#mod_development
1 messages · Page 94 of 1

waw, what server is it from?
mb u have mods conflict
different professions/traits mods creates same profession/trait and both handles it but one of them can't wait for some condition due to second mod override it
I didn't see anything it's just my guess
I need to start writing some like that.
Reads beautifully.
oh 😦 No thats not it.. I am not running any other mods that add traits/professions besides my own
why I can't read it easily.. 
u have started the game with only ur mod, right?
there's literally cannot be any conflict?
yes
other people reported the same issue as well both with out without other mods
this is frustrating if I at least had the logs tell me whats the problem

just look at ur code and try to find potential code that can start infinity loops
Sekiro. One of the best action games ever.
Chuck suggested it may not be that because Zomboid can catch infinite loops.
So that could be a dead end
thanks 
lua can catch infinity calls > will throw stack overflow
function a() a() end
a()
but if it's exactly loop then will freeze forever
without any error
so this m8 have problem with some loop
I seeeeee
Thanks for clarifying
I was preeetty sure I crashed myself once on an infinite loop but I'm not trying to make a habit out of it lol
So I made a minimal example managing those global mod data via server-client-communication. What I want to do: initialize some global mod data on server side and write them to the player's mod data for each client. The example is this:
Any ideas whether this will work correctly in multiplayer? Is this the supposed way to handle those global mod data?
typo in the client code: there should be one globalData["b"] in the if-condition...
I think there are even a few more typos (forgot and "end" in the server code, just ignore! 😅 )
Hey I'm gonna be busy for a bit but if you stay stuck you can DM me the link and I'll take a look later.
i am stumped and it's probably me being clueless but when i use
self.character:getPerkLevel(Perks.Electricity)
it returns null on prefillworldobjectcntextmenu
anyone have any idea why?
local function readorNot()
local bookLevel = SandboxVars.Nipswitch.Booklevel
local zapLevel = self.character:getPerkLevel(Perks.Electricity);
local lowLevel = bookLevel <= zapLevel
local goodlevel = bookLevel >= zapLevel
local menus = {
context:addOption(getText("ContextMenu_One", self.invMenu)),
context:addOption(getText("ContextMenu_Two", self.invMenu)),
context:addOption(getText("ContextMenu_Three", self.invMenu))}
local txtRandom = ZombRand(3);
local selectedMenu = menus[txtRandom + 1]
if lowLevel then
selectedMenu()
for _, menu in pairs(menus) do
menu.notAvailable = true
end
elseif goodlevel then
local totally = context:addOption(getText("ContextMenu_Four", self.invMenu))
totally.notAvailable = false
local tooltip = ISInventoryPaneContextMenu.addToolTip();
tooltip.description = getText("ContextMenu_Five");
totally.toolTip = tooltip;
return
end
end
Events.OnPreFillWorldObjectContextMenu.Add(readorNot)
what' self here?
okay you answered my question with your question lol.
what's self?
Presumably undefined
it is and it's one of two that are i just realized
hahaha
x3
Also tooltip, technically... who writes "tool tip"?
But the game I believe does ToolTip
because the game does things like "unhappyness"
So you do you on that front
thats literally copied vanill code
Oh
local totally = context:addOption(getText("ContextMenu_Four", player.invMenu))
totally.notAvailable = false
local tooltip = ISInventoryPaneContextMenu.addToolTip();
tooltip.description = getText("ContextMenu_Five");
totally.toolTip = tooltip;
should be snake case 
No
add the function parameters
the only time underscores are ok is in classical constant naming
THIS_IS_A_CONSTANT_LOL
So is it only safe to use ModData after OnInitGlobalModData? i may be overthinking this but I'm trying to decide how to organize the startup of my mod and my head's going in circles. I have one script that checks for mod data, or creates a default table instead, when OnInitGlobalModData is invoked. But then it seems unintuitive when I want to access the same ModData from another script, because what if the entry point of that part of the script is ran before OnInitGlobalModData? Or, if the entry point is OnInitGlobalModData, what happens if it ends up running before the callback that initializes the mod data if it doesn't exist?
u should use ModData.getOrCreate("name") instead creating default table
u creates default table but it's literally just new table it's not linked with moddata actually
yeah that's what i'm doing now, but i initialize the table with default values if it's empty
it will be deleted after relog and u again will get empty table and create default table
relog?
u need modify exactly moddata table
local mod_data = ModData.getOrCreate("name")
mod_data.key = {...}
yeah i'm doing that
local function checkModData(modData)
for key, value in pairs(defaults) do
if modData[key] == nil then
modData[key] = value
end
end
-- some other initialization, usually based on sandbox vars
end
local function onInitModData()
modData = ModData.getOrCreate('moddata')
checkModData(modData)
end
roughly something like this
I can't help u with it. I need exactly ur code
it's just a example that u just created
u can remove from there useless parts like sandbox vars and etc
well I don't think my question has much to do with any code I have now, I am mostly inquiring about how other people deal with mod data when they are storing less simple data
not sure what your issue is
yes you can only access global modData after its initialised
if your code accesses it before then its simply an issue of your code
I can't help without actual code to check the problem so good luck with it
there isnt a problem
okay here's an example, two different files
-- file 1, just responsible for initializing default values
local function checkModData(modData) end
local function onInitModData() end
Events.OnInitGlobalModData.Add(onInitModData)
-- file 2, cares about some mod data values that are expected to exist
local function doThingsWithModData()
local modData = ModData.get('name')
end
Events.OnInitGlobalModData.Add(doThingsWithModData)
what happens if doThingsWithModData runs before onInitModData? problems? how else can i deal with this? do i just have to make the entry point for my mod in the file that initializes mod data?
theyre inquiring about the possibility of acessing global modData before its initialized
facepalm
if it runs before its initialized then it just shouldnt.
I need to know HOW u creating moddata table and filling it
yeah I don't doubt that they would somehow run before the event
I already got u uses OnInitGlobalModData
I'm talking about the order of the callbacks or whatever you'd want to call them
ohhhhhhh
they are ran in the order they were registered
and files are executed alphabetically
ohh okay
and for folders
1 - shared/
2 - server/
3 - client/
if i were to require file 1 in file 2, then can i assume that file 1's callback would run first?
yes you can require the file and itll run that first
i think that solves my problem then, thanks for the info
GitHub is your friend when you want to share code.
better to use skype

haha someone remembers
doomer moment
lmao!!!

wtf limewire does NFTs now? jesus lmao
i guess they already have a reputation for being sketchy and shitty, can't really go much lower
ah yes the super-awesome-mod.zip.exe
he even can use preview.png..
check out my preview! so cool image
aaaand... death 
I am so happy with skizots public release of his visible items mod. I was working in the background creating a mod like his in spirit of what he already worked on. But now since it's release I can rest easy. 😌 but of course this is always followed with a desire for more. "Welcome to the human condition". Now I am wondering if anyone out there is putting work into the Melee Combat aspect of the game. I think it would be cool to have some variety with either Charged Attacks, or Combo Systems with grabbing capabilities. Any one of those could massively enhance the Melee experience! In the mean time, I'm gonna look around to see if anyone has any work remotely close to this.
oh my mod still needs work, but thank you 🙂
dhert is working on something that will let you attack with offhand instead of main, no for sure release though. most of the work for what you want though seems to be animations really
Even attacking with the second hand properly sounds like an improvement to me! I'll look forward to his release!
here's hoping it makes it to release!
Really? Im shre this is sarcasm
I am doing this but not 100% focus on it
No rush. I'm happy to see you dropped a functional chainsaw mod. There are some things I think could use somework. But I'm not judging it. I still like it none the less!
technically there is an op mod out there for dual wielding already
Yeah I seen that. It's too buggy for my taste atm. Lol.
Type dual wield in the workshop.
Type chainsaw.
Oh lol. One sec.
Yeah its ok i accept constructive criticism and i know my limits and choices of actions
I mean i know i could do better on alot of what i did but i only work on comission mods so i really choose not to take long on doing em .. so i can move to the next one
dual wield is far from perfect
Uploading the fox for that i forgot so thnx it reminded me
oh you wanted chainsaw link. thanks for that also
I getcha bro.
Np
``
UPDATE:
Doesn't despawn the gas can anymore
Added Red text indicator when Chainsaw is about to lose 1 Durability (when the checker is visible)
Can now be used to saw logs (no animation yet)
``
thnx for the support @frank rivet appreciate you man
need an animation?
Theres an animation thats not used. I havent gotten the time to use make a timeaction.
But if we can make it like a thing that it doesnt like it swings anymore while aiming already does the dmg.. to do this the the swing animation speed should be a fraction of a second. So if you hold the aim and click then you are passively killing everything in front of you
Yes it was a joke, I don't know how people can use re-uploaded mod sites, not to mention using a torrent for them.
Thats what youve been up to? Checkin out non steam mod distribution
Makes sense cuz u are building an community mod
Talking about animations, I think I need to edit the xml for sheet rope to be able to change climb direction. Tried that a week ago with only commands.
and had no result
heya 😄 is there any up to date guide on how to make new tiles/textures? I'm working on that wind turbine mod but I'm not sure how to integrate the textures. The pzwiki docs seem outdated, I can't get the pack viewer to export single sheets, and I don't know how to import anything other than a tilesheet in tilezed
thanks!
that's a pretty cool approach
does it do the display in blue in the UI in game or is that just to illustrate?
Thats lit if jts actually blue
doing
Sorry for the typo im using mobile
I ment thats lit 🔥
If you made it blue
ah, ha-ha
thanks 
No, I'm happy with steam lol 😅
At least for publishing/distro - GitHub is better for most else
Speaking of which my upload action broke - so I need to fix that 😦
or just use piratebay
I'm talking about the github action to upload to workshop
How does loot work between SP/MP?
is there a way to move all items in a container to another container easily?
I'm thinking your occupation+traits set a static distribution at the start of the scenario? Or rather it calculates it when you open containers. In MP, since I've been told Lucky does nothing, I'm guessing all of this isn't applied and a server-set distribution is made on generation (and loot respawns).
It used to be when you first approached a container but now I think it's when you first access them
And lucky absolutely does something in SP/MP
What would it do in MP?
If anything it's a bit busted - as a lucky person can go around first and generate more loot
OH
So if loot isn't generated in a container, it generates for the first person who access it?
As far as I'm aware
I'd like to see an invisible loot system that requires searching to some degree
I don't think loot depends on occupation or trait
It does.
Different occupations and even traits have hidden bonuses to "foraging." And I noticed a HUGE increase in meds in my doctor.
I have to check it out.
But are you able to forage a gun?
Like, with the forage system?
Or ammo?
I don't think so?
Let me check because I think there's a forage stat for them.
hmmmm
createItemTransaction(InventoryItem item, ItemContainer src, ItemContainer dst)```
what dis do?
Ooooooh okay yeah, foraging system can actually spawn med supplies and ammo.
doRollItem only mentions lucky/unlucky for traits
I wasn't aware foraging worked that way - I presume that stuff is in cities
doRollItem is the function that calculates loot?
Okay maybe I got too lucky then.
medical centers usually have alot more loot than other places too - if you were looting a pharmacy
I think what tipped me off is the "traits explained" mod that actually shows in the tooltip what they do, and one of the things cops get is +Guns on foraging.
When there's no gun category.
those mods are manually done so it may have been not updated or mistakenly added
Oh no, nevermind. +Weapons, referring to the junk weapons.
so you're the mistaken one 😛
It does seem like guns can drop from that category though.
@zinc pilot so you figured out how to make the fence destroyable by zed i see. Was it via codes or did you overwrite the tile itself? Just curious
So no more bike mod?
I'd make more vehicle mods if the devs added proper support for it
Just not worth the time rn
I'll stick to common sense as I don't have to touch vehicles
ah so it was taken off the workshop because it's hard to upkeep with updates?
No Disliker DMCAd me alleging I copied him. Which I did not. But idc the mod was broken already
I have like almost 1000 hours in PZ 80% of which were spent trying to figure out how to make the bikes move properly
So many sacrifices had to be made because the game only supports 4 wheeled vehicles
so annoying to take someone down that is trying to help make content for a video game 🙄
Yeah I don't understand some people
It actually makes me feel sad when people come ask me if they can include my mods in modpacks. Like they actually need my permission. So sad.
The mod is out there for people to enjoy and have fun, ofc you can pack it to make it easier for people to play in multiplayer
The nerve some modders have to deny that.
Why even make a mod if you don't want people to use it...
its kinda in opposition to the whole idea of modding, you're right its whack
Exactly

Anyways I'm gonna focus on Common Sense now.
I'm busy working on a game of mine atm but I plan on adding a lot of new features
I was running a server that used the bicycle mod, which I have honestly felt is one of the best mods I have ever used in zomboid- Would it be feasible like, for me to upload it privately just for my own use? Or is the mod just dead
None of my friends can join since it was taken off the workshop lol
I'm unsure. I'm not that well versed with all the random steam EULA with 600 pages
I think you're allowed to have it for private use
Sad that in steam workshop not possible create modpacks like in minecraft. As I know in minecraft mods if your mod used in modpack, it count download to mod too. Also in steam workshop not possible use special versions of mods
You can create a modlist - it would be neat if the game allowed people to import those lists
Modpacks are explicitly made to avoid updates
easiest way is to allow for sub without download tbh and enforce
without having to redo the entire method
Oh man I made so many ppl mad when I started out modding lol
Yep, it helps sometimes. But sometimes you need change original mod for modpack, that not often possible by outside patches
I had no idea they had to update the whole thing whenever a single mod was updated
what DOES this do?
i can't find anything that uses it.
True, but 9/10 whenever someone asks me about modpacking it's to avoid updates - I think only one person mentioned wanting to tweak the mods to work better together
basically they want to update the files themselves on a more concise schedule
I kind of wish Steam allowed people to download older versions if the server hasn't updated 🤷♂️
they host the old versions of mods - as you can revert to any previous version
function ISGrabItemAction:start()
self:setActionAnim("Loot");
self:setAnimVariable("LootPosition", "Low");
self:setOverrideHandModels(nil, nil);
self.item:getItem():setJobType(getText("ContextMenu_Grab"));
self.item:getItem():setJobDelta(0.0);
self.character:reportEvent("EventLootItem");
createItemTransaction(self.item:getItem(), self.item:getItem():getContainer(), self.destContainer)
end
this?
y eah i just hit that.
ohh you trying to fix that place thing?
so could i use that t loops through all the tiems in a container and transfer them to a new one?
i am.
enter someone who knows things...
who knows things?!
lol who knows. turn of phrase
I think this is for MP item stuff
yes
i need to move all the items in a held container into a placed container.
If this for MP too, then for each item use this func
yes. so how do i tell what all items are in a container so that i might loop through them?
visibleItem is my held item and newItem is the tile that is created.
sendItemsInContainer(IsoObject obj, ItemContainer container)
ooooh
wait no.
Has it been fully removed or is it under review or something? Is there a chance it'll reappear
local HeldInv = HeldItem:getInventory()
if getDebug() then print("DEBUG - The count is :" .. HeldInv:getCount()); end
this isn't working!
Shouldn't it be HeldItem:getContainer()?
Inventory for entities like players and zombies
Containers for inanimate objects like bags
HeldInv:getItems():size()
lol just after i figred it out,.
function MoveThatBus(HeldItem, PlacedItem, player)
local HeldInv = HeldItem:getInventory():getItems():size()
local HeldCont = HeldItem:getContainer()
local PlacedCont = PlacedItem:getContainer()
if getDebug() then print("DEBUG - The count is :" .. HeldInv); end
--if instanceof(HeldItem, "InventoryContainer") and not HeldInv:isEmpty() then return end;
for j=1,HeldInv do
local item = HeldInv:getItems():get(j-1)
createItemTransaction(item, HeldCont, PlacedCont)
end
end
``` getting an error on the create item transaction.
Callframe at: createItemTransaction
Not sure how useful viewing the javafields is but 🤷♂️
also scales to size dynamically
This will be my last reply about this topic, enough evidence was presented for your mod from the workshop to be removed, I will not allow my hours of work and research to be poorly rewarded, of course, you worked on your mod, but you can't continue to lie saying that you did everything by the fact of only changing the name of some variables and obfuscate functions as "Utils", give to you all the credit and demand ask for permission to use your work when you don't do the same.
Someone mentioned only being able to view static fields
Used what I gave Glytcher to grab classes
at least it's a bit shorter
Which mod are you claiming he copied? I have no horse in the race i've just not seen any similar mods before
Based on context clues, sounds like they both had a bicycles mod
skateboard vs bicycles.
i'm clicking around and it looks like Dislaik had a skateboard mod that, from what i can see and have experienced in game, functioned very differently. I've been running both and i'm not sure how they're related but i suppose i may not be privy to the code and any similarities that may be present there. That being said this ||pissing contest|| disagreement broke my server once the mod was removed from the workshop but i at least now have an answer as to why
Kind of curious to check out both- but it should be noted steam won't really do any due diligence for copyright strikes - their policy is to remove it right away and wait for a counter-claim to which they'll just goofily reinstate the mod and basically tell both parties to take it further in court(s).
This is to say, everything is alleged
Please leave the mod name and descriptions in English. Better not use machine translation. I've seen your mod on MP server and have no idea that it should be translated as Common Sense 😅
Neverrrr
It's machine or nothing


if anyone can assit with that, it'd be great. going to bed.
Your mod name in Thai = Gizzard. I thought it's another food mod 😞
Gizzard
What the heck
😦
You mean the internet LIED to me
So rude
I was told this was 100% accurately verified to be common sense
common sense = สามัญสำนึก
But do you actually use that term in thai?
what's ข้อมูลที่ทุกคนควรรู้
Maybe it's an english only expression
that's quite descriptive
In my language we call it bom senso so good sense instead of common
Also this is a wildly pretty alphabet
แม่ของฉันบอกว่านี่เป็นความจริง
this one can be translated directly as = the info that everyone should know
Works
Idk tho. I kinda like Gizzard.
I have no idea what that means it just sounds like a funny word

Thanks for letting me know, I'll see if I can fix it 🙏
this is written language
I have literally 0 knowledge about Thai tbf
I put 'my mom says this is true' into google translate
Google Translate is quite good, but needs some post-editing to check context and formality of language
It's funny to me cause it changes sometimes for seemingly no reason
Sometimes I write super complex stuff and it translates even obscure expressions into my native language.
Sometimes it can't understand basic stuff that it used to
From what you gave, your HeldInv is only set to be the size of the items array:
local HeldInv = HeldItem:getInventory():getItems():size()
But then it is used as an inventory a container in your loop:
local item = HeldInv:getItems():get(j-1)
Really odd, my github action wouldn't update workshop.txt stuff - had to manually upload it to enact changes
Hoping there isn't an issue with the actual mod files
Also anyone interested in testing the debug tools as they are now: https://steamcommunity.com/sharedfiles/filedetails/?id=2909488957
Yes me
there's issues introduced into the teleport/inspect buttons - will look into it tomorrow if I have time
Hehe
Do you have onserverconmand onclientcommand related
There's no frameworks/Patch content yet
it's just debug tools, if that's what you're asking
I dont use those anyways
Question . Can you assign time action to zeds
Probably not
oh cool, so the Community Patch is going to be like a set of common fixes for the base game? Or is this some sort of patching API (haven't read into it, sorry). If so, i have one. lol
The patch mod will be various fixes or even QoL stuff that don't really warrant being a stand alone mod
i've made at least 3 mods that fit the "fix that shouldn't really be it's own mod" criteria and I'm sure there's various ones all over the workshop too
One thing that also would be done is refactoring the vanilla Lua (by hard overwriting if necessary) to make mod compatibility possible
i have included the same few small "fixes" in 3 mods now, just to make sure its g2g. 
Hm?
Was agreeing with what you said. ha. there are definitely some small tweaks that don't warrant their own mod, and i've just included the same "fix" (imo) for the clothing actions in 3 different mods because its so trivial. You can't equip shirts or other clothes and move, but you can unequip them and do so just fine. I just fix that. pants/shoes or whatever are handled via the animation.
Hello, a mod that I was using on my server server was using was removed from the Steam workshop, and now friends who have not downloaded the mod previously are unable to join, as they cannot install all the correct mods. I do not want to remove the mod or restart if I do not have to, although I realize I may have to restart the world to change the mod list at all. I would like to know if i could upload the mod to the steam workshop, set to private or link required or whatever, and simply allow provide people trying to join a link to the page so they can subscribe to the one I have posted while replacing the removed workshop mod on the server and replacing it with my private copied mod?
Uploading the mod yourself will change the Workshop ID. Better to just remove it from your mod list.
What is the problem with changing the workshop ID? If it is just that my upload will not be recognized as the original on the current server because of a different ID, would it solve the problem if i restart the server with the archived mod in place of the original?
Your friends will need the workshop ID to identify which workshop item that the client should download
If you reupload the mod it will counted as a new workshop item
1 workshop can contain multiple mods
Right, and when people try to join the server, they are prompted to download all of the mods on that server- So when they go to download mods, they can't get in because one is unavailable. If i have replaced the one that is no longer on the workshop with an exact copy that I have placed on the workshop, we can continue to use the mod, albeit on a new world, and people should be able to download it from that prompt screen when they join right?
But that way, it would defeat the purpose of not removing the mod from your mod list.
if it get removed, something must be wrong with that mod and should not reupload it
just remove it from your server's mod list is the best solution and easy to do
While i appreciate the advice and the response, I know that removing the mod would be the quickest and easiest solution- I do not want to do that, and am asking about whether this solution will work, not whether it is a good idea to continue playing with the mod
Is there a cheese mod?
cheat menu
I'm trying to imply that you should not upload that mod, unless you have a permission from the mod author. If you insist on using that mod, I cannot give any more suggestions.
If the problem is that your friends can't join the server, removing that mod is the solution
but if the problem is, I want to keep on using that removed mod, then I have no idea
That was the point of the question, was that i wanted to continue using it. That's what i intended to convey by saying I do not want to remove the mod, and that i understood removal was the quickest and easiest solution
Could you tell which mod?
If the mod is not complicated, you can try learning and creating a new one
The mod is rather complicated, I am not going to learn to construct it from the ground up. What i want to do is use a non-trademarked piece of software on a private server, and I want to know if the method I have described will work for archival and distribution
I would say I never try that
since I have no idea which mod are you referring to, I'm not sure if the mod left some thing on the server and your new uploading mod will catch on or not
@queen sail
upload to limewire
anyone knows a moodle mod i can have a look around?
trying to add rewards to buy moodles for the player
we tried swapping the folder around on a google drive but couldn't get it to show up properly, I think the only way is to get it on the workshop
I heard people use nosteam so workshop is not the only way.
care to elaborate?
Even when the person in question had the folder named after the mods workshop ID in what we believe was the proper folder, it would show up as downloaded in their Mod menu but it would not let them into the server because they were not subscribed
as far as i understand it
because the workshop is missing
the game need to verify if the content on steam workshop is the same as your local folder or not
Right, that's why i want to upload it to the workshop- but keep it private so i can link it to the person i want to use it, and not have it publicly appear on the workshop
Mod owner is the man for this
My stance is: Don't do that. But if you insist, then I can't help
trying to see how new moodles are created and use that to trigger moodles manually
with custom icon and label
basicly looking for a moodle mod where i can get a clear view of how it works in vanilla
thanks 🙂
@pulsar heath or just look at moodle framework on workshop, it has links to mods that use moodles
how do I change the cost of a occupation? this is an example code im not sure if this is written correctly
fitnessInstructor:addXPBoost(Perks.Fitness, 3)
fitnessInstructor:addXPBoost(Perks.Sprinting, 2)
fitnessInstructor:addFreeTrait("Nutritionist2");
end```
Im unsure if this will cause issues or not since its coded the same way as the vanilla code all I did was change the number from -6 to -9
or will it overwrite it.,
How big is this private server? Are you talking about like 4 friends?
There are alternatives to uploading work that doesn't belong to you if you're talking about an extremely small server
You could stick local copies of the last working mod in each player's Zomboid/mods folder.
That would not automatically download things, but would allow use of the removed mod.
Otherwise, I would contact the mod author and ask permission to upload a new copy with a new workshop ID, if possible.
I believe it should override the vanilla values for that profession
The mod in question was taken down with a CC strike. So the local route would be the least damaging route to take (if it's among a small group of people).
Hey so i know this isnt the purpose of this channel, but does anyone know of a mod that adds more zone types to the admin panel? Or if it would even be possible to do? Im looking to be able to create zones with different rules such as disallowing construction/object placement
will it cause redbox errors if I override it this way?
or should I write the script in a different way?
that may be more efficient?
u can get the profession and set only different cost for it, no need to recreate prof
alright how would I write it out could you give an example?
local prof = ProfessionFactory.getProfession(String type)
prof:setCost(cost)
yes, but see below
sometimes mods are removed for reasons other than "problems exist with this", so there's times where one might want to do this
the biggest concern imo is violating the original uploader's rights re: their mod
i usually try to reach out to the mod creator and make sure they did it on purpose actually
often they think "hidden" still lets people download and use it
and what they wanted was "unlisted"
Psssshhhhh, nobody does that, who would do that? 
definitely did that
ur not the only one either lol
Can i „remove“ my result from a crafting recipe action by setting it to nil in OnCreate?
@vast nacelleyou here?
If I remember it right there is a recipe value for removing the result item
You dont happen to know it by chance 🙏
RemoveResultItem:true,
So its just there for not giving a result item right?
yes, you set up a result item, that is shown by the context menu, but isn't given to the player
Ahhh
I just wondered why tis wouldnt make the result argument non obligatory but this makes sense
If you absolutely don't want a result item or recipe UI shown in game then I guess it should not be a recipe
Nah this is exactly what i want i had to do it through the OnCreate but this is direct
RemoveResultItem:true iirc
look at my Udderly Gun Reconditioning mod for reference if im wrong
i do that for the reconditioning recipes
ah seems i was right
that's what happens when u skimmmm
xD
argh. this moving items is gone be rough lol.
Cheesecar
i remember seeing somewhere in the forums a post with the keyboard key codes but cant seem to find it... anyone knows the link?
nevermind... quicker to do a small function to return the key code when i press it...
there is any mod on workshop that helps to faster and easier build house or smth else by some layout? I mean build tool, not creative tool, exactly build one
I have some idea but maybe someone already created it
Uh, remind me, how does ZombRand work?
Me and a friend of mine is having some issues making the textures for our mod work.
I have made the appropriate art in the correct image format and with the correct ressolutions (using original extracted game textures as a reference to make the images be the correct way)
But the documentation we can find with the tilezed program is all over the place. We managed to make the .pack file.
But we are having problems making the tilesheet file
ZombRand(n) = number of digits
In other words, starts at 0 to n-1
The mod intends to add a new placeable object to the game (generator of sorts)
ZombRand(3) - from 0 to 2
ZombRand(1, 4) - from 1 to 3
thank you
you too

Another question, Can you override Recipes?
check mapping
I was helping a guy yesterday, not sure how far he got.
Will do
That is my friend. We spent over an hour trying to figure things out. Will continue convo there
@sour island how did you make the icons for the EHE? ISUIElement?
the ones that track the heli position
Is getUsedDelta the amount remaining or the amount used up?
@sour island u working so much with ui, there is any function on lua side to draw polygon or at least triangle? tried to find any reference from java to lua but nothing
There is drawRect
You could try scaling a texture but it would probably look pretty bad
The markers?
yeah the markers
drawRect draws only square, it isn't?
was trying to do something with a icon and a value on top of the image by using ISPANEL
but then i remembered... your markers for the events
I don't mean drawTexture just draw colored polygon or triangle
I've only seen drawing an image to an aspect - you can control the aspect for x and y axis
I think drawRect has a width and height but it's only squares
working with ui in pz is a pain the ...
Other than maybe drawing outlines or lines I don't think there's other shapes
rect is a rectangle so yes
I need a code buddy

shit ass true music mod addon
why not code monkey? 
like what
well those are difficult to manage.
they still don't know human languages?
what the fuk
...idk that you can go blaming another mod when you don't have the correct folder structure
lua is barely a MCHINE language, much less a human language lol
lua isn't a machine language at all, it's a scripting language
it was part of the tutorial i watched
you either followed it wrong, or the tutorial is wrong
especially with the pz api that is spottier that a herd of dalmatians.
I'm not about it 😄
idk how the creators is wrong when his is right
hold on
i think i extracted it wrong
like u wanted the code monkey but now u need the code buddy, so I think monkey even couldn't figure out what do u want

have i asked about a monkey?
the sooner you accept that Zomboid modding is done best by writing Java logic but in Lua syntax, the better off you'll be
i'll be damned.
i have like 3 projects that need assistance beyond my capabilities.
sounds like you either need to re-evaluate your scope, or you need to just buckle down and learn more
with a buddy, i can offer art for THEIR project in exchange for code help with MINE.
i am trying, but i like doing art WAY more.
art? wdym
models, textures, ui stuff... ART
No, i want cheese. I want a cheese mod. I want Wensleydale Cheese.
Don't worry
It will happen
u can shot me msg about which projects needs help and if they interest me I can help to you mb
well my carry mod, i need to take the items that a player is carrying and put them into a tile that is placed.
my trucking mod needs a once over to finalize and correct some stuff.
and my stupid ass ice cream trucks are STILL broken
put them into a tile that is placed. didn't got it correctly
okay... my boxes mod? do you know of it?
you can pick up world tiles, and carry them as models, and then place them back on the ground as tiles. while they are in your hand you can put stuff in them. i want that stuff to be placed into the tile that is created when you place it down.
world tiles so u can pick up grass tile, right? not grass object but exactly grass tile, and while it into ur hands u can put some items inside and when u will put tile from hands on any tile it will automatically place all items from hand tile container to this place too, right?
boxes and things.
I'm still confused about picking up the tile and how it can contain items 😅
maybe do u meant any container object?
one second. i will show you.
oki
So, is it possible to override recipes like you can do with items?
ha-ha, yea, I incorrectly got u when u said tiles
the box on the ground... is a tile.
so if there's any items inside u picked up it and place it again there have to be same items, right?
I thinks about it like tile is a floor object and objects on it is a just objects not tile
it's fine now
if you put items in it while you are carrying it, i want those items to be moved to the box on the ground when you place it.
with ur mod when player will unequip hand tile it will be dropped from inventory, right? won't go into player inventory
it will go to the box on the ground
I'm gonna add that delay to the explosion I mentioned then spawn as many zombies as possible.
And not lower any graphic settings.
got u, yea, sounds interesting cos mod is cool, can try to do smth
Do we have a tick function or something that returns the time since session start in ms or something?
And if so where is it found.
hello everyone, I have the feeling that composters are broken. They provide an unbreakable defense against zombies, they don't even attack these objects. Do you know if there is a way to make composters "breakable" or, remove them from the game?
Did you try getServerTime()
In GameTime
Idk what it does but it sounds good
are you still getting the same error as before when using createItemTransaction? Or whats up?
yeah i have tried a few things and it appears that the newitem is a moveable and NOT the tile.
so yeah it's fun
I'll look into it, but if you can tell me where it is in the files lmk.
u can check this mod and do same but for composters https://steamcommunity.com/sharedfiles/filedetails/?id=2923027740
-- MOVE ALL THE SHIT IN THE HELDITEM TO THE PLACED ITEM.
local HeldInv = visibleItem:getInventory()
local HeldCont = visibleItem:getContainer()
local PlacedCont = newItem:getContainer()
if getDebug() then print("DEBUG - The count is :" .. HeldInv:getItems():size()); end
--if instanceof(HeldItem, "InventoryContainer") and HeldInv:isEmpty() then return end;
if HeldInv:getItems():size() > 0 then
getPlayer():Say("I need to empty this before I can place it.");
end
_character:getInventory():Remove(visibleItem);
return originalPlaceMoveable(self, _character, _square, _origSpriteName);
``` this is how i;m at least blocking it for now
thanks! I'll give it a look. It's weird because in a release note is said that Composter are not thumpable by zombies, but that is not true. 👀
https://github.com/Konijima/PZ-Libraries Fuck it I give up fine I'll install the ide.
Looked at the tutorial and it basically has everything I want, with intellisense from the decompiled project.
I don't have to be guessing where everything is.
Other then learning some wacky plugin emmylua, should be okay.
that's the closest I've ever had those.

lol wut
i find that subscribers kind of snowball because of servers
yeah i figured that's what it was
it's usual for visitors to be much much higher than subscribers at first, and then over a few months subscribers overtake the visitors
yeah
it's an experimental proof-of-concept map with a catchy name and a decent logo, so I'm not surprised really
it replaces the road tiles with dirt? lol
lol. idk what i did wrong:
dirt
also, mfw i realize my comprehensive animation mod lost in popularity to a mod that adds a cardboard box. 
jk @faint jewel nice work. i guess you won our battle. 😆
Reverse situation 😄
LOL
I will never understand how a suicide mod can be so popular in a survival game haha
people want to escape reality and live out their fantasies
says a LOT about the players i guess
that was the first mod i ever got, i was surprised it wasn't vanilla (though i can imagine their reasons now LOL)
it's just a staple of zombie media, and suitably dramatic
A lot of people like this mod. Is it not in the game due to ESRB age ratings / other things like that?
i doubt it
This. No other weird reason for it. Zomboid mimics the more realistic-esque zombie media of unknown names, and they're a lot of survivor drama involved in them.
I'm surprised we have explicit suicide by drinkable bleach first before this.
i used getTimestamp. not sure if anyone else using something better, but it seems to run in seconds
even worse ratio
doesnt that just indicate that it's on a ton of servers as a collection vs in a modpack?
with low visitors vs subs
yes
i'd make 10k accounts and sub just to keep you going if it took that lol
your stuff is way too good dhert.
there is not nearly enough QOL stuff out there imo. i'm a roleplayer at heart so my mindset is diff than alot of others, but i will say that this stuff stands out to me as much or more than most other mods. fancy handwork alone is becoming one of my favorite mods out there just because of your work with animations. it's literally so sick dude
I really appreciate all that you said. 😊
For sure, will keep going with it!
Is it accurate in MS? So 1ms = 0.001 getTimestamp()?
maybe but i swear when i used it it was updating per second
not ms
ohh nm i read tha twrong
yea thats right
wait maybe one more 0?
math isn't my strong suit but ms are 1000 per second right
so 3 zeros
someone please clarify cuyz i swear it was just by seconds also
or another method also is cool 😄
just test it also and you will see it's usage. can print to be sure
but i was making an auto restart mod (really just a save and quit mod on a timer) and i used getTimestamp and worked
Basically, if it's every second, aka 1 = 1 second.
If I want to check for millisecconds, which is 1000ms to 1sec
100ms from that 1 second is 0.01
When I say is it "accurate" I mean if I ask it the function can return 1.423 and it doesn't just go from 1, to 2.
If it only changes every second, instead of MS
Luckily.
in console it tracks by individual ms
so i think there is some level of tracking there
in console it just shows a flat number
like231904832984
Well luckily, we have a function called getTimestampMs.
that's the tick count, you guys are looking for OnTick most likely if you're trying to get accurate clock readings
yea i think he's using for tracking
I can make a function that increments OnTick
But that's redundant if it already exists.
crater def knows more about the code itself tho haha so he's got something
it's an event, with an argument that does precisely what you're looking for (although converting from ticks to seconds is... tricky, if not impossible)
Freezes the game for 1 second when a zombie dies.
Since I didn't use spawn.
haha
tldr, I'm trying to make a slight delay on some code.
yeah you definitely don't want to loop like that instead of using the game loop (aka OnTick)
Which you have to use coroutines for.
You "can" loop like that, it isn't a problem.
Just that it will stall the entire game to do it.
That's why you run a coroutine.
...that's a problem, lol
xD
Well with a coroutine it'l try to async off the game loop thread.
So it should do what I tell it to.
I don't really think that's possible in this context
Lua in Zomboid is more of a wrapper, it's missing a lot of basic features
spinning off new threads also isn't a great idea in general, but if you can manage it more power to you
lots of base Lua isn't in Kahlua, and even less is enabled for use in Zomboid
poop
it's more or less a wrapper that interacts with the Java code - almost all the Lua you're writing (if it's decent) should match Java-esque OOP and probably uses a shitload of Java method calls directly, as well as Java objects
so even if you could make a coroutine, I doubt the game process would even acknowledge it or have a way to communicate with it
Yeah, I think you're right on that then.
Let me check.
Might be ignoring everything in spawn().
But not throwing errors.
Yep.
Full ignore.
yeah i thought so. you'll have to rely on OnTick
just to give you some ideas, I use a modulo to handle delays and it doesn't block the game loop at all. buttery smooth.
e.g.
local function DoTickThing(delta)
if (delta % 10 == 0) then
-- do stuff
end
end
-- add to OnTick event here```
so every 10th tick (basically a frame - the game loop and render loop are more intertwined than they should be tbh) it'll run your code
I'm not seeing that file in the vanilla game anywhere, unless VSCode is somehow lying to me
what's the path?
media\lua\shared\Library\Coroutine.lua
O
Hmm
I saw it in the zdoc-lua.jar thing.
Wack
All this bs.
Maybe it's a Java implementation?
Most of the stuff I'm looking in the library are Java things.
So potentially it's all the what do you call it.
The LuaManager implementation.
And this thing generated it.
So there might be a coded Coroutine class in java.
could be an issue with that in particular, yeah. maybe it's put there as part of the actual Lua base library - but that's useless in this case
Hm..
there's different thread managers, but we almost certainly have access to zero of that code. some of that management is written in C++ as well, and can't be decompiled
Let me play around with the functions either way.
feel free. if you can't accomplish what you're trying to with the base game loop though, chances are you're just writing unoptimized code in the first place or doing some really wacky bullshit
If they implemented their own Coroutine class, which became accessable through LuaManager, would work.
Mostly wacky bullshit. I've been programming on other things and I'm used to doing things in certain ways.
But coroutines is a thing that's used.
Actually just searched up in https://projectzomboid.com/modding/ and there are some hits on it, which is exactly where the file is pointing at.
Wack
there's a coroutine class but it's only exposed in debug mode
O
Well, wow. xD
YOURE RIGIIGITHIHT
So yeah, we do have to rely on GetTick then for any time sensitive non-event code not inherently coded.
My goal atm is just to "delay" a code firing for some certain time.
You can use timestamps in conjunction with ticks
I've done this, so it's possible
Oh yeah, I can check how long time has passed.
It's not perfect but being with in 0-1 ticks is pretty damn close
I'm not that concerned about the accuracy imo. Just the method. OnTick more or less means I'm checking every tick to see if a certain "time"/tick passed, to then run code. It also has to check if it SHOULD, and I have to pass it args.
you don't even need the timestamp necessarily, although if it gets actual time units (ms, s, m, etc.) then that's nice. but OnTick has a delta parameter that you can use as the game loop's clock
I've done exactly that
what are you actually trying to do? I think this is becoming an XY problem
you could calculate the tick you need
but yes - you could set a flag on zombie death, then have the code run OnTick
they're too unreliable for that, unless you're just incrementing
tickspeed changes drastically with zoom level, regardless of PC specs
It's technically the most accurate "GameTime" though.
oh yeah, definitely. no doubt about that
it's the best we have, but it's dogshit

There's two time spaces we normally use, GameTime and RealTime.
if you have only one check it shouldn't be that bad anyway.
RealTime being a timestamp of actual computer cycles or whatever cycle the game is using on program.
I'm just gonna have a thing that queues a function to run it.
And once it reaches past the timestamp, it runs whatever I need it to.
you could also just use ISBaseTimedAction and ISTimedActionQueue since that's what they're good at
and it'd save you from reinventing about two dozen wheels
but if it doesn't align with your use case then you're SOL
(also useless if the thing you're trying to do isn't an interruptable action the player is initiating, I'm pretty sure. again, XY problem)
Yeah, it's nothing like that.
couldn't do it via tile editing, so code
I basically replace every instance of a "compatible" fence via tile checking at runtime during chunk loading
it's basically the same method TIS used to spawn traps in the world (didn't even know traps were spawned lel)
@faint jewel it's a bug? if box in hands > capacity is 50 but if placed > 25
i might need to adjust it.
it should still place though right? just not able to interact with until it's below that threshold? or... thats my experience
unless there is something specific with placing that follows that rule as well
same goes if you place a container with those same parameters inside another container
having some kind of option for nested weight reduction would be sick. i thought it used to have it, but assuming it was treated as a bug that needed to be fixed?
The "small" containers should work when nested into a "large" container.
First Aid Kits, small Gun Cases, etc..
Would make them useful to actually keep around.
we are talking about Skizot's mod not about vanilla one
really? hmmmm i feel like i dont have this experience unless it's equipped? unless you are stating it should be a thing vs is a thing
Should be a thing, but is not currently
ahh yes 100% agree
toolboxes and kits and stuff are useless atm imo
might as well just always look for highest enc reduction
makes me sad when stuff is built that way. so linear
then again <roleplayer LOL so i always think of stupid stuff like that
local TickQueue = {}
TickQueue.Queue = {}
function TickQueue:AddToQueue(time, func)
local timestamp = getTimestamp() + time
table.insert(self.Queue,{timestamp, func})
end
local function RunQueuedTickFunctions()
for k,v in ipairs(TickQueue.Queue) do
if(v[1] <= getTimestamp()) then
v[2]()
table.remove(TickQueue.Queue,k)
end
end
end
Events.OnTick.Add(RunQueuedTickFunctions)
local function OnZombieDead(zombie)
local cell = zombie:getCell()
local square = zombie:getSquare()
TickQueue:AddToQueue(1,function()
--- And the zombies were electric...
end)
end
Events.OnZombieDead.Add(OnZombieDead)
I made my own helper
Seems to work.
I'm not a programmer ngl.
yeah I do something similar
in your example you need to call getTimestamp only once
local current = getTimestamp()
@idle dawn what is the purpose of the wait here?
the wait?
the delay
They all explode at the same time.
"Exactly" at the same time.
Which I want to prevent.
u can use this btw https://steamcommunity.com/sharedfiles/filedetails/?id=2875394066
-- 0 = 1 tick
timer:Simple(0, func)
u can use timer:Create()
repetitions with selected delay
Fuck what's lua's rand(1.5) again?

Anybody know a reference I can look at to make other tools with the "Destroy" option like the sledgehammer?
probably the actual sledgehammer code would be the best to look at
just check this function of sledgehammer
isn't it a tag now?
Didn't notice anything in the code for sledgehammer at pzwiki
I found it sometime
Maybe I didn't look close enough.
it wouldn't be in the item script they show on the wiki
it'd be in the game's lua somewhere
if this is right though that's much easier
Tags = Sledgehammer,
this should work
function Recipe.GetItemTypes.Sledgehammer(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Sledgehammer"))
addExistingItemType(scriptItems, "Sledgehammer")
addExistingItemType(scriptItems, "Sledgehammer2")
end
just check "Destroy" string in translation folder > copy string id for getText and by it u can find context menu option with it
Thank you
ah, he just want to add other tools feature like sledgehammer
my bad 
I'm interested in a few things sledgehammer related.
what's the error
we not using it XD
idk why but ZombRand
you can add a check to add / remove the RunQueuedTickFunctions so that it doesn't always run
That true
Will save that in the do it later or never pile. This isn't for anyone else but me anyways until I decide to.
Either way I want names.
I want my methhh.
mathhh.

Use ZombRandFloat(0.15) I guess
what else
I know but what If I want to know the cosine of a laden swallow.
So I can make pretty perfect circles.
math exists, just no random
Security thing then?
but really why math.random it's ZombRand 
Okay, uh... Can someone tell me what getUsedDelta returns to me? Is it the amount left or amount used up? As in, a fresh thing will return 1 or 0?
huh?
It's so random, no pun intended, that that specific function is replaced with that.
maybe it has better performance or there was issues
mb it's just thing like adding IS to name of each file
print(myItem:getUsedDelta)
||It shows if an item is used / drained: 1 full, 0 empty||
hah
nah it's because the game, and the modding platform, are all essentially java. lua is just there to make sure no one uses reflection and shit, or needs to set up gradle to make a mod (ew)
but like, even the most lua-y lua you can write is still very object oriented and you're constantly interacting with Java objects rather than Lua tables
ew
I had to use it to decompile things properly.
why? you can just decompile the class files into java files
and then ctrl+shift+F in the project to find literally anything you need
That's what I did.
I never said I did anything with gradle.
The project was just set to use it.

Because it was the most funny sounding name.
"I had to use it to decompile things properly." implies doing something with gradle doesn't it?

If it works it works. Even if it had nothing to do with it.
Now if you'll excuse me, I got 100 notepad++ extensions to use that I 100% require for my workflow.
I'm working on a trait and occupation change in cost, im unsure if the code is written correctly or if im leaving anything out important any suggestions or tips will help a ton.
Theres a weird bug with fastlearner and slowlearner you can take one or the other and remove it and then it will allow you to duplicate and pick multiple fastlearners not sure how to fix this bug.
Not sure if I have to add a event for professions or not, I have one for traits.
yeah it does that if you overwrite the traits
how would I go about fixing the problem?
workshop mod
I tested against some good ol zombonies. Seems like the timestamping is a bit wonky on timing, Random between 0.15 turning out to be near half of a full second anyways? Moh tester later.
I'm done modding for the day I got other things.
thanks fam
considering how many mods do the same thing, there's a lot of compatibility here to consider. Not sure which one to use as a good example.
well I'm not trying to add new traits or professions just trying to modify the cost
I haven't found a good source of references to know how to write in java, I tried looking at PZ modding wiki but I couldn't find anything regarding a written language to go off for what im trying to do.
simply don't know what im doing and my mod writting is a mess
here to learn
#mod_development message
use this for professions
AJHHAJHA watafuck
for traits u changing only cost as and for profs?
yes
Idk if thats the right place to ask and it may sound dumb how hard Lua is compared to c++?
Cuz i guess that mods are almost entirely made in lua right?
I wanted to say to u do same thing as for profs setCost but checked traits and there's no function setCost for them but only get
wtf
it should be a lot easier
base hook to add professions correctly by Fenris #mod_development message
local original_doprofessions = BaseGameCharacterDetails.DoProfessions -- copy the original
BaseGameCharacterDetails.DoProfessions = function()
original_doprofessions() -- call the original
-- now do the stuff
end
Events.OnGameBoot.Remove(original_doprofessions)
Events.OnGameBoot.Add(BaseGameCharacterDetails.DoProfessions)
--- add profession
local burglar = ProfessionFactory.addProfession("burglar", getText("UI_prof_Burglar"), "profession_burglar2", -6);
--- or get profession for some edits
local burglar = ProfessionFactory.getProfession("burglar")
You can see examples in the file lua/shared/NPCs/MainCreationMethods.lua
selfPins professions
try to create array or simple string in both of them and u will see 😄
😐
omg, I guess that explains all the horrible edits
I already said i don't know what im doing, of course its bad.
XD
Cpp or Lua?
I tried to explain in simple terms
lua!
lua for sure
lua is designed to be a lot simpler
Alr then I'm gonna start learning Lua soon
Cuz there's too many mods that i wish that existed
I didn't me you in particular, any trait / prof mod I've seen does weird edits
now smoker will give +1 to points and nothing more, yea, crazy mod, coming to publish
looks like i've got a deaf trait to fix
you think it's possible to block voip listening? i haven't looked so ignore me if you feel im too lazy for asking before looking
only thing that would make deaf balanced is blocking them from hearing voip
idk who takes this trait. if only for fun gaming or youtube memes
I don't appreciate you cracking jokes when im here to learn not insulted on my lack of knowledge how to code.
blind trait same
ouchie ouch
it's just a meme
no offense

Mhm surely not intentional. 
sure 
going to for sure fix my bad edit to deaf trait though lol
it was my first attempt at an overwrite
just figured out what u can't alt-tab while pz is loading or reloading lua if you didn't press alt-tab in a small time lapse after button press but with alt-tab and after ctrl+alt+delete it's fine
how much time I'm spent in loading menu..
ohhh because it pauses when not in focus sometimes?
or am i misreading that
or cause issue?
u can't alt-tab while loading is up
Is there an appropriate channel for just spitballing neat ideas for mods/features?
and that's why I just work in windowed mode
u can alt-tab if u press button to load into world and in almost same time doing alt-tab
I always alt-tab, just causes some lag depending on when it's done
btw, there's steam startup parameters for pz like -w and -h?
mb do u know
or it's base parameters for any steam game idk
I used it in gmod
don't think so, at least that I know of. I just set it in windowed while developing
alt+enter is your friend
How would one edit the zone type (namely residential/non-residential) of an area of the map?
this is a mapping question really. but you'd have to create a new objects file that redefines the zone? unless you mean worldmap, then you'd just have to rebuild the worldmap.xml on top of a picture of what you are trying to define, write a new worldmap.xml and make sure you patch it to overwrite the original cells you want updated
any other questions for mapping i'd stick in #mapping
oh yes I forgot about the mapping chanel
i made another mod and um
[26-01-23 17:27:24.025] ERROR: General , 1674775644025> ExceptionLogger.logException> Exception thrown java.lang.reflect.InvocationTargetException at NativeMethodAccessorImpl.invoke0 (Native Method)..
i get this error whenever i try and launch it enabled
and i get the stupid no hud menu again
need full error
it's part of it
- reuploaded cuz i forgot to revert a test i did to see if it was the textures (it isnt)
I'm not sure but seems problem with Easy Config Chucked try to use this manual
cos I don't see any problem in ur code or scripts
stop
found
26 line
that will teach me to use a older version of my own mod as a base (i used the broken files i had for the silver ghost before i fixed it on accident i guess)
rip
hahahha
ty
yup 
try this then anyway

didn't work with weapons so idk
oh well
i only spent like 10 minutes on it so i dont care
sucks that it doesnt work but i dont feel like smashing zomboid with a hammer repeatedly to figure out what the fuck the shitty obscure log error means
thats the one point i think they should improve on, clarity of the logs, like actually tell me whats wrong dont just throw a random ass error, i still remember my teacher telling us that errors should be helpful and allow the user to figure out what is wrong, and that is nOT what the zomboid ones do.
sometimes you'll get a completely clear error that tells you exactly what the problem is
and sometimes you'll get "Oh no an error! The game crashed. What error? Eat shit"
it's either like 'The error was at line 29 of this specific lua file in this specific mod' or 'An exception was thrown and the game crashed. Sowwy'
also
sharing a little more radio dialogue from something im working on :3
That's a vanilla bug - it's trying to delete those files but has the wrong path (typo: Lua vs Lua) - you can manually delete those files. They're in the Lua folder in your local cache.
Also I'm still not sure why the system is flagging those files to be deleted and why it's trying so hard to delete it
will that fix my mod?? i dont get any problems with my pistol mod disabled, only when i enable it._.
If you're getting the no file exception deleting the files will fix it. Idk about your mods' issue. Sorry.
I really think the Project Zomboid sandbox could really benefit from a musket, something worth considering maybe?
Its possible
Just run a checker function then ban if hastrait
i don't think voip goes through lua in any capacity
Ban voip or mute idk the exact function to do that but im sure if you can do that as an admin then you can do that via lua
that was the part i wondered
not possible to call anything from java at all here?
admin mute might work but afaik admins can't 'deafen' someone and obviously using admin mute will mute everyone for everyone
hmmm


