#mod_development
1 messages Β· Page 280 of 1
so like you could update that in-game when user does something, even through context menu
I think. Im not sure though
yeah but my issue is setCapacity is limited to 100 for isoobject containers because... I guess a dev is going on a crusade against modders...
so im not sure how you're getting around that, but that workaround will save me hours of research and work just to deal with it
What are the requirements to see the mods visible on the mods list and make them running ?
Has anyone tried editing zombie inventories
im trying to set the inventory or clearing and adding items
but the changes do not reflect ingame. When debugging the items list clearly shows that something happens.
Okay, the property changes but the capacity remains the same
probably you have to still reload the square somehow or the container to affect changes?
yeah, so far best way I've found is OnLoadWithSprite
because OnObjectAdd just literally isn't a thing anymore
I'm using OnLoadedTileDefinitions in my mod
Anyway. I will send you the code snipped in a sec
idk, aside from the capacity issue, loading the script to bump the capacity and add an AcceptItemFunction to the container as soon as it's built is being a pain. I'm about to have to add a right click menu option to it just to make players initialize it manually
If you have your container you can do:
local properties = MyContainer:getSprite():getProperties()
properties:Set("ContainerCapacity", "50")
properties:CreateKeySet()
wait...
is that for the uh
tiles file?
yes..
oh shit, that's a dope workaround
Yup, but the cap remains the same after changing it
so its just the matter of somehow refreshing the container?
idk
I have not played around with pz modding this much to know if its feasible
so, you build it, it turns into 100, but on refresh it turns into 9999?
or you build it, it's 9999 and turns into 100?
Hmm still cannot see the mods, even the example mod is not there, should I put them in the steam workshop folder ?
First image - set to Large capatity, second image set to Small capacity
It changes the ContainerCapacity property, but above that is the inventory panel and it stays at 6
ah, but it does function beyond 6?
like, you can make it say 15/6?
Nope, I cant put anything larger than 6
I was doing enum wrong
okay, so how were you refreshing it so that it updates to the new capacity earlier?
Using OnLoadedTileDefinitions
But I had to reload the save
It must be doable without reloading the save, somehow.
aight, so were you just running that script with OnLoadedTileDefinitions and that increased the capacity, or did you have to do something else with that event after running the script?
It's just that:
MP = MP or {}
MP.barrelSmokers = {
"meat_preservation_smokers_0"
}
MP.loadedTiles = function(manager)
for each, name in ipairs(MP.barrelSmokers) do
local properties = manager:getSprite(name):getProperties()
properties:Set(IsoFlagType.solidtrans)
properties:Set(IsoFlagType.container)
properties:Set("container", "BarrelSmoker", false)
properties:Set("ContainerCapacity", "5")
properties:Set("PickUpWeight", "75")
properties:Set("IsMoveAble","",true)
properties:CreateKeySet()
end
end
Events.OnLoadedTileDefinitions.Add(MP.loadedTiles)
okay, so after you ran that mp.loadedTiles function, it did work, right?
or what's up with it needing to refresh?
The Event triggers once after loading tile definitions so I think its doing some magic after that to update tile using the props
It works. Once after loading in the save
So If i now change the properties:Set("ContainerCapacity", "5") to some arbitrary number then reload the save then the cap is that arbitrary number
actually... I don't think this is editing tiledefs, is it? that script is but couldn't you just point it at an individual barrel smoker that you're interacting with, and it changes that specific isoObject's properties?
But i also added this to context menu options and using right click menu i could change the selected container prop as in this img
no this is updating tiles... wait uh
okay one more pestering question before i go try and retrofit this into my situation...
if you run the script, then reload the save, then build another one, does it have the original or the newly set capacity?
Let me check that
id say it'd have the original capacity
Thing is.. im using now .tiles and .pack instead of plain object like before (hence setting multiple props) so it may overwrite using the tiledefs
yeah, that's what im not sure about, but if it is overwriting tiledefs for the save file, that's fine for my usecase
Funny.
as long as I can actually make sure I can apply AcceptItemFunction to a container as soon as it's built... which is my other problem but (hopefully) tis didn't break that
Pre-build ones remain the same after chaning it
building new one sets the cap to the new cap i set it to
uh, reason it's doing what you experienced is because the tile becomes an isoobject saved on the map once you place it, and it pulls it's properties from tiledefs.
so basically, once it's made, it already has it's stats, it isn't changing to sync to tiledefs
unless you were to pick it up and place it again
i am
Wait what
but yeah, straight workaround, just straight up edit uh
Seems like some random loot generated in there
tiledefs, can prob edit the car's properties, etc
it built with loot inside?
that can be worked around, it's probably just because you set it's container type. could just make it have no container definition so that distros don't see it
but really fucking weird that a player construction could generate loot from distros
... that could be used though
constructable loot boxes
?
idk, prob not really more practical or enjoyable to do than just inventory item lootboxes but yknow
If i build it it has cap of say 500
Then i change its cap using the context menu to 5
Then i pick it up and place back down
Its cap is now 5.
yep
because you essentially rebuilt it by replacing it, in your inventory it doesn't have it's properties stored, it's just a generic item, and when you place it, it calls tiledef to get it's properties
Its per object
wait what
only THIS Smoker changed its cap
okay that's what I was asking about uh...
Guys I think I really have a problem, I properly put my mods on Zomboids/mods/[My Mod Name] with this structure:
./media
mod.info
But still not able to see from the list folder, also, the example mods provided is not visible at all, so I don't know what I am missing :/
if you set it to 500, reloaded save, then built a smoker, changed it to 5, reload, build another, are they both at different capacities...?
idk... I'll have to play around with it
for a b41 or a b42 mod?
B42
b42 file structure changed. now where you would have put the media folder, you put a common folder and a 42 folder
then put everything in the 42 folder because I have no idea what the point of common is
no, yeah I do... it's for backwards/forward compatibility... but let's be real b43 probably isn't happening this decade, and once mp drops no one is playing b41 so?
Checking that ... But how my installed mods still have the old structure ?
common/media/lua/shared/translate should work too I think
Thanks a lot, I can now see my mod in the list π
Should maybe report to say that the example mod is outdated π
i garuntee you, if you have a mod that doesn't have a 42 folder, or hasn't updated in the last week, it's not going to function if you're playing b42
and will probably crash your game
Theres an update in pinned messages by Nasko
Oh yeah that's true, that's all my old B41 installed mods, so now where all the B42 workshop mods are put if it's not in /steamapps/workshop/content ? π
but yeah, example mod's outdated, they changed the file structure on us and only put it in a thread post (not even an announcement D: ), we don't even really have up to date events/etc on the website
True, thx for informing
they're still in there, that's where steam installs mods to
Strange, I only see old ones
I never worked with lua, are lua files can call java methods ? Sometimes I can't find the referenced method anywhere
Sorry for all these stupids question, I am discovering π
yea
And is it possible to have a look on the java code ? I've seen in the wiki that's it's possible to update it ?
here are all the decomplied stuff: https://demiurgequantified.github.io/ProjectZomboidJavaDocs/
package index
thats a bit grim, I'd expect b43 in 2028 personally
meanwhile, im stupid...
ive been over here this whole time like "oh, that container for players to store bulk logs? im gonna need to run a function on an event as soon as it's built in lua"
why am I not just using an oncreate in the build recipe, and then making it not moveable
That's the javadoc
Yeah
Guys this is odd anyone knows why?
I just downgraded to B41 to debug something from my modpack,
and print message is not on console.txt
I can see them in finger print windows.
Or.. I forgot something..?
stack traces are keep refreshing
oh no, stack traces are different too. i can't see any file name, mod name, line number etc.
like these
function: onMechanic -- file: ISVehicleMenu.lua line # 959 | Vanilla
function: onMouseDown -- file: ISRadialMenu.lua line # 28 | Vanilla
I'm gonna clean re-install after an hour, but if someone knows about this, please let me know π
it was deployed yesterday π https://github.com/demiurgeQuantified/ProjectZomboidJavaDocs/deployments/github-pages
pog
anyone have an example of an oncreate variable in a buildmenu recipe working?
Hello again π€ , expect from media folder, is the zombie folder can also be overidden by a mod ? For example, if a modify a specific class and put that class in the correct package from my own mod folder like [My mod folder]/zombie/commands/DisabledCommand.class.
Will the game will load DisabledCommand.class from my mod folder ?
i think it has to be replaced manually
let's go!
oncreate function for buildmenu is weird. you don't put it in the recipe, you put it in the sprite config
now to finish the rest of the mod
Does anyone have experience with inventories and containers in zombies?
tbh, unless... and even if... you're talking about distributions. the guy to ask is probably AuthenticPeach
Im trying to set the inventory and items but even tho they appear in the debugger, the dead zombie doesnt have any of them
as far as I've heard, Peach is incredibly helpful to other modders, and if anyone has experience with distributions, zombies, etc... it's gonna be them
Anyone know at what event vehicles are fully initialized? And also is there a table that lets me iterate and update the data of all vehicles? getWorldObjects():getVecicles()?
world is loaded as players explore so i doubt you can do that once and mark it done. I'd look into if there's an event onChunkLoad or something
idk if such exists
Ahh okay good to know so its a rolling update
so the LuaEventManager has AddEvent("OnSpawnVehicleStart"); AddEvent("OnSpawnVehicleEnd");
events but theyre private and I can't modify java source code and submit the mod to steam right?
I'm looking for the images of the cooked items, like this one (https://pzwiki.net/w/images/4/40/SteakOverdone.png) but I can't find the files in the game folder to reuse them. Do you know if the world models are now used to show the inventory items?
It's in a .pack file
I wouldn't be able to find it 
Thanks for that onCreate tip, Iβm going to need it
i have no idea i've never done java stuff before
Of fck sorry did not want to reply to your message
Hello, how can I be sure that my lua file has been read from the game ?
ohh
you can add a print("message") in the file and then check for it in console.log
Thank you, my print is not logged :/, but when I put the exact same folder to the vanilla folder, it works fine
The mod is visible through the mod manager, but seems that my lua file does not load
do you guys know how can i make some recipes only show up after they are learned?
Ok strangely I just swaped files from 42 and common and not it's working lol
Does anybody happen to know how to apply the new headers found in PZ's sandbox settings to our own custom sandbox stuff? It'd be a world of good, me thinks
Hello, I use the reload button on F11 to reload my Lua script. Sometimes it works great, but other times it doesnt work with all events, like OnTick or GameStart. Has anyone experienced this issue? Maybe I missed something in the documentation, but I couldnt find any answers on Google.
looks like they need to be inside a table
nvm theyre hardcoded
Dang nabbit! Hopefully it's released to us
This new folder structure is confusing ;d
hey, just wondering if there have been any changes recently to how self.item:getType(), self.item:getWorldItem(), self.item:getID(), or self.item:getDelta() work?
im getting errors related to this its not valid
My mod isn't even showing in b42 ;d
Anyone know how to get references to vehicles dynamically? Is there a server table that collects them?
I get an error 4 when I enable the mod and the screen goes black
Yeah how do I fix that lol
i'm hosting them here https://demiurgequantified.github.io/ProjectZomboidJavaDocs/
that guy is long gone π i'm hosting this one
Does anyone good with lua can tell me how I use the following function to change properties that are part of a nested object?
local AdjustProperty = function (item_name, property, value)
local item = ScriptManager.instance:getItem(item_name)
if item then item:DoParam(property .. " = " .. value) end
end
Example object with the nested 'FluidContainer' as in scripts/items.items_cooking.txt:
item RoastingPan
{
DisplayName = Roasting Pan,
DisplayCategory = Cooking,
Type = Normal,
Weight = 1.3,
EatType = Pot,
Icon = Roastingpan,
IconFluidMask = Roastingpan_Mask,
MetalValue = 60,
StaticModel = RoastingPan,
WorldStaticModel = RoastingPan,
FillFromDispenserSound = GetWaterFromDispenserMetalMedium,
FillFromLakeSound = GetWaterFromLakeSmall,
FillFromTapSound = GetWaterFromTapMetalMedium,
FillFromToiletSound = GetWaterFromToilet,
IsCookable = true,
Tags = Cookable;HasMetal;SmeltableIronMedium,
component FluidContainer
{
ContainerName = Pan,
RainFactor = 1.0,
capacity = 0.5,
CustomDrinkSound = DrinkingFromMug,
}
}
I can change all the direct attributes of 'RoastingPan' like 'Weight' just fine with this. But using "Fluidcontainer.capacity" does not work. π¦ Nor does just giving the whole array for the AdjustProper() value parameter.
came here for this problem... how do we flag mod to make it 42 compatible?
Look at pinned messages, you need to make a new 42 and common folder for it to show up
thanks, that's for uploading though, what about local one? I'm still developing
Same for local, if you just have the correct folder structure, it will show up in the client's modlist
thanks
i see that you can get the fluid container's script with local fluidContainer = item:getComponentScriptFor(ComponentType.FluidContainer) however i do not see any way to set properties on the resulting object - they deliberately exposed the classes related to this so it may be an oversight
just wondering if it's a thing that we already know... 42 will work for any sub-version?
or we have to constantly upgrade the number like 42.1 etc
it'll match the highest number lower than the current game version
as long as it's the same build
so if it's 42.2.0 and i have a 42 folder, it'll use that, unless i have a 42.1 or 42.2 folder
perfect, many thanks
@albion what does 'deliberately exposed the classes' ?
basically the game has a list of classes that should be available ('exposed') to lua, those have to be manually added so if something is in there it means they want us to be able to mod it
and the FluidContainer isn't on that list you mean?
The folder structure is different
it's on the list but there aren't any functions we could use to actually change anything
i think that is probably an oversight if they went to the effort of putting it on the list
My whole mod is broken and I don't know why
try item:Load(item:getName(), "{ component FluidContainer { capacity = 50, } }")
Is there an change in the LUA?
hey hey i see youre dealing with fluidcontainers
may I be of help?
Heres my script with fluid containers that work
They changed the scripts darn
this doesn't seem to work π¦
Hi everyone, how's it going? Do you have any idea how complicated it is to modify the new spawn map art through mods? I'm thinking of working on a version of it with all the information fully translated to PT-BR, but I must admit I don't know much about Lua.
i might be mistaken but that's creating new items right, I want to change the capacity of an existing item
Hi guys, I was wondering if anybody had a solution for this, I'm trying to update my mod to B42 but two of my mod's guns are having this wierd issue when I try to shoot, all of my other guns are working fine and without any issues, even very similar wepons, does anyone know how could I fix this?
ah, I see, sorry, didnt look far up enough. I saw fluid and gave me ptsd of trying to get these work so wanted to help hahaha
Iβm not sure if this helps, but I think itβs actually a bug in the game. Yesterday I was testing some weapons with debug mode and infinite ammo, and at times my character would end up like this.
component FluidContainer
{
ContainerName = MetalDrum, -- Name of the fluid container.
capacity = 100.0, -- Maximum capacity of the fluid container.
InitialAmount = 50.0, -- Initial amount of fluid (optional).
InitialFluidsIsRandom = false, -- Whether initial fluids are chosen randomly.
RainCatcher = 1.0, -- Whether the container can catch rain (1.0 = yes, 0.0 = no).
CustomDrinkSound = "MetalDrink", -- Custom sound played when drinking from the container.
CanEmpty = true, -- Whether the container can be emptied.
InputLocked = false, -- Whether the container prevents adding fluids.
HiddenAmount = false, -- Whether the fluid amount is hidden from the UI.
-- Initial fluids that the container contains (optional).
Fluids
{
fluid = Petrol:0.5, -- Petrol at 50% of its density.
fluid = Water:1.0 -- Water at 100% of its density.
}
-- Optional: Define whitelist or blacklist of fluids the container can hold.
Whitelist
{
fluid = Petrol, -- Allow only petrol.
}
Blacklist
{
fluid = Water, -- Disallow water.
}
}
These are all the options I found for fluidContainer
Yeah, I was thinking the same, just wanted to make sure I wasn't doing something wrong before updating π
Got them from here
https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/scripting/entity/components/fluids/FluidContainerScript.html
declaration: package: zombie.scripting.entity.components.fluids, class: FluidContainerScript
@crystal canyon there's is also a RainFactor attribute for FluidContainer
ah yes, getRainCatcher
Guys what this error means: "Object tried to call nil in clickPlay" ? I am strugling getting data from the WorldMap object
You're my favorite person in this server

Would something like this work?
yowza, i'll have to chew on that code for a bit, i'll let you know if it works in 5min or so
It has a lot of prints for debugging
where can i find the log for these?
I'm not finding any prints in Zombiod/Logs/DebugLog.txt
Hi, happy holidays, is there a tutorial or any resource to know how to configure the xml files of an animation?
(and its not setting a new capacity for an existing zomboid item (i used Base.Pot) using the example code provided π¦
b42 javadocs???
Thank you π
Hmm, I need to check more then
is this chatgpt? i don't think any of these setter functions exist lol
@bronze yoke think I should make a bug report for B42 not giving proper modding access to the FluidContainer class?
There's a thread for modding-specific reports: https://discord.com/channels/136501320340209664/1318920979581501502
That said I'm sure they wouldn't mind it as a bug report either
I got them from your javadocs :v here https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/scripting/entity/components/fluids/FluidContainerScript.html
And seems I assumed that if I could get them i sould set them. no wonder I was having so many issues XD
declaration: package: zombie.scripting.entity.components.fluids, class: FluidContainerScript
yeah, everything is get, no sets... :/
declaration: package: zombie.entity.components.fluids, class: FluidContainer
I hope they open access to it in the future. It has so much potential. also, i want more access to the ClimateManager!!
I have a great Idea being limited by it
what do you want to do with that?
What is the correct way to get Millis time? PZCalendar:getTimeInMillis() or GameTime():getTimeInMillis or GameTime():getServerTimeMills()?
just custom tuning specifics for special scenarios/new climates/weather like for example radiation storms among others
Hello everyone, how can I add additionnal behavior on a lua function ?
radiation storms when pretty much all the power is out after a month normally anyway? π
personally I would love a way to mod the seasonal sunrise and sunset time. I learned that sunset in KY during July is actually like 20:30, not 23:00, and it has been pissing me off to no end.
that would be great too. and when i think of radiation storms, im thinking more in the way how fallout 4 has them. Maybe integrate them with a mod like Hazardous zones where you need a geiger counter
yeah, i've noticed the new lighting seems tuned for *way* shorter nights than before
they probably all return the same thing, but i know the global function getTimeInMillis() is reliable
has anyone found a way to alter/disable the default b42 crosshair?
It seems the moon phase and bleeding lights through windows isn't working properly with the new darker nights lighting though. Hope they still fix that
I switched from perfect dark to just dark and even with full moon most of the map is still fully black
Hello I try to run this script but my proxy function seems to not run:
`print("Loaded overridden CharacterCreationProfession")
require("CharacterCreationProfession")
local original = CharacterCreationProfession.initWorld
CharacterCreationProfession.initWorld = function()
local o = original()
print('Do Stuff after')
return o;
end`
Can anyone help me please ?
if this function is attached to an event (it sounds like it might be based on the name) you need to remove it from the event before modifying it, and then re-add it afterwards
Is there a guide on how to create/update a mod on the workshop without using PZ ?
Thanks a lot π, working now
god why did they feel the need put bilinear filtering on every asset in the damn game π
in a pixel art game no less
now i gotta figure out how to de-filter my shit
https://steamcommunity.com/sharedfiles/filedetails/?id=2944344655
Took awhile but I managed to port it to b42 and backwards compatible with b41.
Did anyone have trouble with the filesystem on mac to updating the workshop throught the project zomboid game?
textures in texture packs aren't filtered, loose textures are
I don't know if there is already a tutorial to make your own workstation, but I can change some things in the files, but if I change the name of this entity the game breaks
thank you kind sir π
To build a new workstation, what folders/files do I need?
If you decompile & see what it's writing so you can reverse engineer it, yeah. I did that for b41 but I imagine b42 has some data added to the player so that reader won't be valid anymore
I'm trying to make one myself too, haven't figured out the UI stuff yet but everything else seems to work.
What files do you need in the mod folder?
only this?
isn't that a database file? I believe you can read it using some SQLite or MySQL of some sort. I don't know which db it is.
If I change the name of the base file it breaks the game, I don't know what I can or cannot change
They're talking ablout the BLOB data in that database file
Oh, okay. my bad
All good; I replied to the one above the message that made that clear
Don't edit the base game files, just add a mod that adds a workstation
yeah, i'm doing that
The toaster is a reference, but I'm editing the one above
and you edit the contents and it breaks? then probably theres something wrong in it
Like a field is in a place where its not supposed to be
i gonna edit like i was doing, and send a print here if you dont mind
Sure, go ahead
Thank you :)
Almost
What was missing?
component CraftBench
{
Recipes = Tester, Do you mean toaster?
}
is that it's not supposed to be a toaster, but rather a new workstation
To be able to build that entity you need to have a craftRecipe inside the entity, if you declare a craftRecipe outside it (in module Base) then it will make a Item recipe
And without output
but there is a craft recipe there, I took the toaster and edited it, I just didn't create a new one
one sec i will send you the whole file
Anyone here have experience specifically with "Wolfs Extraction Quest"?
what you changed?
oh
But it only appears in debug mode, right?
and you CAN'T use the same tile so the appliances_cooking_01_33 and appliances_cooking_01_32 needs to be different if you want a different workstation
thats why i put in
face S
{
layer
{
row = crafted_05_8,
}
}
Yes yes, it was just for testing
I was directed to come here and propose my question by a discord veteran, just asking around to see if anyone may be of slight assistance XD Does anyone here have any experience specifically with the mod Wolfs Extraction Quest by chance?
Works without debug
Please, how do I hide it? because after all it is just a recipe
I have to make a recipe to craft the sprite, so I can hide it?
You mean to hide how to make a workstation in build menu?
or hide the recipe for MakeToastTEST?
how i hide this recipe from the building menu?
remove the component CraftRecipe{ ... from entity
But idk if it will work, like you need that workstation to make the MakeToastTEST still..
but then, how the toaster and coffeemachine works?
it works
whattt lol
It's the same file as yours and the same one I sent you, you changed it and now it works
Thank you very much for your help, have a great Christmas
No problem, im trying to figure this out too :p. Great Christmas to you too.
Man im going crazy with this error bruh
Mannequin zone missing properties in media/maps/Muldraugh, KY/objects.lua at 13583,1299,0.
only to find out that the cause of it is from the .txt of items caused of improper formats, and the error is telling me its related to distribution but it isn'tπ
tasty wood bread
Bread with nails
Dung mod where you character randomly takes a dump on the ground
with forced animation and character freeze
Nails in a toaster?
Rat poison to enhance the flavour
there was a thing you add to the recipe script
but i forgot what cuz i used something else (made it only show up when you learn it from non existent skill book)
damn my reply isnt informative
cuz i forgot the syntax and only using mobile
but hopefuly gives you an idea and help you somehow
.
Thank you i already figured out, but problably this is gonna help someone
Now i'm trying to mess with the expanded crafting (i dont know even if i can do something with)
i want to convert this mod to b42, it comes with this media\scripts\tissue.txt but i dont know what i need to change to make it compatible with 42
module Base
{
item Tissue
{
DisplayCategory = FirstAid,
Weight = 0.1,
Type = Drainable,
UseWhileEquipped = FALSE,
DisplayName = Tissue,
Icon = Tissue,
ReplaceOnDeplete = RippedSheetsDirty,
Tooltip = Tooltip_tissue_tooltip,
ConsolidateOption = ContextMenu_Merge,
WorldStaticModel = Tissue,
}
craftRecipe Tissue
{
timedAction = RipClothing,
Time = 2,
Tags = InHandCraft;CanBeDoneInDark,
inputs
{
item 1 [Base.RippedSheets],
}
outputs
{
item 1 Base.Tissue,
}
}
}
It will be visible under "Miscellaneous" tab
thanks a lot
should i put this file under <mod folder>\media\scripts\tissue.txt, <mod folder>\common\media\scripts\tissue.txt or <mod folder>\42\media\scripts\tissue.txt?
strange, i tried to open zomboid with that mod on the Zomboid\mods folder (with the code adapted by @worthy sparrow ), oddly the whole mod list went bonkers. Dont know what i did wrong
hello hows everyone doing?
third one
thanks. also i solved the issue i described above putting mod.info and poster.png also under 42 folder. Thank you a lot
You should put them in the common folder or directly into mod folder
That's because you got Unlucky trait..
@bronze yoke Apologies for the ping but I am trying to use Starlit. Would this be an example of how it would work for say WorldDictionary?
https://www.projectzomboid.com/modding/zombie/world/WorldDictionary.html#getObjectNameFromID(byte)
local objectHash = o:hashCode()
local dictName = WorldDictionary.getObjectNameFromID(objectHash)
print("dictName: " .. tostring(dictName))
declaration: package: zombie.world, class: WorldDictionary
unfortunately i haven't found a way to call unexposed methods
what it can do is access non-static fields (shown at the top of javadocs) which isn't normally possible, by doing e.g. for an isoplayer field:```lua
local player = getPlayer()
print(player.accessLevel)
Yup, Ive been using it for that. Very useful.
you can sometimes do crazy stuff with it even on unexposed classes (because the field getter does not care if the object is exposed or not) but i don't think WorldDictionary is actually meant to be instantiated so you wouldn't be able to get one, and it looks like it only has static members
Got yuh, makes a lot more sense now.
Hey, someone can explain to me what are lot files ?
Not possible via using a lua class that already define the class that expose the method and use it by inheriting from that lua class ?
question
can i port B42 weapon stats to B41 directly
or should i just take pics and manually transcribe numbers in myself using another B41 weapon as a base
B42 weapons will have tags that B41 didn't use - so it may cause errors.
I mean try it though. let us know how it goes.
cuz i can filter through and remove the added tags
ERROR: General f:0, t:1735085993955> ExceptionLogger.logException> Exception thrown
zombie.world.WorldDictionaryException: World loading could not proceed, there are script load errors. (Actual error may be printed earlier in log) at IsoWorld.init(IsoWorld.java:3180).
Stack trace:
zombie.iso.IsoWorld.init(IsoWorld.java:3180)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1735085993955> LuaEventManager: adding unknown event "OnPostUIDraw"
LOG : General f:0, t:1735085999103> LuaEventManager: adding unknown event "OnKeyKeepPressed"
does the order of the things matter?
or does it just matter that they're there
like damage n' stuff
As long as they're there in the general area
Am i missing something? something is not valid
{
DisplayCategory = Bag,
Weight = 0.8,
Type = Container,
Icon = TacticalVest,
DisplayName = Tactical Vest,
ClothingItem = TacticalVest,
BodyLocation = HunkVest, ---Confirmed valid
CanBeEquipped = HunkVest, ---Confirmed valid
WeightReduction = 100,
Capacity = 20,
AttachmentsProvided = Back2;Back, ---Confirmed valid
/*ClothingItemExtraOption = Wearup,*/
PutInSound = StoreItemCargoVest,
WorldStaticModel = BulletVest_Ground,
}
craftRecipe MakeTacticalVest
{
Time = 200,
category = Tailoring,
SkillRequired = Tailoring:10,
Tags = InHandCraft,
inputs
{
item 2 [Base.Belt2],
item 1 [Base.SlingA],
item 1 [Radio.WalkieTalkie4],
item 2 [Base.ChestRig],
item 2 [Base.BackRig],
item 20 [Base.LeatherStrips],
item 20 [Base.Thread],
item 20 [Base.RippedSheets],
item 8 [Base.Tarp],
item 1 tags[Scissors] mode:keep flags[MayDegradeLight;IsNotDull],
item 1 tags[SewingNeedle] mode:keep flags[MayDegradeLight],
}
outputs
{
item 1 Base.TacticalVest,
}
}
}
hey! can anyone point me towards where like... the tools to scrap sprites/tiles, where to say what they scrap for, skill requirement to scrap them etc are defined?
That took longer than I wish
but you've done god's work.
can you send the full debug log?
issue's usually a little higher up before the stack trace
I still need to get the action duration portion working, but it does detect and converts to the appropriate one
b42 is a fucking nightmare to pull files from
its like pulling teeth
like what the fuck do you mean the sound files for a rake headed baseball bat just...aren't in the sound folder??
yep, they're in the bank files
Other than missing some inputs (I assume come from a Mod or custom) it works
fuck this im just gonna use like, spiked bat sounds for the rake/fork headed bats
i have no clue what a bank file even is
can still reference the location the sound is used at in other places
see idk tho
because im trying to backport these to B41
so they don't have the sounds by default and i'm 90% sure adding every b42 sound will just be bloat when it's just for like two sounds
you could also just remove the base. or radio. entirely
and it'll work
at least for recipes, the module. isn't neccesary in every case I've seen in years.
including for modded items
okay, thanks for the info ill try again
Im pretty sure you can extract the sounds from there
most likely there will be absolutely no new sounds loose
they don't use loose sound files anymore
but you can still use loose files if you want
still popping errors
so no need to re-package things into banks
just like this
you actually have to use them loose, there's no mod support for fmod
but when i remove this part of the code it works, so something is wrong here
chestrig
i mean you can trigger fmod sounds that are already there but you can't add new ones except by file replacement
Well it extracts them
so, hot tip with recipe crashes in debug log. you can just search "[base" in your case in that debug log, since you're using base., and it'll bring you straight to the issue if it's an incorrect item name.
otherwise, again, it's usually about 20-50 lines up from the bottom.
generally the debug log will spit out some other stuff... for recipe/item errors... before actually crashing or showing the stack trace.
but it'll tell you exactly what's wrong if it's syntax, item not existing etc... and if you forget a } then it'll ctd the game immediately.
okay, ill figure it out. Thanks!
that said, again. anyone have experience with tilezed and custom sprites? I need to figure out how to make an object scrap for a 100% chance at a single rope and require a crowbar or a rope or something.
and not sure where to look to see where the tile scrap items, tools, etc are defined
i fixed it!!
item ChestRig
{
Weight = 0.4,
Type = Clothing,
DisplayName = Chest Holster,
IconsForTexture = ChestRig_Gray;ChestRig_Green;ChestRig_Tan,
BodyLocation = TorsoRig,
ClothingItem = ChestRig,
AttachmentsProvided = ChestRig,
WorldStaticModel = FannyPack_Ground,
}
i forgot to add thisπ
I have tilezed open rn and the only thing regarding scrapping is:
it's basically worlddictionary getting angry... and you don't want to make worlddictionary angry
yep. I wanna know if I can make new definitions for material... where to set the tool for ScrapUseTool, ScrapUseSkill, etc.
even if I have to insert the material later in a lua function
basically... now that I can just use oncreate functions to initialize the massive wood storage tile's container, make them beeg, make them have an acceptitemfunction... also means I can't make them moveable because I can't reliably re-apply that acceptitemfunction on placing them down in the world after pickup. so I gotta make them scrappable.
worst case I can just make them scrap for the wood definition, but yknow...
yes
alright baller, i just havent been seeing any
one moment while I go dig to see which one is yes
what im working with for example
(this isnt the b42 one just to be clear, its my wip attempt to backport it to 41)
it's why gun make boom when not hit nothing
since i'm stuck with b42 files and dont wanna go back and forth downloading versions
can you check for a bat swing sound for me?
I am also on b42 rn and don't have a b41 media folder on my desktop rn
does anyone know why my mod won't apear in my mod list but will get uploaded to workshop?
i also subed to it and found it in my workshop files, but doesn't show in my game
but it does pass the "Make a workshop item" thing
try adding a "common" folder in the location of "42" folder
here
yeah, the game won't load a mod without a common folder, you need one even if there isn't anything in it
ok thanks, ill try that
that didn't work rip
@pulsar pagoda any other ideas
@bronze yoke
did you put common inside of the 42 folder or in the same place as it?
also is it in your mod folder?
the mod
inside the 42 folder
put it next to it
not inside
inside sammysprofessions
ok
helll yeah im done! this is a very big help, i can read logs and find the problem like flash nowπ
ok I managed to get it to appear in my mod list and upload to workshop, but now I've found out that my mod doesn't work rip
not good
I might have to rewrite MainCreationMethords for my mod to work
you gotta test it by using it from the mods folder first haha
yeah, I got it to work
well
yeah, I forgot workshop and mods has a different structure
When I realised i felt stupid
but my professions don't work
I thought if I name the value as what it is already it'll overwrite
Whats the proper way to go about updating/overwriting vanilla recipes? I want to modify the vanilla bread recipe by adding my modded item as one of the crafting options but both the vanilla and my version appear in craft menu
This is the code im using for updating recipe in my recipes.txt
craftRecipe MakeBreadDough
{
timedAction = MixingBowl,
Time = 50,
NeedToBeLearn = True,
category = Cooking,
Tags = AnySurfaceCraft;Cooking,
xpAward = Cooking:10,
AutoLearn = Cooking:7,
inputs
{
item 1 tags[MixingUtensil] mode:keep flags[MayDegradeLight],
item 1 [Base.Bowl] mode:keep,
item 1 [Base.RollingPin] mode:keep flags[MayDegrade],
item 1 tags[Flour],
item 2 [Base.Salt],
item 1 [Base.Yeast;skittles.SourdoughStarterActive], /*adding in my Sourdough starter item as an option instead of yeast*/
item 1 [*],
-fluid 1.0 [Water],
}
outputs
{
item 1 Base.BreadDough,
}
}
}
used to be uh... Override:true,
so, override = true?
would that be the case for my professions too?
probably not
can someone help me figure out why this isn't working? adding in the property change to the function has bricked the entire function
Is there somewhere we can read about changes about zombies in details? Like how attributes for the zombies work in b42 etc?
I'm thinking of making a fresh new plugin for Random Zombie - Day and Night so I don't risk messing up whoever want to remain on b41 but I'd like to be able to get some info on how the zombies changed in this new build.
did the methods to hook into containers change?
not that i've seen
hi guys, does anybody know where the game gives you visual scratches/lacerations/bites when you get damaged?
anybody know how i can edit this file? its not from pz directory, but my mods
Hey. I think you are looking for this file here: ProjectZomboid\media\scripts\clothing\clothing_zeddmg.txt
The player character wounds are after the zed wounds there
Finally ported all my mods to B42: https://steamcommunity.com/sharedfiles/filedetails/?id=3391325510
Hope it will be helpful to some. Was able to get bleach recipe working with new fluid system too fortunately
yes, i found that, that just adds the "clothes" i want to know the script that gives you these clothes when you get bit in a certain body part
wrong channel my bad
Oh. There is lua code in: media\lua\server\HealthSystem\HealthUpdate.lua
You can see there local part = healthUpdate.bodyDmg:getBodyPart(BodyPartType.FromIndex(ZombRand(BodyPartType.ToIndex(BodyPartType.MAX))));
yes but i think that only applies to windows
i need the script when you get bit say in the arm and then get a bite mark in your arm that you can see
these wounds disappear when healed, i wanna add scars that dont go away
which i think would just need omiting part of the code
Yeah, youre right. I understand what you mean - just cant find it unfortunately too
thanks for trying tho, will keep looking
i found something in a .class file but idk how to edit it
i keep getting file is read only
Not super happy with fact that I wasn't able to get TimeToMake work properly in it. kept throwing error so had to fiddle with time manually to make it seem okay
class files are complied java code, what you're looking at is your ide automatically decompiling it so you can see inside
if you wanted to edit it you'd have to decompile it properly and set up a whole project to recompile it
bear in mind that there is no mod support for this
right, what im looking for probably isnt there then
i want to add scars, i need the script that makes the game give you "clothes" in the form of scratches or bandages
so i can add scars clothes
that probably does happen in java but ideally you can recreate it in lua
Thank you for making this! Will definitely be using it. Devs brought us lot of cool stuff in B42, but there are some changes i wish werent made (although i understand what they want to achieve) - but its fine, cause modders will always bring more customization and alternative experience fortunately
do you reccon it's this here?
yeah, i believe so
is there a guide or something into modifying these files or should i give up the idea as there wont be a way to mod it into the game?
/recreating it in lua
there probably is a guide for java mods but i don't have much experience with them as they require manual installation
I do think that specifically is an oversight. They just left the b41 code in, but the updates to the crafting system broke the right click on sink for bandages
it's unstable, b42 is very not done
The specific function was still getting called, but is broke in the unstable
welp i must be out of my depth here then
Stop reminding me that I need to formally write one.
Meanie
i could make a mod that adds these scar clothes but the player equip them themselves
I'm hoping that they will implement what the comments say in the lua of getting the water sources being jacked straight into the crafting code. So that anything that needs water can just use a nearby sink
basically nothing about sinks is working right now, i expect it's just not on their priority list yet
they don't even actually use the new fluids system
Well this will tide people over until it's all integrated
Maybe you should try to look at files of this mod: https://steamcommunity.com/sharedfiles/filedetails/?id=2960476396
It seems to have some sort of scar system, so maybe it will be helpful to you
i did! sadly it either doesnt have what im looking for or i didnt understand it :(
thanks for the recomendation tho
Oh, okay π Seems like youve done your research already. Well, i hope you will find some solution eventually π
Holy cow I was this close to fill a bug report. They disable it? WHY? π
Is the corpse item still in the game, just not obtainable, or did they remove it entirely and separate corpses into some other category
seems to be
Hey guys, working on my first mod, it's just a sound replacement, but I'm having trouble on where to put it to test it out? I tried putting it in the mods section under programfiles/steam/steamapps/common/projectzomboid/mods as well as user/zomboid/mods... neither seem to pull it up when I launch the game and check the mods list
Is there a different spot I should stick it? (giggity)
I figured it out! (I think)
i think it's just in some weird limbo state of being hidden, because they still act as containers but you can't actually see their item on the ground
ughhh i fucking HATE how they've organized files in 42
wheres the fucking weapon icon textures????
cant find SHIT on them, i just want to find like, 4 fucking bats!!!
most icons are in the texture packs
like is it really that hard to just make a folder
Hopefully I can make a mod that allows you to throw corpses into freezers or containers or something lol. I used to do that and save my dead characters' bodies
like albion said, they're in .PACK files
fucking piece of shit pack files
in texturepacks folder
first its bank, now its pack
what other esoteric file type are they gonna pull out next, fucking .skibidi??
in b41 nearly everything was in UI2.pack, so i'd look there
i dont even know how to access these, fuck my chungus life π
you can view them with TileZed
all i wanna do is backport 4 weapons before christmas
i was hoping these icons would be one of the last three things
like i got the item ids, recipes, now i just need to add models, textures, and the model guide thing that says what texture is used n' crap
Is there any guides how to work with new recipes?
I interested in:
- Removing existing recipes or ingredient part of it.
- Adding ingredients in existing recipes.
how?
just downloaded it, cant open the file
thanks so much
np
^ Also looking to do same thing, supposedly before b41 you would make a recipe and use override:true to replace, but seems like override doesnt work now from what Ive read and experienced (crash on startup)
is there a way to extract images from them?
or search for specific icons?
oh lmao, nvm theres a thing for that
ive also seen it work lua and getrecipe(recipe name) and making the vanilla hidden, but not sure if still valid for b42 with the recipe changes
Should be getCraftRecipe now
okay i got
icons: added
weapon textures: added
the model thingamabober: added
i think
im ready
to test
okay getting a recipe with getcraftrecipe(name) but seems like setIsHidden isnt a function anymore for craftRecipe from what im seeing in javadocs
where's beard when you need him to ask for an entire doc on new scripts
This may be out of my league, but how do u get a modded map to load into the main game?
It keeps being a seperate map selection, not part of the main game
load mod
game stops responding every time i try making a solo world to test with
as in a different worldspace such as Cadmen Conty or Project Russia?
wahalli i am cooked
you ever heard of the The Walking Dead Prison?
check your console, more than likely is a bad configured script
ah yeah, you want to put it in same space as regular map? Youll need tilezed and find a suitable place to place it at the least, not sure what else you would need though
Basically the version on the workshop is not the same one.
gonna try again once its done restoring itself
the AIZ 3.0 Version has the V1.2 Version of the map (example of the old layout version below)
The Walking Dead Prison Hello all and welcome to a walking dead build. This one is of the prison, It has taken a lot of work learning the tools and getting it ready and keep in mind there are still some rooms that are empty and some that have not been made. This is still a WIP. Pictures Spoiler S...
This version
I tried to remove every map besides the V1.2 from AIZ and then load it as part of the game, except it doesn't load the rest of the modded maps with it
it just keeps being like a seperate entire thing
so you like this version of the map best?
basically yes, but i can't find any standalone version of that.
the newer one is ENTIRELY different, and isn't the same as the show (newer one. https://steamcommunity.com/sharedfiles/filedetails/?id=2905092251 )
plus the whole entrence and layout are weird to me
No it just fails?
that doesn't even load (and is an entire seperate world, not part of the main game.)
and has a bunch of random files in it
i get the mod to appear on the mods list and everything, but it won't load like how you can combine maps on the map mod manager?
lemme try on my laptop. gimme a min, I have 42 on my desktop
Here is the console log for the Standalone save version (might help in fixing idk.)
its very quickly filling out
yeah, you have something badly configured in a recipe or item script
TWD V1.2 Should be under the list not a seperate thing, and should load the cell?
could these errors be any more useless?
what the FUCK is a local3
why cant it TELL me what the issue actually is
are we loading the same file?
i meant in the computer's folders to get it to appear?
Probably the JAva API getting upset because the third parameter is null
also does it load?
okay i checked the recipes
i did paste it
a lot of weird spaces
and the } that'd cap it off was a little off kilter
closed the gaps, readjusted that
gonna try again
thats wrong, it will never load
share your recipe
? what
FUCK
look at my images and look at the path
the stupid fucking game froze again
oh u pulled the file from inside it
it will keep doing that while the script is wrong
here, it's part of scrap weapons tweak
i've started replacing bats with B42 ones using the B41 stat system
lots of manual numbering
somw module is just so SOMW stuff is picked up by the recipes too
are these recipes for B42?
gotcha
i'll probably extract them from this tweak and push an independant mod once i get this shit sorted
since i already have the work done, just gotta separate it from the scrap
feel free to hit me with a stick if its something innumerably tiny thats breaking everything
oh also they're at the bottom
Prop1 : Hammer,,
NeedToBeLearn: true,
}
i spot a double comma here
THANK YOU!
it works!
ya it doesn't idk how to make one
it doesn't show up in the map mod manager weirdly... but it is loaded
anybody knows why changing basetextures in a clothing item's xml file makes this happen?
the texture name is good
i suspect its because of the base part of the line
so shits still fucked, notice anything else?
what should the line be called to override the texture?
or like, anything you can imagine would be the problem?
still looking
Would you know how to update it or fix it?
Isn't there like idk tool.exe files to fix/make zomboid maps?
not really, havent messed with mapping
noticed a missing comma in a recipe at the bottom
adding
still not enough to fix it
hmmm
remove the recipes you added and paste them somewhere else
start adding them one by one
aight, anyone have an actual decompiled b42? I need to go digging because I can't reproduce what feew showed with the same code.
anybody know?
i find it funny that SOMW is on my list of mods to bring over to b42 and youre adding b42 stuff to it :p
@bronze yoke hey you around atm?
noticed your workshop lib mentioned being able to make class changes. can it change any public int/var in a class?
oh not to SOMW
see my tweaks are a little funky
it's read only
damn
so i had to make a tweak of SOMW so it wouldnt explode the scrap weapon tweak
wait...
ah
you can read any instance field from any class as long as you can get an instance of it (even if that class is not exposed)
its also just a trick i learned from a friend
including private fields but not inherited ones
gave them their own file
mm... I'm guessing not, but doesn't that mean you could theoretically just rewrite java code into lua to bypass it?
should i pull it out of the mod entirely and try starting a world again
or do i try it when its got its own separate file now
why does it have two modules?
because it was the easiest way to let a tweak of scrap weapons use SOMW stuff
does this even parse?
there's no way
that's not valid syntax π if you wanted to use stuff from another module you'd import it
nah man, that world dictionary has to either be making double entries, or having a meltdown
good news
it loaded in
bad news
cheat menu spawn menu wont open anymore
no matter, i'll just restart with -debug
yep, world dictionary is ANGERY
if you want two modules, just make two different files
i just wanted it to be able to use weapons replaced by SOMW
that was a solution a buddy of mine cooked up and it worked
i hadnt realized it had 2 modules, was too busy looking for missing commas lmao
alright so whats the smart person way to handle that
problem is, while base. isn't necessary for recipe scripts...
it is neccesary for what gets appended to item names
make two files, put stuff that needs to be in SOMW into the SOMW module one, put other stuff in other file
or if you can get away with it, just import
look idk man, all i remember because this was months ago, recipes weren't working with somw
oh my god it's probably creating module "SWeapons module SOMW"
i'm pretty sure it allows spaces and all kinds of weird characters in identifiers
I dont think it's working man... but I'm massively shocked it's not CTDing
cant even open the debug item list isn't working
anybody know why making a clothing item use a different basetexture in the xml file cause it to throw errors at me?
also the texture doesnt load
so, image you showed earlier was definitely a texture loading, just not correctly. if it didn't load it'd probably be missing-texture-pink
or missing texture blue/white checker
looked more like it trying to wrap across the entire player model, and tiling
white and red checkerboard is pz's missing texture
well now its just transparent
ah... we really should standardize that across industry already
oh lmao
it was working because now none of the recipes are being read
can't find them in game
i'm gunning for pink and black
should i change the guid if im making a scar clothing item?
i want the scratches to have the original texture
but my scar to have a different one
every clothing item should have a unique guid
so how do i import
im gonna say what I said to the last guy...
the person to ask about clothing/zombies/zombie-disto-tables/etc is generally gonna be Peach
you already are importing base... just add a comma and import the other one
ohhh
imports
{
Base,
SOMW,
}
rec
ig i can remove the SOMW module while im at it too
the one you wanna import is the one from the other mod
can anyone tell me whats wrong with this? everything seems to be in its place
the scar doesnt even show up in abdomen, just looking at the item causes errors
is Wound a body location?
where's your fileguidtable?
i dont know what that is 
there should be a fileGuidTable.xml in media/ that lists clothing item files and their guids
look at the vanilla one for reference
oooh that must be why it isnt working, thanks!
meanwhile, im stuck back here trying to... actually
@bronze yoke were you the one with a decompiled b42 already?
probably not the only one but yeah i have a decompile
so...
this is what Feew shared earlier to get around setCapacity being limited
he clearly showed he could get a container well above the 100 limit... but whenever I try and set a container's capacity property over 100, it turns into 15
it doesn't even throw a error in logs, just says "that's over 100, it's now 15"
but e.g. 99 works fine?
100 even works fine
but not 999
yet Feew was able to set it, with that script, to 20k
specifically to 20001, but I tried both 10k and 9999, it's not about... i should prob go try non-repeating numbers but I feel that's not it
i think my shit might be fucked
abandon the save, you fucked your worlddictionary probably. new save to test on time
not seeing any trace of the items, no recipes even after swapping it from a module to an import
aight willdo
are you doing this to a freezer?
my implimentation
and it is firing... because I have the container cap set to 1 in the tiles, so it IS changing, and it did do 100 when set to 100
no luck, wont show up at all
can't even find the recipes
implimented at the bottom because I don't have enough working brain cells left to nest it in SetupPlacedTile
file?
very bottom of here
the fixers?
and these are for b41?
yes
backporting B42 bats to B41
just adding them to this tweak to replace some scrap weapon bats in a private setting
if i can get it functional here, i might publish the bats on their own
we already added some missing commas and removed double ones
I think the issue is that the items the recipe is calling for might not have the correct module
because he was loading 2 modiles
well, if that's the case it'll tell me in the debug log. it's been a few years since I last messed with b41 though
anybody know if i can organize these xml folders or if they have to be loose in clothing Items (ive tried forward and backward slashes)
how do the vanilla filepaths work?
should be able to mimic folder structure and then mimic those paths
you can see in the other items, they are loose inside the clothing items folder
no sub folders
eyeballing this though, looks like it should be media/clothing/etc/scratches
for example, the output here
recipe Make Sheet Metal Reinforced Baseball Bat
{
BaseballBat,
SmallSheetMetal=2,
Screws=10,
keep [Recipe.GetItemTypes.Screwdriver],
keep MetalCutter,
Result : BoltBat,
Sound : BoltBatCrafting,
Time : 700,
Category : Weapons,
AnimNode : BuildLow,
Prop1 : Hammer,
}
is not in the items
i can't see where this limit might be applied to normal containers, but i can see it being applied to freezers
oooh let me try that
BoltBat is not defined in the module SWeapons_blunt so as an example this recipe will fail
first off, the sound files don't exist
fuck
Forwarding this from the other modding server #908459714248048730 message .
You need a java bypass for the new limits:
https://steamcommunity.com/sharedfiles/filedetails/?id=2719850086
i copied what some SOMW weapons used, thought it was vanilla
oh, no, i see, it's done twice for freezers which was confusing me
like fuckinnn, metal pipes n' shit
like they were using sounds that natively exist in b41
nope didnt work
yeah... I'd just like to not have to do a java edit for this mod... once MP drops im more than happy... to tell the other guy to do the java edit to the server.
there is a limit of 100 even using this method, i don't know how feew was able to bypass it
magic!
personally, I'd like the guy who suddenly got pissy about "nuh uh, containers don't go that big" to get off their high horse and revert it in a hotfix already
but yeah
said he did it with lua too, specifically with that script
i was only skimming earlier, but wasn't he doing it with an entity? maybe the rules are different there
maybe I'm dumb and I need to put that lua file into client instead of shared for now?
there are some pretty serious issues with big containers that i'm understanding of why they'd want to avoid it even being possible
those are issues for us to deal with, we don't need them restricting it from peeps who know we're going to be looking at debug logs for days
unfortunately just because a bug is only caused by mods doesn't mean they won't get an excessive amount of feedback about it - and bugs like these have really unclear causes that make it unlikely for people to actually blame mods, and go straight to the developers
if an object's save size gets too large, it just cannot be saved, and will disappear - the only way this ever actually happens is by having a huge amount of items in it since the limit is massive
the reason player inventory has a lower cap than anything else is it will literally delete your player if you carry too many items lol
all it's causing is for me to about to have to go either wait for MP to finish this singular task for the server mod so I can just bypass it in java... or having to go bypass it by reducing item weight going in, increase it going out.
plus that makes no sense, because setting items to negative weight is still a thing.
oh is it? they'd announced early in development that b42 wouldn't support that for whatever reason
so people are still going to find ways to flood items into one place
what i will say is that at least in b41, container capacity was entirely enforced by lua, and pretty bypassable
b41 as a whole was a mess tbh... I STILL remember the uh... day 1 through like month 4 duplication glitch that was so easy to accidentally do that we couldn't even tell whether it was being done on purpose
because containers put on the ground would just save their contents, and then not save again when stuff was removed
yeah, i'm sure a big reason for moving inventories to the server isn't just security but actually because it's nearly impossible to actually prevent even accidental item duplication if they don't
i'll never forget an incident where my oven (which, at the time, were bugged to be unable to be turned off) would keep repeatedly respawning an egg inside of it, forcing me to remove it every thirty seconds or let it burn down my home
that whole item container not in player inv bug was the worst for us... running hydrocraft on d1 MP drop
waaaay before hydrocraft started trying to actually make isoObjects, and just had all it's stuff as normal items... with container space... and it all was intended to be on the ground
or all the guys who... honestly, correctly... thought that putting your stuff in backpacks and leaving it in the floor of your base was a great early-game storage solution
but yeah, no... even if they feel the need to hard-code container capacity limitations, the limitations make no sense. clearly TIS has been bought out by big-semitruck-mod, because they gave vehicles 1k and left isoObject containers at 100
hi all, is RemoveResultItem still working with b42?
hhhhh, idk, im just bitching at this point because im now realizing I'm actually going to have to write new lua just to detect whenever an item is entering or exiting the container, and only the containers I set, then reduce weight... and reversing it whenever they're pulled out
dont even need a result in b42 recipe code
you can just leave output blank and have the recipe consume stuff to run an oncreate
so i just keep the output blank?
ye output{} works just fine
ty π
which... good job TIS, been asking for that for years. gotta give em credit when it's due.
im just wondering why wearing a watch either, remakes the entire item, or is deleting all the metadata from the item
still have to look into it but just why
im gonna quit for tonight
been fussing with this mod on and off since 5pm
basically all day
i can keep at it tomorrow
sometimes a fresh head works better
either way, I haven't been able to play the actual game for like 3 days because of this singular mod task... now have it literally just up to the point where all I gotta do is implement the container cap workaround, I'm gonna go just play the game for a bit while I wait for Feew to wake up I guess.
yeah play!!!!
its a game we are supposed to mod for fun because we want to have more fun. It is not a job :p
yeah... but we either have 3 years or 3 weeks (with no in-between) before they drop MP on us, so have that time to try and get stuff ready for the server
wanna test a mod? lol
would, but gotta continue playing unmodded a bit. only have like 40-something items between our ideas list and our fleshed-out modding tasks list. them's rookie numbers.
only 5 megaprojects that would take us 2 dudes probably 6+ months to make.
damn thats a lot
not enough, lmao. when i say ideas/tasks... can be as simple as like, I have one moved to tasks already that's literally just "rock in a sock craftable weapon"
god you're right... cryo worlds are fun, but that's probably gonna be an event side-server for us
as an entire main server's map's gimmick, it's pretty limiting
basically combines all of the cryogenic/pyroclastic weather settings into one. You can either choose a default preset or input your own values
Okay, hear me out:
hear me out... why replace zombie models when we now have base-game code for adding additional NPC types and their own AI/behaviors/attacks/etc.
become left 4 dead
@opaque ocean what about OnGiveXP? it is changed?
seriously, the superb survivors guys must be so happy right now
OnGiveXP no longer exists
i dont wanna look at tis code anymore... but how can I say no to a plunger in here
one sec
you can set xp rewards in the recipe script now
for any more complex logic you can just use OnCreate
xpAward = Cooking:3,
the number it's the same i use in the recipe codes?
found in scripts/recipes/recipes_baking.txt
the quantity i mean
looks more like ongivexp turns into xpaward for recipes
Because I was talking about A Quiet Place, not L4D. π
A L4D mod would kick ass though. Would be absolute hell to survive probably in PZ's circumstances, but fun either way.
oh wait, yeah no that is what alb said... because ongivexp was just lua functions
variant zombies is already on our ideas list tbh
ok, ty guys
just double check against other recipes when you're using xpAward... not every skill is named the same in-game and in-script
and I'm p sure those are case sensitive
yeah yeah i know that π
You know what I always wished TIS added as an optional zombie speed? Joggers, like what you see in TWD seasons 1 and 2. The way they kinda weakly jog around while still being fast enough to catch up with you was scary.
I'd love to see that as a mod or feature, a great in-between from fast shamblers and sprinters.
you can see a list of vanilla perk names here https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/characters/skills/PerkFactory.Perks.html
So clearly the entire mapping community has no clue how to update the map ingame to be visible on the map itself... and Airee the creator of Ingamemap mod, is the only person who knows how.
ty
lotta modders were making in-game maps work... unless they changed how it works again
oh god please tell me they didn't change it
i saw a guide somewhere
idk... how to get mine to work at all jimothy... you can't request on Airee's mods... because there no comment section
even though it litterly says it in the description of the ingamemap mod
thats the fun part about the steam workshop lord...
it downloads the mod to your computer
im not saying copy stuff completely, but you can go in and see how they're doing it
... i didn't think about that... i could rip it apart... and attempt it?
other mods and base-game scripts/lua/etc are your best learning resource until you start having to try to do stuff that hasn't been done before/recently.
CartoZed CartoZed is a little tool that can draw 2d topdown images from lotheader/lotpack data. It should work for custom maps as well. The new version also has the option to export isometric renders of cells. Most recent version: CartoZed 1.2 (Full) || CartoZed 1.2 (Update) Older versions: Carto...
Um ya....
idk what the hell any of that xml stuff is
First off, make sure you are using the latest TileZed and WorldEd, found here: https://theindiestone.com/forums/index.php?/forum/64-mapping/ Now, In BuildingEd there is a new "Legend" feature that shows up on the right hand side underneath your list of buildings. For each of your buildings, selec...
its just a bunch of lines...
wait does this make it visible?
yes
problem is that since that map is old, it doesnt have regions defined
doing this will make it work
would it matter if it had a region
yes
actually I take it back... workshop mods are your friend for learning right up until you innevitably have to do distributions and either become full nerd or burn out completely on the massive mess that is distribution tables...
it doesn't matter how many distros you look at from other mods... inserting into the tables is the easy part... figuring out all the tables you want to insert into is the pain
RIP
i call cap
uh... pretty sure mines probably old enough XD
obviously, from an intellectual property standpoint "no you can't do that" is right...
but I guarantee you, just off the fact there are so many updated old maps being maintained by different peeps who prob couldn't contact the original author... there are ways.
do you have the link for timedaction list? π
if i gota rebuild the entire dang map so be it... as long as it works right?.... right?
i don't, but you can see them in media/scripts/timedActions.txt
brother, i was right there like 3 days ago. idk how worlded works, but if you need tilezed help... I still don't know what I'm doing but I can point out a few of the buttons that do things.
there are plenty of youtube tutorials too
it's not that hard of a tool to learn
bruh im like coming from unreal engine 5, and that crapstorm was terrible to... XD
theres never just a simple... click here and do this.
wait... this is java?
hahahaha
zomboid is java.
didn't know that they ran the same as minecraft...
modding is generally interacting with it via lua and text scripts
zomboid is computercraft running on minecraft
so, more akin to roblox... but not really become roblox has become a disgusting abomination compared to how it once was
if you get the mindset of like mid-late 2000's roblox though, you'll be about there
LUA running on Java
uhhh used roblox studio
and it usully was workspace.game.do something
this.... dis makes no sense ders to many buttons
clearly n3ko knows what they're doing with worlded, but again... just hop on youtube and search "zomboid worlded" and you'll find no end to the amount of tutorials
java is old and clunky but it even runs on your fridge
also turn tools on in your steam library and download zomboid modding tools... it'll give you an already mostly configured tiles folder, tilezed and worlded.
noooo i have no idea! I wish
that would probably help
I want to create my own tiny one-cell map
what can i use as timedaction for a recipe to eat something? like
craftRecipe EatZedPieCarp
{
timedAction = Eating,
Time = 150,
Tags = InHandCraft;Health,
xpAward = Carpentry:12000,
OnCanPerform = Recipe.OnCanPerform.TestCarp,
inputs
{
item 1 [Base.ZedPieCarp],
}
outputs
{
}
}
don't
just remove?
I've found a few B42 mods throwing errors because "WardobeMan" and "WardobeWoman" don't work anymore but "WardobeGeneric" does.
im p sure the nutrition values, how it's consumed, etc is all in the item script
??
oh wait, if you want it to give you 12000 carp xp though... might need it as a recipe idk
