#mod_development
1 messages · Page 273 of 1
also have a media folder with just the lua in it
thankkss
working hard or hardly working
oh
common is empty but I just started mesing with it
AH
i needed to make the common folder
even though its empty
i guess its a hard requirement
fantastic
now to figure out workshop
ModName/media is only for B41 compatibility
okay i just tried to click on the ground to move my character like its baldurs gate 3
i havent played PZ in too long oh dear haha
Yes but someone know why its dont show up in the mod list ?
did you make a common folder?
yea. I'm doing like 4 things at once. I'm not being very articulate
same for me
and its show up in your mod list ? (on unstable)
Heres what im doing now with Save Our Station.
Loads like a charm ingame, surprisingly no errors, with the exception of the map (as expended, since it likely will need recompiling). So technically its still broken, but not on the lua side at least.
I put my modinfo in common since it doesnt have anything special in it - could put in 42 though if i really need version specific things.
Funnily enough the vehicles still spawn where they would lol
Everything is perfectly normal..
did anything with workshop change?
Can someone explain in simpleton terms to me how to update a mod?
https://steamcommunity.com/sharedfiles/filedetails/?id=3386409674&searchtext=
For people want to have the Old Moodles Icons.
(B42) feel free to use this as exemple mod
Damn you beat me too it
Sorry friends ^^ But i didnt replace somes icon, theres new ones in B42
Could rework them in the build 41 style.
I love working with pixel art so it would be fun to try.
fragmo anything was the mistake you made
i am SO grateful that updating retexture mods is simple
Do you guys think with build 42, npc mods like bandit / day one etc will get more advanced? Does the added animal AI help somehow?
I'm still confused, it doesn't help that my pc keeps crashing whenever I try to update the game.
I'm worried I perhaps may be screwed
of course they changed world markers. why wouldn't they.
It entirely has to do with file structure, ill grab a screenshot for you
Stuff with more complicated code i have no clue about bc im an artist and not a coder, but retextures i have figured out
Inside of the "Zomboid\Workshop[MODNAME]\Contents\mods[MODNAME]" folder should look like this. For simple retextures with no lua or anything, you can leave "41" and "42" empty. Inside the new "common" folder is where you move the "media" folder and your "mod.info" file
Luckily I only have 1 code mod which I'm leaving to the modding community to fix.
Doesn't seem too difficult
i took way too many adhd meds. >:D Tiem to MOD
there is no such thing as 41 folder for B41.
What do you mean
B41 structure for B41 compatibility must be the same as before B42
[ModName]\media\
Can you have B41 and B42 in the same mod?
so B41 code is one layer lower than anything for B42 and future
yes
So the B41 stuff in whatever folders they were in before, then common & B42 for the new stuff
thanks
Thank you yeah
That will avoid needing to upload seperate B42 versions to steam
if anyone smarter than me has the source opened, could you tell me if I'm blind or not because it looks like they left the old WolrdMapMarkers in as WorldMapMarkersV1 but it's not exposed?
check pinned messages from nasKo
Check your blood pressure 🩸
I'm le back fellow modders
i recognise that Name...
wait, i wonder if you can commission someone to not update their mod xD?
Don't give me ideas..
so would this be the correct file structure?
seems weird to have two copies of "media" and "mod.info"
without 41 folder, yes (media being already for B41)
you'll thank me once it works on your client's side 😉
Lmao
only the most chaotic B42 thoughts today. Promise.
does the lua folder go directly inside the common folder?
it goes... in the square hole. but fr all the files go either in common or 42
you act as chaotic for sure, but chaotic good, chaotic bad or chaotic evil ?
no you need the media folder between common and lua
only the most, Chaotic Neutral
a slight spelling error in a recipe corrupting the whole game to crash without any log hints.
respectfully tho.
Thou shall not spell errors in the vicinity of recipes. Or shall the five Hells fall upon thou
nevermind @ talk of the addon manager taking days to update, Umbrella (Unstable) is live
Quick question: 42 unstable is out. What does that mean? It's going to become "stable" after X amount of time or it's a soon(tm)?
Follow up: Is it worth start checking issues with my mod now or should I wait until it's stable?
its a base to build on.
pushing it out, means they can fix faster, as it will break more in unexpected ways they cant test.
thanks, any idea why mine still isn't showing in the mod list?
this is THE time to convert mods. so that when stable comes out, USERS can use mods smoothly
a pinned post on file structure would help i think
I'd try with mod.info and poster at 42 level
mhm, according to this reasoning:
as it will break more in unexpected ways they cant test
It might instead be better to wait a bit until things settle down a bit.
yes, which is why there IS a pinned post from nasKo
lmao, my bad
Ah I see, I'll check on that then
thou shall join ash in the 7 hells of Baradum ! #mod_development message
Seems that InventoryItemFactory is no longer valid on the client, probably expected. Could be wrong but that's what I gathered from a quick conversion test.
I gotta figure out a way to get a displayname for an item without actually creating it,,
Anyone know how we can do proceduralgeneration for clothing spawns?
It's different now in 42
I'll add that it might be a good time to update any sort of wiki we have on modding. Discord is cool and all but messages aren't searcheable from search engines and it will end up with people asking again and again the same thing and only getting answers if someone notice the questions.
Hey all, I am curious if anyone has figured out the working mod structure. I cannot seem to get a mod to pop up on the list. I saw some posts above about a 42 folder and tried that in a couple of arrangements with no luck. Do these need to be in local mod folder or does the workshop folder still work? Any input would help great!
Nvm! I see the pin now!
InventoryItemFactory no longer exists
And it begins, good luck everyone! 🫡
The modpocalypse
Is there a way to instal two seperate Project zomboids on my library? So i can have an unstable and regular? I need to check my mod for backwards compatibility now
Beautiful Java doesn't seem to work for B42.
Do you guys think with build 42, npc mods like bandit / day one etc will get more advanced? Does the added animal AI help somehow?
probably since we now have animals
Fernflower appears to be working for me at the moment (just got in a bit ago, so still running)
Fernflower's after my time, so.
i havent tried b42 yet, but I think we can use faction system from animals if there is something like that.
bandit for faction 1 with aggressive ai, friendly for function 2 with friendly ai...
because chicken and boar will not be in same faction and it means it's much easier to control and to manage
only imagine tho
Trying to update my mod and want to check if it works right away or what broke. How do I enable unsupported mods on debug? I'm on debug but can't see that option
Ah ok, saw that on the help section on the mod manager. Another thing, is b42 not reading from the user mods folder? I have the correct structure but the game is not showing them
it should load from mods, a common hiccup you might have run into is it doesn't load at all if there isn't a common folder
I'll check that. Thanks
Fernflower is the decompiler that BeautifulJava uses under the hood. You can run it directly
Comes with IntelliJ as a .jar & there are forks (unsure what the forks add; I think I just yoinked the one I use from IntelliJ)
By the way guys, do you usually decompile or backtrack to figure out what function has been added after new update? it's first time getting next version since I started modding in PZ.
Found the issue with Beautiful Java.
Two matches. Somehow.
Setting to a max of 1 works.
Anyone knows how the map selection works to point the spot on the map? I managed to get the mod to load but want to integrate that new feature.
got it, nvm 😄
It's been too long since I did Zomboid modding... Is the expected workflow to develop the mod in C:\users\myname\zomboid\mods and then when ready copy it to the Workshop folder to upload to steam?
i'd probably just start in workshop, otherwise you'll just have to move it anyway
So I shouldn't have the same mod folder in mods and under Workshop?
My profile is a mess 😂
you shouldn't, it can cause issues where it loads some files from different locations and is generally confusing
you don't want to debug why your mod isn't working for an hour and then realise you were editing the wrong folder
Thanks, I'll sort that out and start updating some things for B42
I have definitely done that before
not so mad about the change in world markers now
Hey how can I get my mod to show up in the mod list? My mod list is completely empty. I was getting an error:
WARN : Mod f:0, t:1734485684161> ChooseGameInfo.readModInfoAux > can't find "C:\Users\xx\Zomboid\Workshop\AuthenticZ\Contents\mods\Authentic Z - Current\common\mod.info"
ERROR: General f:0, t:1734485684163> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "zombie.gameStates.ChooseGameInfo$Mod.getId()" because "<local4>" is null at ChooseGameInfo.getModDetails(ChooseGameInfo.java:205).
Stack trace:
zombie.gameStates.ChooseGameInfo.getModDetails(ChooseGameInfo.java:205)
zombie.gameStates.ChooseGameInfo.getAvailableModDetails(ChooseGameInfo.java:222)
zombie.modding.ActiveMods.checkMissingMods(ActiveMods.java:218)
zombie.ZomboidFileSystem.loadMods(ZomboidFileSystem.java:920)
zombie.GameWindow.init(GameWindow.java:1412)
zombie.GameWindow.mainThreadInit(GameWindow.java:701)
zombie.GameWindow.mainThread(GameWindow.java:599)
java.base/java.lang.Thread.run(Unknown Source)
and I am not sure what this means
to get a b41 mod to load at all:
- create empty
common\folder inside of your mod's folder (e.g.Authentic Z - Current\common\) - create
42\folder inside of your mod's folder and copy the entire mod into it
ideally you should move assets intocommon\but that's the bare minimum to get it to be recognised by the game
Yeah I know about the folders, this is what I got
then I have a full copy in common, which should work right?
First mod updated for B42, for the appoximately zero people waiting on this before they started their new playthrough.
can I get a link?
mod is hidden
try now, it set itself to hidden when I updated it
Nice replacement for highlighting squares
addAreaHighlight(minX, minY, maxX, maxY, z, r, g, b, a)
There's also renderIsoRect and renderIsoCircle. Still no full-blown LineDrawer though
hum so I got my mod to show up in the list, but when I hit accept, I get this error in the console, has anyone else received this?
Caused by: java.io.IOException: Script load errors.
not sure what causes that
You dont like the new loading screen looking like AI image ? Lets get back the old illustrations of Project Zomboid !
https://steamcommunity.com/sharedfiles/filedetails/?id=3386484368
corrupt script i think..?
no?
no way that crazy Djackz is player B42 MP !
i've noticed b42 workshop items don't show up in the usual workshop directory, did they change it?
it always takes a bit of time to get updated, meanwhile you can click on the keyword from one of the mods using it to get the list.
You can manually edit the URL:
Not a lot of updated mods yet (not surprising given that B42 has only been out for hours)
I can definitely feel the lack of some of my favourite mods!
could you also possibly add this one? :D
Yup i add it tomorrow 🙂
Hello, i got questions about mods. Can you replace one of a vanilla hair texture/model from a mod, also only one hairstyle mod. Not all of them..
Cuz i would like to replace the original hairstyle in files, with the one hair type i like in b42.
Are there already people working with the new lua code? Does anyone knows why they putted most of the TimedActions in the shared folder?
I'm sorry, what?
is there a guide for making mods in b42?
is there a mod that allows you to hold a 2 handed weapon like a rifle in your offhand while using a melee or one handed weapon in your main?
probably not yet, it only launched a few hours ago so it'll be a hot minute before one is made either officially or unofficially
yea i just meant like a rough idea for how to do it
even a text guide would prob help
similarly to the overkill perk in MWII
Can anyone confirm that they changed the B41 command "InventoryItemFactory.CreateItem(item)" to "instanceItem(item)" ?
i have arrived with no experience on a whim to some day attempt a herculean task
any way to disable anti aliasing? b42 is a lot more blurry
aka attempt to recreate an entire city without prior zomboid mod experience 
though actual development will likely start with B42 since basements and skyscrapers
I've already looked and it seems like it's not possible, but custom animals is out of the question right?
Can't find which .class file defines them, but also can't find any lua file that defines them
is there some trick to getting mods to work?
i cant get em to work i added the 42 file and common file but still doesnt work
i am going to sleep if anyone has the time, I'd love to see a mod that removes TAA
theyre made through lua but im not sure if they can have custom behaviour yet
so should media be in common or just in the mod folder with common and 42?
Oh damn, really? Can you give me the directory location
Custom behavior isn't a massive concern for me. I just want to screw around for now
i havent checked yet but if you search for an animmal name like chicken you should find it
so... im sorry if i sound ignorant but as a science major, what's the whole fuzz about using AI image???
Are they just hating it in general or cuz it just have many errors in the image??
there are rumors that AI companies take artwork posted on social media without permission to train their AI models. many artists feel disrespected when people choose to create images using generative AI rather than hiring them for their artistic skills.
It keeps on telling me that i need a preview.png image in my mod folder when I do? where does it go?
hardly rumors
there's confirmation of it happening multiple times before
and also ai art just looks like shit
ai has lots of practical applications, art is not one of them
next to your mod.info
how? if you dont mind me asking
oh
its there
it should be next to your workshop.txt for the steam preview
did I get them mixed up xd
the one next to your mod.info would be for the in-game preview which doesn't cause an error if you don't have
makes sense
where does that go? NVM
oh... i see
my moodle mod didnt replace my moodle lmao
I slept just before the update hit and now gotta do that this entire afternoon because of work
what is preview.png and do i need it? If so how does one get it just make a png named preview?
thats the preview image for the workshop i believe
do i need it?
Well its your thumbnail, so if you want a thumbnail, then yes
oh lmfao
lol
well it not working for me and im trying to find out why
How big is the image? Is it a square resolution?
Oh i thought you meant the image wasnt working
nah like the mod not even appearing
I think if you dont, itll just give it the default indie stone thumbnail?
yea not sure
i cant even get it appear
also should i put it in workshop or C:\Users\thego\Zomboid\mods
ill send it
^
thats how my structure looks now, loads fine ingame
Rough example only of course - stuff like textures is in common, functional stuff like lua scripts in 42.
the old media folder is unchanged from previous b41 mods.
i see
Dunno if it matters but i removed the pzversion string in the mod.info files in the common folder
i wasn't putting mod info in common with everything else
Mod info can be in common or any of the version folders.
should i just fill common if im only doing 42?
lol
It can be in either the common or the version folders, as per the pinned post.
I put mine in common because im likely not going to be targeting specific b42 versions or making any changes to the file
But it doesnt matter as long as its in either common or a version folder
alright so just putting it in the file i want like common or 42 should work right?
if im doing a 42 mod
Yes
And my modinfo just has name, id, description, poster and modversion
Since targeting PZ versions seems to be done through the folders now, i believe the old pzversion key is not needed anymore
lmao my moodle replacement mod aint working ingame lmao
Guessing the moodle icon definition changed maybe?
Modding page on pzwiki has not been updated yet?
Hey everyone! It's been a while. It looks like ModOptions is now natively supported in B42.
To that end, I've created a small example to hopefully get people started with using it, as it's not compatible with the old ModOptions system. Example output is below (these are saved options). The Lua file is documented and has all of the available options to us. Hopefully this is helpful to people.
#musicmaniacpins new mod options
(it's a pin for myself)
There's a few more options that we can play around with, and it's not too bad to get switched over. But it is definitely different. This should prevent further breaks in the future though.
definitely not an event
I'll have to experiment around
nope. no "onChange" function like the old version, and no event that I can see either.
modders go brrr
it would be handy to have a basic 'onChange' or whatever function like with old ModOptions. i'd even settle for a "OnSettingsApply" event or something to just do a reload.
pretty sure the 41 mods don't work on 42
if it is done by lua it shouldn't be that bad to catch it
It starts 
we can only hope for the major mods to be updated asap
HOLDL
thanks in advance 🙏
Yea, I had 5 comments within like 4 hours of B42's release....
Feel free to send your fav modders a coffee ;)
Classic
can these people not just play twelve minutes of vanilla

"but muh brutal handiwork" 
bro 💀
Lmao
this was posted hours after release lmfaoo
Tell him to update them for you then
average mod user behavior
this wasnt on my mod thankfully
If it's ain't that hard

I'd still tell him to update the code and send to author then
I mean, updating the mod isn't that hard
look someone bought me a game so i would update a mod of mine im not complaining

My dude experience is probably like a texture mod that probably wasn't changed how it works in 42
And he's like "yeah it isn't hard"

I had a comment even before b42 asking if it works with it.
oof
get to work! they're paying for excellent service!
time travellers need mods too
Toilet comment from a real toilet. not unexpected.
Sometimes it does tbh
Depends on the game and the mod

Happened with RimWorld as well
Nuovo commento 
1.5 was released and people were like "yo when you update the mod??"
sorry if i'm asking a a question that has already been asked. how do we fill out this data?
so the rendering bug, why has it all suddenly killed UV's 😦
probably by editing mod.info in some form
though i am not aware of any documentation
same
in mod.info you can add "author = something"
dont think i can fix it without someone updating the pinned body files either
i'll give it a shot, ty
btw, does the mod packaging changed from 41 to 42?
yea
theres a slightly different folder structure now
the files that you would usually put in a mod go into either "42" or "common"
the game picks files based on a version
"common" has files that go for any version
"42" is only files that work on 42
and presumably in the future there would be more version folders but for now its only 42
Are they updating build 41 for this new file structure?
no
probably not?
build 41 will continue to use the old structure which doesn't conflict with the new one anyway
how do i see prints?
if you're in debug mode they'll appear in the lua console
launch the game with -debug
sorry was away
90% of problem solving is overcoming your own stupidity
@spare hinge thanks for the information
np 
turning the mod on might've helped 😭
yea
not anymore no
put it in 42 or common
damn
anything outside of the version folders is ignored basically
the game overlays the files from common and 42
with common taking precedence
so the same file in both 42 and common will only exist as the common version
at the moment the split doesnt make a huge difference, but it will in the future
you can probably just stuff everything in 42 for now
are you sure common takes precedence? that seems like the exact opposite of how it should work
I'm checking an old folder packaging
The mod folder now requires 2 sub-folders. First folder is “common”. This folder will always load and it will always load first. You can place files here that will not change in future mod updates for a specific game version. (it’s a good place for resource files)
#1318693102143148054 message
i also heard other people saying that it go common then 42 i think?
but im not sure
'load first' doesn't really mean anything in particular here but keep in mind that regular mod load order prioritises mods loaded *last*
damn
that is a good point
so basically I have a problem
fair point
time to tinker with some code 🤔
goodluck
dont let the bug bite
am in debug mode
f11

oh you gotta go in to the property
cheers
for the game
in general
then in the textbox you put -debug
then you should be set
thanks @covert adder
print('--------------------CENTRAL SCRIPT LOADED--------------------')
Events.OnPlayerUpdate.Add(function (player)
local health = player:GetHealth()
if health <= 1 then
print('Player is Dying')
end
end)```
but nothing for prints
why isn't this working for line 4 i cant get operations like <= to work?
so im actually a bit confused about that too but normally you can find it in the files where the mods file is but instead look in Logs
i am doing that now
but someone said you can have it ingame
which would be more convenient
it should be in the lua console in the bottom left
this what i got
@spare hinge nice for you working with Linux 💪
there are some extra fields you can choose to fill in but nothing mandatory has changed
not in the debugger, just in-game
so whats the replacement for InventoryItemFactory? assuming there is one
instanceItem("type")
oh you cant read logs from the menu?
thats annoying
amazing, thanks. i'll give that a shot
so is there a way to get operator symbols to work like <= i cant get it to work?
they should work fine
have you verified the value?
how does one do that?
print it
the capitalisation makes me think :GetHealth() is not a real function though
well im getting there health isn't that a certainity it'll be a number?
odd, did it not throw an error?
this is the kinda thing that should make lua throw up and yell at you
huh
i don't know what you were doing wrong but those operators do work
okay ill test it out again see if it work now
I don't know what is missing.
try removing mod.info from there and making sure it in common
that how i have mine setup
rename 42 to 42.0 maybe?
i follow here
common, not Common
oop
😲
does that actually matter on windows? 
or is that a java thing
I mean if game tries to load folder /common/ and it's not there, yknow
yes but on windows capitalization is ignored
"Common" and "common" are considered the same
however it isnt on linux so its a good idea to lowercase it anyway
it seems that instanceItem is somehow performing worse than the old InventoryItemFactory
maybe it does more?
oof the script load order seems to have changed and its wrecking me
Btw is it known if we update mods now, will they still work in 41 using new structure? Like did they update 41 to be able to use new folder structure?
well try it as common and if it works you found your solution
lol
ill try but i dont think it should affect it?
?
well all im saying mine is like that and mine works and urs doesnt lol
And you like "yeah I don't think that's it"
uhh
lol
yee

i cant get Events.OnPlayerDamage.Add(DamageCheck) to work
print('--------------------CENTRAL SCRIPT LOADED--------------------')
function HealthCheck(player,health)
if health < 1 then
player:setHealth(100)
print('Reviving the player! ' .. health)
end
end
local function DamageCheck(player, damage)
local health = player:getHealth()
local damageDealt = health - damage
if damageDealt < 1 then
HealthCheck(player,health)
end
end
Events.OnPlayerDamage.Add(DamageCheck)```
it didn't work?
you need name common in lowercase
Oh
is it enforced on the java side 
lmao
im not sure if im writing it wrong or what but i keep getting errors on the OnPlayerDamage event
It's because the player can't be damaged anymore you sillyhead

also yea putting the script in common doesnt actually change script load order
lmfao
i tried and predictably it didnt work
so how do i detect player damage
it only matters for putting together the mod file structure
im confused
Try OnPlayerGetDamage
thanks boss
OnPlayerGetDamage put 3 params (char, DamageTYPE, damageVal)
I need to look at new code
how did the script load order change from 41?
it seems to no longer be purely alphabetical by filename
oop

lua?
Uh.. Did something changed with how poster declared in mod.info? Cause I have blank white square..
Require them in other files? 
i actually do not want to do that
i want it to be an optional dependency
afaik require throws an error if the file is missing right?
still not ideal, but i might go for that
basically it would be boilerplate for other modders
that i would like to avoid
You want mod files from other mod?
i am porting my mod config manager
other mods will check if its present
but in order to do so it needs to be loaded BEFORE any other mod
however if its not present, it should not cause errors
in 41 i accomplished this by prefixing my filename with !
Oh oh oh
Are translations UTF-8 now?
Please tell me they are utf-8 now
I don't wanna suffer with 4 different encodings anymore

so yea it seems like lua files get loaded on a per-mod basis now
rather than thrown into one big pile of files and then alphabetically
oof
also seems like placing files in common DOES affect lua load order, but only within a mod
Yep. Per mod: common folder loads first, then version folder.
About mod load order - you can specify in mod.info params "loadModAfter", "loadModBefore"
in this params? will be ok, if this mod not exist
fantastic
loadModAfter=ModConfigMenu
like this right?
it seems to not quite work
Can't get PZAPI/ModOptions working...
local options = PZAPI.ModOptions:create("SomeMod", "Some Mod Options") gives attempted index: ModOptions of non-table: null, and require "PZAPI" or require "PZAPI/ModOptions don't work.
... is the issue that this is in the Shared folder?
so is hitting "auto" on the mod load order button supposed to disable all mods?
im assuming no
alright sweet so it seems the load order was the only issue with my mod
didnt actually need to change any code
You can only access it from client code. That feels... wrong, and also useless?
Oh.
Right, so the Mod Options mod has a sandbox_path thing that let you use sandbox options in multiplayer.
Which is not recommended and they say to just use sandbox options instead! Well, alright.
i keep trying to reupload my mod for b42, keeps saying that mod.info isn't there, its in the b42 slot, but that should still work
can you send screenshot?
mod.info in 42 folder?
Are non-workshop mods just... not supported in B42?
The mod ID is prepended with a backslash for some reason...
The instructions I was given say Value in modID in mod.info / mod requirements must follow the format: “WORKSHOP-ID/MOD-ID” (same format applies to other params: incompatible, loadModAfter, loadModBefore) which implies a workshop ID is required?
I figured it out.
Does anyone have references on how to make use of items through ISBaseTimedAction?
I tried making it myself, but when I press button in context menu - nothing happens
Oh god, that's disgusting. You have to put just
\before the ID in requirements, so it'd be\VaccinesForagingor whatever (for a local/unreleased mod modifying the vaccine stuff).
Well, it works.
does anyone know why b42 modoptions settings gets reset after returning to the main menu? (regardless if mod is enabled)
getActivatedMods() doesn't really work anymore in B42 with workshop IDs being included... this is a huge headache.
i noticed some of the new armor has this tag which im guessing makes the player immune to being dragged down by 3+ zombies?
Modding report, request and suggestions 🐦
moved bug report to the #1318920979581501502 message
appears mod.info needs to be wrapped inside { }s now? got a "tried reading non-table" or similar when I tried without
{
name=Name
id=WorkshopId/ModId
description=description here
versionMin=42
}
``` worked for me (if no workshopid just put nonsense)
go ahead and try
it wont work on me 😦
did you put in common folder?
you need to make two folders
42 and common
put mod.info in common
put media in 42
it can be in either folder
and mine works without { } but with it the images and some other parameters dont work
It's now this
name=TwitchStatsKR
version=42
Author=귀챠니즘
poster=poster.png
id=2756091658/Twitch-Stats-KR
description=StatsTwitch 한국어 번역
}```
works properly without {} i think
id=firearmmodvanilla
incompatible=\firearmmod,\firearmmodbeta
modversion=42-1.0.1
versionMin=42.0.0
author=Hyzo
icon=icon.png
description=New firearm models.
poster=poster.png
poster=firearms2.png
poster=firearms3.png
poster=firearms4.png
poster=firearms5.png```
does it show properly?
havent gotten the whole workshopid/modid thing to actually work with the mod manager though
with the mod.info
ok i'll try
Did not put them in common however it shouldn't matter as long as they're together
dont quote me on that but better safe than sorry

Please tell me that's a joke...
In gonna take a long walk off a short pier...
I mean, you have to include the workshop ID, which means reuploads and local copies are fucked.
Which is great if you want to make modpacks slightly more of a headache. It sucks if you want to make functioning mod compatibility, though.
Welp... thats gonna be a ton of work.
Looking forward to that mess...
Local copies would still have same workshop Id thought
That is if it's a copy from existing mod
On a side note:
Anyone got any clue how to define where the point at which the new bullet effects are supposed to come from?
I'm sure someone has asked/found this already but in looking through it must have missed it...
Local copy as in it's in the mods folder.
is it possible to add custom voices for b42?
is b42 using the same version of Lua language?
How hard would it be to make a mod where blood is colored randomly like in Zom 100?
struggling to understand how fluids are spawned -- I know that items are spawned through ProceduralDistribution but what about fluids that are defined in e.g. fluids.txt?
find in folder through the lua isn't helping much
I think you might need to make a custom item
It'd be nice to make a mod where water bottles spawn with blood inside of them or something, but for now if your focus is just making a completely different liquid, make a container item with said liquid , then have that spawn
from what i can tell looking at the decompiled code it doesnt look like its possible
oh wait hold on it might be possible
theyre created through xml but i dont see where the sounds are applied yet
the voice options in the menu are created in xml but it looks like the actual voices are hardcoded
I know this one goes way back - but I couldn't think of a better person to direct the question towards.
Do you by chance know if B42 has changed anything that would make it possible to create a vehicle that would be able to remove snow tiles?
I looked around and found that the b42 entities can act as fluidcontainers/dispensers so maybe that is a possibility
component FluidContainer
{
ContainerName = Dispenser,
capacity = 10,
InitialPercentMin = 0.0,
InitialPercentMax = 1.0,
InputLocked = true,
Fluids
{
fluid = Water:1.0,
}
}
now the problem is figuring out how to add a new entity lmao
the new recipe system is really cool, TIS really cooked here
Is the "common" folder back compatible with B41?
From what I can tell, no.
OOOF, that's unfortunate
that makes it completely useless for now i guess
yeah, pretty much
i quickly scanned some of the new b42 mods, and they simply leave it empty and just duplicate the old structure in 42 subfolder
and all mods i checked it was just a copy/paste
Yeah it's gonna be clunky if a mod wants to backwards compat support b41
only for several years 🙂
I don't think it's rocket science, it's all about dividing the business logic from the integration with the game
any way to "replace" them
hey wait what
then does it mean if I left b41 version inside of common folder and updated my mod already via 42 folder, all b41 players have not been able to use my mod until now since i updates my mods? sorry I asked you back but I'm little confused because of my English skill..
i'd love to make EFT voices
fmod sound modding probably
were the new loading screens fully removed? or can i still replace them with the newspaper pictures
Anyone know where I can find some information about updating my mod to build 42?
check pinned
Ahhh thank you!
yo guys, does anyone know how to make new voices/voice replacement mods for zomboid?
Is there a new sample mod in 42 as well?
I'll install now and take a look
Correct, the "common" folder is not read by B41. So if you moved the B41 version there, it won't be accessible to users still on B41.
The "common" folder also has priority over versioned folders (42, 42.01, etc) and is intended to be used for art and things of that nature. so ideally you shouldn't place your whole mod there.
thanks. I think I have to ask a help to gpt for English translation next time. I totally misunderstood pinned message. omg.
Common is for big files that shouldn't be copy pasta in-between every versions of your mod
You can see it that way
But it's B42+ only
I thought common is for all version while 42 is for specific(42 or higher) version. ugh
so for b41 pretty much full mod should be in b41 folder and starting from b42 we can use common folder (mid-version one) as intended, right?
So pretty much Models/textures/animations should be there
The only ones that come to mind when thinking size
what about sandbox?
if you have sandbox in common, and then in 42.01, 42.02, does each version load its own sandbox variables?
I'm trying to narrow down and fix a mod conflict. From what I've been told, the potential issue might be a hotbar refresh event being spammed. What specific string or function would I need to be on the lookout for to be able to find this specific function or event? Sorry if this isn't the best place to ask.
Not sure. I might do my own set of moodles despite saying I don't care about them. As form of face expression practice.
are the moodles still limited to 32x32?
The battle of moodles begins.
I used to work on countryballs in Aesprite.
Might toss my silly hands into the ring.
I don't think so. because it looked like pretty HD on my 2k monitor.
Why TIS decided to get away from pixely gold I can't understand.
what's the new limitation and does Moodle Framework support it? 😄
The game looks best as pixelated.
It'd be great to see you marry the updated design to the golden pixel style.
Also did TIS keep the MoodleUI in Java for 42?
It'd be better for modders if it were brought into Lua.
Missed opportunity there. :X
No, new resolution is 128x128
Is it still hard-coded to not scale well with 4K?
No idea.
Someone offered pizza for a java mod for 4K support for moodles a couple years ago for build 41.
(I obliged)
Well, I am taking my own liberty here. I could technically make 1:1 new one, though then I would feel dissatisfied. Not that the vector art is inherently bad, but I just like to add my own touch to things.
You should. You're a modder. <3
Don't forget to have fun. A lot of people do that, surprisingly.
I was busy yesterday trying to make my first mod which was to change the moodles back to the legacy version.
Spent a while figuring it out on my own and another while re-drawing the new ones only to notice someone ninja'd my idea using AI 😭
Welp that sucks...
Yep, kinda demotivated me from playing B42 altogether lol.
afternoon everyone
any documentation around to read about the changes to the mod structure?
Pinned messages.
Anywho, I admit I think a lot of the vector art is not bad but executed poorly. Considering they are still going to be displayed in low scale in the game, a lot of it is not obvious what it is.
Like "heavy load" sprite, the encumbrance. Literally, that arrow makes the whole thing look like a lamp, I think it should be just from the silhouette itself obvious what it is in cases where it isn't face-shaped. Or some just aren't readable like hunger.
bump
thank you
I also worked on a custom menu UI mod for someone. It had custom rain effects with wind and some VFX. =)
I have some ideas too for 42. I want to work on a complete UI rewrite, involving GLSL shaders support and frosted-glass designs.
to think the mod ill have to change more things is the stats mod ... and not the integration one... lol i thought it would the other way around...
well, no hurry in updating my mods... will to it after new years..
Exactly. It doesn't make sense to update the moodles when items are still pixel art. Makes the art inconsistent
so the discord integration....
~can i "leech" from it?
that would make my life easier to update my integration mod for twitch... better yet... if i can leech from it i can make a multi stream platform integration mod...
tbh i dont like the new moodle icon's
they kinda feel out of place
but thats just me
Frosted glass WIN7 style?
Frosted-glass MacOS style
Ohh, I see, that would be interesting
Oh yeah?
bruh did you get it working already??????????????
Java mod I assume, right?
I modded in GLSL shader support for Lua code and also modded the UI render code to support them. I wrote the shader for it.
This was in 41.
I can bring it forward.
Uh, very interesting ngl
Been sitting on that project as more important ones kept popping up.
For now I'll just focus on porting some of my core mods to B42
I'm updating Umbrella.
WOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO
Love umbrella so much, I saw you made the unstable plugin for vscode right?
extension? And no actually we use Lua-Language-Server extension. (The main one with LuaCATS support)
I made the ZedScript extension
Isn't this yours?
Wait.
@bronze yoke Was this you?
Also what is this menu?
Hahahah I've never seen this.
I manually install my global typings in a folder on my PC.
Well that's convenient. :D
I saw the instructiom to open this menu on the Readme of umbrella a few hours ago during lunch break: https://github.com/asledgehammer/Umbrella?tab=readme-ov-file#vscode-recommended
you didn't know? they've been up there for at least a year 😅
Very much, I'm enjoying it on my other laptop
(well obviously i only uploaded unstable last night)
I updated Candle to have 41 and 42 branches.
modpocalypse was worse than i expected and we will lose alot mods
How can I port my clothing mods over to 42?
clothing should actually be pretty much drag and drop, there's a pinned message about the new mod structure
if your clothing uses custom models there's currently a bug that means it won't render correctly unless the weights are normalised though
It's so funny @bronze yoke I love you.
You basically solved a few tasks without me even looking yet.
Guns seem to be quite reworked
🙇♀️
Absolutely thrilled to have such a proactive modding community. This is why I keep modding tools for yall.
You can update them
❤️
They might work out of the bat, but thing is from i noticed, most guns got changed in terms of stats. m16 got a huge buff. Im not sure, now that we have ATRO like shooting and Full Auto Actually shoots fast and you can fire bolts as fast as rack animation finishes, if there is somethign missing
Albion is our lord and savior

I'm not sure how siliencers and stuff might work, since mods that did them were lua based.
ah, I see. I remember for my last unreleased mod I've been working on I had acouple features that I hope still work
-firemode
-randomized gun sounds
etc etc
I guess I'll be back with a million issues soon
I hope that ZedScript files aren't .txt
I guess I'll have to wait another couple years on that.
i do really like some of the new stuff in the script format though
Oh God. I have to update that code too.
save me item components...
Is the syntax more consistent?
ok so who yet started updating your lua scripts to b42, how you guys approach this? change to correct folder structure and see if booting it up works? 
Do I have to rewrite my lexer & parser for the Script format?
Nope. Internal code still only loads .txt files.
That's going to make people still need to manually set the format on the vscode extension.
pepehands
that's a 2 minute edit in the code. :X
yo guys is there like a modding guide or something for b42?
You're gonna need to wait a while for that.
@bronze yoke Hopefully the newer format will be consistent.
I haven't looked.
I am looking for a way to read live kill count from B42
"One day"
Am I right in thinking that all my recipes need to be rewritten in the new format?
yeah
that sucks
aight bet
was looking to add some new voices
no clue how to tho lol
also, did anyone else have a game crash to do with the vehicle dashboard?
I wonder if mod options dev is gonna come back to update? Someone might need to fork it if it's no longer compatible with build 42 
Anyone tested it?
no need, b42 has a native alternative
Hell yeah
Yup.
none of these new B42 mods seem to work with B42
Probably because people are trying desperately to get attention from the fresh wave of players.
It's an unfortunate pattern in larger releases of games.
lol right? It's pretty funny
for anyone here who uses radialmenuapi i wont be updating it
"none" is a bit dramatic tho
im refactoring and merging into the community patches
I managed to update my latest mod with minimal changes - thank goodness.
InventoryItemFactory is forever gone,,,,,,
how ya been man??
Been up to no good, just like the olden days.
hahaha
I wrote a lot of tools since.
These kids now see the API through intellisense on VSCode.
i don't know if you knew this, but my only experience back then was modding PZ and skyrim
i'm working on my degree now
about to retire from the army
have 2 kids
We're ancient elders here tommy.
yeah, but you're like a founding father
the work you did for this game kept it alive imo
Dude, they applied the chat rewrite features I did their own way since I took a short break following 2017.
for those that dwell here and see this, Jab is a legend
any information on what changed for map loading?
I see that it isnt loading the way it used to;
ERROR: General f:0, t:1734547612633> ExceptionLogger.logException> Exception thrown java.io.EOFException: wx=32, wy=32, nBytes=900, this.zombieIntensity.length=1024 at IsoMetaGrid$MetaGridLoaderThread.loadCell(IsoMetaGrid.java:2704). Stack trace: zombie.iso.IsoMetaGrid$MetaGridLoaderThread.loadCell(IsoMetaGrid.java:2704) zombie.iso.IsoMetaGrid$MetaGridLoaderThread.loadCell(IsoMetaGrid.java:2546) zombie.iso.IsoMetaGrid$MetaGridLoaderThread.runInner(IsoMetaGrid.java:2536) zombie.iso.IsoMetaGrid$MetaGridLoaderThread.run(IsoMetaGrid.java:2523)
aight man i gotta bounce, just wanted to say hi, later bro
I'll be here. Ff2 add
@rain steeple So far, here are some that work on my end:
- Close The Trunk
- Draw On The Map
- Equipment UI
- Firearms B42 - Vanilla
- Has Been Read
- I Don't Need A Lighter
- Reorder Containers
- Reorder The Hotbar
Old map save.
Happened to me.
I am changing InventoryItemFactory to instanceItem, but it does not work for ranged weapons, any idea why?
I'm relatively new here and admit to not know you @red tiger, why he saying you're a legend? Like, as a PZ modder or as a dev in general?
@red tiger nah, brand new game under devmode. moved a b41 map to the new structure to see if it loaded and check what I need to change/update
Game loads but the modded cell doesnt
I grandfathered in support for custom 3D models, both in modding API and in writing the first Blender scripts. I'm not a developer.
Also did stuff like custom server plugins and frameworks. I also wrote anti-cheats.
More of a tooler than a modder but same.
Pretty cool stuff! Are you sure you're not a dev? haha
I'm not one no. There's a large wishlist I have for them.
I fill in a weird niche here since a lot of modders avoid modding the core of the game and stick to Lua.
When I say dev I'm not talking about a PZ specific dev, just a dev, like, at work
Oh in that context yes.
Been coding for over 16 years and modded since 2003.
Elder indeed
started penning down last week what all I would need to just outline a selected area on the map and now, b42 just "does it"
the alpha infill is jank looking but it's something
I need to see if zombie.ui.UIElement contains radial draw calls.
Nope.
Still not in 42.
I wonder if I could update my generator range mod to do something like this now
Damn, I got a few mod ideas that might actually work now in B42, that's exciting
there's addAreaHighlight, renderIsoRect and renderIsoCircle
I need something like:
javaElement:fillArc(centerX: number, centerY: number, radius: number, startRadians: number, endRadians: number): void;
I believe there's arc exposed now too but don't quote me
Does renderIsoCircle actually draw a circle or just an approximate circle with squares?
Reason I ask is because I'd like to set up the mod to actually show what's powered
I believe it works a lot like the world markers did but you can't change the sprite or overlay now
Ah.
I can't get intelli to open to have a look right now. it's mad at me
No worries, appreciate you letting me know about this
If you guys need API diffs: https://github.com/asledgehammer/Candle/commit/3aee9ac74a5ea96354e65de83b68cbcfd7d23c3a
This will show you diffs
For the Build 41 -> Build 42 change.
Added API, etc.
Do you know if addAreaHighlight is an individual square thing or does it just take two coordinates and make a highlighted region for that?
Oop, perhaps I could check that
I was really hoping they exposed all of lineDrawer but no such luck
it takes coordinates
addAreaHighlight(x, y, x+1, y+1, z, squareHighlight.red, squareHighlight.green, squareHighlight.blue, squareHighlight.alpha)
Ugh, about what I expected
Good for squares, not for circles
I don't think it'd be difficult to get the generator visibility up and running, just depends on if I can get the range and stuff easily from the lua side
renderIsoCircle(x, y, z, r, g, b, a, 1)
I'm assuming the last is the size? idk I haven't played with it
and intelliJ is still not talking to me
I just worry it'll run into the similar issue of being a literal circle and not a "circle" of squares
hello
oh yea, you would need to use the area highlight for that, or if square:setHighlight still works
Is square:setHighlight still a per-frame thing?
i have atualized this mod from b41 to b42
function ChangeBags()
-- Variable that gets the list of all items
local aitem = getAllItems()
-- Check if aitem is not nil and proceed
if aitem then
-- Loop that checks them all
for i = 0, aitem:size()-1 do
local item = aitem:get(i)
if string.find(item:getTypeString(), "Container") then
-- finds anything with the Type "Container" and discards anything unwanted
item:DoParam("WeightReduction = 100")
item:DoParam("Capacity = 500")
end
end
end
end
-- This launches and calls the function when you start PZ. If you enable new mods it should automatically run again to add any new items to the file.
Events.OnPreDistributionMerge.Add(ChangeBags);```
The issue I had with that last time was that it just kinda flashed a lot and I didn't want people getting a seizure or something.
but the capacity not correct
It was also really laggy last I remember
is setting to 48 not to 500
that's why I ended up with world markers but they're gone in b42
Hm..
if you want to borrow some code for 41, you can have a look at "Auto Logging" and in the JBSelectUtils file.
hey, how hard would it be for someone with no coding experience (me) to make a mod that changes the level requirement to make a stone blade from 5 knapping to 1? the crude blade doesn't have a recipe atm and i want to try live in the wilderness from the start of the game
How many mod info files do you need? 
Seen someones B42 build hes thrown 3 mod infos in all three folders 🤣
just two
Did you duplicate poster as well or change path?
i duplicated the posters
why
^
ModTemplate could be updated for b42. Currently it seems, like you need both Common and 42.0 directories. Also tried putting everything in common since my mod is very simple, but mini-poster didn't work for example.
Anyway, here is the diff from the version upgrade if anyone is having issues https://github.com/Franisz/WeightlessAccessories/compare/master%40{1day}...master
Too soon for nuclear reactor crafting?
Well maybe, but I was able to figure out how to replace icon, sprite and mesh textures, so it's a start. Now to make it a mod instead of modifying the game files...
Anyone having any luck with animations? I was using the setVariable but that doesn't seem to be working anymore 🤔
MODDERS PLEASE FOR THE LOVE OF GOD. do NOT delete your old B41 MODS.
It DESTROYS servers.
Check the pinned messages if you haven't already.
Anyone know how to modify the new lighting system? ||I'd assume not but I thought it'd be worth a shot||
I see there's some java class files, and two dlls in the game folder. But wasn't sure if I was going to have to RE those or if there was documentation somewhere
one of my mods has gone from a 10mb download to a 40mb download because of the new mod format 
Where are you getting the updated format!?
in pins
Aww snap, thank you LOL
Your preview should be in same folder as Contents folder, same structure as a regular workshop mod
All mod.info parameters in B42
name
poster
description
require
incompatible
loadModAfter
loadModBefore
id
author
modversion
icon
category
url
pack
tiledef
versionMax
versionMin
Are these case-sensitive?
Dhert gives us a tool to transfer from ModOptions to B42 Vanilla ~equivalent https://steamcommunity.com/sharedfiles/filedetails/?id=3386860561
yes
Damnit.
the code hurts my eyes
This is something I briefly mentioned over the past few years needing to be fixed.
There's no need to case-sensitive these guys. =/







