#mod_development

1 messages · Page 273 of 1

queen oasis
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name=Auto Logging
id=JBLogging
description=Automatically chop trees and gather logs

That's what I have for mod.info in the Zomboid/mods folder and it works fine

spare hinge
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mhmm

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thats basically what I got too

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except i also have a poster.png

queen oasis
spare hinge
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oh im an idiot

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i forgot to also pull it into 42

queen oasis
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also have a media folder with just the lua in it

spare hinge
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no path to /media/lua/client?

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just media?

ivory gyro
molten hornet
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working hard or hardly working

queen oasis
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media has everything in it also, minus mod.info and poster

spare hinge
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oh

queen oasis
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common is empty but I just started mesing with it

spare hinge
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AH

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i needed to make the common folder

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even though its empty

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i guess its a hard requirement

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fantastic

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now to figure out workshop

mellow frigate
spare hinge
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okay i just tried to click on the ground to move my character like its baldurs gate 3

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i havent played PZ in too long oh dear haha

ivory gyro
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Yes but someone know why its dont show up in the mod list ?

spare hinge
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did you make a common folder?

queen oasis
ivory gyro
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common / 42

spare hinge
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this is how mine looks

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in ~/Zomboid/mods

ivory gyro
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and its show up in your mod list ? (on unstable)

spare hinge
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yup

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this works

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and is functional

ivory gyro
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lets go

steep cloak
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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.

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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.

steep cloak
mellow frigate
spare hinge
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did anything with workshop change?

gleaming sorrel
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Can someone explain in simpleton terms to me how to update a mod?

ivory gyro
ivory gyro
gleaming sorrel
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I love working with pixel art so it would be fun to try.

sonic needle
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fragmo anything was the mistake you made

elder oxide
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i am SO grateful that updating retexture mods is simple

gray robin
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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?

gleaming sorrel
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I'm worried I perhaps may be screwed

queen oasis
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of course they changed world markers. why wouldn't they.

nova socket
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what a time to be alive

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B42 is here

elder oxide
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Stuff with more complicated code i have no clue about bc im an artist and not a coder, but retextures i have figured out

elder oxide
gleaming sorrel
gleaming sorrel
sonic needle
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i took way too many adhd meds. >:D Tiem to MOD

mellow frigate
elder oxide
mellow frigate
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B41 structure for B41 compatibility must be the same as before B42

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[ModName]\media\

silent zealot
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Can you have B41 and B42 in the same mod?

mellow frigate
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so B41 code is one layer lower than anything for B42 and future

mellow frigate
silent zealot
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So the B41 stuff in whatever folders they were in before, then common & B42 for the new stuff

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thanks

elder oxide
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Thank you yeah

silent zealot
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That will avoid needing to upload seperate B42 versions to steam

queen oasis
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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?

mellow frigate
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check pinned messages from nasKo

gilded hawk
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I'm le back fellow modders

sonic needle
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i recognise that Name...

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wait, i wonder if you can commission someone to not update their mod xD?

mellow frigate
elder oxide
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so would this be the correct file structure?

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seems weird to have two copies of "media" and "mod.info"

mellow frigate
elder oxide
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okay gotcha

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thank you king

mellow frigate
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you'll thank me once it works on your client's side 😉

elder oxide
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Lmao

sonic needle
pale merlin
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does the lua folder go directly inside the common folder?

sonic needle
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it goes... in the square hole. but fr all the files go either in common or 42

mellow frigate
mellow frigate
sonic needle
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only the most, Chaotic Neutral

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a slight spelling error in a recipe corrupting the whole game to crash without any log hints.

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respectfully tho.

mellow frigate
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Thou shall not spell errors in the vicinity of recipes. Or shall the five Hells fall upon thou

bronze yoke
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nevermind @ talk of the addon manager taking days to update, Umbrella (Unstable) is live

silk hollow
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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?

sonic needle
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its a base to build on.

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pushing it out, means they can fix faster, as it will break more in unexpected ways they cant test.

pale merlin
mellow frigate
pale merlin
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a pinned post on file structure would help i think

mellow frigate
silk hollow
mellow frigate
pale merlin
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lmao, my bad

silk hollow
mellow frigate
quasi kernel
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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.

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I gotta figure out a way to get a displayname for an item without actually creating it,,

north rain
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Anyone know how we can do proceduralgeneration for clothing spawns?

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It's different now in 42

silk hollow
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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.

elfin stump
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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!

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Nvm! I see the pin now!

bronze yoke
elfin stump
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And it begins, good luck everyone! 🫡

clear needle
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The modpocalypse

north rain
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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

teal slate
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Beautiful Java doesn't seem to work for B42.

gray robin
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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?

open drum
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probably since we now have animals

frank elbow
teal slate
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Fernflower's after my time, so.

tacit pebble
crystal canyon
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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

bronze yoke
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you can't

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you need to move it to the new folder structure to load it

crystal canyon
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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

bronze yoke
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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

crystal canyon
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I'll check that. Thanks

frank elbow
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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)

tacit pebble
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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.

teal slate
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Found the issue with Beautiful Java.

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Two matches. Somehow.

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Setting to a max of 1 works.

crystal canyon
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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.

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got it, nvm 😄

red tiger
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UI WIP for multiplayer looks nice.

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Did a quick enable to check it out. Was curious.

silent zealot
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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?

bronze yoke
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i'd probably just start in workshop, otherwise you'll just have to move it anyway

silent zealot
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So I shouldn't have the same mod folder in mods and under Workshop?

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My profile is a mess 😂

bronze yoke
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you shouldn't, it can cause issues where it loads some files from different locations and is generally confusing

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you don't want to debug why your mod isn't working for an hour and then realise you were editing the wrong folder

silent zealot
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Thanks, I'll sort that out and start updating some things for B42

silent zealot
queen oasis
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not so mad about the change in world markers now

late hound
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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

bronze yoke
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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 into common\ but that's the bare minimum to get it to be recognised by the game
late hound
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then I have a full copy in common, which should work right?

bronze yoke
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the mod.info should be in 42, i think everything else can be in common

silent zealot
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First mod updated for B42, for the appoximately zero people waiting on this before they started their new playthrough.

late hound
late hound
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mod is hidden

silent zealot
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try now, it set itself to hidden when I updated it

queen oasis
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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

late hound
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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?

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Caused by: java.io.IOException: Script load errors.

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not sure what causes that

ivory gyro
late hound
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no?

mellow frigate
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no way that crazy Djackz is player B42 MP !

finite scroll
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i've noticed b42 workshop items don't show up in the usual workshop directory, did they change it?

mellow frigate
silent zealot
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You can manually edit the URL:

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Not a lot of updated mods yet (not surprising given that B42 has only been out for hours)

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I can definitely feel the lack of some of my favourite mods!

oak bluff
ivory gyro
junior blaze
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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.

small topaz
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Are there already people working with the new lua code? Does anyone knows why they putted most of the TimedActions in the shared folder?

covert adder
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is there a guide for making mods in b42?

green bobcat
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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?

green bobcat
covert adder
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yea i just meant like a rough idea for how to do it

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even a text guide would prob help

green bobcat
small topaz
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Can anyone confirm that they changed the B41 command "InventoryItemFactory.CreateItem(item)" to "instanceItem(item)" ?

zealous iris
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i have arrived with no experience on a whim to some day attempt a herculean task

west pelican
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any way to disable anti aliasing? b42 is a lot more blurry

zealous iris
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though actual development will likely start with B42 since basements and skyscrapers

tranquil reef
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I've already looked and it seems like it's not possible, but custom animals is out of the question right?

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Can't find which .class file defines them, but also can't find any lua file that defines them

covert adder
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is there some trick to getting mods to work?

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i cant get em to work i added the 42 file and common file but still doesnt work

west pelican
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i am going to sleep if anyone has the time, I'd love to see a mod that removes TAA

winter bolt
covert adder
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so should media be in common or just in the mod folder with common and 42?

tranquil reef
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Custom behavior isn't a massive concern for me. I just want to screw around for now

winter bolt
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i havent checked yet but if you search for an animmal name like chicken you should find it

covert adder
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custom animal should defnitely be possible

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doesnt seem too hard

open drum
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so... im sorry if i sound ignorant but as a science major, what's the whole fuzz about using AI image???

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Are they just hating it in general or cuz it just have many errors in the image??

cosmic condor
grave acorn
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It keeps on telling me that i need a preview.png image in my mod folder when I do? where does it go?

finite scroll
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there's confirmation of it happening multiple times before

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and also ai art just looks like shit

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ai has lots of practical applications, art is not one of them

grave acorn
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oh

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its there

bronze yoke
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it should be next to your workshop.txt for the steam preview

grizzled fulcrum
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did I get them mixed up xd

grave acorn
bronze yoke
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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

grizzled fulcrum
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makes sense

grave acorn
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i think im missing that lmao

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god this is confusing

grave acorn
wet sandal
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All my mods except Tetris are updated tired

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Now I sleep

grave acorn
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my moodle mod didnt replace my moodle lmao

vestal gyro
covert adder
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what is preview.png and do i need it? If so how does one get it just make a png named preview?

steep cloak
covert adder
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do i need it?

steep cloak
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Well its your thumbnail, so if you want a thumbnail, then yes

covert adder
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oh lmfao

steep cloak
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lol

covert adder
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well it not working for me and im trying to find out why

steep cloak
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How big is the image? Is it a square resolution?

covert adder
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i dont have one at all

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im just curious if I need one for it to work

steep cloak
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Oh i thought you meant the image wasnt working

covert adder
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nah like the mod not even appearing

steep cloak
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I think if you dont, itll just give it the default indie stone thumbnail?

covert adder
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yea not sure

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i cant even get it appear

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also should i put it in workshop or C:\Users\thego\Zomboid\mods

steep cloak
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Whats your folder structure?

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the latter

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one sec

covert adder
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ill send it

steep cloak
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thats how my structure looks now, loads fine ingame

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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.

covert adder
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i see

steep cloak
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Dunno if it matters but i removed the pzversion string in the mod.info files in the common folder

covert adder
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i wasn't putting mod info in common with everything else

steep cloak
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Mod info can be in common or any of the version folders.

covert adder
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should i just fill common if im only doing 42?

winter bolt
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just media

covert adder
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lol

steep cloak
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I put mine in common because im likely not going to be targeting specific b42 versions or making any changes to the file

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But it doesnt matter as long as its in either common or a version folder

covert adder
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alright so just putting it in the file i want like common or 42 should work right?

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if im doing a 42 mod

steep cloak
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Yes

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And my modinfo just has name, id, description, poster and modversion

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Since targeting PZ versions seems to be done through the folders now, i believe the old pzversion key is not needed anymore

grave acorn
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lmao my moodle replacement mod aint working ingame lmao

steep cloak
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Guessing the moodle icon definition changed maybe?

lilac mural
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Modding page on pzwiki has not been updated yet?

dark wedge
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Hey everyone! It's been a while. It looks like ModOptions is now natively supported in B42.

dull moss
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Ah fuck

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I have like 20 of those

dark wedge
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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.

dull moss
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(it's a pin for myself)

dark wedge
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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.

dull moss
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Yep

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Is there an event called when they change

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By any chance

bronze yoke
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definitely not an event

dull moss
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I'll have to experiment around

dark wedge
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nope. no "onChange" function like the old version, and no event that I can see either.

coral blade
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modders go brrr

dark wedge
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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.

coral blade
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pretty sure the 41 mods don't work on 42

bronze yoke
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if it is done by lua it shouldn't be that bad to catch it

dull moss
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It starts MichaelDespair

coral blade
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we can only hope for the major mods to be updated asap

dull moss
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HOLDL

coral blade
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thanks in advance 🙏

dark wedge
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Yea, I had 5 comments within like 4 hours of B42's release....

dull moss
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Feel free to send your fav modders a coffee ;)

bronze yoke
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can these people not just play twelve minutes of vanilla

dull moss
dark wedge
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"but muh brutal handiwork" angry

winter bolt
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bro 💀

dull moss
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Lmao

winter bolt
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this was posted hours after release lmfaoo

dull moss
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Tell him to update them for you then

spare hinge
winter bolt
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this wasnt on my mod thankfully

dull moss
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If it's ain't that hard

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I'd still tell him to update the code and send to author then

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I mean, updating the mod isn't that hard

spare hinge
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look someone bought me a game so i would update a mod of mine im not complaining

dull moss
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My dude experience is probably like a texture mod that probably wasn't changed how it works in 42

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And he's like "yeah it isn't hard"

coarse sinew
coral blade
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oof

dull moss
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He's from the future

pale merlin
spare hinge
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time travellers need mods too

coral blade
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people really think old mods work instantly with 42?

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weird

dark wedge
dull moss
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Depends on the game and the mod

dull moss
coral blade
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Happened with RimWorld as well

dull moss
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Nuovo commento BASADO

coral blade
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1.5 was released and people were like "yo when you update the mod??"

spare hinge
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never

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🐸

pale merlin
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sorry if i'm asking a a question that has already been asked. how do we fill out this data?

sonic needle
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so the rendering bug, why has it all suddenly killed UV's 😦

spare hinge
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probably by editing mod.info in some form

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though i am not aware of any documentation

pale merlin
winter bolt
sonic needle
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dont think i can fix it without someone updating the pinned body files either

pale merlin
coral blade
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btw, does the mod packaging changed from 41 to 42?

spare hinge
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yea

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theres a slightly different folder structure now

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the files that you would usually put in a mod go into either "42" or "common"

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the game picks files based on a version

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"common" has files that go for any version

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"42" is only files that work on 42

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and presumably in the future there would be more version folders but for now its only 42

round notch
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Are they updating build 41 for this new file structure?

bronze yoke
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no

spare hinge
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probably not?

bronze yoke
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build 41 will continue to use the old structure which doesn't conflict with the new one anyway

covert adder
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how do i see prints?

spare hinge
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i open the logs in Zomboid/Logs

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opening it in vscode should autoupdate it

bronze yoke
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if you're in debug mode they'll appear in the lua console

spare hinge
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there is a debug mode?

bronze yoke
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launch the game with -debug

covert adder
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i cant see my prints in that console

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💀

coral blade
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sorry was away

covert adder
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90% of problem solving is overcoming your own stupidity

coral blade
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@spare hinge thanks for the information

spare hinge
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np spiffo

covert adder
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turning the mod on might've helped 😭

spare hinge
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I've been there

coral blade
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so the mod.info is not in the root folder?

covert adder
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yea

spare hinge
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not anymore no

covert adder
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put it in 42 or common

coral blade
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damn

spare hinge
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anything outside of the version folders is ignored basically

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the game overlays the files from common and 42

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with common taking precedence

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so the same file in both 42 and common will only exist as the common version

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at the moment the split doesnt make a huge difference, but it will in the future

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you can probably just stuff everything in 42 for now

bronze yoke
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are you sure common takes precedence? that seems like the exact opposite of how it should work

coral blade
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I'm checking an old folder packaging

spare hinge
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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

covert adder
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i also heard other people saying that it go common then 42 i think?

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but im not sure

bronze yoke
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'load first' doesn't really mean anything in particular here but keep in mind that regular mod load order prioritises mods loaded *last*

coral blade
spare hinge
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that is a good point

coral blade
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so basically I have a problem

covert adder
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fair point

spare hinge
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yea i think i have it wrong then

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it does make more sense the other way around

coral blade
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time to tinker with some code 🤔

covert adder
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goodluck

spare hinge
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how do i open the lua console

covert adder
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dont let the bug bite

spare hinge
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am in debug mode

covert adder
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f11

spare hinge
covert adder
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oh you gotta go in to the property

spare hinge
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cheers

covert adder
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for the game

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in general

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then in the textbox you put -debug

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then you should be set

coral blade
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thanks @covert adder

covert adder
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np boss

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it also gives you free cheats which is dandy

spare hinge
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mhmm

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where exactly is the log in debug mode

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i see a bunch of stuff

covert adder
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print('--------------------CENTRAL SCRIPT LOADED--------------------')

Events.OnPlayerUpdate.Add(function (player)
    local health = player:GetHealth()
    if health <= 1 then
        print('Player is Dying')
    end
end)```
spare hinge
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but nothing for prints

covert adder
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why isn't this working for line 4 i cant get operations like <= to work?

covert adder
spare hinge
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i am doing that now

covert adder
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Zomboid\Logs

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yee

spare hinge
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but someone said you can have it ingame

covert adder
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Ws

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yea

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there a little console

spare hinge
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which would be more convenient

bronze yoke
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it should be in the lua console in the bottom left

covert adder
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but i cant really get it to work for me

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ill see if it working rn

spare hinge
exotic wedge
#

Are there any changes to the content structure of mod.info?

spare hinge
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this what i got

coral blade
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@spare hinge nice for you working with Linux 💪

bronze yoke
#

there are some extra fields you can choose to fill in but nothing mandatory has changed

bronze yoke
pale merlin
#

so whats the replacement for InventoryItemFactory? assuming there is one

bronze yoke
#

instanceItem("type")

spare hinge
#

thats annoying

pale merlin
covert adder
#

so is there a way to get operator symbols to work like <= i cant get it to work?

bronze yoke
#

they should work fine

spare hinge
#

have you verified the value?

covert adder
#

how does one do that?

spare hinge
#

print it

bronze yoke
#

the capitalisation makes me think :GetHealth() is not a real function though

covert adder
#

well im getting there health isn't that a certainity it'll be a number?

spare hinge
#

see if it actually is what you think it is

#

its possible the operator works fine

covert adder
#

oh fuck

#

your so right

#

it getHealth

spare hinge
#

odd, did it not throw an error?

#

this is the kinda thing that should make lua throw up and yell at you

covert adder
#

not for getHealth

#

but for the operator

spare hinge
#

huh

covert adder
#

in b41 i got error even for if 1 <= 1 then

#

which 🤷‍♂️

#

maybe im missing something

bronze yoke
#

i don't know what you were doing wrong but those operators do work

covert adder
#

okay ill test it out again see if it work now

exotic wedge
#

I don't know what is missing.

covert adder
#

try removing mod.info from there and making sure it in common

#

that how i have mine setup

winter bolt
#

rename 42 to 42.0 maybe?

covert adder
#

42 should be good

#

it work for mine as 42

exotic wedge
#

i follow here

tame mulch
covert adder
#

oop

exotic wedge
#

😲

spare hinge
#

or is that a java thing

dull moss
#

I mean if game tries to load folder /common/ and it's not there, yknow

spare hinge
#

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

exotic wedge
#

mod.info must also be in ‘’common‘’. I just didn't sync it. 😅

pale merlin
#

it seems that instanceItem is somehow performing worse than the old InventoryItemFactory

#

maybe it does more?

spare hinge
#

oof the script load order seems to have changed and its wrecking me

dull moss
#

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?

spare hinge
covert adder
#

lol

spare hinge
#

ill try but i dont think it should affect it?

covert adder
#

it definitely could

#

it worth a try atleast

#

but up to you 🤷‍♂️

dull moss
#

You literally got told by Aiteron

#

Who's game dev

spare hinge
#

?

covert adder
#

well all im saying mine is like that and mine works and urs doesnt lol

dull moss
#

And you like "yeah I don't think that's it"

spare hinge
#

uhh

covert adder
#

lol

spare hinge
#

i dont see them having responded to my question??

#

im confused

covert adder
#

ok well just try it out

#

and see if it works 🙏

covert adder
#

yee

spare hinge
#

yes that is not aiteron

tame mulch
covert adder
#

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)```
dull moss
#

Bruh

covert adder
spare hinge
tame mulch
dull moss
#

Oh

spare hinge
pale merlin
#

lmao

covert adder
#

im not sure if im writing it wrong or what but i keep getting errors on the OnPlayerDamage event

dull moss
covert adder
#

whaa

#

wym?

dull moss
spare hinge
#

also yea putting the script in common doesnt actually change script load order

covert adder
#

lmfao

spare hinge
#

i tried and predictably it didnt work

covert adder
#

so how do i detect player damage

spare hinge
#

it only matters for putting together the mod file structure

covert adder
#

im confused

dull moss
#

Man I wanna go tinker with my stuff

#

But I cant

dull moss
covert adder
#

thanks boss

covert adder
#

prove it by helping out lmfao

#

so help me 🥰

tame mulch
dull moss
#

I need to look at new code

covert adder
#

char?

#

is that player?

#

also are all the parameter needed?

dull moss
#

Btw Aiterion will documentation get update? flushge

#

Dis

#

Best thing ever

spare hinge
#

how did the script load order change from 41?

#

it seems to no longer be purely alphabetical by filename

dull moss
#

Oh

#

My bad

#

I've been using it for years

#

Kinda forgor

covert adder
#

oop

dull moss
spare hinge
#

yea

#

i need some of my scripts to load very early

lilac mural
#

Uh.. Did something changed with how poster declared in mod.info? Cause I have blank white square..

spare hinge
#

used to do it by prefixing with "!" in filename

#

but that seems to not work anymore

dull moss
#

Require them in other files? PepeThink

spare hinge
#

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?

dull moss
#

Then idk

#

You can conditional require

#

If mod present then require

spare hinge
#

still not ideal, but i might go for that

#

basically it would be boilerplate for other modders

#

that i would like to avoid

tame mulch
#

You want mod files from other mod?

spare hinge
#

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 !

dull moss
#

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

spare hinge
#

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

tame mulch
#

Yep. Per mod: common folder loads first, then version folder.
About mod load order - you can specify in mod.info params "loadModAfter", "loadModBefore"

spare hinge
#

ohh that makes life a lot simpler

#

will it fail if the mod is not present though?

tame mulch
#

in this params? will be ok, if this mod not exist

spare hinge
#

fantastic

#

loadModAfter=ModConfigMenu

#

like this right?

#

it seems to not quite work

teal slate
#

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?

spare hinge
#

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

teal slate
#

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.

meager light
#

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

tame mulch
meager light
teal slate
#

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.

lilac mural
#

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

teal slate
#

Oh god, that's disgusting. You have to put just \ before the ID in requirements, so it'd be \VaccinesForaging or whatever (for a local/unreleased mod modifying the vaccine stuff).
Well, it works.

primal schooner
#

does anyone know why b42 modoptions settings gets reset after returning to the main menu? (regardless if mod is enabled)

teal slate
#

getActivatedMods() doesn't really work anymore in B42 with workshop IDs being included... this is a huge headache.

winter bolt
#

i noticed some of the new armor has this tag which im guessing makes the player immune to being dragged down by 3+ zombies?

lost slate
#

Modding report, request and suggestions 🐦

primal schooner
clear wedge
#

appears mod.info needs to be wrapped inside { }s now? got a "tried reading non-table" or similar when I tried without

dusty aspen
clear wedge
dusty aspen
#

thanks!

#

any other parameters(autor etcs...) works for you?

clear wedge
#

go ahead and try

dusty aspen
#

it wont work on me 😦

clear wedge
#

put media in 42

dusty aspen
#

i put it on 42 folder

#

should it be on common?

little harbor
#

it can be in either folder

#

and mine works without { } but with it the images and some other parameters dont work

dusty aspen
#

i mean, it "loaded" but wont show up properly

#

like this

clear wedge
dusty aspen
#

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
little harbor
#
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```
dusty aspen
#

does it show properly?

little harbor
dusty aspen
#

oh..

#

where did you put poster.png things? in common?

little harbor
#

havent gotten the whole workshopid/modid thing to actually work with the mod manager though

dusty aspen
#

ok i'll try

little harbor
#

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

dusty aspen
#

np

#

that was great help

little harbor
sullen bobcat
#

In gonna take a long walk off a short pier...

teal slate
#

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.

sullen bobcat
#

Welp... thats gonna be a ton of work.

Looking forward to that mess...

dull moss
#

That is if it's a copy from existing mod

sullen bobcat
#

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...

teal slate
ornate grotto
#

is it possible to add custom voices for b42?

potent loom
#

is b42 using the same version of Lua language?

shut zodiac
#

How hard would it be to make a mod where blood is colored randomly like in Zom 100?

clear wedge
#

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

tranquil reef
#

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

winter bolt
#

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

zenith oak
#

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?

clear wedge
#
        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

gilded hawk
#

Is the "common" folder back compatible with B41?

dark wedge
gilded hawk
#

OOOF, that's unfortunate

potent loom
#

that makes it completely useless for now i guess

gilded hawk
#

yeah, pretty much

potent loom
#

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

round notch
#

Yeah it's gonna be clunky if a mod wants to backwards compat support b41

potent loom
#

only for several years 🙂

gilded hawk
tacit pebble
# dark wedge From what I can tell, no.

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..

ornate grotto
#

i'd love to make EFT voices

winter bolt
rose sail
#

were the new loading screens fully removed? or can i still replace them with the newspaper pictures

winter bolt
opal nest
#

Anyone know where I can find some information about updating my mod to build 42?

opal nest
pallid obsidian
#

yo guys, does anyone know how to make new voices/voice replacement mods for zomboid?

opal nest
rose sail
#

i dont mod

#

no idea

opal nest
#

I'll install now and take a look

dark wedge
tacit pebble
bright fog
#

Common is for big files that shouldn't be copy pasta in-between every versions of your mod

#

You can see it that way

dark wedge
#

But it's B42+ only

tacit pebble
#

I thought common is for all version while 42 is for specific(42 or higher) version. ugh

dull moss
#

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?

tranquil kindle
#

So pretty much Models/textures/animations should be there

#

The only ones that come to mind when thinking size

fleet bridge
#

what about sandbox?

#

if you have sandbox in common, and then in 42.01, 42.02, does each version load its own sandbox variables?

sage cliff
#

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.

tight dirge
#

Not sure. I might do my own set of moodles despite saying I don't care about them. As form of face expression practice.

fleet bridge
#

are the moodles still limited to 32x32?

red tiger
#

The battle of moodles begins.

#

I used to work on countryballs in Aesprite.

#

Might toss my silly hands into the ring.

tacit pebble
red tiger
#

Why TIS decided to get away from pixely gold I can't understand.

fleet bridge
#

what's the new limitation and does Moodle Framework support it? 😄

red tiger
#

The game looks best as pixelated.

red tiger
#

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

proper crown
red tiger
proper crown
#

No idea.

red tiger
#

Someone offered pizza for a java mod for 4K support for moodles a couple years ago for build 41.

#

(I obliged)

tight dirge
red tiger
#

Don't forget to have fun. A lot of people do that, surprisingly.

proper crown
#

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 😭

tight dirge
#

Welp that sucks...

proper crown
#

Yep, kinda demotivated me from playing B42 altogether lol.

pulsar heath
#

afternoon everyone

#

any documentation around to read about the changes to the mod structure?

tight dirge
#

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.

pulsar heath
red tiger
#

I have some ideas too for 42. I want to work on a complete UI rewrite, involving GLSL shaders support and frosted-glass designs.

pulsar heath
#

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..

tranquil reef
pulsar heath
#

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...

pulsar heath
#

they kinda feel out of place

#

but thats just me

red tiger
gilded hawk
red tiger
gilded hawk
#

Java mod I assume, right?

red tiger
#

This was in 41.

#

I can bring it forward.

gilded hawk
#

Uh, very interesting ngl

red tiger
#

Been sitting on that project as more important ones kept popping up.

gilded hawk
#

For now I'll just focus on porting some of my core mods to B42

red tiger
gilded hawk
#

Love umbrella so much, I saw you made the unstable plugin for vscode right?

red tiger
#

I made the ZedScript extension

gilded hawk
#

Isn't this yours?

red tiger
#

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

gilded hawk
bronze yoke
#

you didn't know? they've been up there for at least a year 😅

gilded hawk
bronze yoke
#

(well obviously i only uploaded unstable last night)

red tiger
stone garden
#

modpocalypse was worse than i expected and we will lose alot mods

hallow anvil
#

How can I port my clothing mods over to 42?

bronze yoke
#

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

copper abyss
#

ooo so

#

How do I import my gun mods into b41

red tiger
#

It's so funny @bronze yoke I love you.

copper abyss
#

with this new mod structure

#

like where is this pin

red tiger
#

You basically solved a few tasks without me even looking yet.

tranquil kindle
#

Guns seem to be quite reworked

bronze yoke
#

🙇‍♀️

copper abyss
#

ah. I see.. so my gun mods are just finished?

#

😢

red tiger
#

Absolutely thrilled to have such a proactive modding community. This is why I keep modding tools for yall.

tranquil kindle
#

You can update them

red tiger
#

❤️

tranquil kindle
# copper abyss ah. I see.. so my gun mods are just finished?

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

dull moss
tranquil kindle
#

I'm not sure how siliencers and stuff might work, since mods that did them were lua based.

copper abyss
#

etc etc

#

I guess I'll be back with a million issues soon

red tiger
#

I hope that ZedScript files aren't .txt

#

I guess I'll have to wait another couple years on that.

bronze yoke
#

i do really like some of the new stuff in the script format though

red tiger
#

Oh God. I have to update that code too.

bronze yoke
#

save me item components...

red tiger
#

Is the syntax more consistent?

dull moss
#

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? KEKL

red tiger
#

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

pallid obsidian
#

yo guys is there like a modding guide or something for b42?

red tiger
#

@bronze yoke Hopefully the newer format will be consistent.

#

I haven't looked.

rustic zealot
#

I am looking for a way to read live kill count from B42

dull moss
#

anyone have new modinfo example under their hand?

#

the one that goes in root folder

bronze yoke
#

you don't need to change anything about your mod.info

queen oasis
#

b42 decimating my code

tranquil reef
#

"One day"

robust locust
#

Am I right in thinking that all my recipes need to be rewritten in the new format?

bronze yoke
#

yeah

robust locust
#

that sucks

pallid obsidian
#

was looking to add some new voices

#

no clue how to tho lol

robust locust
#

also, did anyone else have a game crash to do with the vehicle dashboard?

low yarrow
#

I am so glad i made my armor and weapon mods not craftable spiffo

#

Mostly at least

round notch
#

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 tired

#

Anyone tested it?

bronze yoke
#

no need, b42 has a native alternative

round notch
#

Hell yeah

drifting stump
#

damn albion and jab still alive

#

been a while huh

red tiger
rain steeple
#

none of these new B42 mods seem to work with B42

red tiger
#

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.

rain steeple
#

lol right? It's pretty funny

drifting stump
#

for anyone here who uses radialmenuapi i wont be updating it

chrome veldt
#

"none" is a bit dramatic tho

drifting stump
#

im refactoring and merging into the community patches

untold sun
#

holy shit.... it's jab

#

i verified my account so i could get on here and say whats up

quasi kernel
#

I managed to update my latest mod with minimal changes - thank goodness.

#

InventoryItemFactory is forever gone,,,,,,

red tiger
#

Whaddup

untold sun
#

how ya been man??

red tiger
#

Been up to no good, just like the olden days.

untold sun
#

hahaha

red tiger
#

I wrote a lot of tools since.

#

These kids now see the API through intellisense on VSCode.

untold sun
#

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

red tiger
#

We're ancient elders here tommy.

untold sun
#

yeah, but you're like a founding father

#

the work you did for this game kept it alive imo

red tiger
#

Dude, they applied the chat rewrite features I did their own way since I took a short break following 2017.

untold sun
#

for those that dwell here and see this, Jab is a legend

crystal canyon
#

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)

untold sun
#

aight man i gotta bounce, just wanted to say hi, later bro

red tiger
chrome veldt
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@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
potent loom
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I am changing InventoryItemFactory to instanceItem, but it does not work for ranged weapons, any idea why?

chrome veldt
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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?

crystal canyon
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@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

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Game loads but the modded cell doesnt

red tiger
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Also did stuff like custom server plugins and frameworks. I also wrote anti-cheats.

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More of a tooler than a modder but same.

chrome veldt
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Pretty cool stuff! Are you sure you're not a dev? haha

red tiger
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I'm not one no. There's a large wishlist I have for them.

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I fill in a weird niche here since a lot of modders avoid modding the core of the game and stick to Lua.

chrome veldt
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When I say dev I'm not talking about a PZ specific dev, just a dev, like, at work

red tiger
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Been coding for over 16 years and modded since 2003.

chrome veldt
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Elder indeed

queen oasis
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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"

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the alpha infill is jank looking but it's something

red tiger
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I need to see if zombie.ui.UIElement contains radial draw calls.

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Nope.

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Still not in 42.

quasi kernel
chrome veldt
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Damn, I got a few mod ideas that might actually work now in B42, that's exciting

queen oasis
red tiger
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I need something like:

javaElement:fillArc(centerX: number, centerY: number, radius: number, startRadians: number, endRadians: number): void;
queen oasis
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I believe there's arc exposed now too but don't quote me

quasi kernel
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Does renderIsoCircle actually draw a circle or just an approximate circle with squares?

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Reason I ask is because I'd like to set up the mod to actually show what's powered

queen oasis
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I believe it works a lot like the world markers did but you can't change the sprite or overlay now

quasi kernel
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Ah.

queen oasis
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I can't get intelli to open to have a look right now. it's mad at me

quasi kernel
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No worries, appreciate you letting me know about this

red tiger
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This will show you diffs

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For the Build 41 -> Build 42 change.

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Added API, etc.

quasi kernel
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Do you know if addAreaHighlight is an individual square thing or does it just take two coordinates and make a highlighted region for that?

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Oop, perhaps I could check that

queen oasis
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I was really hoping they exposed all of lineDrawer but no such luck

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it takes coordinates

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addAreaHighlight(x, y, x+1, y+1, z, squareHighlight.red, squareHighlight.green, squareHighlight.blue, squareHighlight.alpha)

quasi kernel
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Ugh, about what I expected

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Good for squares, not for circles

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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

queen oasis
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renderIsoCircle(x, y, z, r, g, b, a, 1)
I'm assuming the last is the size? idk I haven't played with it

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and intelliJ is still not talking to me

quasi kernel
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I just worry it'll run into the similar issue of being a literal circle and not a "circle" of squares

worldly belfry
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hello

queen oasis
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oh yea, you would need to use the area highlight for that, or if square:setHighlight still works

quasi kernel
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Is square:setHighlight still a per-frame thing?

worldly belfry
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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);```
quasi kernel
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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.

worldly belfry
red tiger
quasi kernel
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It was also really laggy last I remember

worldly belfry
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is setting to 48 not to 500

queen oasis
quasi kernel
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Hm..

queen oasis
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if you want to borrow some code for 41, you can have a look at "Auto Logging" and in the JBSelectUtils file.

digital rover
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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

round notch
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How many mod info files do you need? tired
Seen someones B42 build hes thrown 3 mod infos in all three folders 🤣

bronze yoke
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just two

round notch
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1 in 42 folder and 1 in default spot?

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That's what I've done

bronze yoke
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i'd put in 42 instead of common but either works

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both at this point is weird

round notch
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Did you duplicate poster as well or change path?

bronze yoke
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i duplicated the posters

round notch
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Its a christmas miracle. My mod works out of the box

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nvm

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anims are broken

winter bolt
round notch
sterile goblet
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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

GitHub

Project Zomboid mod that alters item weight. Contribute to Franisz/WeightlessAccessories development by creating an account on GitHub.

slate laurel
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Too soon for nuclear reactor crafting?

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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...

round notch
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Anyone having any luck with animations? I was using the setVariable but that doesn't seem to be working anymore 🤔

quartz wraith
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MODDERS PLEASE FOR THE LOVE OF GOD. do NOT delete your old B41 MODS.

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It DESTROYS servers.

quartz wraith
fossil bridge
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Anyone know how to modify the new lighting system? ||I'd assume not but I thought it'd be worth a shot||

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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

winter bolt
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one of my mods has gone from a 10mb download to a 40mb download because of the new mod format stressed

sacred harness
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Where are you getting the updated format!?

winter bolt
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in pins

sacred harness
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Aww snap, thank you LOL

cobalt plaza
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pls help it says there is no preview.png but there is one

round notch
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Your preview should be in same folder as Contents folder, same structure as a regular workshop mod

cobalt plaza
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still

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one is jpg

drifting stump
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All mod.info parameters in B42

name
poster
description
require
incompatible
loadModAfter
loadModBefore
id
author
modversion
icon
category
url
pack
tiledef
versionMax
versionMin
mellow frigate
drifting stump
red tiger
drifting stump
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the code hurts my eyes

red tiger
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This is something I briefly mentioned over the past few years needing to be fixed.

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There's no need to case-sensitive these guys. =/

drifting stump
drifting stump
red tiger
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Yup. I brought that up.

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I think I actually feel depressed.

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.equalsIgnoreCase() or .toLowerCase().equals()