal stag
i suggest you do something like
function ombrophobiaTraitFunction()
for i = 0, 3 do
local player = getSpecificPlayer(i)
if player then
player:getStats():setStress(player:getStats():getStress() + 0.07)
end
end
end
also
player:getStats():setStress(player:getStats():getStress() + 0.07 * getGameTime():getMultiplier())
multiply by the game time multiplier, for fast forwarding
i don't know how but now the debug item list isn't even showing the buggy version of the item anymore, now it's just not even there at all
i don't understand
i'm so confused
getPlayer():getAlreadyReadBook():add(item:getFullName())
ERROR: General , 1660159937602> 0> ExceptionLogger.logException> Exception thrown se.krka.kahlua.vm.KahluaException: ForgetBook.lua:3: '=' expected near `function` at LexState.lexerror line:278.
Hey, i'm getting this error, and it refers to the code line above, how do i fix it?
i do not understand the error at all. very cryptic.
function Recipe.OnCreate.PerkMWP21()
local allItems = getScriptManager():getAllItems()
for i=1, allItems:size() do
local item = allItems:get(i-1)
if item:getDisplayName() == "MetalPerk21" then
if item:getTeachedRecipes() ~= nil then
local TeachedRecipesSize = item:getTeachedRecipes():size()
getPlayer():getAlreadyReadBook():add(item:getFullName())
for i=1, TeachedRecipesSize do
local TeachedRecipesName = item:getTeachedRecipes():get(i-1)
getPlayer():getKnownRecipes():add(TeachedRecipesName)
end
end
end
end
getPlayer():Say(getText("Improvised small gun frames learned!"))
getScriptManager():getRecipe("Metalworking 3 - Scrap Armor"):setNeedToBeLearn(true)
end
This is the function
Konijima makes mods like we breathe
why the global in front of the function
global function Recipes.OnCreate.PerkMWP21()
if you dont add local then its going to be global automatically
yeah but thats not really the issue it seems
when i run this mod, when joining the server, this mod causes a black screen
function Recipe.OnCreate.PerkMWP21(items, result, player)
for i=1, items:size() do
local item = items:get(i-1)
if item:getDisplayName() == "MetalPerk21" then
if item:getTeachedRecipes() ~= nil then
local TeachedRecipesSize = item:getTeachedRecipes():size()
player:getAlreadyReadBook():add(item:getFullName())
for t=1, TeachedRecipesSize do
local TeachedRecipesName = item:getTeachedRecipes():get(t-1)
player:getKnownRecipes():add(TeachedRecipesName)
end
end
end
end
player:Say(getText("Improvised small gun frames learned!"))
getScriptManager():getRecipe("Metalworking 3 - Scrap Armor"):setNeedToBeLearn(true)
end
Oh and, it was originally recipes as well, but it didnt work
So you want to complete the recipe and learn a new recipe?
the idea is, you get two choices of "recipes", and you can only learn one, the other gets destroyed permanently and you cannot learn it, and because its not a recipe magazine or whatever
something like a branch
probably could use OnCanPerform instead to verify if the player chose a branch already
I MANAGED TO FIX THE ITEM
What'd you do lol
Was it the weight thing?
I MOVED IT INTO A DIRECT COPY OF THE FILE AND NOW IT SUDDENLY WORKS
it better
I just installed the first Lua extension for vscode I could find and it's good
I wish there was something that showed the available functions for zomboid
Also should I check player:HasTrait("ombrophobia")?
If there is something to show zomboid functions lmk cause life would be ez
@drifting ore
recipe choose branch A {
...
OnCreate:Recipe.OnCreate.ChooseBranchA,
OnCanPerform:Recipe.OnCanPerform.BranchNotChosen,
...
}
recipe choose branch B {
...
OnCreate:Recipe.OnCreate.ChooseBranchB,
OnCanPerform:Recipe.OnCanPerform.BranchNotChosen,
...
}
function Recipe.OnCreate.ChooseBranchA(items, result, player)
-- set branch A as chosen
player:getModData().ChosenBranch = "A"
end
function Recipe.OnCreate.ChooseBranchB(items, result, player)
-- set branch B as chosen
player:getModData().ChosenBranch = "B"
end
function Recipe.OnCanPerform.BranchNotChosen(recipe, player)
-- return true if no branch choosen
return not player:getModData().ChosenBranch;
end
konijima has a decompilation guide on github, that lets you search through all lua/java source code for function definitions
And why I can't use local player = getPlayer()?
getPlayer() will only return local player 0
to make your mod splitscreen compatible you need to look through the 4 possible local player slots
Can I use it with code suggestions? So like I can type player and it might show the Get player function
But also a link to that guide would be great ๐ฉ
yeah exactly! its quite useful especially if you want to dig into other peoples mods
one sec
Great, it's like I need)
But mod with traits worked with getPlayer()
This makes me so happy
yeah but not sure that it really work with the additional splitscreen players if using getPlayer(), logically it doesnt
I'll send thing from More traits mod what's working on split-screen
OK who is this guy, how'd he get so good, and how can I get there
pz modding community be like
I think him to be a dev if not for the roles ๐
I dare anyone to make a mod with this ๐
https://github.com/Konijima/pzpw
Typescript powa
function initToadTraitsItems(_player)
local player = _player;
local inv = player:getInventory();
if player:HasTrait("preparedammo") then
inv:addItemOnServer(inv:AddItems("Base.Bullets9mmBox", 3));
inv:addItemOnServer(inv:AddItems("Base.ShotgunShellsBox", 2));
end
end
Events.OnNewGame.Add(initToadTraitsItems);
hey konijima
pzpw is also very slick and useful tool if you have any experience in javascript
want a fun one to figure out?
Works in split-screen
If it's no harder to make mods with than it is now I'm down to try it if you're looking for people to check out your tool!
please explain why this doesn't make it a recipe in game
Its not harder, its actually easier
But its beta so you may hit a problem here and there but that is how we can improve and fix it.
I'm blind as heck
welcome to the club
the new ItemZed?
@thin hornet checking it out when I get home
I'm totally down
And if it's good I'll start getting everyone else to use it :P
If you don't mind me asking, what do you do for work? Just curious cause you seem like you'd work for Google or something cause your kinda amazing
No pzpw is a command line tool just to easily create a typescript mod project
It clone the template and set it up for you, then you code in typescript and run compile commands to generate your mod into a lua version which is copied automatically into your Zomboid/mods directory
please konijima i've stared at this recipe code for like an hour now.
mystical coding god of the PZ chat answer me๐
hi, non-coding god here, could i see the AluminumCanteenFull base item?
sure
the evolvedrecipe seems ok
item AluminumCanteenFull
{
DisplayName = Aluminum Canteen,
DisplayCategory = Water,
Type = Drainable,
Weight = 1.7,
Icon = AluminumCanteenFull,
CanStoreWater = TRUE,
FillFromDispenserSound = GetWaterFromDispenserPlasticMedium,
FillFromTapSound = GetWaterFromTapPlasticMedium,
IsWaterSource = TRUE,
ReplaceOnDeplete = AluminumCanteenEmpty,
ReplaceOnUseOn = WaterSource-AluminumCanteenFull,
IsCookable = TRUE
UseDelta = 0.0666666,
UseWhileEquipped = FALSE,
CustomEatSound = DrinkingFromBottlePlastic,
StaticModel = AluminumCanteenFull,
WorldStaticModel = AluminumCanteenFull,
}
enjoy my messy "this is my first mod" type coding
hum, UseDelta = 0.0666666, illuminati confirmed
all good hehe, i forget do you have to specify the module in evolvedrecipe like Base.AluminumCanteenFull?
this is in the vanilla game?
Why does discord think the delta value is a phone number ๐ค
module MyModID
{
imports {
Base
}
/*************RECIPES*******************/
evolvedrecipe HotDrinkCanteen
{
BaseItem:MyModID.AluminumCanteenFull,
MaxItems:3,
ResultItem:MyModID.HotDrinkCanteen,
Cookable:true,
AddIngredientIfCooked:true,
AddIngredientSound:AddItemInBeverage,
Name:Prepare Beverage in canteen,
CanAddSpicesEmpty:true,
}
}
ToadTraits lol
What resources can we point Wou to for future reference?
Cause I too may need to make a recipe and I'd like to have them :D
and
scripts section of fwolfe details everything you need in your script .txt files, mrbounty has quite a few variables for making items
How can I check if a tile is one of a specific name
CustomName, GroupName? or you mean the sprite names?
Dada
Sprite names I guess, I need to specifically find the outhouse toilet tile
local spriteName = isoObject:getSpriteName() or isoObject:getSprite():getName()
getSpriteName() isn't the same as getSprite() getName() ?
I want to add a new "BIG" battery to the game, is there is a smart and easy way just like to create item with type "battery"
So I can use it in flashlights, radio and etc.
no
its not the same yeah, isoObject have a spriteName variable which is used when loading the sprite object
should technically be the same but i supose it depend if the object sprite instance has instanciated
Could anyone tell what precisely does ToHitModifier on firearms?
We should totally have a setup guide channel in the server that clarifies how to start and how to find the functions you need, as well as suggesting konijima's decompilation guide
the decomp guide is actually huge. once you get used to searching through the source code it's pretty easy to find what you need
guys
I need help with modifying a mod
Is there an easy way to add a BIG battery?
there's a bit more to it then just adding a big battery from my understanding
I am using this mod that textures mobs to be shadows, spawning with no hair or clothes, but for some reason it is broken and they spawn with underwear, even though it does have a fix
-- used to spawn underwear automatically on zeds
UnderwearDefinition = UnderwearDefinition or {};
-- base chance of having a special underwear spawning, don't want this too high as it adds new items on dead zeds everytime!
UnderwearDefinition.baseChance = 0;
-- outfit name
this is the code, anything we can add to fix it ?
I understand
But I'm looking for easier way
I'm just lszy
I want to create electric katana
a big battery that will fit in which kind of vehicle?
katana
by big battery you dont mean the car battery right?
right
it's small
But bigger than common
Like small accumulator for electric katana
at first glance a lot of the code for using batteries looks for Base.Battery explicitly. so it may be a bit harder than just adding a new item and setting it to drain less over time
Well if you make a bigger battery it doesnt have to work with other items that uses the regular battery
for example my flashlight only works with a single size of battery
it's logical beacuse it's BIGGER
then just create a new battery item from the basic one
item BigBattery
{
DisplayCategory = Electronics,
Weight = 0.1,
Type = Drainable,
UseDelta = 0.000001,
UseWhileEquipped = FALSE,
DisplayName = BigBattery,
Icon = BigBattery,
MetalValue = 1,
cantBeConsolided = TRUE,
WorldStaticModel = BigBattery,
}
is there a reason this isn't working? it does the "Outhouse Check" thing but can't figure out if the tile is actually one of the things
local outhouseTiles = {"fixtures_bathroom_02_24", "fixtures_bathroom_02_25", "fixtures_bathroom_02_26", "fixtures_bathroom_02_27", "fixtures_bathroom_02_04", "fixtures_bathroom_02_05", "fixtures_bathroom_02_14", "fixtures_bathroom_02_15"}```
That code is from UnderwearDefinition.lua right? When underwear spawns, which kind of underwear shows up? Does it match any of the items further down in that file, like Bra_Straps_FrillyPink?
Thanks dude, you are best
youll need to make a model, sprite and add it to distribution
a recipe to add and remove the battery from your katana where you transfer the usedDelta
a katana without battery and a katana with battery item probably too, when you add/remove the battery you switch it and copy the condition, repair times and blood from one to the other to make it feel like its the same katana
now that i think about it, katana is a weapon so it cannot be a drainable type, youll probably have to mess around and store the power into the item modData and do some magic
it will shock zombies, huh
yea, he should just use the battery as a ingredient for the weapon?
So I think
ive done something like that with the chainsaw in Authentic Z
for the chainsaw fuel storage, had a Chainsaw and ChainsawOff item and when turning it on id run a OnTick event to consume fuel and stop it when fuel empty.
My mod is "Traits Plus" for me and my brother to play in split-screen and all of this is just my "awesome ideas I must add"
gotta love playing with authenticz and random zombies, minding your own business when bob ross sprints up and one shots you
I've only noticed the animal print
but others may have spawned too
what if you set UnderwearDefinition.Female_AnimalPrint.chanceToSpawn = 0? again i'm just kind of skimming here, but maybe the basechance is not counting towards those specific outfits further down?
uuh, I'll be straight with you chief I have no idea how to mod, I am just trying to fix this as much as I can
how would I go on to add that ?
just straight up copy it ?
hmm, is it a mod in the workshop? could you link it?
sure
cool, give me a few to look through the mod's code
sure, its pretty short
What do you guys think of my recoloring technqiues
Rather than simply slide around color adjustments I break the sprite down and choose color schemes that don't look god awful
also made male variants for nude mags
how did you do that?
Photoshop
here's what I would add to test if that's the issue.
UnderwearDefinition.Female_AnimalPrint = UnderwearDefinition.Female_AnimalPrint or {}
UnderwearDefinition.Female_AnimalPrint.chanceToSpawn = 0
paste that at the bottom of NoUnderwearDefinition.lua and test in single player to see if animal print underwear shows up. if it doesn't i'd communicate that info to the mod author since he'll have to update the mod for everyone on your server to have the changes
mostly just copy and pasting the sprite and selecting out parts
part of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2822983942
I mean, it's very small pixel, yet you can manage to recolor different part
will do, thank you for that

imo Recoloring the whole thing looks bad - so I had to select out the title vs person / hair
also where is the lua file for the underwear definition located ? so I can try to add more
that's a special one - gets it's own icon
The mod uses IRL magazine tiltes
some are more fun that others
the art is very well done. hard to make something easy to recognize at that size hehe
I used the vanilla one as a base
"ProjectZomboid\media\lua\shared\Definitions\UnderwearDefinition.lua"
found it no worries, thanks!
Top left is the vanilla icon's color scheme through my layering
hell yeah, good luck my man
also did magazines a while back
which tool did you use to separate each layer?
my hands lmao
graphic tablet?
Is there a way to reload the lua files while in game so that it adds up the new lua files ?
I used the select tool - set contiguous to grab everything that's the same color OR go in by hand
writing code is one thing but making pixels not look like hot garbage? true black magic
Fortunately not my own art - actually making it would take forever, messing with colors is easier
pure dedication to details
Well there's an adjustment tool
I can adjust the entire sprite but it looks like hot garbage
UnderwearDefinition.FrillyBlack = UnderwearDefinition.FrillyBlack or {}
UnderwearDefinition.FrillyBlack.chanceToSpawn = 0
UnderwearDefinition.Female_FrillyRed.UnderwearDefinition.Female_FrillyRed or {}
UnderwearDefinition.Female_FrillyRed.ch = 0
that's why I thought up the idea to only adjust selections instead
if I kept adding it like this, it'd work right ?
I always use Hue/Saturation tool ๐
that's what i'd do at least ๐
yay
look ma I'm coding
๐
hackerman
lol
Yeah that's what the adjustment tools in PS change - hue/sat/brightness
Glad I was able to impress you haha
Is that a copy of the well known magazine " Zombboy "? LOOL ๐
If so we neeed a Zombmate of the month too ๐
Untranslatable
There's a few tho
Ok, so now it seems a good time for a Viagra pills mod too LOOL ๐
American centric you say
I changed the translation to Nude Magazine
namedLit.NUDIEMAGS = {
|| F = { "Adam Film World", "Adam Film World Guide", "Barely Legal", "Hustler Magazine", "Beaver Hunt", "Celebrity Skin", "Chic", "Gallery", "Genesis", "Gent", "High Society", "Hustler", "Juggs", "Leg Show", "Modern Man", "Oui", "Penthouse Forum", "Perfect 10", "Playboy", "Score", "SCREW", "Swank", "On Our Backs",},
M = { "Playgirl", "Viva", "Black Inches", "Blueboy", "Bound & Gagged", "Drum", "Freshmen", "Honcho", "Mandate", "Manshots", "Playguy",},||
}
Probably was better soft porn magazine LOOL ๐
Oui
๐
Si
๐คท I think these are pretty PG puns
also IRL magazines
'bound and gagged' is the special one with it's own icon
Did you see those sweets that they recently added? I have never heard of more than half of them.
Plonkies, SnoGlobe, QuaggaCakes
Those are puns made by the devs
yes
and they have different nutrition values, so if you're looking for calories you'd better quagg some cakes heh
Quagga are Jaffacakes
Isn't it this one?
now you missed the joke too ๐
๐ฎ
plonkie = twinkie
yes, this one is funny in English
as a non-US/UK resident the pun is totally missed on me, sadly. by the way! what we had in early 90s were snickers mars bounty etc. i wonder why they aren't in the game then
They can't/won't put in IRL brands
American Centric strikes again
I can't understand how people eating those things can be still alive LOOL ๐
i get that, i mean in pun form
no clue
like more bars aside granola bars
you can retexture and make Mars mod
yeah i probably should since it captured my imagination by now
guess Mars isn't going to be Uranus, need something more okay. Jupiter would work, Phaeton maybe
Bounty => Delight
Ares A&As
And I'm back
the only real foods of the true survivor are spaghetti and pizza ๐
Uranus is HUGE
This discord appears to suffer from the Scunthorpe problem ๐
and also rolls sideways on its orbit on a rather big angle towards the general galaxy plane, let's not forget
what would you say about the weapon mods for PZ aside Brita (which i guess is its own thing entirely) that would extend vanilla firearms in the most natural way in terms of "feels"?
Otherwise you can expand to Bear Grills bars...Cockroaches in hot sauce, Locust bars, Ant powder ๐
Firearms B41 adds like 10 guns afaik and is balanced
caterpillars and grasshoppers => oven => mortar & pestle => protein powder heh
Do you think we will see NPC's before getting elderly? ๐
depends on how old are you
u guys aren't elderly? ๐ธ
then: protein powder + water => protein shake; protein powder + dough + chocolate chips => protein cookies with adjusted nutri values
i would play that
I'm not ready for NPC yet. There are a lot of mod ideas that I want to complete before jumping to NPC modding
here's a general question, would you rather have exercise fatigue be shorter or have a lesser effect on movement/etc?
been trying to play it and read the code of things, and it has MP5 being worse than a Glock in terms of hit and crit chance etc. While I would agree that it is natural in terms of extending vanilla state of assault rifles (or automatic weapons in general) vs pistols, I'm kinda meh-feeled about MP5 being worse than a Glock :S
Anyone knows what is the difference between Distributions.lua and ProceduralDistributions.lua?
Here instead I can't wait to play with modded NPC's like Batman, Chuck Norris, Spider Man, etc LOOL ๐
you could make a tweak mod for it eventually! i know there's one that increases silencer spawn rates for firearms b41
actually am in progress of that, hence asking here about ToHitModifier just to be sure ๐
Use ProceduralDistributions.lua to insert items in the wardrobe
Oh okay, thanks.
check the names of containers in Distributions.lua
i guess regularity already effects the length of exercise fatigue so lesser effect would be more interesting
Oh yeah, I realised in original files the distributions are coded like this:
But modded files look like this..
Btw..I dunno you but I'm getting crazy with the thing of the sync saves that can't be removed...
Should I go with the second approach?
I think it would be cool to implement adrenaline mechanics. Like if you're exercise-exhausted, you need to spend X amount of time, something around overnight, to clear 80-90% of exhaustion, reducing penalties to your swing time and damage. However when at that point, when you start swinging a melee weapon once still exhausted, you get a short burst of dmg and general "agility" and pain resistance after first couple of swings for some time, and then get more exhaustion on the body parts that were involved in exercise/swinging
that would be really cool!
Yes, it's way easier. I use that method too
I think one of the "more traits"-category mods made something like that but I'm not sure. Guess gotta check it out
my first mod is a pharmaceutical mod. i'm trying to make an anti-inflammatory type pill that gives minor pain relief but also makes you less stiff if you've been working out
Is it easier? Idk... I like the first approach more... But i guess im different
Im just not sure if that wouldnt break something
as all modders do it different way
I told you wrong, lol, you see the containers in vanilla ProceduralDistributions.lua
Im confused xD
i like that idea, do you have a sizzling solpadeine that you can put in water? ๐ like, really, you carry water bottles, why not drop a dissolving pill into your water bottle for the day then...
But in Distributions.lua there are also a lot of different containers etc..
So im confused do they hold different containers or are they the same ?
Oh wait I think I know
Procedural holds the distributions for the rooms
different rooms
and Distributins just the containers
no?
that's also a really cool idea! definitely thinking about new ways to take medication like hypodermic needles, iv bags, etc. possibly tied to first aid skill but i haven't gotten that far hehe
This is a visual guide for mappers and modders who need to add or modify PZ's loot entries using the new ProceduralDistributions.lua approach. Whilst the ProceduralDistributions.lua file has been in the game for quite a while (i.e. the Gigamart shelves having distinct loot types), TIS will be eve...
this has been shared many time ๐
wait a second. i just thought... remember multi tabs? put sizzling vitamins in water for the day... wew
I think there's a mod for this.
Delays the debuffs until after you're no longer in panic.
Unless you're absolutely exhausted
dissolvable tablets definitely has to be a thing. looks like i have a lot to work on lol
probably gotta add new recipes and do some new items like "Water bottle with X med", but I guess it shouldn't be that very hard
I hope with the new liquids overhaul we get more dynamic recipes
I think this one does it https://steamcommunity.com/sharedfiles/filedetails/?id=2807001835&searchtext=adrenaline
the liquid mixing looks so cool
Kind of hate to see all the types of bottles X all the types of liquids in recipes
@drifting ore yeah looks like the adrenaline mod actually does the adrenaline thing. who knew
okay, thanks for that. I'll try to make sense of it ;3
it's a very cool mod. i don't play with it often though because i love to cheese adrenaline junkie with cowardly and agoraphobic
Disclaimer: I'm just a script kiddie 
I want to make a mod that literally changes the value of one setting to 0 that isn't usually open to being changed. All the guides for mods are way complicated beyond my need for that. Any advice? I just want the "incremental loss of effectiveness from vehicle repair" to be disabled / set to 0.
I think it would be a popular mod. Lol
speaking of cheesing i recently been playing more traits mod with anemic and depraved (and bunch of other stuff) to get lucky/hardy/gym goer, all of that spawned into 10 years later + trash and corpses + barricated world + worse car condition. Kinda shifts your priorities so that even flipflops become more of a holy grail before any kind of weapon
ah, forgot to add -- spawned into louisville of course. fun fun
more traits is great for high power gameplay, i can take so many negative traits that i can do adrenaline junkie, 3 nimble, 9 fitness and strength, keen hearing, and blunt skill. basically set if you can last the first 2 days
yep, kinda that. like watching a tv show about horrible stories of failing attempts to escape whatever until on 11th episode you finally make it
battering ram go brrrrrrrrrrrrrrrrrrr
you finally make it
only to die in a bit because you saw that survivor zombie with a backpack but only had a frying pan but decided to try anyway, or wandered too courageously into darkness which you set to more dark in sandbox settings beforehand heh
Now with 41.73 they added the chance to call this for help if needed and if you are only equipped with a frying pan LOOL ๐
need to call a function from this file in the file it's pointing to please help
frying pan + cordless phone + scrap electronics + electric wire + sturdy stick + car battery = thatโs entirely possible
can I not open chat in singeplayer??
My mod has commands people need to be able to call
:/
client cannot require server, and server cannot require client
use a shared script and require it into the client and server where needed
ISChat.createChat = function()
if not isClient() then
return;
end
...
thanks a ton, again, konijima โค๏ธ
if module ~= "MultiplayerTimeSkip" then return; end
if string.lower(command) == "enable" then
Enabled = true
print("MultiplayerTimeSkip Enabled!")
else if string.lower(command) == "disable" then
Enabled = false
print("MultiplayerTimeSkip Disabled!")
else
print("Please enter enable or disable to enable or sidable the mod!")
end
end
end
Events.OnServerCommand.Add(OnServerCommand)
should doing /MultiPlayerTimeSkip enable in the server chat not work?
no idea what you mean here
like
how do I call the command
from inside the server, it keeps saying command not recognized
I don't know the syntax
--- send client command to the server
sendClientCommand(module, command, args)
--- send server command to all player
sendServerCommand(module, command, args)
--- send server command to a specific player
sendServerCommand(module, command, player, args)
sending a chat command is something else completly
technically not doable in vanilla without hooking ISChat and doing some magik
you would use theses to send network command between client and server
chat commands are not Command like this
they are java sided too
looool I been doing the wrong thing the whole time
you can hook into ISChat:onCommandEntered() and check what the chat is sending and send your network command there
uhhh
I might try that later :P
me and my friend about to try out what I have for now!
the command was just to disable it when we want
but for now we leave it enabled
you can use keybind or stuff like that
true
keybind, open a custom UI and have a button to toggle stuff
I haven't done ui stuff yet cause it looked hard
will look into it, might migrate my mod to your typescript thing
using typescript will help alot for detecting errors such has invalid type usages etc
but might be complicated at first if you have zero knowledge of javascript or typescript
the best way i can describe how typescript will help is through an example. let's say you have a function myZomboidFunc(player, item, time) that you want to call, so you pass it a player, an item, and a length of time. you get an error. with typescript you'd be able to tell that player is actually supposed to be a number, not a player object.
that's an error that i encountered and was able to debug using pzpw
that sounds real nice
re-writting WaterDispenser and FuelAPI into typescript atm
this will give a couple example to see what you can do with this system
oh sweet!
is PipeWrench what you are referring to when you mention writing it in Typescript? That sounds way more natural than writing lua to me
yeah PipeWrench is exactly that
and yeah writing js/ts is alot more cleaner than lua especially if you are a oop programmer
it look like java and C# to me
awesome! I write lots of oop code for work so lua was kinda weird but I'm sure I'd get used to it
Typescript definitely sounds nicer tho :)
so when it says: A Java-based transpiler (source-to-source compiler) that converts exposed API from the core of Project Zomboid to TypeScript declarations, mapping the API in a digestable way for IDE software to intelligently forward to programmers when programming their mods. that just means that the ide will have the api methods exposed and not give warnings is that correct? it's not actually decompiling the java -- right?
i had that class in lua but really look messy in lua and gets harder as the class grow bigger
or it's just transpiling it into typescript defs
awesome thank you! I'll star that and take a look
ooo i think it's private im gettin a 404
its doesnt decompile java
gotcha
we offer typing definition of the java and lua side
then you have all of it available in your typescript, and it transpile your ts into .lua
my system named pzpw has a pzpw-config.json which contains the info for each mods and workshop so that it compile your project and move it directly into Zomboid/mods and Zomboid/workshop
this right? https://github.com/Konijima/pzpw
gotcha that makes sense
its uses pzpw-template when creating a new mod
does the node version matter?
PipeWrench has two branch, stable and unstable so you can easily work on the unstable branch of pz when updating your mods
ahhh i see
i suggest the lts version but i didnt test with the other one
btw this repo is private
yup it's good now
so the assets/ dir contains everything like models, textures etc and the src/ contains your mods .ts files
everything is stiched together at compile time and moved to your game cachedir
gotchaaa and then you just compile it using your tool and it copies the lua scripts/assets to mods/workshop?
that's pretty neato nice work
yeah depending what compile command you choose
gotcha
compile-distribution just copy the mods into Zomboid/mods
compile-workshop generate everything and move it Zomboid/workshop ready to be uploaded through the game UI
and as a newbie: copying into workshop is what you want to do when you're ready to upload to the workshop? is that the case
ah ok you already answered it haha
haha yeah
so is WaterDispenser a mod that you wrote in lua and are rewriting using typescript?
Wiki for PZPW:
https://github.com/Konijima/pzpw/wiki
Wiki for PipeWrench:
https://github.com/asledgehammer/PipeWrench/wiki
ty!
and i answered my own question
i appreciate the assistance! I'll let you know if I make any progress with it ๐
sure for any question im here
awesome thanks!
since the general pipeline seems that you just add lua scripts/assets to media/shared/client/server, does this mean that java mods aren't available to be installed through the workshop? Or are there some out there
I'd be interested to take a look at them and see how they handle it
java mods are not upload-able to the workshop.
but you can have a link in the description and instruction how to install it tho
usually java mods are for server side only as that doesnt require clients to install anything
Konijima? how big knowledge you have about change seat mechanics and UI side ?
my knowledge about modding vehicle is not that big as i have not really made anything related to cars but what exactly are you trying to do?
oooo that's good to know! do you happen to know of any I can take a look at?
one that is pretty useful let you create custom chat commands, its server side only
https://steamcommunity.com/sharedfiles/filedetails/?id=2825060402
awesome thank you!
The UI for car seat is not working? in the screenshot we can see the seats.
but not the outline of car
do you have a git repo with your project?
the square is when there is no vehicle UI
but there is just idk how to make it works
well you can DM and show me some code so that i can help you
Hey there, am I doing something wrong with basemod's client/server commands?
--- Clientside
local Client = require 'Client';
function Client.Commands.getWarned()
local emitter = getWorld():getFreeEmitter();
if emitter then
emitter:setPos(5261, 7934, 3);
local audio = emitter:playSoundImpl("MysteriousFireAlarm", false, nil);
end
end```
```lua
---Serverside
local a = require b
local Server = a.system
Server.SendCommand("getWarned",{})```
looks ok, but do you not have a sub-directory for your scripts require 'MyModID/Client'
not here, its the big template folder I work on
I have frameworks, all of them call System = Server or Client, and store it in framework.System
should not cause any trouble right?
if any mod has a lua/client/Client.lua and load after yours it will overwrite your file
of course
but i'm testing my mod alone here
(I'll take care of that later, you're right)
Guys, does anybody know if it's possible to scale down the player inside a car?
nope
you either make the car larger or manually adjust the animation
otherwise ๐คทโโ๏ธ
is that not working in single player?
local function pys()
if isClient() then return("ClientEvents") else return("ServerEvents") end
end
I've asked this before but nobody answered, is it possible to make the "Grab" function not show for item world models?
If not I can just automatically drop it whenever you pick it up, but it'd be easier to just make it not possible in the first place lol
@tranquil reef you could technically make the item impossibly heavy, that way the player could technically never pick it up as it would exceed all character weight limits
Just a thought, bc I have no clue otherwise
I've actually tried that but it looks weird lol
Ah ๐ understandable
It's supposed to look like a water puddle, so opening the floor inventory and hovering to see that it weighs like 5000 kilograms is pretty strange 
Can't you remove the option when rendering the context menu?
I wouldn't know how to do that lol
Well quickly thinking about it.. You need to make an if condition which is going to determine when not to show the option, and probably do that inside "OnPreFillWorldObjectContextMenu" event
there is also a guide somewhere on how to operate tables..
I know how to insert stuff into the context menu, but never though about removing... It might be simple but im not certain at the moment
I noticed in the files that there is a car that's rigged and has anims, is this something that's only accessible with mods currently? I haven't noticed it in my vanilla run yet. I know in some of the vehicle mods you can open the hood and stuff
i think thats a test thing since i dont think theyve gotten around to adding it to all of the vanilla vehicles
i know they plan to at some point but its probably not a big priority
ahhh gotcha that makes sense
i have an item that is set to drainable and has a usedelta. is there anything else i need to do to have it consume part of the item?
ayyy i figured it out. for anyone else you gotta do item.Use(). it threw me off because it doesn't come from InventoryItem, it comes from DrainableComboItem. so there ya go ^^
yeah you can. you can have to modify the following function "ISInventoryPaneContextMenu.doGrabMenu(...)" in ISInventoryPaneContextMenu.lua, to not add the option when the item is the item you don't want moved. Then do the same thing to ISWorldObjectContextMenu.handleGrabWorldItem(...) in ISWorldObjectContextMenu.lua. thats probably the easier way. But I think the safer way would be to modify the context menus afterwards in OnFillWorldObjectContextMenu and OnFillInventoryObjectContextMenu as that way you won't be modifying vanilla code, and you are less likely to get issues with conflicts
to remove the context menu through the event, you would want to use setVisible(false) to make it not visible which will "remove" the grab option
What line of code would actually get the specific grab menu of an item
Does sendServerCommand not work when not using a dedicated server?
Because my client doesn't seem to be receiving any commands, or atleast the Events.OnServerCommand isn't being updated
its the line that looks like the following.
local grabOption = context:addOption(getText("ContextMenu_Grab"), worldobjects, nil)
local subMenuGrab = ISContextMenu:getNew(context)
context:addSubMenu(grabOption, subMenuGrab)
the grabOption is adding the option for the grab, the submenu is creating the submenu context menu, and that last line, associates the submenu with the grabOption so that it shows up next to it, when you hover over the grabOption
How do makes clothes that are wearable to one sex? Like I want to make a female only item and I dont want to make a male one how do I prevent people from wearing it. Or do I have to spend more time making both versions?
I mean, men can wear bras and all
Yeah but I made so many clothes just for girls I really dont want to spend like 100 hours redoing everything
Have you check if it's looking good on men?
Yeah, it doesnt look good because I used the female model. so it looks dumb on guys
I'm not sure if it's possible to limit
well I guess they can be punished by manmade horrors of extreme clipping
if they really want it
Looking for someone to help with modding my own personal multiplayer server.
I can't see any option for the clothing to do it in an easier way, but you could do the same thing that I was mentioning to monkeyshark by modifying the context menu to remove those options. you would need to modify doContextualDblClick in ISinventorypane to stop the double click from equipting, then removing the options in the dowearclothingmenu call to not add the option when the item in question is your clothing. again the best way to do this would be to hide the context menus using the onfillcontextmenu call rather than modifying the vanilla code.
Ok cool, Ill try that. Thanks
Is there any sample mod that allows only one sex to wear its clothing?
also it comes to mind that since you can highlight multiple items and tell the character to equip it, that in that case the context menu stuff won't be able to prevent that. but you can probably prevent that by modifying the isValid() for the ISWearClothing timed action, to make wearing that female clothing invalid when you are male which should stop the action from happening. I can't quite remember whether or not that would cancel the rest of the queued timed actions though, or if it will just skip to the next
Hmm.
if you end up modifying the isValid(), I suggest you monkey patch it instead of straight modifying it, as it will have less conflicts if other people are also monkey patching.
local old_isValid = ISWearClothing.isValid;
function ISWearClothing:isValid(recipe)
-- Do all of original isValid stuff, then add in our custom stuff
if old_isValid(self, recipe) then
blah blah blah your custom checks
else
return false
end
Mixins would be fun.
Chaining function calls is so funny.
Could have three mods or some amount leeching off of a render function lol
Modding be like
Get me a Spiffo variant of that and It'll be gold.
i overthink so much i don't even know where to start
ask me why i've decompiled the source code and set up multiple projects but haven't started ๐คฆโโ๏ธ
you're exploring, no shame in that tbh. open some simple mods and add the library dependencies to that project too, very useful to see what people call often ;)
Patch the isValid() call for wearing a piece of clothing
If it's one of your items and gender is wrong, return false, otherwise, return result of original function
I would like to study the code, if there are any mods that use the function for this purpose
does anyone know of a good texturing tutorial? i'm wanting to try my hand at a basic clothing mod (just retextured skinny jeans to be a classic grunge plaid instead) but i can't find any good guides on how to retexture something while keeping it in line with the game's style
i dont think anyone has made a tutorial but i usually use the vanilla textures as a base
if you can get one of the textures in black and white you can pretty much just use it for the shadows so you can add in other details yourself without needing to worry about them
gotcha! i'm actually using your mod for a lot of cross-referencing so tysm :)
nice lol
most of my recent items i textured from scratch but i have no idea how to explain that whole process
when you add details and stuff to the texture you're making i'd recommend making it all in black and white so you can add colour and other stuff later to make it easier
If you want to be more precise, you may need to use Blender for texture painting, vanilla UV map is hell
oh yeah i made a shadow template for most of the body that you can use
i completely forgot i made this
its not perfect but it should be good enough
Is it possible to adjust the starting durability from another mods items that are spawned in?
I have a "Custom Occupations" mod, and for all of my items I have the code:
inventory:AddItem("ItemName")
For some reason however the item, "Base.DigitalWatch2" for some reason will not spawn, despite this being it's ID.
I have tried spawning said item with just "Base.DigitalWatch2", but that has not worked either.
Has anyone else had issues with this item?
you can use the DoParam function to modify the properties of the item templates. This will affect any newly spawned items, but not existing ones to my memory
Would that have to be part of the original mod, or is it possible to intercept or adjust after the fact in another mod?
you can have it be in a separate mod, as long as its loaded after the original mod
and then in the lua file you can add
if getActivatedMods():contains("ORIGINALMODID") then
CODE HERE
end
you could instead add the call into the the OnGameStart event, which will make sure it gets loaded after all the scripts are loaded. I can't actually remember rn when in the order all the item script files are read in comparison to the other mod files
Does anyone know if its possible to overwrite the body masks folder for a clothing item? theres a part of a body i want to hide whilst keeping another part in though the masks don't offer that option...
Can i overwrite the masks folder for that specific clothing item without altering game files?
i'm not super sure how it works but i've noticed this line in a few of the clothing .xml files that you could test
<m_MasksFolder>media/textures/Clothes/BulletVest\Masks_BulletVest</m_MasksFolder>
the folder in that line doesnt actually exist so i havent tested how it works
when the main menu is loading i think it says it loads the scripts folder before lua
I'm struggling to find a way to get the items the other mod spawns. is projectzomboid . com/modding the best place to look up classes and methods?
this page helped me a lot
https://zomboid-javadoc.com/41.65/zombie/scripting/objects/Item.html
Javadoc Project Zomboid Modding API declaration: package: zombie.scripting.objects, class: Item
Oh cheers this actually has a search box. Any pointers where I should look to modify another mods items?
Did you ever end up posting this on the workshop?
I have the UGG jacket, so if anyone needs reference photos or videos i could help out
I did not. I was really just playing around with blender. I couldn't get the texture to a point I was happy with.
I have a replica jacket that is more accurate to the show than the actual ugg jacket.
turns out it dosen't really work
hmm
you can also try messing with this line as well since i know this one does work
<m_UnderlayMasksFolder>media/textures/Clothes/BulletVest\Masks_BulletVest</m_UnderlayMasksFolder>
it hides parts of clothing textures and models but not the base model
actually hold on let me find a better example so you can check the actual folder
<m_UnderlayMasksFolder>media/textures/Clothes/Jacket/Masks</m_UnderlayMasksFolder>
yeah that i know of but i need to hide the body parts the most
and it does not hide it for some reason
inside those mask folders theres an image that has the whole body with the coloured zones so you could try editing that and seeing if it changes what parts the mask hides on the body
this one
ohh, that may be...
i'm not sure how likely it is but still
oh actually
i dont think it would work if you use the underlay mask line but it might work if you do that with the masks line i posted earlier
not sure though since there are no items in the base game with that mask line that actually point to an existing folder
im pretty sure the m_MasksFolder has something to do with the actual clothing item
but it may also go with the body with the Mask.png image
no yeah.. for some reason the masksfolder is connected to the clothing item
i have no idea why is this something that is possible while custom body masks aren't
because you could literally just change the texture of the clothing item without using a mask on it
there is a static variable "s_masksFolderDefault" pointing to the textures/body/masks folder
but how do i change it i have no clue
i'm gonna do some testing
Javadoc Project Zomboid Modding API declaration: package: zombie.core.skinnedmodel.population, class: ClothingItem
this is the clothingitem object in java
like it seems the body mask is there but unchangeable?
or wait
could base textures be used to remove and act like a mask?
hmm
nope nevermind, basetextures cant be used if there is a model on the clothing item
yeah i've just tested a bunch of stuff with m_MasksFolder and it doesnt seem to affect the base body at all
it might just be for changing how overlayed clothes items affect the current item or something
or its just redundant idk
i think they may want to consider adding a feature like that
because it seems the body directory variable is in the object
but unchangable because its static
oh yep your guess was right
editing the mask folder in the body folder does aggect the body
which means its probably hardcoded
i dont think so though
in the link i sent you theres the "s_masksFolderDefault" variable
but its static and the value is the body mask textures directory
its in every clothingitem class
@eternal garnet check that you're getting the correct player's inventory
i think they thought its unnecessary to change the mask directory for the indexed masks
maybe something they should consider changing though
yeah
i'm assuming you cant change it through lua then
i'm not really familiar with how static variables work
well theres still the m_masksfolder which we didnt really get whats it for
cause only the Mask.png alters the clothing item
what does it change?
its sort of like an invisible mask on the clothing item
which parts of the texture should be visible
which is dumb?
oh like for the current item
yeah
yeah i dont understand why the masks are even separated into different colours and images tbh
it feels pointless but theres probably some weird stuff that requires it
the option to add masks onto the clothing item itself is pretty pointless to me
as its static and cant change
and you can just have different textures with transparent spots if you want to add masks onto different items with the same model
yeah i dont really get it
i understand how the underlay masks thing works but the rest destroys my brain
the amputation mod does this
have you opened it up to see what it's doing?
there used to be a pinned message with all the masks and indexes
yeah i have the indexes here but we're trying to figure out how to change what the indexes affect when a clothing item uses them
im gonna check the amputation mod
oh the amputation mod just uses the normal masks
You're trying to make an item placed somewhere effect somewhere else?
the parts of the body that are hidden by each mask id is defined by a mask folder but theres no way to change the mask folder that a clothing item uses because the folder is hardcoded
you'd have to change the clothing item to point to a copy of the file in the other folder?
But you'd probably have to change it's model to be placed differently
nah it doesnt work since theres no way to change the folder it uses for hiding the base body mesh
its a static field
you can point to masks that hide the clothes but not the body mesh
clothing items are ran through scripts though
public static final String s_masksFolderDefault = "media/textures/Body/Masks";
ah
i'm confused lmao
then how do the body mask work?
selecting to see uses has 0
public ArrayList m_Masks = new ArrayList();
public String m_MasksFolder = "media/textures/Body/Masks";
that's public
..?
yeah but that doesnt affect the body mesh
but it dosent work though
just this:
private void onFileTaskFinished(ClothingItem var1, Object var2) {
if (var2 instanceof ClothingItemXML) {
ClothingItemXML var4 = (ClothingItemXML)var2;
var1.m_MaleModel = this.fixPath(var4.m_MaleModel);
var1.m_FemaleModel = this.fixPath(var4.m_FemaleModel);
var1.m_Static = var4.m_Static;
PZArrayUtil.arrayCopy((List)var1.m_BaseTextures, (List)this.fixPaths(var4.m_BaseTextures));
var1.m_AttachBone = var4.m_AttachBone;
PZArrayUtil.arrayCopy((List)var1.m_Masks, (List)var4.m_Masks);
var1.m_MasksFolder = this.fixPath(var4.m_MasksFolder);
var1.m_UnderlayMasksFolder = this.fixPath(var4.m_UnderlayMasksFolder);
PZArrayUtil.arrayCopy((List)var1.textureChoices, (List)this.fixPaths(var4.textureChoices));
var1.m_AllowRandomHue = var4.m_AllowRandomHue;
var1.m_AllowRandomTint = var4.m_AllowRandomTint;
var1.m_DecalGroup = var4.m_DecalGroup;
var1.m_Shader = var4.m_Shader;
var1.m_HatCategory = var4.m_HatCategory;
this.onLoadingSucceeded(var1);
} else {
this.onLoadingFailed(var1);
}
}
(var2 instanceof ClothingItemXML)
it's read right off the xml
i tested though and the only thing that affected the body mesh was changing the textures in media/textures/Body/Masks
Let me check body visuals
oh
i got it to work
no way
i just setup the textures wrong
m_MasksFolder does affect the body
๐
What was the goal of all this anyway
fello wanted to hide part of the body mesh for an item they were making i think, but the default masks werent working for it
@twin basalt
yep it works now
wait
Like to replace the body with something else?
I use the same code for my other items that are spawning perfectly fine, same with the occupations tags.
Itโs that item for some reason, unless some other moniker needs to be applied
yep false alarm m_MasksFolder does not affect the body
When I get back home I will post the full code line
yeah it doesnt seem to do anything
Anger ^

lol
maybe its bugged?
it seems like thats what they were going for
but for some reason it dosent work?
like i think we need to check the code for where the "m_Mask" indexes are set
because those numbers correspond to the image names and if we can change the directory at it can work
If it's a replica, how can it be more accurate than what was actually used in the show? 
I'm still really surprised no one has put out a mod for it anyway!
The show used a modified version of the ugg jacket. The front pocket was removed along with the thing on the collar. Mine is basically that.
yeah it might be good to let the devs know about it somehow just in case they end up fixing it
it'd be cool if it did get fixed
Yea. It is definitely one of my favorite looking apocalypse jackets. Or just jackets in general.
Collar was also shortened a tad bit! I've already removed the collar strap and chest pocket on mine. Cutting up the collar is a bit scary though ๐ฅฒ
Haven't found a tailor i trust enough. Big step doing such a permanent change on a $5000 jacket lol
ive always wondered why they modify clothes that much for shows and stuff?
It's not actually cut. It is tucked inside itself to shorten and round it out. I remember seeing this on Reddit I think.
It's cut
im not into fashion design or anything so i dont really see why it happens so often
Probably to make it more accurate to the comic version. Also avoiding product placement.
I think they just have very specific looks they might want
And a lot of the clothing has story behind it
At least the first 6 seasons, the later ones not so much
the comic version looked a bit different i think
Talked with the costume designer a handfull of times. She would dye stuff based off of what they were doing or what character they were with that episode
just generic jacket with the fur
It changes. Once they get to Alexandria it is a lot more like the show one
it looks the same but without the badge i think
This is actually the site I looked at. They go deep into the mods.
Here a new shot of our updated jacket:
hi this is the actual collar shape which seems to be nigh on impossible for anyone to recreate, this is ricks actual prop jacket, note the difference in shape on the left side. it curves rather urgently up and the zip track is shaped in a kind of semi...
This picture is a great demonstration. Eulyn womble (costume designer) always thought that Rick and Shane was one so their clothing and color reflects that. Shane has a dark top so Rick has a dark lower. Rick has a tan top but then Shane has a tan lower
all the post-alexandria images look the same
That is literally my thread
lmfao
Oh damn. Lol
ricks season 2 outfit did go hard
Hello, I got some error when uploading mod to workshop, it said "results=15", anyone know how to fix this?
He has a lot of cool outfits in Season 2, the jacket is stupid rare and expensive though
depends on the size, but they go from $300 to $2000
Color looks different because of the lighting etc obviously
I had wanted to buy the original. But my replica is pretty solid. 3 winters in and still going strong
yeah pretty much every jacket that characters wear in media are so expensive irl
the jacket they used in re4 remake is like almost 2 grand
His shirts though in season 1-5 are cheap
Does anyone have a list of songs in the True Music mod?
Usually about $35 but as mentoned above, most of them are quite heavily modified for the show
yeah i remember seeing an instagram account mention that a lot of them are discontinued
That again, would be mine 
oh lmao nice
@rickgrimes_sa_ids on instagram
yep thats it lol
i went through it recently because i was looking for inspiration on what to add to my mod
You are hereby the Rick jacket man. It is now your duty to get these clothing items in game and irl
I would love to see some more westen clothing
If you want any pictures i have roughly 80% of the identified pieces he has used
If i had any modding skills i would absolutely love to ๐ฆ
i was thinking of editing the winter jacket from my mod to look more like ricks now since i made another one that was more like leons
and i dont really like how the old one looks now
Ooo nice.
I saw your new Leon one to and that looks really good
You should call the Rick one the murder jacket or something since that's the meme
yeah since its an alternate style it has a unique name
I like murder jacket better. 
This ,please
I think most zomboid players would get it lol
Anyone knows if there is a way to create a loot table which only applies to a specific room inside a specific zone? E.g. I want to put a unique loot table to medical room inside the secret base, but how do I limit the loot table to only apply when it's inside medical of SecretBase zone?
Love your mod by the way! @winter bolt

Same here. Some of the most stylish clothing
Haven't ever disabled it, a must have in my eyes since it adds so much variaton!
i'm not sure what else to add to it tbh lmao
there arent that many items in it right now but its hard thinking of new clothes that are different enough from existing ones to justify adding but also not already being added by other mods
Speaking of TWD though, i'm really surpried no one has added the orrange backpack yet
I have 0 experience with modding but probably wouldn't be too hard?
im willing to try; currently in the process of trying to make a backpack mod
oh nice
https://theindiestone.com/forums/index.php?/topic/38185-new-room-definitions-4165/
these are all room definitions, so i guess you would just have to figure out a way to define a new one?
Listed below are all of the current new room definitions, which should be used for internal room names in buildingEd. Under each roomdef is a list of the containers that definition has rules for. Any container you place that does not have an entry in the roomdef you have used will instead pull it...
Im aware of how to define a new one... The thing is that this forces me to create a "new" map with the new room definition
i was wanting to make that one poncho that a few of them wear in season 4
is there any significance to this bag? or should it simply be like another bag
It's seen in the show from season 3 up until season 9
Plenty of character used it. It's mostly iconic for being in the show for so long
Rick, Daryl, Eugene, Glenn and Carl used it
Probably some more but those are the ones i know used it at the top of my head
oh damn yeah i forgot it was first in season 3
for some reason i thought it was just 4
- this one
you could always hack it so that you are adding in your new items through code, rather than a distribution table, that way you can avoid having to make a new map to have the room definition. you can use the lua event "OnSeeNewRoom" that would trigger the first time a new room is loaded and generated. Then just figure out the correct criteria so that it only executes your code in that specific room. Checking the coordinates would probably be enough. then you can do what ever you want to add the stuff you would like, into the room
The poncho is super cool, there is a replica you can get on etsy. Might be good to check it out as there are some pretty clear photos of it on there
That might be a one good solution... Thanks I will try to fiddle around ๐
ohh nice yeah i'll check it
lmao i googled "the walking dead poncho" and found the image from akyet's poncho mod immediately

Here is the listing
nice
this ingame as a model for the poncho-mod would be so cool.
Zomboid was my way to live the TWD dreams i had
Getting some pieces from the show ingame would be 
yeah i tried making a poncho a while ago but never got far
apparently i deleted the file too
Ponchos are quite cozy IRL
Such a cowboy sterotype but i have one i used at the office for a few months during winter times
yeah i kinda want one tbh
It's like a blanket but not lmao
Mine is Alpaca wool apparently
It's this one but the new version which is slightly different from the one in the show https://www.amazon.com/Gamboa-Alpaca-Poncho-Hooded-Dark/dp/B00NH08RZ0/ref=sxin_14_pa_sp_search_thematic_sspa?content-id=amzn1.sym.b22dd580-4446-4b0b-b48f-e135b4f59576%3Aamzn1.sym.b22dd580-4446-4b0b-b48f-e135b4f59576&crid=1VIUA9KRZV3ZK&cv_ct_cx=Alpaca+wool+poncho&keywords=Alpaca+wool+poncho&pd_rd_i=B00NH08RZ0&pd_rd_r=89e91324-0631-4ee5-8007-35d2d965f289&pd_rd_w=QBZAR&pd_rd_wg=csBmC&pf_rd_p=b22dd580-4446-4b0b-b48f-e135b4f59576&pf_rd_r=SFXHGNRH7NPVH6K145S4&qid=1660220846&sprefix=alpaca+wool+ponch%2Caps%2C129&sr=1-2-f06a3cb8-907c-4703-8a7e-33e464367a73-spons&psc=1
Massive link, sorry for that lol
hi how do i create a ui that opens when a player enters the server. cuz what i found is something that stays even after exiting the server
local UI
local text1 = getText("UI_Rules")
local function choose(button, args)
-- getPlayer():Say(args.choice);
UI:close();
end
local function onCreateUI()
UI = NewUI();
UI:addRichText("rtext", text1);
UI:setLineHeightPercent(0.35);
UI:nextLine();
-- UI:addButton("b1", getText("UI_Cancel"), choose);
--UI["b1"]:addArg("choice", getText("UI_Ready"));
UI:saveLayout();
end
--open 'UI'
function onCustomUIKeyPressed(key)
if key == 21 then
local UI = onCreateUI();
end
end
Events.OnCustomUIKeyPressed.Add(onCustomUIKeyPressed);
--Events.OnLoginStateSuccess.Add(onCreateUI());
Events.OnGameStart.Add(onCreateUI());
--Events.OnConnected.Add(onCreateUI());
--Events.OnCustomUIKeyPressed.Add(onCustomUIKeyPressed);
pls advice thnx
yo its the fortnite skin
oh what
Lmao had no idea
yeah they added daryl and michonne a few years ago and then rick last year
Im surprised they didnt go with Rick's denim shirt for his outfit
oh they did
Oh the gray levis
jacket rick and poncho daryl are 2 of my favourite skins easily
jill valentine is up there too
I was asking since very other media hes in he has the blue denim one
PUBG, the VR games and some mobile games
They use the exact same outfits
Another TWD clothing items I am surprised has never been modded in is Daryl's vest.
You'd think that would be #1
I think i know why actually! AMC did a few pictures of every cast member as they were going to make action figured but they never did them. So they probably just used those pictures when they put him in games
i did add a leather vest without sleeves to my open jackets mod so i could probably do something with that
Seen this "skin" in like 4 games lmao


trevor man
It's crazy how much ogg looks like Trevor whilst also looking nothing like him. Like obviously they used his face scan but you can really tell how they method him out hard

yeah lmao its scary
crazy how it's pretty much the same character
He plays that type of person in the 3? things ive seen him in lol
yeah he's been super typecast but he's still great lmao
He's still brilliant yeah
spongie why did you have to present me with thsi cursed knowledge
the world didn't need to know TWD was in fortnite xd
in bcs he's still similar but not evil like trevor or simon
apparently theyre the least used skins
i'm one of the few that uses them lmao
well yk characters from a 18+ show in a 12+ game
yeah its funny
i feel like they kinda missed their target audience
i never see anyone use the resident evil skins either except for myself lmao
To be fair, i guess target audience for TWD and fortnite is a bit different
Is Fortnite still going? havent played since 2019 i think
Did i hear that they removed building??
not just that, fortnite kids probably haven't watched TWD and i doubt that enough TWD watchers play fortnite
so yk they missed BOTH target audiences
Yeah it was a really strange thing to mix fortnite with TWD
Wait, is there RE skins in fortnite?
yeah they added chris and jill last year
weren't they adding that one grey fucker from RE uhhh 2 i think? to DBD?
Feels like another example of missing the target audience lmao
jill looks great but chris is really rough
chris has his re8 outfit and the model is honestly dog shit
they've added bruno mars i doubt they care at this point XD
his re5 model looks so much better but i'm really annoyed it wasnt matching with jill
NO MY BOY
WHAT DID THEY DO TO HIM
he actually got butchered so hard
i love how he looks in 8 but that fortnite skin is not it lmao
https://github.com/FWolfe/Zomboid-Modding-Guide/tree/master/clothing
im following this guide, and for step 4, im not sure where i should be putting the GUID table addition
to me since i'm a bit younger he'll always be "the guy from that one RE7 DLC" please don't murder me spongie a saw your profile i know you love RE
yeah they added nemesis and they're adding wesker from 5 now
lmfao
i'd love to cosplay his RE7 look tho
still gotta get the gasmask somehow-
and well, the muddy sort of smudge for all the clothing
yeah i dont really mind his re7 look that much its just that they changed his face so radically compared to the other games
i'm always so scared to weather clothes for cosplay-
you have to fight a real biohazard for the authentic look
yeah i do agree i never saw any game older than 7 except for 1,2 and that U-boat one
maybe get lung damage even just to sound authentic too
The police didn't seem to accept my explanation for biting my neighbors throat out to ready my Rick jacket for cosplay
its weird because his model in 8 is the same face scan from 7 but they just modified it to resemble the other versions more

lmfao true
but sure i'll just go erradiacte twitter, i'm sure it's toxic enough there
his face is pretty consistent except for 7 lmao
where did his jawline go in 7?
also god the CV version-
ah wait i remember 5 now, didn't he try punching a boulder?
the fact that chris has his 5 outfit in fortnite while jill has her re1 outfit is super annoying because its literally the reverse in dead by daylight
they dont match in any crossovers lmao
im not super knowledgable about the UI specifics, but I think the issue is that you are not attaching your UI to the UI manager. To my knowledge, the UI manager is what would close that UI when you exist the game, otherwise it doesn't know that that UI is only meant to be in game
from what I've seen, you place it into the fileGuidTable.xml file. take a look at other mods that are adding in items with models and you can use them as a template
Wait what
fortnite is the real metaverse
you'd be suprised how many people are in there
theyve got ripley and the xenomorph too
I mean, if it makes them money then good for them
Just dosent feel like it's hitting the target audience with most of those, so i wonder how well they are doing
Seriously, is it possible to discuss off topic stuff in another chan ? This is modding chan guys ๐
oh yeah i forgot what channel this was lmfao
pff right-
Yes, definitely. Where do we migrate to? 
lets go to general chat
migrate? LIKE THE ZOMBOID THING, YOU HOLY SHIT ZOMBOID REFRENCE YOOOO
@sour island
if player:getDescriptor():getProfession() == "bountyhunter" then
local inventory = player:getInventory()
inventory:AddItem("Stahladd3_Colt1851")
inventory:AddItem("Stahladd3_Colt1851")
inventory:AddItem("Base.Bullets38Box")
inventory:AddItem("Base.Bullets38Box")
inventory:AddItem("Stahladd3_OldShotgun")
inventory:AddItem("Base.ShotgunShellsBox")
inventory:AddItem("Base.ShotgunShellsBox")
inventory:AddItem("Base.Katana")
inventory:AddItem("Base.HolsterDouble")
inventory:AddItem("SlingA")
inventory:AddItem("J6_Helmet")
inventory:AddItem("J6_Scarf")
inventory:AddItem("J6_Shirt")
inventory:AddItem("J6_Torso")
inventory:AddItem("J6_Pants")
inventory:AddItem("J6_Gauntlets")
inventory:AddItem("J6_Shoes")```
This is what I am using and these items spawn
Just the Watch does not
@eternal garnet here is a code I use in one of my mods to give players some stuff at start. Maybe it could help you ?
-- Add a starting item when a player spawns --
Events.OnGameStart.Add(function()
local player = getPlayer()
local pData = player:getModData()
if not pData.FirstTimeItem then
player:getInventory():AddItem(MyMod.MyStartingItem)
pData.FirstTimeItem = 1
end
end)```
people here helped me to code this properly a few month ago.
That'd be the same thing he's doing tho
I don't want to change up any code as I don't know how that will affect my mod.
Seeing as ever other item spawns in the game and my own modded items spawn with the code that I have, the code works just fine, it's the item.
What I am asking is, has anyone experienced issue with said item
Does it not work for either digitalWatch or digitalWatch2?
Tbh I only tried with "Base.DigitalWatch2" I did not know there was a Base.DigitalWatch.
I have just been using the website for the item codes.
I will give that a try now and let you know
I see the issue
item DigitalWatch
{
DisplayCategory = Accessory,
Type = Normal,
DisplayName = Digital Watch,
Icon = DigitalWatch,
Weight = 0.0,
MetalValue = 3,
Obsolete = TRUE,
}
item DigitalWatch2
{
DisplayCategory = Accessory,
Type = AlarmClock,
DisplayName = Digital Watch,
Icon = DigitalWatch,
Weight = 0.0,
AlarmSound = WatchAlarmLoop,
SoundRadius = 7,
MetalValue = 3,
Obsolete = TRUE,
}
Obsolete = TRUE,
Ah
that tag deletes it on spawn
Is there a way to get around that as the item is in game
WristWatch_Right_DigitalBlack
@sour island Can you explain what Obsolete argument does ? Or point me to somewhere I can read about it ?
Think I got it
It tells the game to delete the item on spawn
so, how we can find some digital watches in game then ?