#mod_development

1 messages · Page 215 of 1

jagged arch
#

is there a way to get item icon without spawning item instance?

mellow frigate
keen silo
#

Hello everyone. I got a question. Does anybody know how to make an extra options menu for sandbox world or for a mod?

I want my mod to have some options (Like a slider to adjust the amount of certain elements that appear, Checkboxes to enable/disable functions, etc).

To give an Idea, I'm working on a mod that modifies a little the zombies adding some variation and I'm trying to give them some multipliers to shove distance, or increase the chance they fall, etc. etc. (and the chance that a zombie is different from the standard)

mellow frigate
bright fog
robust briar
#

When you right click a light switch, and choose "turn on" or "turn off" it uses the ISToggleLightAction timed action. If you left click the switch, it toggles it on/off, but I can not for the life of me find out where that happens.

If this happens in java.. I am going to cry

#

OMG.. always. Right after I post about it I find it

#

ISObjectClickHandler.doClickLightSwitch

civic tree
#

is there an id list anywhere for the clothes? not the base.X ones i mean the id that is all random letters and numbers

bright fog
#

Why do you need a list of the GUID ?

civic tree
#

i checked the clothing.xml file, it has what i want but the ids are written in random letters and numbers, i need them in that base.x thingy idk how its called. since you wanna know about it ill tell you why i want them: im trying to put together an npc event using the pznc framework. im basically doing human counterparts for the zombie bandits and survivors you find in vanilla, and to make it faithfully i needed the code that sets up said random events and the outfits involved.
now i have the list, but it takes very long since to do it i have to open all the clothing files (+800 files) and ctrl+f for the right guid between other steps that really make it a slow process, so an hypothetical guid list would be very useful.

bright fog
#

If you know how to code in python

civic tree
#

if i knew yeah

#

XD

bright fog
#

Also the clothings are usually not called by the GUID but their names

#

Python is not too far from Lua so you could easily understand it

civic tree
#

bro, i hate letting you down but i dont know shit about coding, not lua not python

bright fog
#

rip

civic tree
#

i said i was putting this together and that is a key word haha

bright fog
#

To change the clothing of a zombie I use this:

        zombie:dressInNamedOutfit("Boomer")
        zombie:reloadOutfit()
#

With Boomer being my custom clothing name

civic tree
#

cool, but i dont think that function will work on the npc, will it? (its a function right?

bright fog
#

Depends if the framework is made to function like zombies

#

In terms of coding at least

civic tree
#

hmmm, i mean worst that can happen is that it doesnt work

#

imma try it

civic tree
#

nope, doesnt work

dawn palm
#

also can I change zombie behavior? such as making the zombie not be able to bite or scratch

bright fog
#

That's for zombies, so zeds

bright fog
#

It's in fact not that hard to stop a zombie from attacking

dawn palm
dawn palm
bright fog
#

First off: there's no documentation, just forget about this shit you'll have to learn 99% of it yourself or through others tips or mods

#

Secondly: animations sets
The status of an attack is defined by its animation, so you can basically make sure the attack animation doesn't launch and you'll be fine

#

Discovered about it when doing tests and learning how the animation system works

#

Here I replaced a bunch of animations, and I've set the lunge animation (if I remember) with the dance animations from True Dancing. This animation in the base game triggers when the zombie gets close, by putting its arms in front of him to reach for you

#

You can do so much shit that way it's amazing

#

You could technically make a zombie that sticks to your butt forever without ever killing you

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I suggest you go check out LeaperZed and how they made the custom animations, I took everything from there

dawn palm
#

how do you see the code of a certain mod in the workshop?

bright fog
#

It's the best example out there yet but I hope to bring my own example to the table soon with custom animations and possibly behaviors for The Last of Us Infected

bright fog
dawn palm
bright fog
#

Did you access the files of it ?

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Did you download the mod ?

dawn palm
#

oh stupid me I forgot to download it

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thank you

dawn palm
#

this is what im talking about

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thats from leaper mod

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If you have that clothing you cannot see it in your inventory but you can wear it to your character or a zombie

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hmm ima try the code from the mod

late hound
#

what makes it so it's invisible in the inventory is that it lacks a display name tag

dawn palm
#

how do I get the outfitID of the zeddmg clothing I made?

late hound
#

what do you mean outfit ID

dawn palm
#

Im trying to use this:

dressInPersistentOutfitID
public void dressInPersistentOutfitID(int outfitID)
Specified by:
dressInPersistentOutfitID in interface ILuaGameCharacterClothing
Overrides:
dressInPersistentOutfitID in class IsoGameCharacter
#

because dressInNamedOutfit doesnt work

late hound
#

looks like you are putting the cart before the horse here

dawn palm
#

wdym

#
        local inv = zombie:getInventory() 
        local equip = inv:AddItem(item);
        print(tostring(zombie:getOutfitName()))
        zombie:dressInNamedOutfit("InvisUtility")
        print("WORN ITEM:")
        print(tostring(zombie:getOutfitName()))

the last print is still the generic shirt

late hound
#

you are trying to do everything while understanding nothing

dawn palm
#

what do I need to understand?

dawn palm
late hound
#

"items" with ZedDmg are technically not items, but an overlay

dawn palm
#

how do you wear that overlay?

#

here's a mod that does it

function Vamp.setZedVamp(zed)
    if not zed then return end
    if Vamp.isDay() and Vamp.isVampire(zed) then zed:dressInRandomOutfit() ;     end
    if Vamp.isNight() and not Vamp.isVampire(zed) then zed:dressInNamedOutfit("Vampire") ;     end  
    zed:DoZombieInventory();
    zed:resetModelNextFrame()
end

but it doesnt work for me, all it did is reset the zombie char model and naked

late hound
#

How did you define the outfit InvisUtility?

dawn palm
#

module PSZ {
imports { Base }

item InvisUtility    
{
    DisplayCategory = ZedDmg,
    Type = Clothing,
    ClothingItem = InvisUtility,
    BodyLocation = ZedDmg,
    WorldRender = FALSE,
}

}

late hound
#

no this is wrong

#

did you define the outfit in a clothing.xml file?

dawn palm
#

I have a xml file for it

late hound
#

That code refers to an outfit, not an individual clothing item

dawn palm
#

u mean this

late hound
#

you are trying to have your code call on an individual item and that won't work, that is why you are getting that error from the console

late hound
dawn palm
#

basically the clothing is just a small "cube" from blender, Im trying to make the zombie arms invisible

#

so I just needed the Masks

late hound
#

look at the vanilla clothing.xml file

dawn palm
#

what's up with it?

late hound
#

this is what you need

dawn palm
#

the outfitManager shits?

late hound
#

if Vamp.isNight() and not Vamp.isVampire(zed) then zed:dressInNamedOutfit("Vampire")
OR
zombie:dressInNamedOutfit("InvisUtility")
calls upon outfits such as in that file. You need to define your own.

dawn palm
#

hmm i see they have clothing.xml

#

just like the vanilla

late hound
#

yes this is what you are missing

dawn palm
#

seperate guid from my actual clothing?

#

then the itemGUID is my clothing guid?

late hound
#

yes

#

the outfit needs its own unique one then your item's

#

you can also populate the outfit list with vanilla entries too

dawn palm
#

Ill just put clothing xml and edit it

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do I need to specify the clothing.xml path somewhere?

late hound
#

just put it in \media\clothing in your mod directory and you are good

dawn palm
#
        local inv = zombie:getInventory() 
        local equip = inv:AddItem(item);
        print(equip)
        print(zombie:getOutfitName())
        zombie:dressInNamedOutfit("InvisUtility")
        zombie:DoZombieInventory()
        zombie:resetModelNextFrame()
        print("WORN ITEM:")
        print(zombie:getOutfitName())         
late hound
#

yes

dawn palm
#

still the same

#

thats the log

#

oh I didnt change clothing name in clothing.xml

#

hmm nice, getOutfitName prints InvisUtility now, but the masks doesnt work, arms still not invisible, zombie just changes model

ionic halo
#

Hi, new to the modding. I want to make a feature like land claim block in 7dtd.
For starter, if player place a campfire, it will set safehouse of NxN size for that player.
I already seen the SH api SafeHouse.addSafeHouse but still cant figure out how to detect event if "Player A place a campfire at XYZ"
Tried the Events.OnObjectAdded but that did not called when i placed the campfire.
Any brief direction/pointer is appreciated! Or if there any existing mod that does that, I will try to study code from it. Thank you!

mellow frigate
worn trellis
#

Hello everyone!
I would like to be able to create new commands for a mod and the first question would be, is this possible? If so, how do I create new commands?

bright fog
bright fog
#

One thing I will add: you do not need to add the clothing to the zombie inventory, nor can you because you can't access the inventory of zombies unless:
-they are dead
-they are reanimated players

#

Defining the outfit of the zombies the way I showed you requires the name of the outfit

zombie:dressInNamedOutfit("InvisUtility")
bright fog
#

<m_Name>Vampire</m_Name>

#

InvisUtility needs to come from such a file with such a line of code for clothings for male and female zed

static yoke
#

read the description of it

#

otherwise I don't know how java modding works but searching for "commands" in the game files shows a folder with these

muted garnet
#

how can I translate tile name from .tiles text file? I need to translate dismantle item`s name, that consides in .tiles text file

jagged arch
#

is it possible to use drawrect in scrolling list ? if yes how cause in ui i need to put it in prerender, if someone could write me an example it would be nice

civic tree
#

looking for a way to spawn npcs (pzns) with the vanilla bandit outfit, anyone knows and can help?

bright fog
#

Didn't I already explain to you how it's done on zombies ?

#

Else check the framework and it's documentation probably ?

slow graniteBOT
#
bennidal has been warned

Reason: Bad word usage

civic tree
bright fog
#

The NPC maybe have an inventory so they could be reanimated zombies and that means you can equip them clothing by putting it in their inventory

jovial flume
#

Does anyone know where I can find some documentation on how in-game chat/radio works? Im trying to create a discord bot to relay text radio messages to a channel

tough coral
#

look in the source code of mods that send things in the chatbox

#

i think there was a player join message mod so look at that one's code

static yoke
#

does anyone know how do I modify the properties of a vanilla item in a mod?

#

in this case I want to increase the range of remote controller in media/scripts/newitems.txt

tough coral
static yoke
#

im trying to do that rn

#

it just seemed weird the way they did it, I'd rather have it done programatically

#

but i'll try to do the same way I just saw somewhere else

jovial flume
vital sphinx
#

does anyone know the location string names for primary hand and both hand for setAttachedItem? going crazy trying to force equipt items to player

#

nvm the list is in AttachedLocations.lua

#

and BodyLocations.lua

muted garnet
#

how can I translate tile name from .tiles text file? I need to translate dismantle item`s name, that consides in .tiles text file

versed eagle
#

Can someone point me in the right direction on how to get a vehicle in the game?

static yoke
#

to find the installed ones in the game files its
SteamLibrary\steamapps\common\ProjectZomboid\steamapps\workshop\content

#

from there you'll see it

#

you can also go to steam, right click zomboid and game files bla bla

#

just google "how to find steam game files"

static yoke
versed eagle
#

Is there anything in particular I need to do inside of a modeling engine to get the model to properly appear, or can i just take the files in those mods and rename all references to my vehicle's model without issue?

dawn palm
bright fog
#

but idk how that tag works

dawn palm
#

hmm wait, even if i make a player wear a shirt from the game it doesnt wear it

#

the shirt isnt changing

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but getOutfitName() returns the changed shirt

bright fog
#

You make the player wear that ?

dawn palm
#

ye

#

im trying to make arms invisible

#

by using Masks

worldly prairie
#

Hello I was wondering if anyone is able to do mod commissions. It likely wouldn't any time soon but we could negotiate on a price based on what can be done for making the mod.

pine patio
worldly prairie
#

technically im in need of multiple mods in the future

worldly prairie
#

but i still need to save the money needed

vital sphinx
silk pike
#

Hi everyone. I'm new to the discord and sorry for my bad English... I'd like to learn how to create mods. Do you have any guide to recommend to me to start taking the first steps?????

vital sphinx
# silk pike Hi everyone. I'm new to the discord and sorry for my bad English... I'd like to...
GitHub

Tool for generating Lua documentation for Project Zomboid events and hooks - demiurgeQuantified/PZEventDoc

GitHub

Complete tutorial to decompile and use Intellisense for Project Zomboid modder. - GitHub - Konijima/PZ-Libraries: Complete tutorial to decompile and use Intellisense for Project Zomboid modder.

GitHub

Guide to modding various aspects of Project Zomboid - FWolfe/Zomboid-Modding-Guide

silk pike
vital sphinx
summer fractal
#

i have a question

#

so if i were to make custom tiles for my map

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do i need to make a seperate mod or can it be included with the map as 1 mod?

summer fractal
#

also can you edit 1 map in a couple of people?

sleek hull
opal fulcrum
#

hey techies, really quickly. What's the market price for commissioning a small-middle size mod these days?

pine juniper
#

im just trying to make a map for me and my friends to play on and whenever i try to load up the editor i get the message "Failed to create config directory" anyway i can fix this?

quiet bough
#

A couple of ideas to throw in the abyss:
Something that randomizes the episodes of Cooking/Woodcraft/Survival so they don't play in the same order every game would be great.
Something that goes a step further and makes these episodes run up until power shuts off would be great for multiplayer.

#

I only looked for about 30 seconds to find an existing mod, appologies if it's been done.

pine juniper
mighty ether
#

Does anyone know what the float parameters of

BaseSoundManager.PlayWorldSound(String string, IsoGridSquare square, float float1, float float2, float float3, boolean boolean1)```
actually do?
bronze yoke
#

String name, IsoGridSquare source, float pitchVar, float radius, float maxGain, boolean ignoreOutside

mighty ether
#

is there any way to decompile the java and retain the parameter names? Or is it just a guessing game until you figure it out?

bronze yoke
#

not yet, but you can find the parameter names in the javadocs

mighty ether
#

seems like I've been using the wrong java docs then, thanks

abstract cairn
#

Is there a way to grab all the tiles that are "outdoors" compared to inside? would someone have to go over the map and do a custom region or something like foraging or wut

mystic lava
#

Anyone know where the duct tape icon is stored? Can't seem to find it and I'd prefer to copy the icon instead of making my own at this moment

mystic lava
#

My solution was to copy the icon from a wiki page and rename it. Genius

summer fractal
#

i got a question

#

what should you make buildings like on a canted road

#

so im trying to recreate a city

#

ill post it in a second

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the main road is very curved

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and a lot of roads

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any suggestions what i should do here?

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i can make the road angled

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but

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theres these barriers here

summer fractal
#

i got a question when ever i save my cell bmp to tmx it doesnt add the grass and vegetation but when i click on the tmx file and try to drag it, it shows up but doesnt appear,
the first image is when i put it over it and then add it it dissapears

acoustic dust
#

hey yall, i dont know alot about modding im making a traits mod, have i done anything wrong?

require('NPCs/MainCreationMethods'); --Required for adding traits

local function initEsk3rsTraits() 
    local Introvert = TraitFactory.addTrait("Introvert", "Introvert", 2, "Isolation and lonliness is nothing new to you. \n You can live through the apocalypse without human contact.", false);
    
end

--Add the traits
Events.OnGameBoot.Add(initEsk3rsTraits);```
hollow current
acoustic dust
torn igloo
#

How do you unset moddata? Will getmoddata() = {} works? I don't it works since getmoddata append or replace. Erm....

bright fog
#

Not sure if you can modify such trait if that's your plan without editing the original file

#

Most things other mods use can be used usually by just making sure you call for "require mod_file"

#

At first I thought this imported the functions of another mod in your mod but apparently it's not that and it just makes sure the file you called for require is loaded before yours to not break anything

#

You can also do something to "require" only if the other mod is present by adding a simple if check

acoustic dust
bright fog
#

for professions idk

scenic glade
#

Is there a place I could ask about having someone make a mod/mod requests?

acoustic dust
scenic glade
#

Yeah I found the modding discord just now

acoustic dust
bronze yoke
torn igloo
#

Trying to fix compatibility issue with tsarslib hauler code. It stores all the parts in the moddata then restores them. It naturally also stores the moddata of the parts in it. Setting the nil doesn't remove it, it just make it nil but I guess there's no other way than to check for nil or a unqiue text to ignore.

bronze yoke
#

nil is 'removed', that's lua's empty value

torn igloo
#

But moddata is table. You just set b to nil, a still exist.

bronze yoke
#

no, the key is removed when the value is set to nil

torn igloo
#

Let me test that.

#

Oh yea, that works

#

Thanks

upper root
#

Anyone knows how I could have the highlighted line being a random selection? (Not sure I explain this right)

#

I'm trying to get my zombies to start random dances and maybe the original movement whenever they spot me

#

But I'm stuck with one dance per mod

mellow frigate
bright fog
#

In your case, since your condition is the walktype

#

Zombies tend to swap between the walktypes

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Like sprint 1 2 3 4 5

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They'll usually swap between these (at least in the case of walking I know it works like this)

#

So if you set multiple files that for every walktype with different animations

#

You can have some diversity

#

Maybe it was you who asked questions about animations and I explained a few things, but if you want custom animations for zombies you can also set a new condition variable

#

You can check LeaperZed code on how they do it

upper root
#

first im a noob at modding :p I was hoping that I could do some modification on the Groovy zombie mod (which switch most walking animation for dances from true action act 3 dancing) so far I can change the name of the dance in the highlited line on my picture (and in all the other movement files) to any other dance from true action 3 and it works. I can put different dances to sprint 1 to 5, slow walk 1 to 3 etc... starting to think this is gonna be too much for me :p

#

but thanks for the tips, ill have a look at leaperzed code

bright fog
#

You probably don't need to go that far

#

I mean if you just wants zed to switch between different dances

upper root
#

thats all i want :p

#

honestly I tought i could stick all the dance names in the line with an , or ; but nope :p

bright fog
#

Nope

#

Doesn't really work like that sadly

gleaming sorrel
#

Ok I need some help
I plan to edit the zombie textures
And make my own textures for the zombies
Because I love making zombie designs
Does anyone here know what I would use to edit the textures?

cobalt hawk
#

personally is use blender to render my texture as i make it

simple forge
#

Hi, sorry to bother, while playing with a couple friends and doing some "pvp" a lot of us are bothered by the fact that guns and grenades are pretty much useless, shooting someone with a slingshot or throwing a grenade under him really makes no difference, so I was wondering is there a way that makes it so that when you receive too much damage too quickly you die instantly? I thought that to fix this all I had to do was to increase the damage of some weapons but it seems that they are still capped to the body part they hit, my experience with modding is really only limited to tweaking existing mods and trying to make some adjustments, so it is very limited

dense obsidian
#

Hello! I am new to this server but not to pz, so I apologize if I am in the wrong place. I am looking to pay for a single armor creation. Is anyone interested in taking that on? I'd make it worthwhile.

dense obsidian
acoustic dust
#

hey yall, i was wondering if its possible to change the location of where the sleepingbag model attaches to the bag from noir attachment mod?

bright fog
#

If he defined it himself and it's not something hard coded in the game, you can do it

ornate sparrow
#

HI! Experienced PZ modders, i have a question about some things. I'm trying to learn the ropes of modding, but i want to start with a fairly advanced project and concept. I want to implement a new type of vehicle, capable of moving omnidirectionally like the player does in aim mode. I'd like to implement animations and two drive modes. One mode would be like a traditional vehicle, driving and turning based on speed and player skills. The other would be much slower, and i'd like it to function similar to a turret or hovercraft/tank with fixed guns.

I have several years of experience with blender, game asset design, and some experience in game development. I honestly just need someone to act as a guide and show me the basics of where things go and what the PZ limitations are in terms of modding. I haven't been able to find a tutorial or wiki that presents any of the information i need in a way that adhd me can digest.

winter thunder
#

Really quick, if I am making a model script and want to use base game models/textures do I still need to use the import block?

bronze yoke
#

no, files aren't part of a script module

#

if the thing you're referencing is a script object you need an import (or full type) but otherwise you don't

winter thunder
#

Thanks <3

rocky cave
#

does anyone have a good link regarding saving external config files for your mod?

delicate leaf
#

Can anyone tell me where I can find the base code for the generator? How it works and such

#

What folder can I find it in?

sturdy salmon
#

@delicate leaf If you want to modify the generator, or create something similar to it, you would have to check out the more build for example, which allows you to craft it. https://github.com/ProjectSky/MoreBuilds/blob/main/media/lua/client/MoreBuildings/BuildsModule/Type_Survivas.lua#L136 in that file, you will be able to find a way to add it, although it calls for many other things, defined in other files. And then also, because that's not enough, also, if you want to change the properties, you have to review and work with this file. https://github.com/ProjectSky/MoreBuilds/blob/main/media/lua/server/BuildingObjects/ISGenerator.lua

delicate leaf
sturdy salmon
# delicate leaf Thank you, im thinking on doing a upgraded version of the generator as a mod

Go ahead then. At one point, I was going to create a custom generator, which could be started, powered and serviced, but not moved/lifted. In many servers, or games, you want to leave generators in community places, after the power goes out, and sometimes, people take them because they don't know that they are offered in that place or sometimes, even though you tell them, They take it anyway.

delicate leaf
sturdy salmon
# delicate leaf Exactly, im thinking on a idea like that

In order to achieve this, you will have to modify the last file that is passed to you, where the properties of the object as such will be established. Because the first file, alone, establishes the materials and the form that is added to the world. But if you add it, using the default generator, it can be lifted and disconnected. So it has to be a new entity.

sturdy salmon
sturdy salmon
rocky cave
vital sphinx
vital sphinx
# rocky cave does anyone have a good link regarding saving external config files for your mod...

if you are trying to setup sandbox settings

make a text file "sandbox-options" in media
should also setup text file "Sandbox_EN" translations in shared/Translate/EN

sandbox-options:

VERSION = 1,

option ModName.exampleBooleanSetting
{
    type = boolean, default = true,
    page = ModName, translation = exampleBooleanSetting,
}

option ModName.exampleNumberSetting
{
    type = double, min = 0.0, max = 100.0, default = 2.0,
    page = ModName, translation = exampleNumberSetting,
}

Sandbox_EN:

Sandbox_EN = {
    Sandbox_ModName = "Name of this mod in Sandbox Settings menu",

    Sandbox_exampleBooleanSetting = "Name of the setting",
    Sandbox_exampleBooleanSetting_tooltip = "This message shows when hovering over the text",
}
#

then to read the settings at runtime:

local myBooleanSetting = nil;
local function myModSettings()
  myBooleanSetting = getSandboxOptions():getOptionByName("ModName.exampleBooleanSetting"):getValue();
end;
Events.OnInitGlobalModData.Add(myModSettings);
#

so 100% lua in shared is loaded before lua in client, right?

#

cause if so im writing some stuff wrong, it had seemed like client loaded first, everywhere online says shared is first tho

random minnow
#

Hi I have a problem exporting my map mod, it seems that depending on the cells where it is exported, it works or not, for example in the 43x37 nothing is shown, but in the 32x24 cell, it does.

#

Another question, this more technical, I want to make a server to test things, I can upload my own map to the server, and go updating it without having to be restarting the map all the time? I know that you could restart cells to avoid having to start over again when there is a map update, but I do not know how or how it works, any idea?

rocky cave
#

if I have a container, how can I add an item to the container if I have the item name?

container.AddItem("HCMakeshiftaxe"); is what im looking at now

hollow current
rocky cave
#

why can't we use math in our mods? I always get errors.

For instance, typically I would do something like

math.floor(math.random() * #itemList)

we're supposed to use ZombRand instead?

bronze yoke
#

yeah, use zombrand

#

most of the rest of the math library is fine

rocky cave
# bronze yoke yeah, use zombrand

okay, thx.

i'm getting a weird error... it's not letting me add two numbers together in the lua?

local random_index = ZombRand(#itemList)
local item = itemList[random_index + 1]

Error:

 Exception thrown java.lang.RuntimeException: __add not defined for operands
bronze yoke
#

does itemList definitely exist? and is this the exact code you're running? (you didn't remove lines for easier demonstration etc)

#

otherwise i'm lost because there isn't really any mistake in this code, i put it into a lua interpreter and it runs without error

#

the only reason i can see this failing is if itemList is not a table

fleet bridge
#

Is itemlist returning a value that can be added?

rocky cave
fleet bridge
#

Nvm random index I'm silly drunk

bronze yoke
#

is whatever's calling this function actually passing a second argument?

rocky cave
#

im transpiling from typescript...

But i'm directly looking at the lua right now obviously to find the issue. I'm not seeing anything wrong though

#

figured it out... it's a Pipewrench thing. Pipewrench uses the
ZombRand(double min, double max) variant of ZombRand...

I am trying to use the
ZombRand(double max)
variant.

PipeWrench.lua:

function Exports.ZombRand(arg1,arg2) return ZombRand(arg1,arg2) end
sterile sky
#

Does debug mode allow me to spawn in modded items?

bright fog
sterile sky
torpid otter
#

hey guys, im trying to upload a simple 1x1 cell custom map (doesnt even have any buildings yet) to the game that i made for testing reasons and ive managed to troubleshoot everything up to this point. im able to load the mod containing my map properly (img 1) and select it from my mods list, and even get the option to spawn into it upon starting a new save (img 2), but once the game actually tries to load me into my map the game crashes and i get this bug (img 3).
so i open console.txt and this is the error that i get (img 4):
>java.lang.RuntimeException: can't create player at x,y,z=11702,6896,0 because the square is null at IsoWorld.init line:2799.
this is odd because that square... shouldn't be "null" at all? im pretty sure i organized/created my map folders and files properly (img 5) but even upon deleting that spawn point and making a new one elsewhere it throws the same error, including at the same xyz coords (11702,6896,0), every time. i followed daddydirkiedirk's youtube series on making maps and i cannot see any steps that i missed.
how can i go about trying to solve this error? i don't even know where to begin. any help or advice is greatly appreciated!!!

sterile sky
#

So I've gotten as far as creating the script for the item and recipe, it's just a canned food, I can't get it to show up in debug item spawn and I'm not sure where I'm going wrong - if I add in the import {base} to the script, my game completely crashes

shy hearth
#

give us a look at your script there

sterile sky
#

/* canned foods */

    item CannedTestOpen
    {
        DisplayName = Opened Canned Test,
        DisplayCategory = Food,
        Type = Food,
        Weight = 0.8,
        Icon = CannedCornedBeefOpen,
        CannedFood = TRUE,
        EatType = can,
        EvolvedRecipe = Pizza:12;Burger:12;Omelette:8;Stew:12;Stir fry Griddle Pan:12;Stir fry:12;Sandwich:8;Sandwich Baguette:8;Salad:12;Roasted Vegetables:12;PastaPot:12;PastaPan:12;RicePot:12;RicePan:12,
        /*EvolvedRecipeName = Canned Corned Beef,*/
        EvolvedRecipeName = Corned Beef,
        FoodType = Beef,
        Packaged = TRUE,
        ReplaceOnUse = TinCanEmpty,
        DaysFresh = 2,
        DaysTotallyRotten = 4,
        HungerChange = -24,
        Calories = 720,
        Carbohydrates = 0,
        Lipids = 48,
        Proteins = 78,
        StaticModel = CanOpen,
        WorldStaticModel = CanOpenCornerBeef,
        Tags = HasMetal,
    }

    item CannedTest
    {
        DisplayName = Canned Test,
        DisplayCategory = Food,
        Type = Food,
        Weight = 0.8,
        Icon = CannedCornedBeef,
        CannedFood = TRUE,
        CantEat = TRUE,
        Packaged = TRUE,
        Calories = 720,
        Carbohydrates = 0,
        Lipids = 48,
        Proteins = 78,
        StaticModel = CanClosed,
        WorldStaticModel = CanClosedCornerBeef,
        Tags = HasMetal,
    }

    recipe Open Canned Test
    {
       CannedTest,

       Result:CannedTestOpen,
       Time:60.0,
       Category:Cooking,
       OnGiveXP:Recipe.OnGiveXP.None,
    }```
#

I've taken it straight from vanilla files (canned corn beef) and changed it to "test" because the previous code I wrote didn't show up in game either

shy hearth
#

i dunno if it's the main issue, but i'm pretty sure you need to wrap the module with braces

#

like

#

module jiizzy_test
{
-- scripts
}

#

so it'd be:

module jiizzy_test
{
item test
{
--details
}
}

shy hearth
#

the key for formatting code is broken on my keyboard this is all you're gettin

#

excellent

#

easy mistake to make :)

sterile sky
#

I wasted hours last night trying to fix this, for it to just be a bracket, thank you so much!

shy hearth
#

it won't be the last time either lmao

#

we've all been there well too many times

#

no problem, best of luck with the mod

sterile sky
#

Haha I'm sure it won't be! Thank you! ☺️

shy hearth
#

silly question, you answered it in your post

torpid otter
#

also sorry for interrupting 😭

shy hearth
#

aha not at all it's what the chat is for

#

can you show us the code for your spawnpoints?

#

also you might check and see if there's a default spawn in your server options

#

i know nothing about map development but the co-ords being the same even after you changed them seems like a big clue

#

if you can figure out why i'd say you're golden

torpid otter
#

whats strange is that spawnpoints.lua lists the ACTUAL location that i placed the spawn point in worlded

#

also its not connected to a server im testing it out on a solo world

#

also also: i did regen lots after moving the spawn point, i know that can cause problems if u dont do it

shy hearth
torpid otter
#

hmmmmmmmm let me try

winter thunder
#

Anyone know if/why the following wouldnt work?

require "recipecode"

function Recipe.GetItemTypes.Fertilizer(scriptItems)
    addExistingItemType(scriptItems, "Fertilizer")
    addExistingItemType(scriptItems, "CompostBag")
end
#

It is under the Lua/Server

gleaming sorrel
#

I don't quite know how to use blender

#

Not the most user friendly program out there

nimble rampart
#

Anyone have armband template?

shy hearth
quasi kernel
#

Boy has it been a while.

#

I need to get back into the groove of things.

shy hearth
#

welcome back gamer

quasi kernel
#

I thank thee

shy hearth
nimble rampart
#

Sadly nobody made it so far, so I tried to make it in blender

#

But with 0 experience, it's too hard for me

shy hearth
#

you'd have to create a new bodylocation and everything

#

ya

nimble rampart
#

I found one mod, but models are in xml

#

And again, I have no idea how to convert it

shy hearth
#

the bandana armband mod? the coloured armbands don't suit your server?

nimble rampart
shy hearth
#

that mod is about as close to a template as you're gonna get, if you want anything more you'll need to make it yourself or commission it from someone

nimble rampart
shy hearth
#

i don't, but you might have better luck asking in #modeling

#

i see you've asked there already but be a bit more specific

#

explain that you want to make an edit to an existing item and you might get a response

#

idk if the original author will be happy about ya adapting their work, however

torpid otter
#

mod idea: mod that adds the diy scrap gun used to assassinate shinzo abe

quasi kernel
#

Co-existing wheat my beloved.

bright fog
gleaming sorrel
#

There are a few mods to use as a template
I'm specifically using the rabies retexture as a base
As they said they don't mind if you change it up

#

That way I don't have to completely remake a bunch of textures
And can see what I'm doing

bright fog
#

While in blender it's in real time

gleaming sorrel
bright fog
#

I might have a video tutorial with a part on how to load textures

gleaming sorrel
#

For the zombies

bright fog
# gleaming sorrel Yeah I usually just do so after finishing a set Or 2 I would use blender but I ...
SQz

This video took too long to make, but I made it.
Yes there will be a part 2, no it won't be as long as this one... I think.

Official Project Zomboid Discord server: https://discord.gg/theindiestone
Official Project Zomboid website: https://projectzomboid.com/blog/
Kekdot's video for armature rigging: https://www.youtube.com/watch?v=hWfUe03Ib5E&...

▶ Play video
bright fog
#

I have an IK one (moving a limb moves every other)

gleaming sorrel
gleaming sorrel
#

Or would it just stop working

#

I've seen people just use hats instead of doing that so I assume there's a problem with doing so

#

I only ask because I really want to remove the nose

neon bronze
#

not a global one

bright fog
#

There's a download link to an IK model for blender with everything setup

bright fog
gleaming sorrel
#

Thanks for this

gleaming sorrel
#

Damn

#

I definitely need to ask how at some point
I want to make my oculus luminous zombie in the game but would need
To make a new head entirely

bright fog
bright fog
#

Also your model would be fairly easy to do

#

Check out Occult zombies mod

bright fog
gleaming sorrel
#

I love making shit like this

#

I have a ton more as well
I reckon if I figure this out I could model and add my numerous zombies to the game over time

bright fog
#

I love eyes so I love the design

#

You can take example on occult zombies on how to add different zombie models

gleaming sorrel
#

I'm not the best with the coding side so I'll have to figure it out with this

calm rose
#

Is there an easy way to get the IDs of all the items added by a mod? I need full IDs with the prefix such as filcher.cornseedbag

bright fog
#

Yours would be even easier as items added by mods with IDs are in a script file

#

And items are written as item ID

#

So you could just check the script file of the mod and get every ID for every item lines of it

calm rose
#

I figured it out I think, the prefix is determined by this
Many mods just call the module "base" so their items are base.itemname

bright fog
#

Yes

last cloak
#

Hi, do you how to trigger by luacommand a meta event, like screaming or gunshot ? Thanks !

sour island
#

I figured out how to make pages maps - is this something that would benefit from being an API?

#

At the very least you could have maps have backs

#

At most you could make books or pamphlets

#

Symbols are also saved per page

fleet bridge
#

you mean like little standalone maps that are separate from the worldmap?

#

theres a lot of RP potential there

bright fog
#

I'm certain this shit would be used in so many things

sour island
#

Works with map related mods like draw on maps too

fleet bridge
#

definitely would be useful to the RP community

sour island
#

Or well did before I messed with the UI

fleet bridge
#

and i'm sure people will figure out how to leverage the API if its there

sour island
#

I think they're doing something similar with vanilla objects - but probably not going to use maps to do so.

#

Curious what that will look like

uneven vessel
#

what weapon stat changes how many enemies can be targetted/hit per shot? (like a shotgun)

#

i got a weapon here that's behaving weirdly, it's targetting/hitting 2 people per shot even though it's not a shotgun

vital sphinx
uneven vessel
#

projectile count says it's 1

vital sphinx
# last cloak Hi, do you how to trigger by luacommand a meta event, like screaming or gunshot ...

list of events:
https://github.com/demiurgeQuantified/PZEventDoc/blob/develop/docs/Events.md

i may be wrong, but i think meta events are NPC events

OnMultiTriggerNPCEvent
OnTriggerNPCEvent

could try searching for those in vanilla code

GitHub

Tool for generating Lua documentation for Project Zomboid events and hooks - demiurgeQuantified/PZEventDoc

uneven vessel
#

max hit count says it's 2 but the m16 also says it's two

#

can the m16 target 2?

uneven vessel
#

any clue what this stat is?

tranquil kindle
uneven vessel
#

ah

tranquil kindle
#

So you can hit 2 zombies with one bullet. If you were to make it max hit 1 target it would not have pierce effect

uneven vessel
#

that fixes it

tranquil kindle
#

I think shotgun has 6 "projectiles" but max hit count is 4

tranquil kindle
uneven vessel
#

a weapon file i found

tranquil kindle
#

Modded?

uneven vessel
#

yeap

tranquil kindle
#

Then its probably related to that mod only

quasi kernel
#

Growing crops from 3 separate sources (Vanilla, SoulFilcher, and LGR) all next to each other in harmony.

rocky cave
#

when trying to store external config files for my mod... sandbox-options is a possibility, but it's still too hardcoded for my use case.

Ideally, I would like to save and load .json files to store my mod's configuration settings. Is this possible? Do I use BufferedWriter?

rocky cave
#

how do we get the workshop mod directly and how do we get the FileWriter? Is that LuaFileWriter?

rocky cave
#

I was able to use this on client to save files:

export const saveArena = () => {
    const fname = "arena1.json";
    const fileWriter = getFileWriter(fname, true, false);
    fileWriter.write("arena test");
    fileWriter.close();
  }

I'm trying to accomplish this server-side though if possible. The server is not saving files. Does anyone know if it's possible to make this work on server side mod?

winter thunder
raven rivet
#

How do I go about comissioning someone to make a mod?

covert carbon
#

Im trying to get the difference in time between two dates in terms of years, months, days, hours, and seconds. Is there a lua function that can do this for me or do I have to individually calculate each different measurement of time?

#

I need the measurements to be a string too

cosmic moon
#

I'm looking at this method:
IsoGameCharacter.Hit (HandWeapon weapon, IsoGameCharacter wielder, float damageSplit, boolean bIgnoreDamage, float modDelta)

Can anyone explain to me what damageSplit and modDelta are? Been fiddling around with them but am struggling to decipher what they do exactly

covert carbon
#

Is there anyway to turn a table element into an integer or a string

gleaming sorrel
#

After working with the textures for awhile my retexture should be on the workshop now

#

Was very fun to do I hope people enjoy

sour island
#

Anyone worked with UI elements know why ISMap doesn't call render every tick? atleast seemingly?

gleaming sorrel
#

Ok ok
Seems my mod isn't going to the workshop
Does anyone have a guide for uploading retexture mods?

supple mason
#

hey, i got a question, is it easier to make mods for PZ then it its for Dayz?

neon bronze
#

depends on the mod

hushed pewter
#

map making seems easier, probably less of a ball ache to make assets too due to low poly and low res

#

compared to texturing a new gun or whatever in dayz, the detail can be much less

long grove
#

can anyone tell me how I'm supposed to set up umbrella with beautiful-java? I want to start reading the game code where I can actually see the the variable and function names. Instructions were unclear and didn't work. Please @ me.

mellow frigate
long grove
#

Yeah I used that, but I want to see the variable and function names too using umbrella but I don't know how to combine the two. As far as I know it just contains the typing and is not ment to be used -instead- of beautiful Java but I could be wrong, is one of the reasons I'm asking

frank elbow
#

I can't speak to beautiful-java because I decompile using a different tool, but I will say I don't know of a current way to merge the two. I usually just have a folder with the decompiled code open in another window for reference if necessary

hasty egret
#

I'm a little lost, I'm pretty new to working on mods to this depth, trying to make a modification for Anthro Survivors, I've checked my setup against similar mods that work in solo and multiplayer and my mod works in single player, but is posting an error when I try to run my server, testing from a fresh server. It's saying something in the logs about "Missing femaleClothing on species" but I don't have anything in my mod for having a female option, and another mod works without the female option just fine. I'm not sure what I'm missing.

hasty egret
#

Well I fixed that error, but now it's just doing this, I can't figure out what's wrong as it doesn't seem to actually be providing an error.

#

Just realised there is a coop console log, getting the following error.

bronze yoke
#

is your mod private?

#

the server needs to download the mod anonymously, so if it's private it can't download it

#

it's better to just not go through the workshop at all for initial testing, but you can set it to unlisted to get around this

royal rose
#

How do i make a zombie go to an arbitrary x, y position? I can see zombies have a setTarget method, but it accepts an IsoMovingObject. How can i make the target just a location, something that doesn't move?

#

For context, i want the zombie to go to the last location the player was

hasty egret
gleaming sorrel
#

Seems my mod isn't going to the workshop
Does anyone have a guide for uploading retexture mods?

hasty egret
rugged plover
#

where is the soundtrack located? I found the old versions of PZ's OST in the media directory but they're obviously unused now.

bronze yoke
#

they're in the soundbanks

#

media/sound/banks/

rugged plover
#

thank you!

royal rose
#

I guess is not possible to make zombies completely blind? I want to make zombies that only reacts to sound

faint sigil
#

Is it fairly regular that people commission mods for pz?

hollow current
faint sigil
#

Where would I find them

hollow current
#

I'll send the commissions server invite link in DMs since I can't post the link here

covert carbon
#

Are table elements considered integers or strings?

#

I'm a little confused how it is explained on the lua book

fast galleon
young raven
#

anyone know what is the best way to disable or modify recipes of another mod? and also to modify lua functions from another mod?

I am using a bunch of mods for my singleplayer play through that I think works very well together, except that they have some duplicate recipes and a few conflicting functionalities. So I want to just disable recipes and do some slight tweaks so that they complement each other well.

main swan
#

Greetings all, are there currently mods available OR does modding provide a way to extend admin commands (and by extension RCON commands) to do things like spawn zombies or items at coordinates for example?

slow graniteBOT
#
Karet#4824 has been warned

Reason: Bad word usage

frosty estuary
#

Is there a way that i could send a file from the client to the server? Like a image file, maybe converting it to base64 string... is there any method avalible on lua side to do that?

wicked bough
#

Does anyone know if the loot actions are in lua or java code?

I want to convert the looting action into a passive skill, and increase the looting speed of items

frosty estuary
#

Yeah, got it... but what im trying to achiev its realy read a file image on client side, and send this file, or its data to server side, so the server can save it too. For anticheat purpuse, like the client send to the server a screenshot

full fog
#

Hi so im kind new to coding and modding. I was hoping to ask question about pz modding.

Cause when I took a look in to the game and mod files I kind got stuck try to find the in game Variables to sort out how to build code for the mods

#

I had the idea of add exp to some action in pz. Examples clean clothing, take pills, and remove negative moodles to give u exp for medical

frosty estuary
#

Gonna try

bright fog
coarse sinew
rocky cave
full fog
small topaz
rocky cave
#

does anyone have a mod reccomendation that makes good use of Dialog menus with buttons etc. etc.?

Or, does anyone have an example on how to build a dialog gui?

rocky cave
#
const createMenu = () => {
    const window = new ISCollapsableWindow(0, 0, 300, 300);
    window.title = "Hunger Games";
    window.initialise();
    window.addToUIManager();
}
#

just trying to figure out how to hydrate it with contents 🙂

rocky cave
#

Is there something we can use that is similar to HTML's <select> element? Some sort of multiselect we can use with the UI builders?

frank elbow
slow graniteBOT
#
chillbill12355 has been warned

Reason: Bad word usage

frank elbow
#

Also re. dialogs above, there are elements like ISModalDialog

rocky cave
whole swan
#

Hi everyone!
Anyone know of an easy tutorial that just shows how to set the mod up to just override original textures with custom made ones?
i've followed the 'clothing tutorial' but it goes way more in depth than I need. Hoping to just override some Textures is all

#

nvm I may have found the proper way just tinkering myself. If there isn't one out there maybe I will make it for others who may want the same thing

young raven
#

thanks, that works. What about for overriding lua functions? do you know anything about that? Like for example I wanted to add an additional if condition. How do I reference the lua function from another mod

uneven vessel
#

does anyone know how to align muzzle flash?

#

i keep changing the 3 values but I just keep making it worse

shy hearth
#

Anyone know how I can make a valid DoTooltip call on an existing item? I don't want to override it, I just want new item values to be reflected accurately in the tooltip.

#

As in, I've edited the insulation value of an item of clothing, and I'd like the tooltip to reflect the new value.

#

I found I could do it by editing the scriptItem directly, but that affects every instance of the item rather than the specific inventoryItem

young raven
#

hmm i think i'm too stupid lmfao. The function in question is being added to Events.OnFillWorldObjectContextMenu.Add(Object.function_name)
I even tried to just do Events.OnFillWorldObjectContextMenu.Remove(Object.function_name) and it doesn't do anything.

The file is in lua\client\file_name.lua and i am importing it by require("file_name")
my file is also in lua\client\
what am i doing wrong

wicked bough
#

Hello, anyone knows How to enable debug mode in project zomboid steam?

bronze yoke
#

no, you will need to remove the original and re-add it after overwriting

#

when you 'overwrite' a function, you actually just change what function that variable points to, the original function isn't actually changed - usually it's the same thing, but since the original function has been added to the event, that's the one it will call

small topaz
# whole swan Hi everyone! Anyone know of an easy tutorial that just shows how to set the mod ...

In case you want to overwrite textures for clothing, here is a way that should work:

As an example, overwrite the texture for the clothing item called "Skinny Leather Trousers".

Step 1: Get your texture ready as .png file and name it TrousersMesh_Leather.png (same name as the vanilla texture)

Step 2: In your mod, create the folder media/textures/Clothes/Trousers_Mesh

Step 3: put your texture TrousersMesh_Leather.png in the folder you created in Step 3.

That should do it.

In case you'd like to overwrite other textures, make sure to give them the same name as the vanilla texture. The vanilla textures can be found in the vanilla directory media/textures/Clothes. You may also have to change the folder name from Step 2. For example, when you would like to replace texture for underwear, it should go into a folder called "Underwear" instead of "Trousers_Mesh". In general you just have to mimic the vanilla folder structure here. The folder structure can also be checked at the vanilla location media/textures/Clothes.

young raven
#

Yeah I have and it didn't do anything lol.
Not sure what your mod is but im just asking for in general. For now I am just changing the actual file of the local copy of the mod lmao. Couldn't figure out how to override it separately.

But thanks tho.

slow graniteBOT
#
xabiersan has been warned

Reason: Bad word usage

random creek
#

Does the game supports custom sounds at the moment? To be exact, custom vehicle sounds - engine sounds, doors, etc.

mellow frigate
#

Hello There, I have a (supposedly) splitscreen compatible version of MoodleFramework cooking and need SPLITSCREEN TESTERS to validate the evolution (basic non-regression done). If you have the time to spare and are used to split screen, please test the mods of this workshop item: https://steamcommunity.com/sharedfiles/filedetails/?id=3154632356 (I expect the link to be valid for everyone as it is an unlisted workshop item)

umbral flint
#

hey, anyway to detect zombies near the player eg. 10 tiles etc?

uneven vessel
#

is there a system for balancing the muzzle flash?

#

i have spend hours in total making little changes trying to align it

tranquil kindle
uneven vessel
#

wha

tranquil kindle
#

enable debug mode

#

And it will actually save on that txt file

#

let me show you, gotta launch game first

uneven vessel
#

currently crying at this information

tranquil kindle
#

I belive its called attachment editor

uneven vessel
#

skkkhhjfskhfhjk

tranquil kindle
#

Depending on your gun model, rotation and scale it might vary

uneven vessel
#

i have been doing this by hand for DAYS

tranquil kindle
uneven vessel
#

how can i reload lua?

tranquil kindle
#

There is reload lua in main menu

uneven vessel
#

weird, I can align it in the model but it doesn't add up

full fog
#

So question. When comes to mod. What's the best way to learn the basics? I find that my coding class only deal with coding theory but not so much practice

uneven vessel
#

usually i look at a mod i wanna make, try to find something similar and try to reverse engineer what they did

bright fog
#

Exactly

full fog
#

Mmm? Any example piece u have u can share

uneven vessel
#

What am I doing wrong here?

still fossil
#

Hello. I'm trying to make a mod where the character, after performing a recipe should say something if he has an item with a certain itemsTag in the inventory, and say something different if the item is not there.

What i have so far doesn't work, and since i'm a LUA noob, i don't know why. Could someone help me there?

tranquil kindle
uneven vessel
#

nope i am using cjs

tranquil kindle
#

Cjs?

uneven vessel
#

cj firearms

#

the spas12 from it

tranquil kindle
#

So you have not seen this model in blender, right?

#

My quess is it has diffrent rotation in blender that probably was not applied

uneven vessel
#

hmm....

#

so what can I do?

tranquil kindle
#

Without fixing it in blender, nothing

#

Making first firearm mod in pz is half the battle, other half is to make attachemts work and appear where they should be, both when equiped and when placed on the ground (on player model they might look good, but once you place it on ground it might cause for example scope to appear in diffrent place)

#

But once you have first working firearm model and see how it should be placed in blender, with what scale/rotation and location its all easy, unless you go for pistols.

tranquil kindle
#

And axis

#

But thats more of a work around

uneven vessel
#

yeah it took forever

#

but i trial and errored it

#

at least with the debug menu it was 100x faster

tranquil kindle
#

But now if you had what i mentioned above: scale, size and rotation, it would match attachment editor 1 to 1

fleet bridge
still fossil
#

@fleet bridge Thank you very much. Saved me further time and stress. I appreaciate it.

sour island
#

I think the empty petrol tag check is broken

#

Oh, if they're using the tag recurse it should be fine

still fossil
#

Thank you for the info, good to know. But the "EmptyPetrol"-Tag was just an example, i'm using other Tags.

warped valve
uneven vessel
#

is there a profession template?

shy hearth
#

Does anyone know what the tag would be for a tile used as a roof? Or any other way to identify this?

#

like one of these, maybe

#

i'm trying to find out if a player has a solid tile above them, but gridSquare:isSolid() doesn't seem to work

bright fog
#

You just want to check if the player has a roof above his head ? Whatever the tile is ?

#

Or just specific tiles ?

shy hearth
#

I'd like to be able to detect 'solid' tiles, in a sense

#

I can find if a floor tile is above the player, but non-walkable roof tiles like those above won't be detected

#

and if I just take any tile then transparent tiles and 'non-solid' tiles like overhead cables and stuff will block weather

#

but none of them jump out to me as appropriate for what i'm going for

shy hearth
main tree
#

ugghh

shy hearth
#

i think i've solved it, our lovely mappers pointed out to me that isSolid() returns true if the tile 'blocks movement and sight'

shy hearth
#

using isSolidFloor() works for detecting solid tiles

shy hearth
errant oriole
#

Could anyone help me real quick, I want to make a mod that replaces every zombie's appearance with one outfit set, but i have zero clue how i'd do that

torpid otter
#

mod idea that i think would be simple to create that i might work on as my first actual mod project:
a mod that removes those ugly visible patches from mended/tailored clothing when the player has a high enough tailoring level (this would really have no practical use outside of rp but it would mean that in an rp server you can bring tattered clothing to a high-enough lvl tailorer and they would be able to fix it to look brand new)

#

i have looked to see if this mod already exists but i havent found it 🤔

exotic lynx
#

Sounds pretty good do you know how to code in lua?

torpid otter
#

very very very very very basic knowledge

#

like. ive opened the roblox level editor a few times kind of knowledge

#

but lua is known for being easy to learn right? this should be a simple enough beginners project

fast galleon
shy hearth
#

you wouldn't use onZombieDead

#

idk why i wrote that

#

but a similar event

fast galleon
errant oriole
#

can it set stuff like facial hair, hair, gender

shy hearth
#

i don't see why not, but gender might be a little more involved

errant oriole
#

Because my idea is just making a mod called "Lambdapocalypse" and it makes all the zombies look like this (abeit without the player's skin, just using the zombie skin)
If player's skin is possible that would be really fucking funny

shy hearth
#

lmao i'm pretty sure you could use the entire skin but it's beyond my ability rn

#

in fact i'm certain you could, since other people have made custom zombie skins

errant oriole
#

I probably could because the skin's texture is easy to access

shy hearth
shy hearth
#

S tier thumbnail

errant oriole
#

no prob bub

torpid otter
#

going to download this mod so i can dissect it and learn how it works first and foremost

errant oriole
#

i just have it enabled at all times because good god patches look ugly

shy hearth
#

i like how ugly they look, closest i'm gonna get to battle scars lmao

errant oriole
#

i want my pristine medical coat

torpid otter
#

is it considered bad form to upload an edit of someone else's mod

#

bc this mod is what i want but i also want it to be tied to the player's tailoring level

errant oriole
#

probably, but you can ask the mod creator

shy hearth
#

if you literally just edit a line and reupload it then yea, maybe a bit cheeky. but learning how to do it and recreating it is usually fine

#

sometimes there's only one way to do something elegantly

errant oriole
#

invisible clothing patches in reality just seems to make the texture for the patches invisible (duh) therefore making the area under the patch visible, and there's no holes there

#

i doubt the mod even has like any coding involved

shy hearth
#

anyone remember the proper syntax for searching an array?

#

i feel like i knew it at one point but i'm pulling a blank

#

sure there was a helper method somewhere

#

along the lines of this

bronze yoke
#

if it's an array, yeah, that's it

#

if you mean a table, there is none

#

loop through it until you find the element or if it fits your purposes use a lookup table instead

shy hearth
#

i was worried that'd be the case, i dunno why i thought i'd done it before

#

thanks albion

slow graniteBOT
#
loganricher has been warned

Reason: Bad word usage

#
herickelite has been warned

Reason: Bad word usage

cosmic ermine
#

Can I use IntelliJ for free? Or is it just 30-day trial?

thick karma
#

Community IntelliJ is free. @cosmic ermine

cosmic ermine
#

Awesome, I'll learn how to mod this game when I have time.

#

I already have a mod in mind.

thick karma
cosmic ermine
#

I just want it for when inside other containers or trunks.

thick karma
#

Nice, sounds like a plan! I always used ExtraSauce Sac for container shortcuts, but you turn those on manually rather than off manually. Good idea though. Might work as a patch if you require the original.

cosmic ermine
#

I still have no idea how modding in this game works xd

#

I'll begin learning tomorrow since I won't be working for almost 2 weeks.

thick karma
#
  1. Read Zomboid game files (usually the Lua ones) in ProjectZomboid.

  2. Figure out where you want to do things in the flow of the game and figure out what file manages that moment.

  3. Change the file that manages the moment you want to mod by creating new functions, decorating old ones, hooking events, etc.

#

A mod like yours would mostly be written in Lua.

#

There is a Zomboid modding wiki and there are many freesources for learning Lua online.

#

Good luck!

cosmic ermine
#

I already have years of experience with programming especially Python so Lua is pretty much not a problem.

thick karma
#

Also watching a tutorial video might help

cosmic ermine
#

I already checked the wiki and didn't find anything that helpful.

#

Apart from decompiling and other stuff.

thick karma
#

Also mentally prepare for indexed arrays to go from 1 to size instead of 0 to size - 1; most tables in Lua are going to work that way

cosmic ermine
#

I'm already familiar with that.

thick karma
#

Right on you'll be fine

pliant holly
thick karma
#

Yes

pliant holly
#

first time for everything I guess lol

thick karma
cosmic ermine
#

Or you can just do:

array = {
  [0] = "first",
  [1] = "second"
}
```xD
thick karma
#

That would be the dumb way imo

#

No offense

#

Lol

#

Because Lua explicitly gives you access to array sizes based on last index

#

So you would force yourself to do #luaTable + 1 for its size every time

#

Just because you didn't want to mentally adjust

#

#luaTable is size of a table in Lua and works by grabbing last numbered index

#

If you're indexing 0 to size - 1, # would give you wrong size.

#

Complicating the process instead of learning the language is not what I would recommend. 😉 😉

pliant holly
#

I for one welcome our new indexing overlords

thick karma
#

An indexed Lua loop through a table usually goes

   stuff(index)
end
#

You would have to complicate that style to change how you index

#

To each their own

thick karma
neon bronze
#

Unless its a java array then you have to start at 0

thick karma
#

But I also like it sometimes

thick karma
#

But of course then they have a size() function that accounts for this

cosmic ermine
thick karma
#

I am also trained on 0-indexing but I have developed a soft spot for Lua indexing after writing many mods that rely on it

#

It's not bad, just (unnecessarily) different

#

E..g modulo looping goes nextIndex = index % size + 1 instead of nextIndex = (index + 1) % size. The adjustments tend to be trivial like that.

#

You get used to it

#

If you try

#

Java and Python were my first languages so I do relate to starting out more comfortable with 0 indexing.

#

Also, if you index your Lua tables from 0, you'll be likelier to end up with a mod that uses 2 different indexing styles for Lua tables (because all the vanilla Zomboid Lua tables and most mod Lua tables will be indexed from 1), so your code will be a bit more convoluted than it needs to be if you try to reject the standard.

#

You'd loop 0 - #exampleTable through your Lua tables and 1 - #exampleTable through almost everyone else's, and that would feel pretty weird to me.

#

And your table's sizes would all be #exampleTable + 1 while everyone else's were #exampleTable

#

But if that sort of unnecessary complexity is fun for you, I obviously can't stop you. 😜

#

To me that's like capitalizing some local simple data variables and not others. I would never.

modern hamlet
#

Are there any events fired "before" a player dies? I want to prevent the player from dying.
I was able to prevent death in certain situations with a function that works when the character takes damage and checks the character's health. In cases such as falling from a height or receiving very high instant damage, the character still dies. Do you have any suggestions to prevent these as well?

bright fog
#

tho that would heal everything else too

#

Like setting every stats to max

#

(food, water, stress etc)

fleet bridge
#

you can set invincible

#

but there is no event that fires right before a player dies, onplayerdeath is triggered by the player death

modern hamlet
#

No, what I mean is, I'm making a fainting mode for multiplayer. When the character takes a certain amount of damage, I make him faint and have another player Ress him if possible. Currently, if the character falls below 20% health, he faints. However, in some cases, the character dies directly instead of fainting. Such as falling from a very high place or taking high instant damage. Apart from this, cold weather also reduces the character's health to 1 and the OnPlayerGetDamage Event is not triggered for damage caused by this. Since it cannot be triggered in the situations I mentioned, the character still dies.
in these cases, is there an event that runs just before death to save the character, or is there anyone who can suggest a different method?

fleet bridge
#

the server sends the death information to the client

bright fog
torpid jackal
#

Hello,
Is there any way of modifying vehicle physics so that speed and acceleration no longer depend on weight?

thick karma
# torpid jackal Hello, Is there any way of modifying vehicle physics so that speed and accelerat...

I don't know about removing weight dependency per se but Soul Filcher (who works for the company behind Project Zomboid now) published this:
https://steamcommunity.com/sharedfiles/filedetails/?id=1430463738

... I'm not sure but it looks like you can easily use that mod to make your own mod that edits vehicle mass (which I presume logically corresponds directly to weight)

torpid jackal
#

i will try

#

thank you

thick karma
#

I suppose if you edited all the vehicles on your server to have the same mass, then, in theory... Weight would no longer be a factor in acceleration or top speed.

#

Or more precisely it would be the exact same factor in every vehicle, so, not a differentiating factor.

torpid jackal
#

I Want try to edit function who define de speed

bronze yoke
#

i'd just use the scriptmanager

#

vehicle tweaker's very similar to item tweaker in that it just wraps the scriptmanager

thick karma
#

Fair. Do you happen to know if speed is one of the values it can tweak?

bronze yoke
#

that's not something i specifically looked at when i was doing my vehicle stuff but you should be able to do anything that's defined in the vehicle script, i'd be surprised if speed isn't

torpid otter
drifting ore
#

Would anyone like to share with me the line of code to place on a container for limiting the item to 1?

cosmic ermine
#

Hello, I have decompiled the code using beautiful-java, how would I begin writing my first mod?

sturdy salmon
# cosmic ermine Hello, I have decompiled the code using `beautiful-java`, how would I begin writ...

It depends on what kind of mod you want to write. For example, here you have a code that what it does is create a list of items, with a certain quantity and is associated with a number. Then, every time a zombie dies, internally, a die is rolled, and if that number matches the number established on the list, the prize is given to the player. https://github.com/pangolp/itemsAwards. https://steamcommunity.com/sharedfiles/filedetails/?id=2911373802

#

The structure is more or less the same generally, at least the folder, the files can be several. Here are some files, because in turn, they are uploaded to a github repository, but not all of them are necessary, as is the case of README.md for example.

ItemsAwards
|-- Contents
|   `-- mods
|       `-- ItemsAwards
|           |-- media
|           |   `-- lua
|           |       |-- client
|           |       |   `-- awards.lua
|           |       `-- shared
|           |           `-- Translate
|           |               `-- ES
|           |                   `-- IG_UI_ES.txt
|           `-- mod.info
|-- README.md
|-- preview.png
`-- workshop.txt

9 directories, 6 files
#

The workshop.txt file is created when you publish the mod.

#

And at the beginning, you can have translations or not.
In my case, I added the Spanish translations.

cosmic ermine
#

I don't know the functions, methods, and classes defined so I don't know how to code my own xd

#

Are there any references out there?

#

Or do I just have to go through the decompiled Lua codes?

sturdy salmon
cosmic ermine
#

I see, Events should be easy, what about methods and other stuff?

#

Like, how would I access the player's inventory and know what items they have?

sturdy salmon
cosmic ermine
#

They're all probably self-explanatory.

sturdy salmon
#

Within the player, you have some methods, which allow you to see the inventory. You can check out some mods that work with it or the game code itself as well.

cosmic ermine
#

Where?

sturdy salmon
sturdy salmon
# cosmic ermine Where?

I have not decompiled the code.
Maybe I should do it.
But for now, I've done a few basic things.
I don't have the knowledge for very advanced things.
I am progressing little by little.

cosmic ermine
sturdy salmon
sturdy salmon
#

Not speaking much English, and having to use a translator, makes reading and researching a little more difficult for me. So possibly, that will be easier for you.

pliant holly
#

can someone tell me how to make a lua script print to the debug console?

neon bronze
#

print(“my text”)

cosmic ermine
#

Eh screw this.

#

I'm just gonna play.

sturdy salmon
#

@cosmic ermine Do not put the arms down. I kept trying.

#

It won't come out at first.

#

Try to look for a mod, in the workshop, that does something similar to what you are looking to do, and in that way, study the code to see how they do it.

cosmic ermine
#

I learned to mod another game before by myself but that also comes with a bit of help from other modders. That game doesn't have a single how-to-mod tutorial yet I learned it, I just don't have time right now and apparently not passionate enough to learn even with the lack of resources.

#

I'll see again tomorrow.

cosmic ermine
sturdy salmon
#

I don't have any more help than I gave you. I think that in the forum, there are some tutorials and documentation, but it escalates my level of research.

neon bronze
sturdy salmon
#

When you download it from the workshop, you go to the folder, and you have the source code. Because they are generally lua files, they are not compiled.

neon bronze
#

Need to find the workshop id but it’s usually in the steam page for that mod

cosmic ermine
#

So it's in steamapps?

neon bronze
#

Yep

cosmic ermine
#

Let me see. I thought it was in User/Zomboid, my bad.

neon bronze
#

Steamapps/workshop/108600

sturdy salmon
#

SteamLibrary\steamapps\workshop\content\108600

cosmic ermine
sturdy salmon
#

Since there is no channel in Spanish, I have unfortunately not been able to get in touch with other Spanish-speaking mod creators, and unfortunately, I have made progress in some aspects, but in others I cannot advance.

slow graniteBOT
#
jojsenpai has been warned

Reason: Bad word usage

random minnow
#

How do I make my mod have dependencies on another mod?

For example, I want to make that the players that play my map, have to download the britta armor, how do I make that when they download my map, they have to download the britta armor, and at the same time when they select it in the mods tab, it asks them to activate the britta armor (or install it automatically)? I don't know if I'm making myself clear.

neon bronze
#

Get britas mod id and put it in your mod.info as require=id

random minnow
#

And in the workshop?

#

Or is it automatic?

neon bronze
#

Workshop?

random minnow
#

In the steam workshop, what should I put, or if it is done automatically.

neon bronze
#

You can add it as a dependency in the steam workshop site but youd have to do it manually

#

Also you need mod.info id and not the workshop id i missspoke sorry

sturdy salmon
#

The ID of a mod is the requirement of another mod. Example

#More Traits/mod.info
name=More Traits
poster=generic.png
versionMin=41.0
description= Adds additional traits to the game to offer more balanced variety for character creation.
id=ToadTraits
Authors=HypnoToadTrance, Fajdek
icon=icon.png
# More Traits - Disable Prepared Traits/mod.info
name=More Traits - Disable Prepared Traits
poster=generic.png
versionMin=41.0
description= If this submod is enabled, Prepared traits will be disabled. 
id=ToadTraitsDisablePrepared
icon=icon.png
require=ToadTraits
random minnow
#

Perfect, thank you very much, much easier this way, since I will be able to make other users use other complementary mods.

glossy crane
#

Is there a resource where I can find everything logged about the project zomboid connection protocol, I don't wanna spend days capturing packets and analyzing them... :|

sturdy salmon
glossy crane
#
  1. Looking to write my own implementation for the RCON in Kotlin and I wanna know the format of the headers and what information I should need to pass through to establish the required information, is there anywhere a detailed guide where I have all that relevant information present?

  2. For a packet validation tool just for laughs

errant pier
#

Can we get a sticky/locked channel with some (UP TO DATE !!!) resources on modding? I spent some time yesterday following the wiki, the github, some guys from discord, and couldn't get it to work with any JDK I tried. Searching through discord, I immediately find a convo from yesterday here. The info is there, just not formatted. Reading backwards through huge discord chats is even more annoying than reading outdated documentation 😦

#

Just looking to decompile (java) right now. Then I'll spend some time reading and getting to know the codebase

glossy crane
#

🙏🏿

errant pier
glossy crane
#

I would assume it's obfuscated no way they left the entire code unobfuscated when shipping, have a look and let me know, just a hunch from previous experiences

errant pier
#

now it makes sense why they call java "unmoddable" xD

errant pier
glossy crane
#

Might be, have a look, just a hunch from previous experience, let me know though, I'm curious

errant pier
#

Ok. WIll do 🙂

glossy crane
#

Oh boy... you in for a doozy

#

Good luck xD

errant pier
# glossy crane Oh boy... you in for a doozy

My brain is already molten today, so maybe I should procrastinate untill tomorrow... I think I should be okay. Mostly doing C# currently, but the first code I ever read and wrote was Java

#

and that was 13 years ago

#

Maybe it already exists ? But I want to start by making some API for external services to communicate with the game server. Auto check workshop updates and shedule restarts would be the first thing I'd look into

glossy crane
errant pier
#

the server I'm playing on now does sheduled restarts, but no auto restarts for mod updates. And when the admin force restarts (to update) there's no in game message pop up for the players

glossy crane
#

I don't think there is any popup you can actually employ

#

To be honest... I know there is a workaround

#

You can exploit the fact that there exists the "welcome message" message which is broadcast to connected clients

errant pier
#

the scheduled restarts display a message in red text on the server. "Restart in 2 hours".. 1 hour.. 30 min.. 20 min etc

glossy crane
#

So you can probably malform this in a way to appear like a message :P

errant pier
#

aah might be that yes xD

glossy crane
#

Send repo

#

I wanna have a look

#

That's curious

errant pier
#

I sent the discord of the server in pm

glossy crane
#

blegh...

errant pier
#

no clue what mod it is. too noob. Admin is currently afk. maybe you can figure it out with the mod list

errant pier
glossy crane
#

i don't like clicking things

errant pier
#

Oh xD

glossy crane
#

thanks anyway though :)

errant pier
#

I'm gonna click through the mod list myself then

glossy crane
#

The MOD side of things should work as intended LUA is powerful enough, but something low level makes for something cooler :P

errant pier
#

I just wanna know how the game works mostly

#

can't figure out which mod it is. will ask admin once he's back

glossy crane
#

send mod ids on dm

#

I can have a quick look for you

#

but don't send me another link, links are spicy

errant pier
#

it's 149 mods. is there a file I can access and copy paste?

glossy crane
#

That's a good question

fleet bridge
#

there's a mod called Udderly Up to Date that will check for mod updates then shutdown your server, you need something external to automatically restart the server though

errant pier
rugged heath
#

Hi @pulsar rock ! Are you the developer behind the Skill Limiter mod? There's a topic related to it that I'm hoping to talk about

rugged heath
#

Do you have a sec?

pulsar rock
#

Sure thing! My DMs are open 🙂

rugged heath
#

Perfect, thanks

rough leaf
#

anybody know what files hold the data for the explored/unexplored areas of map?

outer crypt
#

Hopefully someone has a fix for me... I am trying to send an item in a container to the server so it can change the item's Use() to try and update it for everyone on the server. I know I can't sent the object itself in the args to the server. I tried sending the x,y,z of the square the container is in to have it search the container, find it an change the Use() but I am running into a weird memory issue. Is there an identifier that is not the object itself that I can send to the server so that it knows the object without doing an eloborate search for it? Some sort of object ID number or something? Been looking through the isoobject with no luck. Thank you

halcyon monolith
#

if some one could kidly explain to me me how the f i make sandbox options for my mod and how you make a lua overwrite for another mod i cant figuire those 2 things to save my life

outer crypt
#

My functionalappliances mod has several sandbox settings you could use a learn from. I have the files in github

#

I can walk you through the process on voice

#

The overwrite I don't know

granite glade
#

Maybe a stupid question: is it possible to edit a mod in my files and see the effects of the changes without having to restart my game?

bright fog
#

reload lua bottom right

granite glade
#

Would that be accessible within the F5 menu? or is that just in the general bottom right of the screen?

fleet bridge
#

And the tilde button

granite glade
#

Thank you!

fleet bridge
#

That will bring up the debug console

bright fog
#

Probably don't do that in the middle of a save ?

#

Exit it before

outer crypt
#

sometimes it can cause odd issues depending on what you change between reloading

rancid panther
#

hello. i havent done this in a long time. where can i check my error logs?

#

from outside of the game after closing it

outer crypt
#

\zomboid directory off users in windows... console.txt

rancid panther
#

thanks!

#

im washed drunk

rough leaf
#

can anybody tell me if there is a way to view contents of a .bin file in readable format? Specifically map bin files

#

or how they are structured?

rancid panther
#

nice

#

i changed how my blackouts mod works. now i just gotta test different things to make sure it actually works

#

seems to work nicely!

#

i hope this version of the mod will be compatible with multiplayer

#

and fix other bugs from the old version

torpid otter
#

hey guys whats the pz modding discord server

#

id like to join it

thick karma
thick karma
torpid otter
#

ty!!!

#

i was dmed the invite already should have added that, thank u regardless !

thick karma
#

Gotta link Steam to use coding channels and such fyi

#

No worries

rancid panther
#

this version MIGHT work better with multiplayer but i have no way of testing it

#

and i also integrated lua timers (with permission and credit) to reduce dependency

torpid otter
#

nice!!!!

rancid panther
#

if anyone uses it in multiplayer lemme know if it works! i made a change that was linked to a lot of the issues in the old version, but i have not tested it in multiplayer

rancid panther
#

lmao i didnt upload the right files

#

i forgot to replace the media folder with the one i used in my test folder

bright fog
#

Classic

torpid otter
#

if i wanted to show off a small mod i made (its just a true music addon but its my first mod) would i post it here or in showcase perhaps

rancid panther
#

no mod is too big or too small to be appreciated and shared

torpid otter
#

word 😎😎😎

#

ty!!

#

next ill either do the Beatles or ABBA

slow graniteBOT
#
chucklex has been warned

Reason: Bad word usage

ancient hatch
rancid panther
thick karma
thick karma
rancid panther
#

i like how i recently replied to someone saying i wasnt playing the game or working on mods, and then i suddenly felt like working on a mod the same day

rancid panther
#

unfortunately i still probably wont try fixing the immunity mod until at least build 42 if they make the health panel moddable and improve how infection works

thick karma
rancid panther
#

yea it's a local thing which i am not keen on doing

thick karma
#

Can I DM you?

rancid panther
#

i'd like to make a mod that has maximum compatibility. but if someone were to make that a dependency mod that many mods used it would be chill

#

sure!

#

has anyone investigated that issue with any findings? where you either get cured or are immune, but if u get bitten in the same limb after it healed from a bite, you die instantly

#

this just a question of if anything has been found, since i will not be investigating this bug myself anymore in B41

austere sequoia
#

Hey guys! I am currently figuring out how to mod. I created a mod, uploaded it to the workshop, set its visibility to friends only, downloaded it from the workshop - but it does not appear in my ingame modlist. Where did I take a wrong turn, what am I missing?

austere sequoia
#

Forget about it, lol. I am stupid and set its ingame name to ModTemplate by accident xD I will surely be back with more questions 🙂

bronze yoke
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when they get infected again, the game thinks they've been infected the whole time since the first bite, and kills them because of how advanced their infection should be

rancid panther
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yeah that's as far as i understand but i dont know if there is a way to fix that

bronze yoke
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it's as simple as resetting their time, to -1 i think?

rancid panther
#

is there a function for infection time?

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i can try taking a looksie next time i am back on

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wow! might be this simple. will try later

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thanks!

austere sequoia
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Question: Is there a way to only change one item in the items_food list? I want dandelions (and mushrooms) to keep from spoiling, so I can use them as decoration. I managed to make them not spoiling by using the whole item_food list, but then the game tags every single food item as one of my mod. I also tried removing all other food items from the items_food list, but that left only dandelions (and mushrooms) as food, with no other kind of food existing in game. There must be some workaround I am not aware of

bronze yoke
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you can just redefine the items in your own file instead of overwriting the entire vanilla file

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e.g. items_mymod.txt

austere sequoia
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ahhh!!! I give the file a new name, and then the game replaces its original spoiling dandelions with my superb non spoiling ones?

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It works!!!!! I can barely believe it 😄 Thank you @bronze yoke!!!

cosmic ermine
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@rancid panther May I ask how you code?

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Do you have auto-complete or do you just refer to the pzwiki for documentation?

rancid panther
rancid panther
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sorry, i'm not sure what you were looking for with your question, but im very amateur and try to only do things i can understand

sleek hull
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Two questions about translations:
If I include a translation file for french named MyMod_FR.txt under shared\Translate\ , I'm assuming PZ will just look for a _FR.txt file if the game itself is set to french, yes?

How would I go about translating strings from Lua into a different language? Would these just be included in the respective translation file as MyMod_variableName = "Translated Text Here", or how would I translate something like the below screenshot?

neon bronze
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There is the getText function that returns the translated string for you based on the game language you have

sleek hull
rancid panther
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it also follows a format depending on the type of text it is iirc

#

i would show u an example i have in one of my mods but im not fully awake yet

sleek hull
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No sweat about it rn, I'm about to leave home for uni so I won't be able to get to it for now anyway
Would appreciate a screenshot whenever you do get the time though!

turbid gale
neon bronze
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Youd need to make a txt file jn the shared translation / your language prefix and then call jt smth like IG_UI_[language prefix] and then put for example IGUiI_MyText = “my text”,

rancid panther
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do keep in mind that depending on what type of text it is, it still follows a format

turbid gale
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you can also add parameters to it, which is pretty pog.

sleek hull
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So if I had the table for the english translations of my mod named ComfySleeping_EN, to get the translated text of a string "Yes", I'd define it in the translation file like ComfySleeping_YesStatus = "Yes" and get it via getText(ComfySleeping_YesStatus) correct?

turbid gale
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you would have to put it in like IGUI_EN, it can't be some random file

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and you would have to call it in getText with quotes

sleek hull
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Ok, appreciate the pointers!

turbid gale
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👌

terse merlin
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Mod idea for B42: unicorns, unicorn horn bats instead of nails

mystic vessel
#

Good afternoon everyone, how are you?
I'm developing a mod for Zomboid involving machines (they are considered items)

Is it possible for me to make these items only usable if they are near a generator?

bright fog
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Not sure

terse merlin
rancid panther
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no prob!

coarse sinew
mystic vessel
coarse sinew
mystic vessel
coarse sinew
mystic vessel
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I will write this down, when I have access to put it into practice I will test it

#

you just have to find an item that has the function of being on a tile with energy

pearl sundial
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hey i need a mod makers help

#

heres the situation

on my server we use a mod called toxic zones stalker edition
this mod overlays an intense green fog when you enter a toxic area
i want to get rid of this overlay entirely

so far i've discovered you can remove the image
but how do we get rid of the line of code that looks for an image

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We may have found a fix, by simply changing the image to an invisible one we can just hide it

austere sequoia
#

Hey guys! How do I add 3D models to the game? I feel like I am missing something. I tried renaming existing meshes and textures, that worked fine. I created my own mesh and texture, created a new item (shows up in game), but it is not working. I used the right file types and PNG size (128x128), I am sure I modded the right files (script "items" and "models_items") and set the right pathes in my txt files. But the model is not showing up. So I feel like I am missing something crucial? Is there like a size limit to the mesh?

austere sequoia
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Sorry, I am new to discord. This channel did not even show up for me before you posted it, so thank you 🙂

thick karma
polar solstice
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Good day ppl. What is the correct way to use another mod/api? E.g. The PZ-Community-API (https://github.com/Konijima/PZ-Community-API/tree/master) have a function that I would like to use in my own mod. I stuggle to find info pertaining to "importing" another mod as a library of sorts?

GitHub

Community API is a team effort to centralize & give mod creators optimized tools for creating quality mods. - GitHub - Konijima/PZ-Community-API: Community API is a team effort to centraliz...

nimble yarrow
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Steam workshop is blurring the crap out of my image. If you upload a large image, it will scale it down to 636x358.
I figured I'd just make the image 636x358 (It will look stretched in Mod Manager, but at least it'll look good on steam workshop page).
Nope. the 636x358 image is blurry.
(if you click on it, it opens a new steam window and it looks crystal clear)
Tried a variety of 16:9 resolutions, including... 616x336, 624x344, 632x352, 640x360.
All 5 look bad. Maybe I can find an existing mod on the workshop with a good looking preview, and copy their dimensions.
edit: actually, the preview is 636x358, which is NOT 16:9. It looks like my images need more height. super strange
edit2: looking at other people's mod pages, i guess the workshop is just scuffed. everyone's images have black borders. nvm

cursive bolt
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Idk who needs to hear this, but a great idea for a mod- placeable corpses. Like furniture. I see autopsy tables but have no way to put zombies on them. I feel like its something everyone has thought about.

granite glade
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If a placed item model is slightly off center in the game world, is that an issue with the model itself? Or did I mess up somewhere with the coding of the placement?

cosmic ermine
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Can I reset Lua in-game? Not in the main menu.

thick karma
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You can reload files from F11, but certain files will not reload correctly. Depends on what the mod actually does.

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If you are in -debug

thick karma
cosmic ermine
thick karma
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You can only set single files that way

thick karma