#mod_development

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knotty abyss
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take a screenshot on mods folder please

glad ridge
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it just has GodigodMod

knotty abyss
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really ? so I will delete this one

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maybe was there before when I did this all shit

glad ridge
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possibly, idk

knotty abyss
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ok lets go ahead, so I need to put the folder with the workshop files back right ?

glad ridge
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yep if you ever want to make more mods they'd have to go in there

knotty abyss
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and appears this two files like I said

glad ridge
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yeah when you use the workshop option in pz.. it auto generates that

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when creating a workshop mod

knotty abyss
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Ok! It is there again.

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Same problem when I put it there

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I think It overwrite the other idk why. This same thing happen with your made mods ?

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@glad ridge

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I belive that after you upload your mod trought workshop place, you need to get him out of there

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At least for me, when I leave it there, it doesn't read the file from the mods folder and forces it to read the workshop file

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If this doesn't happen for you or other modders I'm definitely doing something wrong that I don't know what it is

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At least taking my mod out of the workshop I can use it through the mods folder

rancid tendon
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hey so question

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i'm working on a true music mod

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table.insert(ProceduralDistributions.list["PoliceLockers"].items, "Tsarcraft.CassetteHomeLabelled'acidrain'");
table.insert(ProceduralDistributions.list["PoliceLockers"].items, 0.7);

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if i change that 0.7 to 0.1, will it make it less likely to spawn?

knotty abyss
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        rolls = 4,
        items = {
            "Bag_DuffelBagTINT", 0.5,
            "Bag_FannyPackFront", 2,
            "Bag_Satchel", 0.2,
            "Belt2", 4,
            "Briefcase", 0.2,
            "Disc_Retail", 2,
            "Earbuds", 1,
            "Glasses_Aviators", 1,
            "Hat_CrashHelmet_Police", 1,
            "Hat_EarMuff_Protectors", 8,
            "Hat_Police", 4,
            "Hat_Police_Grey", 4,
            "Headphones", 1,
            "HolsterDouble", 0.5,
            "HolsterSimple", 2,
            "Jacket_Police", 4,
            "Lunchbag", 1,
            "Lunchbox", 1,
            "Lunchbox2", 0.01,
            "Nightstick", 2,
            "Radio.CDplayer", 2,
            "Radio.WalkieTalkie4", 1,
            "Shirt_OfficerWhite", 10,
            "Shirt_PoliceBlue", 10,
            "Shirt_PoliceGrey", 10,
            "Shoes_Black", 8,
            "Shoes_Brown", 8,
            "Suitcase", 0.2,
            "Trousers_Police", 8,
            "Trousers_PoliceGrey", 8,
            "Tshirt_PoliceBlue", 10,
            "Tshirt_PoliceGrey", 10,
            "Vest_BulletPolice", 2,
        },
        junk = {
            rolls = 1,
            items = {```
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Looking at the code you can see that the items that have the highest number appear more often (easily) in game

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So since 0.1 is less than 0.7, 0.1 is less likely. The logic is this. haha

rancid tendon
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thank you!

mystic meteor
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Are there any ways to edit the radio/TV broadcasts via the LUA, or do they need to be an XML edit? I'm hoping to make something that delays the life and living broadcasts so server users don't miss out on things while they sleep.

lusty nebula
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I have a question....
When in a map you have various/multiple spawn points does the game take / use them randomly or is there a way to make the game use them in a certain order (Defined in the script of interest...for example a loop )?

knotty abyss
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I believe that with code you can do anything. For example choose among certain spawn points to randomize between them or follow a certain sequence yes. One hour is born in the police, another in the fireman, another in the school etc.

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-> To not overwrite a certain file, what precautions do I have to take? I would like to change an ISUI file, change the color of text in a tab for example... Any tips on how I can do this? I know I can change the original file directly and it works ok, but to turn this change in a mod idk ๐Ÿ˜”

lusty nebula
# knotty abyss I believe that with code you can do anything. For example choose among certain s...

Having more control on spawnpoint basically. Actually you can set how many of them you want but you can't decide in which order they are used by the game if you have multiple spawn points set for a map. Sample: You have 10 different spawn points on the X map...When you create your new game ( SP ) there's no way to select which one will be used and every time you'll create a new game you'll get a random one. Sure you can set single spawn points naming them, for example, " Spawn at Police Office ", " Spawn at Doctor house, etc but this will create, at the end, a very long list of available spawn points in the spawn point list menu ( thing that I would like to avoid )

lusty nebula
knotty abyss
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You could set more than a single spawn point, like a group of each and randomise them

lusty nebula
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I do not want them random but, if feasible, I want them used in my pre-fixed order ( set in the script/function )

knotty abyss
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Ohh , now I understand what u want ..

lusty nebula
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( ..but looking at other spawn points mods I guess that the only solution is to create each single spawn point and leave it as a single selectable one )

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..or a dedicated function

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I think that the walkaround is creating a function that gives X percentage chance of spawn to each spawn point

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Sample:
Police station Spawn 20%
Doctor house Spawn 10%
Laboratory spawn 70%

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IIRC the Occupied Louisville mod does exactly this...Got to check it as reference for making my script...

knotty abyss
lusty nebula
knotty abyss
lusty nebula
knotty abyss
knotty abyss
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I need just to change the value of R G B

lusty nebula
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If you want to change that value you have 2 ways

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1- Directly edit the string/value of interest ( For example if you are the only one using the mod )

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2- If, for example, you want the value changed but you want it for your mod, you need to copy the file of interest from the original mod, then making your edits and put it in your mod but keeping the same file name and file path of the original mod

knotty abyss
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But I want to share with others so I believe better way to do that is make a mod and share

lusty nebula
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So you need to do what indicated at my point number 2

knotty abyss
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In the file there are several other things that I don't need to change, so I thought that suddenly I could just change what I wanted and add to the file. As if it were an addition of an item in the items table.

lusty nebula
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Said in brief: For your use only you can simply edit and save the values you want. To share with others, you need to create a mod.

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If you change that value in the original mod ( and you don't want to make a mod ) you have to tell to all the users to edit the line of interest otherwise you'll be the only one getting/see your modifications

lusty nebula
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..and you'll get compatibility issues

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My suggestion is to create a mod if you intend to share it with a lot of people

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The direct edit thing I guess is feasible only if you have 2-3 friends playing with you, not surely for a mod you intend to release in the workshop

drifting ore
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Hi! Is there a mod tha tmakes tailoring clothes a little less ugly?

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Or even just, hides the padding?

lusty nebula
drifting ore
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Ah, sorry!

knotty abyss
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and the name of lua file I need to change to my mod name file ? for example ISLiteratureUI.lua so I need to use the same name or can I put something like LiteratureHighlight_ISLiteratureUI.lua ?

lusty nebula
drifting ore
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Thank you for the heads up, I'll refrain from blabbing her again. o7

knotty abyss
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in case LiteratureHighlight be the name of mod

lusty nebula
knotty abyss
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k

raw canopy
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Right now nothing. just trying to see the big picture to know what I can work with =)

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thanks! I'll look into it

raw canopy
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Again, is it possible to simply use some sql library to make sql requests over the network?

surreal brook
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hello, I would like to know if zomboid is supported with the development of interfaces by the figma tool?

empty cove
rancid tendon
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this one's a bit of a longshot, but query:

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how hard is it to add tabs to the item list interface?

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like these

raw canopy
empty cove
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There is a way to communicate from lua via network but I'm not sure if this is what you want.
sendClientCommand and sendServerCommand

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and also OnClientCommand and OnServerCommand hooks

rancid tendon
glad ridge
rancid tendon
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i was actually trying to do that with tsarcraft but couldn't for the life of me find anything

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i'll take a look at another mod and see if i can find smth

glad ridge
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that's how mine works at least

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but i've only used it with clothing

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idk how you'd do it with other items

rancid tendon
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i'm personally trying to make a specific tab for my true music mod and its available cassettes/vinyls

glad ridge
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ah yeah idk mine all get added to the tsarcraft automatically when i make them

rancid tendon
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see i noticed that too and i was curious if i could separate them out, hence my current journey :p

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i like to make my mods as tidy as possible and it's one more thing i could do that's nagging at my brain

glad ridge
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well lmk if you figure it out, would be nice to do that with mine as well

rancid tendon
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so far i'm coming up blank--undead survivor did indeed have a fileguidetable but your comment about that being mostly good for clothes sent me looking for others

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and intriguingly the other two mods i've checked that have tabs seem to have no files that seem at all related to the task of adding a new tab to the ui

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so it's kinda befuddling me

glad ridge
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or what the module is that is being used

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I know its a small change but i added a space to it by changing the module i imported, by adding a space in the name of the txt file

rancid tendon
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hmm, aren't true music mods referencing something from true music or tsar's common library as their module

glad ridge
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it refrences tsarcraft

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i think

rancid tendon
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that'd mean that there's no way to change what header they go under without changing it in one of the other dependent mods

glad ridge
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yeah thats what i was thinking too

rancid tendon
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actually wait

glad ridge
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could just try to change the module name

rancid tendon
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if i -

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yeah

glad ridge
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see if that works

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oh yeah it does lol

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that was easy

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nvm

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it doesn't play the tapes

rancid tendon
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yeahh i figured that might break something, darn

glad ridge
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well, it sort of does, but it loses the functionality

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of being able to take it out of the boombox and other stuff

rancid tendon
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actually

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hm

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nvm

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yeah look at that, that's quite a shame

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it almost sorta works

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anywho:

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i made a neat little promo for my music mod :)

glad ridge
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noice

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i made all my tapes weights 0.01 so i could carry hundreds in my fanny packs

rancid tendon
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i bumped mine down to 0.05 and the vinyls down to 0.1

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still a lil weighty so you can't carry a billion but still light enough you can fit like 100 in a glove box

glad ridge
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promo was cool looks like you put a lot of work into it

rancid tendon
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thanks :)

spiral sparrow
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This is probably the best song selection out of any true music mod I have ever seen. Like, for real, this could genuinely replace all of them with how good some of these songs are

rancid tendon
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thank you! :D

glad ridge
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I got to put gymnopedie in mine that's a good one

spiral sparrow
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It pains me that I Want It That Way is in the extended version but I understand since it's after 1993

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sacrifices must be made ๐Ÿ˜”

rancid tendon
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originally when i made this mod for more private use they were all mixed together, and honestly in my ideal world everyone would use all three expansions but

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i understood some people are lore sticklers so i separated 'em out

dim geode
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Is there a place where I could commission a mod from someone

hidden jungle
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so. im not sure if this is a problem with my mod or if its just a zomboid issue.
i'm playing on a 3x population world and i was trying to clear out a small area of riverside using my modded berserker trait (gives stamina back based on # of kills) and i noticed that it felt like zombies kept respawning after they would die.
i killed well over 1200 zombies in the span of about 45 minutes. and there was 0 signs of the zombies slowing down. so i went into ghost mode and started watching and sure enough zombies that were dead were poofing back to their feet with full health. at this point there were hundreds of corpses on the floor so hadn't actually seen one get up, but i kept noticing that zombies were arriving from all directions even though no zombies were anywhere in the direction it was coming from.
these new revived zombies weren't giving me weapon exp either, but they did give strength xp which was super wierd.

is this just an issue with pz and the number of zombies? or is it indicative that i messed up my mod somehow?

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there wasn't any sort of "get up" animation, the zombies were dead on the floor and then they just 1 frame became alive and it would take them about half a second for their AI to turn on. like it does when they spawn normally.

zenith smelt
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Are you playing on normal + 3x pop?

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Did you know different zombie settings and pop settings have different zombie counts.
Such as low zombie and 0.5 pop will have less zombies than insane and 0.5 pop

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You should use debug mode with the zombie pop monitor

hidden jungle
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its very high 3x

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with grouping amount set to 30

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to make the groups themselves bigger

zenith smelt
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no respawn?

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Did you make any noise?

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If I make loud noise, even the areas I'm not in start moving towards me

hidden jungle
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yeah, noise was being made to attract the zombies so i could clear them out

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but when i checked zombie population i had very succesfully done that. there wee no zombies anywhere near me in the cell besides the ones i was fighting

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and i was watching them pop up on zombie pop

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respawn is enabled and left normal

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but respawn is supposed to only happen outside of the current cell?

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it also doesnt care about previous zombie's corpses

zenith smelt
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I would assume they just moved in from the cell next to yours

hidden jungle
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there wee no zombies anywhere near me in the cell besides the ones i was fighting

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and i was watching them pop up on zombie pop

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zombies that were dead were poofing back to their feet with full health.

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there wasn't any sort of "get up" animation, the zombies were dead on the floor and then they just 1 frame became alive and it would take them about half a second for their AI to turn on. like it does when they spawn normally.\

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sounds about right

zenith smelt
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I think there's a reanimation command and a mod that uses it, but that should be more graceful

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same with vanilla revive

hidden jungle
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someone told me that on higher populations zomboid issues with zombies. so im wondering if this is what he was talkign about or if its an issue with the damage bonus from the berseker trait

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vanilla revive is a 1% every decay stage

zenith smelt
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Ahh, that's possible

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I know in multiplayer I've had zombie stop working on higher pop and despawn or stop randomly

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So maybe it's bugging out, yeah

frosty falcon
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lets say I wanted to change this to take 14 days to rot instead, would I simply create a file in my mod folder with the relevant script file (in this case: mods/mymod/media/scripts/items_food.txt

and have the content look like the 2nd image? or does it not work like this?

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(oops I didn't change the 7 ๐Ÿ˜† )

quasi geode
# frosty falcon lets say I wanted to change this to take 14 days to rot instead, would I simply ...

absolutely not. first, if you name the file items_food.txt then you'll replace the entire vanilla file (and wipe all other items in it if you dont include them too)
second, creating a new item DogfoodOpen you'll replace the whole item, not just the one property

ideally to edit script item properties for a already existing item (without replacement), create a lua file in media/lua/shared and add the line:

getScriptManager():getItem("Base.DogfoodOpen"):DoParam("DaysTotallyRotten = 7")
frosty falcon
alpine scroll
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Oh god I was on the wrong place

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haha

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Anyone here know what is the thing that I can install on vscode so it autocompletes what I can use on my mods?

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Like getNearbyDoors or something

mortal widget
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if I use noirs backpack attachments with authentic z - current will my shit break or are they compatible

weak sierra
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im not sure how exactly they'll interact if u try to use both backpack attachment systems, i use authentic z lite with it just fine tho

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which is the same but no backpack attachments

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note that for some reason peach made them have different item IDs though so u cant swap between them w/o items disappearing

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@late hound why did you do that, anyway?

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is there a technical reason?

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ive wondered

raw canopy
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This means only on client? Am I able to use fs on the server (for instance, read/write files in the mod folder)

weak sierra
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it's sandboxed on both sides, but u can read/write to the lua folder on both sides depending on context

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e.g., u can write to the server's lua directory

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ive not tried to escape it, my knowledge is secondhand, but i've been told by someone who knew their shit that it wasn't doable to read a file outside of it

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i wanted to read vehicles.db

raw canopy
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Sandboxed folder is more than enough!

Can I install lua libraries to use with my lua mods? How does this work?

weak sierra
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if they are just lua code, just include it in your mod, do a require if necessary, and use

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if they use another file.. maybe? i dunno, never tried

true vault
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Question: any way to specify how long an item added as fuel (to an antique oven, campfire, etc) adds?
I'm working on something where you can shred a piece of paper into scrap paper, and the scraps can be added as fuel to an antique oven no problem, but they also count for 15 minutes. Which makes no sense, realistically speaking; a piece of paper adds 15 minutes; shredding it into several pieces, shouldn't allow each piece to be 15 minutes as well lolz

glad ridge
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quick question when i import modules ex:imports {Base} could i just say for multiple modules {Base, Example}?

subtle sapphire
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Hello everyone ๐Ÿ‘‹ Not sure if this is the right channel, do you know if there is a mod that allows zombies to break the fence-crate-fence exploit? Or, if anyone can help me figure out how to write a mod that does it?

late hound
weak sierra
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ah i thought the set of items in each was the same with just some recipes disabled or etc.

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that makes more sense

weak sierra
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that's a weird way to format it, usually we do

#
import
{
  Base,
  Whatever,
}```
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though obviously everyone has their own style

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i rarely see them inline fully

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but it makes it more obvious that it's a list this way

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which is why i mention it

glad ridge
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yeah im a weirdo, thanks i'll probably conform to the norm

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hey auth is there an easy way for me to allow your attachments on my modded alice packs?

late hound
# weak sierra ah i thought the set of items in each was the same with just some recipes disabl...

I made each branch have their own items so that each branch can be independent from one another. At the time I made that decision, I analyzed that I would have less problems using multiple item modules than using one. There would have been far too many redundancies and I feel that I would have tangled myself up into a human pretzel with my own code. This way its also easier for me to keep track of all the moving parts and pinpointing issues when they arise.

weak sierra
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ah yeah probably easier to figure out which branch someone's using too

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since it's in all the item types

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if they report somethin

late hound
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Yup that too. Still have the problem of people using multiple branches, but thats the least of my worries now that people, who report issues, on average use 150+ mods.

weak sierra
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lol multiple branches ๐Ÿ™„

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some people

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i run ~400 mods but if i report something to u on behalf of my server i'll narrow it down and/or test on a cleaner server first to reproduce xD

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do my part to not contribute..

late hound
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400 mods is not that shabby

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xD

weak sierra
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xD

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yeah it's work to make everything work nicely together and be stable and etc.

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most of them are tiny stuff

weak sierra
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oh hey can you send me that too? i should probably have support built into my backpack mod

eternal garnet
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"Your mod is not working it's broken"

Has 60+ mods installed

"It's not my other mods they worked fine a few days ago"

I feel your pain Peach

weak sierra
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if only every user was computer literate enough to understand interactions and that other things can change besides the one named in an error lol

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at least TIS adding that thing that tells u which mods' code is what by file sheds some light on it at a glance for them

eternal garnet
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When you see great comments like "How do I enable a mod" you know it is going to be a doozy the next time they comment in Mod Support

weak sierra
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u can tell which things MIGHT be relevant more easily now

glad ridge
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sometimes when i edit my mod's they end up getting deleted in my saves, that's probably because i'm changing its item name right? if i just change some things in it's parameters it should still remain in game?

worldly olive
eternal garnet
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I actually had some DM that before

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20 pages worth of mods

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Said "Could you fix this for me"

zenith smelt
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is global mod data only savedd on clients?
No syncronization as well?

ancient owl
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anyone here using the REMOD?

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resident evil stuff

cyan drum
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does anyone know what the name/id of the gray flashlight is? the only one I can find on the wiki is the yellow one

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wait nevermind found it

glad ridge
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hand torch?

weak sierra
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one of my mods sets it on the server under certain conditions then pushes it to clients

undone elbow
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How to disable another incompatible mod?
Let's say my mod and another mod are incompatible. The user has enabled both mods inadvertently. I'd like to disable another mod on game load because my mod is newer and does the same thing.

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I guess the prerequisite is that my mod must be active in the main menu.

lime hedge
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what makes my local dedicated server kicked me out without explicit logs, but sometimes it breaks into debug window and shows exception in DoSpecialTooltip1, i tried to override ISWaterPlantAction:perform(), it works, but whenver i tried to change the logic etc, added more overriden fuction like harvest/fertilize/seed with near the same logic, it causes crash :S

glad ridge
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is eraser or dumpster reserved words?

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getting some weird errors when trying to create an item

glad ridge
mortal widget
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yuh my bad

glad ridge
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can anyone help me with this mod? for some reason it's causing lots of issues, i really didn't think it be this hard lol ```module Cleaner {
imports {Base}

item Cleaner
{
DisplayCategory = Junk,
Weight = -60.0,
Type = Normal,
DisplayName = Cleaner,
Icon = Cleaner,
WorldStaticModel = Cleaner,
}

recipe Craft Cleaner
{
DisplayCategory = Junk,
Eraser = 1,
result : Cleaner,
Time : 150.0,

}

}

lime hedge
lime hedge
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@glad ridge for better readability, put Eraser above Category: and delimited by blank lines between the ingredients and definition, then rename Eraser to use module name prefix instead Base.Eraser=1

glad ridge
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I've renamed the module multiple times and the textures are there, but even if I used the base eraser texture for both I still end up with the errors

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It's something weird

lime hedge
lime hedge
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perhaps thats what you mean... because the resulted Item Cleaner already define the DisplayCategory, and also, in result: section, proably it confuse the interpreter, this what you mean > Cleaner.Cleaner, interpreter might get the module Cleaner instead of Cleaner.Cleaner, i dunno...

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@glad ridge everytime you check the crafting window, and click upon recipes of crafts, it exectue "OnTest" if its defined, or they iterate thru the definition of your recipes, if one of the things goes wrong, it throws error

glad ridge
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Yeah I had it as garbage eraser but I wasn't sure if they were reserved words so I changed it because I know naming items with ex: pills, will cause some issues

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This is good info to work on I'll lyk when I can get back to my pc and change it if I figured it out

lime hedge
glad ridge
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Yep thanks friend i didn't think about that at all

lime hedge
glad ridge
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it threw some crazy weird errors because of that

cedar anvil
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Is there any way to add sound(that zombies can hear) to the crafting recipe?

shadow geyser
cedar anvil
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Oh super, Thank you! I gotta find sound functions from reciplecode.lua

mellow oyster
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how would i add a completely new drop to this table with a dist lua? like how theres one for junk and items, i want to add my own as to not bog things down with too many item rolls.

summer rune
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is there a good video or article that talks about the details of modding for PZ and especially the debugging aspect?

glad ridge
lusty nebula
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From where you get a .X file? ( What program is needed to create/import one? )

summer rune
lusty nebula
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Where is located in Blender the option to import/export .X files? Preferences...then?

umbral grove
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looking for someone to make the worst most cursed mods of all time

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i need things like "30 second day cycle"

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and "its morbin time anytime you melee attack"

knotty abyss
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Blender don't work with .X in this new version of it, but if u want, u can use some converter FBX to X file

eternal garnet
knotty abyss
grim rose
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less go

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yo guys where icons go?

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eh its something else

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thats wrong in my game

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i mean mod

glad ridge
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icons go in textures

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unless you mean the icon.png

knotty abyss
ember karma
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Does somebody know if it is possible to make passing out mechanic, like in dayz for example?

grim rose
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But now i do

grim rose
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item_thing.png

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Yet it doesnโ€™t load for my mod

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Like any thing doesnโ€™t load

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Tho looking at this i may made typo in textures

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Like directory typ

lusty nebula
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I'm building an heli model but I presume I've made it too small ๐Ÿ˜„ ๐Ÿ˜„ ๐Ÿ˜„ Welcome to the heli toys world LOOL ๐Ÿ˜„

lusty nebula
#

Where I need to add it? Blender?

grim rose
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In model

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You can send me code if you want

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Or gimme few sec

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Because i forgoten when exsacly you put scale thing

lusty nebula
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ok on stand by

calm acorn
#

thats the opposite problem i always have when importing models

grim rose
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Both can be solved this way

#
    {
        mesh = FUMOTH_powercsm_low,
            texture = FUMOTH_powercsm_fumo,
            scale = 0.004,
    }```
#

from my mod

lusty nebula
#

Thanks mate! ๐Ÿ˜‰

grim rose
#

so to increase go scale = 1.5

#

to lower go scale = 0.X

#

@calm acorn

lusty nebula
#

Now the game supports .fbx files so where there were earlier .X files I can now use the .fbx ones in the same way right?

calm acorn
#

lol .X files are bunk

#

such a pain to work with

grim rose
#

.X more like .ASS

hearty dew
#
getTileOverlays():addOverlays(overlayMap)```
I'm trying to find some info or documentation about the parameters to `addOverlays`. Can anyone point me to info that specifies its input?
knotty abyss
vocal bloom
#

Hey modders! I got a request, not sure if any of you will care enough to listen but it's just a thought.. Back in the day for build 40 I found a mod and it allowed for not only GPS's in cars but also it added roof racks that could be added to the Wagon and a few other cars. If you guys could add it and maybe even make it work for Philibuster rhymes cars that would be super awesome!

gaunt belfry
#

I released a mod a while back that adds a "reload" action to spears. It puts a new spear on your back from inventory if you press 'R' with a spear in your hand.

The issue I have is I get a bug from time to time and instead of reloading the spear, he just raises it up above his head. I'm pretty sure it stems from this horrible hack where i try to detect what slot to use for the back. Does anybody know a better way of doing this?

                local new_spear = find_spear_in_inventory(player)
                if new_spear then

                    -- Another hack.  I cant figure out how to identify which slot to use programmatically so i
                    -- just look for a backpack and determine which slot to use that way.  Need to look into hotbar
                    local slot
                    if get_equipped_backpack(player) then
                        slot = "Shovel Back with Bag"
                    else
                        slot = "Shovel Back"
                    end

                    ISTimedActionQueue.add(ISAttachItemHotbar:new(player, new_spear, slot , 1, 'Back'))```

https://github.com/texasrut/spearbreaker/blob/main/Contents/mods/Spearbreaker/media/lua/client/spearbreaker.lua#L116-L127
solar anvil
#

nvm

summer rune
#

So i am hosting a local MP server and testing it with how much FPS it delivers for my own session. with game zoom of 200% i get 30 FPS, which is weird because i allocated 12GB Ram for the game and 8GB for the server. My CPU and GPU also hovers at 10% load. And the 12 GB and 8 Ram als have tons of room left.

Before i added all those mods, my FPS was 120 straight, at all times.

So now i want to debug my local side and also the server side. How can i see the server game loop and client game loop with stuff that is bottlenecking them?

frosty falcon
#

wheres the lua reference?
like how would I find player:getNutrition exists

#

do you just browse through the zomboid lua files?

mint nacelle
#

How difficult would it be to change the horn sound that the vehicles use

#

i kinda hate the stock one and want to make it something a little more, realistic? maybe?

#

maybe like less of a high pitch motorcycle horn and more generic car horn

#

i might be interested in making it a mod, but if theres a way i can do it just for me, id be fine with that too

grim rose
#

i just want to code in peace

grim rose
knotty abyss
#

inventoryfemale and inventorymale here are the inventory of zombies (the chance of loot "appear" or not)?

#
table.insert(SuburbsDistributions.all.inventorymale.items, 0.1)
table.insert(SuburbsDistributions.all.inventoryfemale.items, "GodigodMod.GinsengPills")
table.insert(SuburbsDistributions.all.inventoryfemale.items, 0.1)
table.insert(SuburbsDistributions.all.medicine.items, "GodigodMod.GinsengPills")
table.insert(SuburbsDistributions.all.medicine.items, 4)
table.insert(SuburbsDistributions.all.sidetable.items, "GodigodMod.GinsengPills")
table.insert(SuburbsDistributions.all.sidetable.items, 1)```
lusty nebula
# main loom They had to be naked

Was just a very quick test so I didn't dressed the character ( a random one ) then I started laughing when I saw the size of my item ๐Ÿ˜„

lusty nebula
knotty abyss
#

maybe you can create giants too .. lol AHUahhaha

lusty nebula
grim rose
#

im going back into challenge called

#

i fuck up and mod doesn't work

#

10 push ups

lusty nebula
#

It's like modding without having 10000 windows open on the desktop ๐Ÿ˜„

grim rose
#

god i wish i had 2nd screen already

summer rune
#

So i am hosting a local MP server and testing it with how much FPS it delivers for my own session. with game zoom of 200% i get 30 FPS, which is weird because i allocated 12GB Ram for the game and 8GB for the server. My CPU and GPU also hovers at 10% load. And the 12 GB and 8 Ram als have tons of room left.

Before i added all those mods, my FPS was 120 straight, at all times.

So now i want to debug my local side and also the server side. How can i see the server game loop and client game loop with stuff that is bottlenecking them?

grim rose
#

for fuck sake, everything doesn't work

#

just because

#

even Item_ PNGs doesn't work

lusty nebula
summer rune
#

where can i see gameloop sequences and the time it takes for 1 loop in debugging window?

weak sierra
weak sierra
#

:P

#

reads ur earlier post

summer rune
#

everything that the client or computer does during 1 frame. logic, rendering, network sync. normally games show how much times each of these steps took, so that u know where too look for problems and errors. or where to optimize the server.

weak sierra
#

not sure if zomboid has that or not, but if it does it'd be in the debug mode someplace

#

u can see much of what is going on in the logs

#

but that won't tell you things like render time/etc.

#

if u find that lmk tho, that would be useful

summer rune
#

damn, i wish it would be there. one of the most useful tools for optimization

weak sierra
#

yeah now that i know what ur talking about

#

for many games that's done with an attached debugger rather than having it set up as a built-in feature

#

but that said i haven't explored debug mode in its fullest

#

it might be somewhere MD_Shrug

summer rune
#

yeah but none of the other moders jumped into our little discussion. so my hopes are small.

weak sierra
#

ive asked questions that are like 101 level in the past and had nothing but silence

#

sometimes it's just quiet or the people who know aren't around

main loom
lusty nebula
calm depot
#

scaling items outside of blender tends to be more trouble than it's worth - depending on what state the object is in such as on the floor vs wielding it, it won't apply the in-game scale

#

much simpler to get the FBX right and be done with it

rigid smelt
#

Hello, im searching for a mod that adds a graphic inventor y like this but i cant find it

worldly olive
#

Does somebody has any guide to how play animations? I think is using the playEmote function but how to configure the .xml or any place where I could see what every option in the xml means
I would like to be able to play these two:
Bob_EmotePassOut_Back
Bob_EmotePassOut_Front

glad ridge
#

Has anyone ever created a mod and added it to a dedi server and after restarting it, the server won't load up in pzs join option?

#

This was supposed to be my simplest mod I've made and it's been the biggest headache of them all

raw canopy
#

Hi guys! I don't quite understand why I can't call methods on some Java objects from lua. For example I do getGameClient() - it returns me a Java object of type GameClient, that, of course, has some methods. When I try to call those methods with getGameClient():someMethod() lua tells me that I attempted index: someMethod from non-table. My thoughts are: GameClient object is not a table (cuz it's not shown as a table by print()) and that means I can't use indexing with [], . and :, which all basically do the same thing - getting a value from a table.
At the same time I AM allowed to call :size() and :get(i) on ArrayLists which are returned my some methods (e.g. getConnectedPlayers()), but those lists show up as [ObjectType] (e.g. [IsoPlayer]). Does this mean array lists are special case?

Dear coders, please help me with this! Am I simply not allowed to call methods on GameClient or am I doing something wrong?

calm depot
#

in Kahlua, the Java objects work basically like userdata objects in regular Lua

#

these objects can have metatables, also just like in regular lua

#

in the case of [] . or : these all just result in the __index metamethod being used

#

in the case of Java objects, their __index metamethod takes care of ensuring the appropriate marshalled function is returned to your lua script

glad ridge
#

nvm figured it out lol talk about wasted hours

drifting ore
#

alright guys, back once more

#

I've got this mod that removes clothing from zombies, but only sometimes

#

here is the code, how do I make it so that it removes it all the time ?

#

local function zomCloth(zombie)
local cDebug = false;
local vMod = zombie:getModData();
if vMod.Tagged ~= true then
vMod.Tagged = true;
if ZombRand(10) == 9 then
-- print("removing shirt");
zombie:setClothingItem_Torso(nil);
if ZombRand(5) == 4 then
-- print("removing pants");
zombie:setClothingItem_Legs(nil);
end
zombie:resetModel();
end
if cDebug == true then
zombie:setClothingItem_Torso(nil);
zombie:setClothingItem_Legs(nil);
zombie:resetModel();
end
end
end

Events.OnZombieUpdate.Add(zomCloth);

drifting ore
alpine scroll
#

Remove the random so it wont be random haha

drifting ore
#

Can you give me an example of that ?

alpine scroll
#

What do you mean?

drifting ore
#

How would I remove the random thingy ?

alpine scroll
#

You replace the ZombRand

#

ZombRand(10) will pick a number from 1 to 10 afaik

#

It checks if its equal to 9

#

So a 1 in 10 chance

#

Make it so it always returns true on this comparison

drifting ore
#

Hello, I was wondering if anyone could help me out with a glitch? I think? That is causing my world to slowly turn into wood floors. Like after about 3 hours of playing, I start seeing wood floor take over my self-hosted server

glad ridge
#

lol sounds interesting

drifting ore
#

Veryโ€ฆ ummmโ€ฆ. interestingโ€ฆ

glad ridge
#

well if it's your mod maybe someone here can help you, otherwise it might be better for #mod_support

drifting ore
#

Ohhโ€ฆ thanks I didnโ€™t realize there was different ones ๐Ÿ˜ฌ Iโ€™ll post there

#

Iโ€™m actually not sure if itโ€™s a mod or server issueโ€ฆ most likely a mod though

glad ridge
#

probably, you'll most likely have to go down your list removing mods until you find the culprit

drifting ore
#

Yeahโ€ฆ I tried that lol

#

Iโ€™ll give it another shot. Thank you!

zenith smelt
#

I saw a similar error once.
I think mine was because the riverside expanison mod

#

And also I think rosewood expansion

alpine scroll
#

I had a similar problem in the past

#

When I was trying to make a heli spawn and fall (from heli expanded events)

drifting ore
#

Any suggestions? I donโ€™t think I have either riverside or rosewood. I have riverside fire department?

alpine scroll
#

The error was that a code was running on the server folder that should be ran on the client folder

drifting ore
#

Hmmm Iโ€™ll look into that too

alpine scroll
#

It was something related to that. I am not completely sure of what caused it, but I didnt test the falling helicopters too much

drifting ore
#

I never tried checking that so itโ€™s definitely worth a shot

zenith smelt
#

riverside expansion aka trelai

drifting ore
#

I definitely think its a location mod/map mod though. Or even just a tile mod? Iโ€™m not sure lmao

zenith smelt
#

yeah, I had to try by removing different maps and starting a new game every time

drifting ore
#

Yeahโ€ฆ thatโ€™s what Iโ€™m currently doingโ€ฆ not a fan ๐Ÿ˜‚

alpine scroll
#

What is an easy way to get all the containers on a square? Furniture containers, not item containers

drifting ore
#

See it isnโ€™t just modded locations that this happens to, the photo is of pitstop area but it happens all over the world.

#

Sigh, Iโ€™m gonna keep removing mods. Only thing that sucks is it takes an hour or so to start happening so this is gonna be a couple day project

glad ridge
#

you can just go into debug mode

#

on the library tab click the gear and at the bottom type in -debug, then in game click on the lil mosquito icon on the left side of the screen

#

there should be an option in the menu that lets you speed up in game time

drifting ore
#

Worth a shot ๐Ÿ˜…

zenith smelt
#

getGameTime():setMultiplier(9001);
use that in the debug console to make game super fast

#

If it's based on the time

#

Ohh, it also happened to me on pitstop, did you try changing pitstop to be higher or lower in the load order?

viral remnant
#

Where should it be in the load order? ๐Ÿค” Before or after the tile sets

#

I am the host of the server that Corrival is talking about ๐Ÿ˜…

zenith smelt
#

I just tried top and bottom ๐Ÿคทโ€โ™‚๏ธ

fast ingot
#

Is there a guide to start learning weapon modding ?

viral remnant
zenith smelt
#

Off the whole things yeah.
Well as far as I think makes the most sense.
The mods are all initially processed, the required fields are read and processed
Then the mods are loaded in an order where anything that's required, will load before the frist mod that required it

#

So if you put it to the top, it will probably load the tilesets in the requirement before it anyway

viral remnant
#

Does the steam workshop load order matter ? Or just the mods section load order?

viral remnant
#

I didnt know that was a thing ๐Ÿ‘€ omg thank you! That makes things a lot easier lol

glad ridge
undone elbow
#
getPlayer():getInventory():contains("RippedSheets")
#

Does it search in array or by hash?

#

i.e. O(N) or O(1) ?

glad ridge
#

when i have a recipe that upgrades a bag or something, is there a way to save the items inside of the bag?

glad ridge
#

i know authentic z has a OnCreate:PleaseKeepColor, but i have no idea where to find where it's being called

willow estuary
# glad ridge when i have a recipe that upgrades a bag or something, is there a way to save th...
--function to use for the OnCreate recipe paramater when upgrading bags
function Transfer_Bag(item, resultItem, player) 
    local player_Inventory = player:getInventory();
    local transferred_Items = {}; 
    local dItem;
    local texture    
    for i = 0, (item:size()-1) do 
        dItem = item:get(i); 
        if dItem:getCategory() == "Container" then 
    if player:getClothingItem_Back() == dItem then 
    player:setClothingItem_Back(nil);
    end
    if player:getPrimaryHandItem() == dItem then 
    player:setPrimaryHandItem(nil);
    end
           if player:getSecondaryHandItem() == dItem then 
      player:setSecondaryHandItem(nil); 
    end
            texture = dItem:getTexture()
            dInv = dItem:getInventory(); 
            newInv= resultItem:getInventory(); 
            dInvItems = dInv:getItems(); 
            if dInvItems:size() >= 1 then 
                for i2 = 0, (dInvItems:size()-1) do
                    invItem = dInvItems:get(i2);
                    table.insert(transferred_Items, invItem) 
                end
            end
        end
    end    
    for i3, k3 in ipairs(transferred_Items) do
        dInv:Remove(k3); 
        newInv:AddItem(k3); 
    end
    resultItem:setTexture(texture)
end
#

Fuck it, couldn't fix the formatting

glad ridge
#

in the txt

willow estuary
#

If you do everything properly then it should work ๐Ÿ™‚

glad ridge
#

i will try it, i've been scared of touching the lua side so we'll see how it goes

willow estuary
#

Unless I fucked up something

glad ridge
#

this goes in server folder right

glad ridge
alpine scroll
#

I did a code that respawns the items inside the containers near the player, to force spawn in case when the loot respawn is broken due a mod or anything. However, when the container has different sprites for "empty" and "with items", the sprite do not update unless I put/remove something with the player. Is there a code that allows me to trigger a sprite update on the containers?

open abyss
alpine scroll
open abyss
alpine scroll
#

Oh

#

Ok

open abyss
#

hehe

#

Let's chalk that down to a brain fart ๐Ÿ˜‰

alpine scroll
#

I am not used to using sacks in game. And since I play in pt-br, I am used to its portuguese name

open abyss
alpine scroll
#

Saco

#

haha

#

Its similar, but I must confess I didnt think you were talking about an item

open abyss
#

heh

midnight mica
#

is there a way to make a recipe require a FULL petrolcan?

when i try this:
**recipe Example
{
destroy PetrolCan=10,

Result:Money=2,
CanBeDoneFromFloor:true,
Category:Test,
Time:10,

}**

Then it requires 10 of them, but when i remove "=10", then i can use a petrolcan with 10% gas in it

open abyss
#

um, yes

#

that one i think i can answer

#

could look in recipe.txt which i'm about to, i have seen a few recipes that demand the entire thing

midnight mica
#

i have another recipe which requires x amount of welding rods, that seems to work fine with thesame syntax

open abyss
#

maybe just remove the amount?

alpine scroll
#

I think you need to remove the Destroy

#
    {
       IronIngot=40,
       BlowTorch=5,
       keep [Recipe.GetItemTypes.WeldingMask],

       Result:MetalPipe,
       Time:150.0,
       Category:Welding,
       OnGiveXP:Recipe.OnGiveXP.MetalWelding10,
       NeedToBeLearn:true,
    }```
#

This is how the Make Metal Pipe recipe works

#

You see, it uses 5 of the blowtorch

midnight mica
#

now that you mention it, my welding rods recipe doesn't have destroy either, i'll try it thanks

alpine scroll
#

However I am not sure if there is a way to check contents

#

Because I THINK you can fill the cans with water now

open abyss
#

it looks like all you need to do is just don't specify an amount if you wish to use the whole thing

open abyss
alpine scroll
#

I know that you can do the opposite, like fill bottles with petrol

#

But here

#

@midnight mica ``` recipe Make Molotov Cocktail
{
WineEmpty/WineEmpty2/WhiskeyEmpty,
RippedSheets/RippedSheetsDirty/DenimStrips/DenimStripsDirty,
[Recipe.GetItemTypes.Petrol]=1,

   Result:Molotov,
   Time:50.0,
}```
#

Here is something that uses Petrol

#

You can make it so it doesnt require a can, but just uses the Petrol

#

Which I think its a better way

#

Also, if I am not mistaken, the petrol can has 2 items. An empty one and a filled one

midnight mica
#

yes

#

i can't seem to fill it with water tho

#

41.73

open abyss
#

might i suggest something?

midnight mica
#

thanks for the replies, using: PetrolCan=10, without "destroy" does the trick, but it doesn't consume the gas can, so i will need to do something else.
many gas stations are powered up on my server, so would be too easy money

open abyss
#

Check RecipeCode.lua at line 240, find the file in Media/lua/server --- It might be what you need @midnight mica

midnight mica
#

thanks, i'll check it out

open abyss
#

just a guess - was looking for some possible code to match my own request i made a few mins ago in the same file, in hopes i can get what i'd like

midnight mica
#

yeah thats actually helpful, never looked at that file before, thanks both!

#

destroy PetrolCan,
OnTest: Recipe.OnTest.FullPetrolBottle,

This combo did the trick for what i wanted, consume the whole petrolcan which is filled to 1 delta

open abyss
#

glad i could help with at least something for once, instead of being the one asking for help all the time ๐Ÿ˜›

alpine scroll
midnight mica
#

yeah, it ignored it

#

never played with OnTest before, should be able to sell "empty" backpacks with this method aswell

eternal garnet
#

Question for ya'll, do we want this channel to become the coding channel and have another channel just for general modding questions enquires seeing as we use this for code work anyway.

As we have a Mapping for Mapping, Modeling for Modeling but not one for Coding.

That way the Coding channel is for Coding, don't have to worry about Modding questions, or enquires being lost, or Code ones being lost either.

Asking as I dropped a message to nasKo about it and he want's to know what you lot think.

crisp rock
#

Not-a-pz-modder but separating development stuff from general mod questions / talk / etc sounds like a pretty good idea

zenith smelt
#

kind-of modding question.
When making stuff, do people usually make it single player and then add multiplayer?
When devs make stuff like the new chicken system, do they just make it and then add multipalyer later once it's a more finished feature?

eternal garnet
zenith smelt
#

yeah, just wondering if IK should just develop mods which add new stuff using multiplayer in debug mode

#

And thought someone probably figured out which is more efficient usually

#

Technically when making something new, even if you have a plan.
You still might change thigns working on it, so might be better to make something work in singleplayer.
Then add whatever is needed for MP.

eternal garnet
#

It all depends on what it is, if it is something that you are doing code wise specifically for Multiplayer, such as an extension that checks for Players on the server then yes.

If you are talking making a hat, then no

zenith smelt
#

Yeah, probably so far I'

quasi geode
#

if your project requires additional work to function in MP vs SP, then either forget MP entirely, or plan it into the design from the start

zenith smelt
#

I think just anything that needs data and saving functions

quasi geode
#

dont try and tack MP on after the fact

zenith smelt
#

Ahh okay, that's exactly what I meant ๐Ÿ˜„

quasi geode
#

ya better to have it part of the initial design then try and change it after, you may (probably) run into additional complications that could have been avoided if you had planned for it from the start

alpine scroll
#

I do mods for my own dedicated server to add interactions with chat and everything

#

So I always start with MP

#

I'm not even sure if half of the things i've done would work on sp

#

But since I am modding for my own use, I am not too concerned with that

#

So it mostly depends on what your focus is

#

Anyone knows how to force a furniture texture update via lua/client?

rancid tendon
#

i'm rather perplexed by something lately

#

so i've been working on a true music mod, and it has a sub-mod that has a small selection of modern songs that i want to make WAY rarer than the others. but something about trying to lower their numbers in the distribution tables seems to have just failed basically every time i've tried it

#

it always either somehow causes the items to break and not spawn, or their chance remains the same, both visible in lootzed

#

so to give an example of what i tried:

rancid tendon
#

so uh, yeah, if anyone knows what i did wrong and how i can get this to work, let me know! it'd be very helpful

unique goblet
#

When using VehicleZoneDistribution what's valid value range for spawnChance? Is it 0-100? Does value like e. g. spawnChance = 25 means that there's 25% chance for the vehicle to spawn in specified zone?

drifting ore
#

We need a takedown mod

#

Or maybe a grab mod

#

for us to grab zombies from behind and eliminate silently

spiral sparrow
#

knife

lime hedge
#

how do i turn off the network packet in the debug mode console... wanted to mock and call some modded function to see the result, but the network packet stuff are too verbose...

lime hedge
torpid kestrel
undone elbow
rancid tendon
undone elbow
rancid tendon
#

interesting, shouldn't they be separate? true music generates separate loot definitions for each cassette and vinyl, so it should be mod-side and not tsarslib/true music-side

#

the ones i posted there are not new tables i'm adding, they're ones i'm editing from the mod that true music's tools generated for me

undone elbow
#

The same filename?

rancid tendon
#

no, as recommended i changed the names on the files inside of my mod to enable compatibility with other true music mods

undone elbow
#

I'm not sure how it works. But I guess files in your mod are only for items from your mod. I think it's possible to hack chances from other mod but it's tricky.

rancid tendon
#

well yeah

#

i'm only trying to change the chances for items in my mod

rancid tendon
weak sierra
#

so i definitely want a channel that i can go to and not be bothered with that kind of thing, personally

#

i personally would also suggest that mod_support be where things like "does a mod exist that does X?" belongs in the current structure

eternal garnet
#

Most of my own code work I don't post here, but when asking for code checks, it is somewhat annoying to see someone come and just do that and it's like.

Dude, come on

eternal garnet
weak sierra
#

on other modding communities there's usually a mod general chat, mod ideas chat, mod troubleshooting chat of some kind, mod development chat of some kind and if there's enough variation to warrant it then subcategories like we have here for modeling/mapping (another server for another game has an "art" channel separate from the dev channel for instance)

#

though i must say, mod ideas don't flow here at the pace where that necessarily requires its own channel (yet?)

#

if there's a general chat, it can probably handle that

rancid tendon
deep kelp
#

Do you guys know any good outfit mods that just adds clothes not retextured

weak sierra
#

.0001 is truly a low number

#

i only have one mod with a rarity value that low, and it's for ammo cans full of ammo because i want them to be an extreme rarity

#

most "rare" items are something like .01, .02, etc.

#

but the way the tables work

#

it goes through and rolls on items until it has enough to satisfy the amount to spawn there

rancid tendon
#

see, that's the thing

weak sierra
#

so if there's a lot of items in the table, you will see the rarer items less and less

rancid tendon
#

i know for a fact that it's not that they're too rare because of LootZed

weak sierra
#

yeah ive never used lootzed

#

any idea where that is

#

or how to get to it if it's built in

#

:p

#

i've seen other mentions of it

rancid tendon
#

lootzed tells me the exact chances, and changing them this way has variously resulted in:

  • it worked once, and then never again, despite me doing it the exact same way again and not getting it to work again
  • the numbers stay the same as before and don't seem to be altered, or
  • the numbers ARE altered properly, but also the item name breaks in LootZed and it stops spawning no matter how many times i reroll the container
#

so uhh

open abyss
#

What could one call an item that is both heavy and light?
I'm working on my mod, and the item I got needs a name.
But i can't think of a good name other then "Odd Thingy".

rancid tendon
#

if you're in solo, debug mode, cheats, lootzed

#

then right click the container icon

weak sierra
#

ah it's in debug

#

the name made me think it was an external tool or mod

#

lol

rancid tendon
#

yeah it kinda sounds like it doesn't it

weak sierra
#

so i kept searching workshop and google for it ๐Ÿ˜‚

#

and checking around the modding tools

rancid tendon
#

the debug tools are strangely poorly documented

open abyss
weak sierra
#

well u'd expect a big community documentation

#

considering the size of the community

#

:p

rancid tendon
#

kinda, it's unusually strange for this game where the debug mode also doubles as basically a cheat mode that is frequently useful for lots of stuff that normal users might want access to

#

so you'd think they'd be a little more documented but nope

weak sierra
#

it's not meant for that

#

there's mods that are better as a cheating device

#

and cheating isn't usually what a game dev worries about enabling people to do

#

lol

rancid tendon
#

well i more meant documented by the community

#

also, debatable! there's definitely a lot of stuff you can only get access to through debug, though not as much as there used to be

#

debug holds useful tools for like, server admins running events and stuff

weak sierra
#

i run a server and mod things

#

idk

#

unless server admins or cheaters need to edit attachment positions or view animations

#

i guess the zombie radar thing would be useful for an admin

#

to check zed distros

#

but u can enable all those tools w/o debug mode if you mod them in

#

so

rancid tendon
#

there's lootzed which lets you refill loot containers, a lot more climate debuggers that let you make advanced changes to the weather for events

#

stuff like that

weak sierra
#

i still haven't poked around debug mode enough tbh

#

i just usually find it unnecessary for the dev process

#

im rather old fashioned, i write my code in a syntax highlighting text editor and read the log file

#

lol

eternal garnet
# rancid tendon kinda, it's unusually strange for this game where the debug mode also doubles as...

"it's unusually strange for this game where the debug mode also doubles as basically a cheat mode"

No, not at all, what do you think a debug mode is?
It is to test aspects of the game.

If you want to test what certain Weather Conditions are like, you can do that.

If a Dev needs to test what the Zombies real time pathing is like, they can do that and see it in real time.

Have you ever played any other game and seen the debug mode for it?

weak sierra
#

sometimes i use it when i wanna dynamically run code, but i can also use cheat menu for that

untold saffron
rancid tendon
drifting ore
#

we want TLOU take down

#

And the knife have about 9% of really insta kill

eternal garnet
drifting ore
#

its bad

#

The vanilla is bad

#

Should Be nice we get a snap neck or something like that

#

with 100 % of really take down

weak sierra
eternal garnet
#

I think that might be all we are getting I'm afraid

eternal garnet
drifting ore
weak sierra
#

there's already an instakill mechanic for knives, im honestly surprised that exists as it is given the way the gameplay is for melee

rancid tendon
#

anywho, i guess i'm just going to tinker around with the numbers and see if i can find some way to force that to work, because i swear it worked once and never again

eternal garnet
#

Jk

weak sierra
#

anyway if u care, learn to mod

drifting ore
#

ok, fuck you too

drifting ore
weak sierra
#

a modder would have to care too to want to do it

weak sierra
signal coyote
#

Can anyone give me advice on what I might be doing wrong for getting these custom traits to show up? I'm not an experienced coder by any stretch but I have a bit of general experience. I'm not really understanding why this isn't working.

eternal garnet
drifting ore
#

That was my face when he said "knife"

rancid tendon
#

you really are 15 huh

weak sierra
#

well i think it's cringe ya come in here shittin' on the game for lacking a feature i can't even fathom caring about

#

xD

#

but u know

#

we all have our opinions

glad ridge
#

Lol right

signal coyote
eternal garnet
#

Bruh, this is the modding channel, take it to DM's or some shit.

Trying to help a guy out here

weak sierra
#

and this is why we need a separate channel for that stuff, lol.

lost slate
#

@drifting ore be lovely is our main rule, just a reminder.

eternal garnet
eternal garnet
weak sierra
#

or.. a place for people to take general mod-related chatter to that isn't here, if not

#

like "does mod X exist" and "i have a mod idea, someone make it for me pls"

eternal garnet
#

We have had the coders amongst us say we want one, case in point what you guys ended up doing lol

signal coyote
#

Okay actually Stahl this might be entirely on my end with my game, don't worry about taking a look for now, thanks for the help though, I'll hop back over here if I turn out to still be wrong lmao

eternal garnet
lime hedge
#

bruh

#

the API are kinda hard to find, jetbrains also doesn't gives good intellisense, is there any snippet to getItems() count of certain types, without creating new dummy table?

#

ah i think this is it > getSomeTypeRecurse(_, _)

eternal garnet
drifting ore
glad ridge
#

I remember being 15

eternal garnet
# drifting ore You called a mod t

What has this

"Nothing is showing when you go to the character creation for assigning traits right?

You don't get an error appear up at that part no?

Alright, I will take a look"

Got to do with a "mod t"

rancid tendon
#

this is the issue i'm running into

#

for some reason changing the numbers in the loot defs breaks something that makes the name no longer show up properly in lootzed and they don't spawn

#

and their chances are no different than the normal cassettes

eternal garnet
#

It has to have a unique item ID in it's XML file no?

#

Is this a custom item yeah?

rancid tendon
#

it is

#

they all have unique item ids

eternal garnet
#

If you are copying an existing item to create a new one, you need to make sure that it's ID monikers are unique and not shared

#

If you have done that, then that's not the issue

rancid tendon
#

so:
this is a true music mod, which generates items for you
it also generates a full set of loot defs based on those items that seem like they should be the place to change spawnrates, and i've seen it work once or twice before but with no consistency

left plank
# drifting ore Crying ?

damn dude you sound like a fun person to be around, being a jerk is a fantastic personality trait to have

rancid tendon
left plank
#

matter of fact, you win a prize ๐Ÿ™‚

rancid tendon
#

you can see the tables i'm trying to change here

#

like this seems cut and dry like it's what i should be editing to change the loot distributions, but something about changing these numbers just makes things break

eternal garnet
#

Oh right.

I thought you was talking about making a vanilla item or something.

Not sure about the True Music stuff as I have not worked with that, I don't do music.

Does the True music mod not have a guide on there page?

rancid tendon
#

they have a guide, but i'm kinda colouring outside of the lines on this one

#

there's no guide/support for changing the distributions

eternal garnet
#

Ah

#

The only stuff I have looked at it what is on the forums

#
lime hedge
#

can we change the scripts def in runtime?

#

like i wanted to create a discounted item, however it'll be lots of redundancies if just add another copy with less material quantity and different recipe name..

#

would be good if items recipes requirement could be changed in runtime dynamically...

midnight mica
#

Since duffelbags don't despawn on their own, i'd like to encourage players to remove em for server currency.
Is there a way to make the following recipe take a combination of 5 of all different type of duffelbags?
Adding the line [Recipe.GetItemTypes.DuffelBag], five times in a row works, but looks very ugly in-game.

open abyss
#

For sound files, what is the format and file format i need to use?

open abyss
glad ridge
#

.ogg

low yarrow
#

Is there a lua event which is triggered when picking up something from a zombie?

What i want to do is to have a clothing piece i can attach easily on a zombie, but when the player picks it up it should turn into a different item.
Havent found anything on "https://pzwiki.net/wiki/Modding:Lua_Events"

undone crag
#

You could use the Lua. There will be a timed action where the character transfers and item from one container to another.

low yarrow
undone crag
#

It is not easily coming to memory fully clearly. It's somewhere like media\lua\client\timedactions and called something like IndieStoneTransferItemAction

open abyss
#

44k wav file worked fine XD

open abyss
#

Is it possible to randomize the pitch or the sounds? i got 3 different versions, would be cool if it was sorta randomized in their pitch or played randomly one of the 3 sounds i got

glad ridge
open abyss
glad ridge
#

...

open abyss
#

alright

low yarrow
undone crag
#

wut

open abyss
#

The Long Drive all over again... and here i thought i had seen enough... well... defecation to last me a lifetime...

low yarrow
#

i landed on the page at where is "Events.OnPlayerUpdate.Add(someFun)" ๐Ÿ˜„

undone crag
#

Hmm I tried linking to the "Overwriting Vanilla Code" bit, shortly below that.

low yarrow
#

Yea, now i got there.
Reading right now

#

But to be honest i am worried about overwriting vanilla code as i have no clue what i am doing. ๐Ÿ˜„

undone crag
#

With this bit

local original_render = ISToolTipInv.render
function ISToolTipInv:render()
    if not CONDITION then
        original_render(self)
    end
    -- ... some custom code ...
end

You let it run whatever the original code is, and also have it run some extra code.

low yarrow
#

Mh i see. I try that. Thanks

undone crag
#
local sup_dawg = ISInventoryTransferAction.perform
function ISInventoryTransferAction:perform()
  sup_dawg(self)
  -- then some code that makes a replacement item before deleting the original.
end
low yarrow
undone crag
#

It's applying the same thing that was done with the tooltip render function to the ISInventoryTransferAction function. :I

#

Mainly changing the names.

low yarrow
#

Oh, i thought it only triggers when a action in the inventory is done instead of doing it all the time when rendering the inventory.
But i might understand it completly wrong ๐Ÿ˜„

undone crag
#

ISToolTipInv.render is the function used as an example on the instruction page I linked to. :/ so I copied and pasted that with a bit of explanation on what it would do.

lime hedge
#

is there any lead on how to add context menus to modded items such as book?

undone crag
#

There's something for that in the client code. You could remember something that appears in a context menu and find its name in \translate, and then find where that string is used in the client code, and you should find context menu code.
(away)

lime hedge
#

just need to wrap up the sow seed menu into inventory item... wish me luck

rancid tendon
#

it isn't

weak sierra
#

no?

#

hm

rancid tendon
#

they work just fine normally and only break after i change the numbers

#

but

#

i have more context for this now:

weak sierra
#

i just manually changed the numbers on a true music addon

#

not but two hours ago

#

worked fine

rancid tendon
#

re-generating the loot tables and changing them then caused it to start working

#

i don't know why, but i basically had to remake the entire mod and edit the numbers again and it just kinda worked

weak sierra
#

what do u mean "re-generating the loot tables" anyway

#

how did u go about that

#

u mean wiping stuff?

#

or

#

wat

rancid tendon
#

putting all the sound files into the music converter and basically making it generate me a new true music mod

weak sierra
#

oh

#

i'd just like

#

not use their template thing

#

cuz it makes shitty messy code that's hard to maintain

#

:P

rancid tendon
#

i'm not a coder

#

anywho, it's still not as rare as i'd like which is weird, i literally made the number so low that i can't go any lower without it starting to fuck up in lootzed but it's still at least a little more rare than it was before

weak sierra
#

"fucking up lootzed" eh?

#

so

#

here's the thing about stuff

#

the base mod true music's template sets shit to .1 or .7

#

those are fine if you have like 10 cassettes

#

but if you want those chances to be relative, so that you find roughly the same amount of cassettes in a container

#

they need to be divided by the number of cassette items you add

#

and mind u this is across addon mods

#

so if you have 100 cassettes

#

you want .01 and .07

#

if you have a tousand, .001 and .007

#

to maintain the SAME rarity

#

in code this is simple to automate and just put new songs in and have it adjust the rarity for u

#

with this table not so much

#

so what'd u set it at, and how many songs do u have

rancid tendon
#

well, important context: the mod in question is a sub-mod that is part of a larger pack of 3 mods, one that adds 455 songs, one that adds 196 songs, and this one that adds 94. for this one, i set it to 0.0001 before lootzed started returning clearly bugged results

weak sierra
#

so 745 songs total

rancid tendon
#

if i made the number any smaller, lootzed's listed chance would go from like 0.0002% or something to 2% with an E at the end

#

yeah

weak sierra
#

there's no reason it should bug with low values, i've read the java

#

it just starts showing scientific notation in practice from what i've seen

#

i'm using smaller values on one of my mods

#

i haven't made sure in lootzed yet but it seemed to work fine

#

anyway to maintain original rarity

#

.1*(1/745)

#

.00013

#

so yeah that should be about right

rancid tendon
#

this leads me to a question actually

weak sierra
#

if u want it rarer tho

#

then lower

#

hm?

rancid tendon
#

actually nvm i think i figured it out. i'll give it a try setting it to a very low number and see if that gets me the result i'm after then

weak sierra
#

id go for .00005

#

half as often to spawn as a small number of cassettes originally

#

bout

#

and then just check in practice, not in lootzed, whether it works if lootzed really does bug out

rancid tendon
#

huh, you were right

#

i was just getting spooked by the scientific notation i think

#

excellent. good to know

low yarrow
#

Its not that simple, right?

rancid tendon
#

at that point i'd only find a cassette every 7-8 houses or so on default settings which is about where i want it to be

weak sierra
signal frost
#

What's the difference between a player and a survivor?

#

IsoPlayer and IsoSurvivor, is the latter for NPCs?

undone elbow
#

I guess a player is more specific.

#

No, I was wrong. IsoSurvivor is for NPCs I guess.

signal frost
#

Okay I think I'll work off the assumption I can ignore IsoSurvivor for the time being

#

I take it IsoGameCharacter is even higher up the tree, and includes zombies

azure rivet
#

Hello, the clothes have a fabric type for cloth and denim, I can't put a code to use any item?

glad ridge
#

that's a confusing one

timid saffron
#

is there a mod that lets me attach cd players to my belt?

glad ridge
#

๐Ÿคทโ€โ™‚๏ธ that might be a #mod_support question here is more so for your own mods idk of a mod off the top of my head though

turbid coral
elfin stump
#

If an item was added to distribution like this "table.insert(SuburbsDistributions.all.inventoryfemale.items, "module.item")
table.insert(SuburbsDistributions.all.inventoryfemale.items, 1)" - was is the best way to update the chance, and also what is the best way remove it from that distribution list? I have tried using RemoveItemFromDistribution(SuburbsDistributions.all.inventoryfemale.items, "module.item", nil, true) - and a few other ways I thought might work but nothing seems to change anything. Any ideas?

wet dune
#

Would it be viable to use the hazmat as a base for full model replacements or no?

glad ridge
#

in my true music mod a lot of the cassettes will stop playing mid song and i'll have to start them from the beginning again, does anyone else have this issue or know of a fix for that?

#

on a dedi server

#

i just used the addmusic.exe and pretty much leave it alone besides the cassettes weights

winged phoenix
#

Just to check in case it isn't a task for beginners to approach, which if any of these is easiest/most doable?

  • replacing/modifying existing textures for posters/carpets
    vs
    -adding new skins for existing posters or carpets
#

I'll be going through tutorials and testing and looking at how other mods implement such things later but it can't hurt to ask while the idea is fresh in my mind

cedar anvil
#

Is there any tutorial I can learn how to make custom Furniture?

#

I tried to figure it out myself but still have no idea how does WorldObjectSprite work

#

Found old tutorial but it seems does not work in the current version

winged phoenix
#

Same here, looks like that unpacker tool doesn't work anymore. Guessing that the format of texture.pack files has changed?

#

At least TileZed works :P

glad ridge
#

Damn you went way back

#

The unpacker worked fine for me a few days ago when I used it

steady herald
undone elbow
#

Quick question. How to get current mouse XY?

#

Hm.... Seems it's Mouse:getX() and Mouse:getY()

knotty abyss
#

Why my recipe to create Concentrated Ginseng Pills is not appearing using mortar ? Some idea ?

#

{
    imports
    {
        Base
    }

    recipe Make Concentrated Ginseng Pills
    {
     
        keep [Recipe.GetItemTypes.MortarPestle],
     Ginseng=5,

        Result:GinsengPills,
        Time:60.0,
        Category:Health,

    
    }
}```
#

none ERROR ... idk what can be

undone elbow
#

try Ginseng=5, keep [Recipe.GetItemTypes.MortarPestle],

knotty abyss
#

I tried it too

#

I need to add something to appear the recipe in mortar ?

undone elbow
#

try

  Ginseng=5,
       keep MortarPestle,```
knotty abyss
#

in this way it would use the item (spend it, the mortar)

#

but I will try just to see what happen

undone elbow
#

"keep" means "keep" ๐Ÿ˜‰

knotty abyss
#

I'll try

#

nothing yet

#

surely i did something wrong at some point ๐Ÿ˜”

glad ridge
#

Add spaces between the : on both sides?

knotty abyss
#

Where exactly?

#

Im following this pattern

#
    {
        keep [Recipe.GetItemTypes.MortarPestle],
        Plantain=5,

        Result:PlantainCataplasm,
        Time:60.0,
        Category:Health,
    }```
#

How is the structure in the translate part?

#

C:\Users\romar\Zomboid\Workshop\GodigodMod\Contents\mods\GodigodMod\media\lua\shared\translate\en

eternal garnet
#
{
    recipe Make Plantain Poultice
    {
        Plantain=5,
        Result:PlantainCataplasm,
        Time:60.0,
        NeedToBeLearn:false,
        CanBeDoneFromFloor:TRUE,
        Category:Health,
    }```
knotty abyss
#

I need to add this ?

eternal garnet
#

What I put would be for the crafting section for making your Plantain Poultice

As for the reference of the Mortar Pestle, try just using this.

{
    recipe Make Plantain Poultice
    {
        keep [Recipe.GetItemTypes.MortarPestle],
        Plantain=5,
        Result:PlantainCataplasm,
        Time:60.0,
        NeedToBeLearn:false,
        CanBeDoneFromFloor:TRUE,
        Category:Health,
    }```
#

I have not created a crafting item with a pre-existing item being used in the code.

My default ones are:

{
    recipe J6's Helmet
    {
        RippedSheets=5,
        Result:J6_Helmet,
        Time:60.0,
        NeedToBeLearn:false,
        CanBeDoneFromFloor:TRUE,
        Category:J6's Equipment,
    }    ```
#

You could just changed the RippedSheets=5, to that of "Plantain=5",

knotty abyss
#

Yeah, I think is alright

eternal garnet
#

Give a try and see if it works

knotty abyss
#

I think some of the files in this part are poorly structured on my part.

eternal garnet
#

You should have seen some of my old ones haha

#

All over the place

knotty abyss
#

here

grim rose
#

are you writting recepie in lua folder?

knotty abyss
#

Iwill share one by one .. better

#

Recipe_Make_Concentrated_Ginseng_Pills = "Make Concentrated Ginseng Pills",

}```
#

certanly the problem is here

#
    ItemName_GodigodMod.GinsengPills = "Concentrated Ginseng Pill",
    
}```
#
    ContextMenu_Take_Ginseng_pills = "Take a Pill",
}
#
Tooltip_GinsengPills = "Increase your pulmonary endurance.",   
 }```
#

These are my 4 files in the lua folder part

#

Need I put my module GodigodMod in Recipes too ? Like I did in ItemName ?

knotty abyss
#

The recipe I already showed you before

#

{
    imports
    {
        Base
    }

    recipe Make Concentrated Ginseng Pills
    {
     
         keep [Recipe.GetItemTypes.MortarPestle],
     Ginseng=5,

        Result:GinsengPills,
        Time:60.0,
        Category:Health,

    
    }
}```
#

I just don't know the structure in the lua file part

#

If is like this ```Recipes_EN = {

Recipe_Make_Concentrated_Ginseng_Pills = "Make Concentrated Ginseng Pills",

}or like thisRecipes_EN = {

Recipe_MakeConcentratedGinsengPills = "Make Concentrated Ginseng Pills",

}or like thisRecipes_EN = {

Recipe_GodigodMod.Make_Concentrated_Ginseng_Pills = "Make Concentrated Ginseng Pills",

}```

#

or many others possibilities ... idk the structure

undone crag
# low yarrow Its not that simple, right?

That code will fail at line 7. It tries to run getInventory on what the variable player refers to, but in that context there may be no variable named player, so player is nil. It can not run getInventory on nil.

low yarrow
undone crag
#

I do not think you need to make a function outside of it which is triggered inside it?

#

If you want to get a reference to the player's character object, there may already be a reference to it in the lua table called self.

low yarrow
#

So i should add a self here?

#

Also have tried "self:getInventory" but that crashed

undone crag
#

I forgot to check back on this discord server for a number of minutes.

#

No, the player character object's getInventory Java function does not have any "arguments" passed into it. Also, player will still be nil in that context so there's no getInventory function being called anyway.

#

You may be able to get a reference to the object with something like self.player. You could look at the original tooltip render file to find out.

knotty abyss
#

Always when I'm going to rip some clothes to create bandages, the screen freezes for a few seconds. I believe this happens because in the clothing table there are many options that are created in the context menu. Does anyone have any ideas on how to fix these mini freezes?
I thought of making some change so that it shows in the context menu only the clothes that are in the character's possession and not all the possible clothes that exist in the table completely. Will we be able to make this work?

knotty abyss
#

Yes

#

I think it doesn't work anymore

#

Have you currently tested it? I didn't see any difference

chrome egret
#

I haven't personally used it, I just remembered being here when a couple of people were batting the idea around/working on it

knotty abyss
#

My idea was, to show only the clothes that were in the character's possession and not all the possible clothes, you know?

chrome egret
#

Yeah, that makes perfect sense

knotty abyss
#

That way it wouldn't spend unnecessary processing and consequently wouldn't cause this micro freeze, I think.

#

Even this comment is mine Hahhaha

winter bolt
#

im not sure if its possible since i think the game just shows every possible crafting material for the recipes normally

knotty abyss
winter bolt
#

i mean like in the crafting menu it just shows all of the items a recipe can use

knotty abyss
#

So mortar and pestle have your own items that can be used and I cant change ?

#

I don't know if you came to see a doubt that was before this new one.

#

lol many doubts hahahah

frosty falcon
#

how do you guys view modData of objects in the world via debug?

#

I guess you just do it all in your mods code tbh, I'm just lookin at vanilla objects and their moddata values

knotty abyss
#

Are you saying like this?

frosty falcon
#

its stored in modData for the pump as far as I can tell

chrome egret
#

Does anyone know whether PZ runs access level-based code on player login, and if so, where I can find that in the Java?

frosty falcon
stark coyote
#

Hey, I tried your technic but I got

-----------------------------------------
function: SetProfessionDescription -- file: MainCreationMethods.lua line # 634 | Vanilla
function: DoProfessions -- file: MainCreationMethods.lua line # 609 | Vanilla

ERROR: General     , 1663332606401> ExceptionLogger.logException> Exception thrown java.lang.RuntimeException: attempted index: getLabel of non-table: null at KahluaThread.tableget line:1689.
ERROR: General     , 1663332606401> DebugLogStream.printException> Stack trace:
java.lang.RuntimeException: attempted index: getLabel of non-table: null
    at se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1689)
    at se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:641)
    at se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:163)
    at se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1980)
    at se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1812)
    at se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
    at se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
    at zombie.Lua.Event.trigger(Event.java:64)```
etc
Any idea of what I did wrong ? ๐Ÿค”
frosty falcon
unborn snow
#

Is there any better way to sift through the distributions.lua file to set spawn rates for an item im trying to mod in, because its absolutely massive

elfin stump
#

What is the best way to remove an item from distribution that was added to SuburbsDistributions.all.inventoryfemale.items? I have a problem where old sandbox settings are not updating current spawn rates and I am unsure how to update or replace the earlier loot table entries.

elfin stump
#

I have tried every way of removal that I can come up with from SuburbsDistributions.all.inventoryfemale.items but nothing seems to do a thing here.

deft falcon
#

im trying to find a way to transfer an item to player's inventory after being dropped (i use onitemfall event) but i just cant seem to find a line for that. making player equip it will not put it back into inventory, but make many bugs instead (like duplicating items in the world but only 1 item instance being real)

deft falcon
#

i've tried setting the item's container to player inventory (printing it while it was on the floor showed an ID, and when i checked type, it showed floor, so it seems to work correctly), but it didnt work at all. (printing it AFTER the line shows player inventory ID, but it doesnt appear there in game, its still on the floor)

worldly olive
#

Any clue on how to fix the next issue:

print("Forcing the player to sleep"); if player:getVehicle() ~= nil then local playerVehicle = player:getVehicle(); if playerVehicle:isRegulator() then print("Turning off speed regulator") playerVehicle:setRegulator(false); end print("Turning off vehicle") playerVehicle:shutOff(); end ISWorldObjectContextMenu.onSleepWalkToComplete(player:getPlayerNum(), nil) player:getModData().DTpassingOut = 0;

Basically that code will force the player to sleep, and what I want is that if the player is in a vehicle, the vehicle stops. But I'm able to shut off the engine and also if activated, the speed regulator, but what I'm facing is that if the vehicle was moving when the player went to sleep, the vehicle keep moving at the same speed (even if the engine was stopped)

elfin stump
#

I was able to get distribution removal to work at the high level (I cannot specifically remove an item from a male or female zombie loot table though, I need to remove it from the entire suburbs distribution - like this: RemoveItemFromDistribution(SuburbsDistributions, "module.item")) - but I did notice something when working with this. Sandbox don't seem to get updated - when I check variables via code they are the defaults. Does sandbox only read one time when the world is first loaded and thats it? It seems like I could adjust these and the game should see that - but it is not - it is giving back either the defaults or the first settings applied to the world - I am not sure. Am I totally misunderstanding how this works?

weak sierra
#

i was planning on making a fix for this issue anyway but that'll make it very very quick

#

actually it doesn't look like there's anything to fix

weak sierra
#

so if you are changing them programmatically you'd have to programmatically trigger that same feature

#

it pushes the sandbox options out to clients and applies it on the server end

#

or of course it reloads when the world is loaded

nocturne bane
#

Is there something you can hook into whenever a new IsoObject is created in the world?

#

In my case I'm interested in IsoThumpables

#

I found this, but it doesn't seem to be called.

nocturne bane
#

I think what I'd really need is something like OnTileAdded?

#

there's only an event for removal though

steep onyx
#

I want to edit Instant popcorn to give the player some happiness how can I make a mod that does this?

quasi kernel
#

There's a few other mods you can look into for a base, I believe there's a couple vitamins mods that adjust how much fatigue reduction it gives.

#

Then you can adjust it to instead augment happiness to your wishes.

steep onyx
#

thanks

#

but how would i open the files for said mods

quasi kernel
#

steamapps > workshop > content > 108600 > find the id of the mod from the workshop

steep onyx
#

okay thaks

quasi kernel
#

Yeye!

#

Obv check for the uhh

#

permissions first

weak sierra
#

anyone know how to get the name of a placed furniture from a reference to the IsoObject?

steep onyx
#

doesnt say

weak sierra
#

like if it's a microwave, to get the ItemType

#

Base.Microwave or whatever

quasi kernel
#

Lemme check evelyn

weak sierra
#

name is null, before someone suggests that hue

quasi kernel
#

Try getObjectName

weak sierra
#

i should stop trying to use fields

#

maybe i shud

#

yeah

#

that

quasi kernel
#

If that doesn't work, you can try uhh

#

getContainer() with getType()

#

But that's only if that doesn't work

weak sierra
#

it will be containers every time, so

#

that's probably ok

#

will try that next

quasi kernel
#

Meantime, time to continue bashing my head against a screen trying to figure out where the fishing logic is

weak sierra
#

i have PTSD re: code stuff so sometimes i get overwhelmed and i can't think straight :)

#

fishing logic? hm

quasi kernel
#

I can only find where the lures are defined and possibly retrieved from

steep onyx
#

what do I now do to remake it

quasi kernel
#

But not where it's actually being checked

weak sierra
#

ISFishingUI?

#

idk if all the logic is there but it shud lead u there if not

quasi kernel
#

oh my god wait

#

I forgot zomboid had

#

a lua side

#

LOL