#mod_development

1 messages Β· Page 280 of 1

worthy sparrow
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However. I think you can do that on the go

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so like you could update that in-game when user does something, even through context menu

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I think. Im not sure though

opaque ocean
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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...

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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

blissful urchin
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What are the requirements to see the mods visible on the mods list and make them running ?

dull moss
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correct folder structure and having mod.info

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you can have 0 files except mod.info and it still will show as long as folder struct and mod.info is correct

willow briar
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Has anyone tried editing zombie inventories

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im trying to set the inventory or clearing and adding items

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but the changes do not reflect ingame. When debugging the items list clearly shows that something happens.

worthy sparrow
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Okay, the property changes but the capacity remains the same

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probably you have to still reload the square somehow or the container to affect changes?

opaque ocean
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yeah, so far best way I've found is OnLoadWithSprite

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because OnObjectAdd just literally isn't a thing anymore

worthy sparrow
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I'm using OnLoadedTileDefinitions in my mod

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Anyway. I will send you the code snipped in a sec

opaque ocean
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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

worthy sparrow
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If you have your container you can do:

    local properties = MyContainer:getSprite():getProperties()
    properties:Set("ContainerCapacity", "50")
    properties:CreateKeySet()
opaque ocean
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is that for the uh

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tiles file?

worthy sparrow
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yes..

opaque ocean
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oh shit, that's a dope workaround

worthy sparrow
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Yup, but the cap remains the same after changing it

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so its just the matter of somehow refreshing the container?

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idk

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I have not played around with pz modding this much to know if its feasible

opaque ocean
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so, you build it, it turns into 100, but on refresh it turns into 9999?

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or you build it, it's 9999 and turns into 100?

blissful urchin
worthy sparrow
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It changes the ContainerCapacity property, but above that is the inventory panel and it stays at 6

opaque ocean
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like, you can make it say 15/6?

worthy sparrow
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Nope, I cant put anything larger than 6

crystal canyon
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I was doing enum wrong

opaque ocean
worthy sparrow
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Using OnLoadedTileDefinitions

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But I had to reload the save

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It must be doable without reloading the save, somehow.

opaque ocean
# worthy sparrow But I had to reload the save

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?

worthy sparrow
# opaque ocean aight, so were you just running that script with OnLoadedTileDefinitions and tha...

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)
opaque ocean
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okay, so after you ran that mp.loadedTiles function, it did work, right?

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or what's up with it needing to refresh?

worthy sparrow
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The Event triggers once after loading tile definitions so I think its doing some magic after that to update tile using the props

worthy sparrow
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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

opaque ocean
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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?

worthy sparrow
opaque ocean
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no this is updating tiles... wait uh

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okay one more pestering question before i go try and retrofit this into my situation...

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if you run the script, then reload the save, then build another one, does it have the original or the newly set capacity?

worthy sparrow
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Let me check that

willow briar
worthy sparrow
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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

opaque ocean
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yeah, that's what im not sure about, but if it is overwriting tiledefs for the save file, that's fine for my usecase

worthy sparrow
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Funny.

opaque ocean
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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

worthy sparrow
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Pre-build ones remain the same after chaning it

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building new one sets the cap to the new cap i set it to

opaque ocean
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that's normal

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okay, so it is overwriting tiledefs

worthy sparrow
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yes

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OnLoadedTileDefinitions - on loaded, so AFTER, duh.

opaque ocean
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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.

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so basically, once it's made, it already has it's stats, it isn't changing to sync to tiledefs

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unless you were to pick it up and place it again

worthy sparrow
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i am

opaque ocean
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theoretically...

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that means that TIS still pulled a mean move on modders

worthy sparrow
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Wait what

opaque ocean
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but yeah, straight workaround, just straight up edit uh

worthy sparrow
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Seems like some random loot generated in there

opaque ocean
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tiledefs, can prob edit the car's properties, etc

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it built with loot inside?

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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

worthy sparrow
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I have no idea

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Ah yea, that might be it

opaque ocean
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but really fucking weird that a player construction could generate loot from distros

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... that could be used though

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constructable loot boxes

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?

worthy sparrow
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Okay

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It worked

opaque ocean
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idk, prob not really more practical or enjoyable to do than just inventory item lootboxes but yknow

worthy sparrow
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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.

opaque ocean
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yep

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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

worthy sparrow
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Yeah

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But its not using tiledef

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its using the ContainerProperty I set it to

opaque ocean
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yeah but you set that property to tiledef

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for that save

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I think

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or uh

worthy sparrow
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Its per object

opaque ocean
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wait what

worthy sparrow
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only THIS Smoker changed its cap

opaque ocean
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okay that's what I was asking about uh...

blissful urchin
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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 :/

opaque ocean
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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...?

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idk... I'll have to play around with it

blissful urchin
opaque ocean
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b42 file structure changed. now where you would have put the media folder, you put a common folder and a 42 folder

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then put everything in the 42 folder because I have no idea what the point of common is

worthy sparrow
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I have my mod.info and poster/icon in common

opaque ocean
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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?

blissful urchin
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Checking that ... But how my installed mods still have the old structure ?

worthy sparrow
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common/media/lua/shared/translate should work too I think

blissful urchin
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Should maybe report to say that the example mod is outdated πŸ˜„

opaque ocean
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and will probably crash your game

worthy sparrow
blissful urchin
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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 ? πŸ˜„

opaque ocean
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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

blissful urchin
opaque ocean
blissful urchin
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I never worked with lua, are lua files can call java methods ? Sometimes I can't find the referenced method anywhere

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Sorry for all these stupids question, I am discovering πŸ˜„

blissful urchin
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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 ?

worthy sparrow
dull moss
opaque ocean
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meanwhile, im stupid...

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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"

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why am I not just using an oncreate in the build recipe, and then making it not moveable

dull moss
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btw thats from b41 and not official

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hope the author does same for b42

blissful urchin
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Yeah

tacit pebble
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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..?

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stack traces are keep refreshing

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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 πŸ™‚

dull moss
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pog

opaque ocean
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anyone have an example of an oncreate variable in a buildmenu recipe working?

blissful urchin
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Hello again πŸ€“ , 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 ?

winter bolt
opaque ocean
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let's go!
oncreate function for buildmenu is weird. you don't put it in the recipe, you put it in the sprite config

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now to finish the rest of the mod

willow briar
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Does anyone have experience with inventories and containers in zombies?

opaque ocean
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tbh, unless... and even if... you're talking about distributions. the guy to ask is probably AuthenticPeach

willow briar
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Im trying to set the inventory and items but even tho they appear in the debugger, the dead zombie doesnt have any of them

opaque ocean
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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

umbral ingot
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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()?

dull moss
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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

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idk if such exists

umbral ingot
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Ahh okay good to know so its a rolling update

umbral ingot
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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?

stoic halo
stoic halo
worthy sparrow
winter bolt
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i have no idea i've never done java stuff before

blissful urchin
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Of fck sorry did not want to reply to your message

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Hello, how can I be sure that my lua file has been read from the game ?

winter bolt
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ohh

winter bolt
blissful urchin
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The mod is visible through the mod manager, but seems that my lua file does not load

grand cloak
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do you guys know how can i make some recipes only show up after they are learned?

blissful urchin
dusk saddle
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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

paper ibex
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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.

winter bolt
dusk saddle
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Dang nabbit! Hopefully it's released to us

regal crest
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This new folder structure is confusing ;d

vague marsh
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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

regal crest
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My mod isn't even showing in b42 ;d

umbral ingot
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Anyone know how to get references to vehicles dynamically? Is there a server table that collects them?

regal crest
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I get an error 4 when I enable the mod and the screen goes black

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Yeah how do I fix that lol

bronze yoke
bronze yoke
golden karma
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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. 😦 Nor does just giving the whole array for the AdjustProper() value parameter.

gleaming wedge
hybrid tiger
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Look at pinned messages, you need to make a new 42 and common folder for it to show up

gleaming wedge
golden karma
golden karma
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so users/yourname/Zomboid/mods/yourmodname/41/[mod.info etc goes here]

bronze yoke
gleaming wedge
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just wondering if it's a thing that we already know... 42 will work for any sub-version?

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or we have to constantly upgrade the number like 42.1 etc

bronze yoke
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it'll match the highest number lower than the current game version

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as long as it's the same build

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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

gleaming wedge
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perfect, many thanks

golden karma
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@albion what does 'deliberately exposed the classes' ?

bronze yoke
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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

golden karma
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and the FluidContainer isn't on that list you mean?

regal crest
bronze yoke
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it's on the list but there aren't any functions we could use to actually change anything

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i think that is probably an oversight if they went to the effort of putting it on the list

regal crest
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My whole mod is broken and I don't know why

bronze yoke
regal crest
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Is there an change in the LUA?

crystal canyon
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hey hey i see youre dealing with fluidcontainers

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may I be of help?

regal crest
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They changed the scripts darn

golden karma
grand estuary
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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.

golden karma
sudden wing
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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?

crystal canyon
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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

grand estuary
crystal canyon
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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

sudden wing
crystal canyon
golden karma
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@crystal canyon there's is also a RainFactor attribute for FluidContainer

crystal canyon
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ah yes, getRainCatcher

blissful urchin
#

Guys what this error means: "Object tried to call nil in clickPlay" ? I am strugling getting data from the WorldMap object

dull moss
golden karma
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yowza, i'll have to chew on that code for a bit, i'll let you know if it works in 5min or so

crystal canyon
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It has a lot of prints for debugging

golden karma
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where can i find the log for these?

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I'm not finding any prints in Zombiod/Logs/DebugLog.txt

onyx valve
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Hi, happy holidays, is there a tutorial or any resource to know how to configure the xml files of an animation?

golden karma
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(and its not setting a new capacity for an existing zomboid item (i used Base.Pot) using the example code provided 😦

signal ibex
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b42 javadocs???
Thank you πŸŽ„

crystal canyon
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Hmm, I need to check more then

bronze yoke
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is this chatgpt? i don't think any of these setter functions exist lol

golden karma
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@bronze yoke think I should make a bug report for B42 not giving proper modding access to the FluidContainer class?

frank elbow
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That said I'm sure they wouldn't mind it as a bug report either

crystal canyon
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I hope they open access to it in the future. It has so much potential. also, i want more access to the ClimateManager!!

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I have a great Idea being limited by it

golden karma
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what do you want to do with that?

umbral ingot
#

What is the correct way to get Millis time? PZCalendar:getTimeInMillis() or GameTime():getTimeInMillis or GameTime():getServerTimeMills()?

crystal canyon
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just custom tuning specifics for special scenarios/new climates/weather like for example radiation storms among others

blissful urchin
#

Hello everyone, how can I add additionnal behavior on a lua function ?

golden karma
#

radiation storms when pretty much all the power is out after a month normally anyway? πŸ˜›
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.

crystal canyon
bronze yoke
#

yeah, i've noticed the new lighting seems tuned for *way* shorter nights than before

bronze yoke
finite scroll
#

has anyone found a way to alter/disable the default b42 crosshair?

golden karma
#

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

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I switched from perfect dark to just dark and even with full moon most of the map is still fully black

blissful urchin
#

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 ?

bronze yoke
#

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

drifting ore
#

Hello can we read the date inside the players.db ?

#

this

mellow frigate
#

Is there a guide on how to create/update a mod on the workshop without using PZ ?

blissful urchin
finite scroll
#

god why did they feel the need put bilinear filtering on every asset in the damn game 😭

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in a pixel art game no less

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now i gotta figure out how to de-filter my shit

rustic garnet
bronze yoke
mystic vessel
#

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

finite scroll
mystic vessel
#

To build a new workstation, what folders/files do I need?

frank elbow
worthy sparrow
mystic vessel
#

only this?

worthy sparrow
mystic vessel
#

If I change the name of the base file it breaks the game, I don't know what I can or cannot change

frank elbow
worthy sparrow
#

Oh, okay. my bad

frank elbow
#

All good; I replied to the one above the message that made that clear

worthy sparrow
mystic vessel
#

The toaster is a reference, but I'm editing the one above

worthy sparrow
#

and you edit the contents and it breaks? then probably theres something wrong in it

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Like a field is in a place where its not supposed to be

mystic vessel
worthy sparrow
#

Sure, go ahead

mystic vessel
#

Thank you :)

worthy sparrow
#

insert it using the code snipped

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if you mean to send the file contents

mystic vessel
worthy sparrow
#

Almost

mystic vessel
pulsar pagoda
#

component CraftBench
{
Recipes = Tester, Do you mean toaster?
}

mystic vessel
worthy sparrow
#

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

mystic vessel
worthy sparrow
#

Oh so you just duplicated the whole file.. I see

#

well you can't do that tho

mystic vessel
#

i can't?

#

What should I do then?

worthy sparrow
#

one sec i will send you the whole file

burnt harness
#

Anyone here have experience specifically with "Wolfs Extraction Quest"?

worthy sparrow
#

Welp it works for sure

mystic vessel
#

what you changed?

worthy sparrow
mystic vessel
#

oh

worthy sparrow
#

It will show in the outdoors building menu

mystic vessel
#

But it only appears in debug mode, right?

worthy sparrow
#

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,
        }
    }
mystic vessel
burnt harness
#

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?

worthy sparrow
mystic vessel
#

I have to make a recipe to craft the sprite, so I can hide it?

worthy sparrow
#

You mean to hide how to make a workstation in build menu?

#

or hide the recipe for MakeToastTEST?

mystic vessel
#

how i hide this recipe from the building menu?

worthy sparrow
#

remove the component CraftRecipe{ ... from entity

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But idk if it will work, like you need that workstation to make the MakeToastTEST still..

mystic vessel
#

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

mystic vessel
worthy sparrow
#

No problem, im trying to figure this out too :p. Great Christmas to you too.

vague marsh
#

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'tπŸ˜†

vague marsh
mystic vessel
vague marsh
#

lets make mod called "dung pudding"

#

best recipe rn

worthy sparrow
#

Dung mod where you character randomly takes a dump on the ground

#

with forced animation and character freeze

worthy sparrow
mystic vessel
#

πŸ˜‹

worthy sparrow
#

Rat poison to enhance the flavour

ancient grail
#

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

mystic vessel
# ancient grail .

Thank you i already figured out, but problably this is gonna help someone

mystic vessel
# ancient grail .

Now i'm trying to mess with the expanded crafting (i dont know even if i can do something with)

sly gazelle
worthy sparrow
# sly gazelle i want to convert [this mod](https://steamcommunity.com/sharedfiles/filedetails/...
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

sly gazelle
#

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

crystal canyon
#

hello hows everyone doing?

sly gazelle
vague marsh
#

why the "Slight chance..." is always doubled

worthy sparrow
mellow frigate
random finch
bronze yoke
#

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)

random finch
#

Yup, Ive been using it for that. Very useful.

bronze yoke
#

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

random finch
#

Got yuh, makes a lot more sense now.

blissful urchin
#

Hey, someone can explain to me what are lot files ?

blissful urchin
ashen mist
#

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

mint hawk
#

B42 weapons will have tags that B41 didn't use - so it may cause errors.

ashen mist
#

oh yeah, i figured smth like that

#

i was thinking more about the order ig

mint hawk
#

I mean try it though. let us know how it goes.

ashen mist
#

cuz i can filter through and remove the added tags

vague marsh
#

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"

ashen mist
#

or does it just matter that they're there

#

like damage n' stuff

mint hawk
#

As long as they're there in the general area

vague marsh
# vague marsh ERROR: General f:0, t:1735085993955> ExceptionLogger.logException> Exceptio...

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,
        }
    }
}
opaque ocean
#

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?

icy yarrow
#

That took longer than I wish

opaque ocean
opaque ocean
#

issue's usually a little higher up before the stack trace

icy yarrow
#

I still need to get the action duration portion working, but it does detect and converts to the appropriate one

ashen mist
#

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??

opaque ocean
worthy sparrow
ashen mist
#

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

opaque ocean
#

can still reference the location the sound is used at in other places

ashen mist
#

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

opaque ocean
#

that walkie talkie doesn't exist

vague marsh
#

ohh its base

opaque ocean
#

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

vague marsh
worthy sparrow
bronze yoke
#

most likely there will be absolutely no new sounds loose

#

they don't use loose sound files anymore

opaque ocean
#

but you can still use loose files if you want

vague marsh
opaque ocean
#

so no need to re-package things into banks

vague marsh
bronze yoke
#

you actually have to use them loose, there's no mod support for fmod

vague marsh
opaque ocean
bronze yoke
#

i mean you can trigger fmod sounds that are already there but you can't add new ones except by file replacement

opaque ocean
worthy sparrow
#

Well it extracts them

opaque ocean
# vague marsh just like this

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.

vague marsh
#

okay, ill figure it out. Thanks!

opaque ocean
#

and not sure where to look to see where the tile scrap items, tools, etc are defined

vague marsh
#

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 thisπŸ˜†

opaque ocean
#

yeah, missing output would do it

worthy sparrow
#

I have tilezed open rn and the only thing regarding scrapping is:

opaque ocean
#

it's basically worlddictionary getting angry... and you don't want to make worlddictionary angry

opaque ocean
#

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...

ashen mist
#

is there such a thing as swing sounds in B41

#

or is it just hit sounds

opaque ocean
#

yes

ashen mist
#

alright baller, i just havent been seeing any

opaque ocean
#

one moment while I go dig to see which one is yes

ashen mist
#

what im working with for example

opaque ocean
ashen mist
#

(this isnt the b42 one just to be clear, its my wip attempt to backport it to 41)

opaque ocean
#

swingsound is definitely a thing

#

in b41

ashen mist
#

mm i see

#

can you do me a favor?

opaque ocean
#

it's why gun make boom when not hit nothing

ashen mist
#

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?

opaque ocean
#

I am also on b42 rn and don't have a b41 media folder on my desktop rn

ashen mist
#

ah damn

#

nvm then

tacit sparrow
#

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

pulsar pagoda
bronze yoke
#

yeah, the game won't load a mod without a common folder, you need one even if there isn't anything in it

tacit sparrow
#

ok thanks, ill try that

#

that didn't work rip

#

@pulsar pagoda any other ideas

#

@bronze yoke

pulsar pagoda
#

also is it in your mod folder?

#

the mod

tacit sparrow
#

inside the 42 folder

pulsar pagoda
#

not inside

#

inside sammysprofessions

tacit sparrow
#

ok

vague marsh
tacit sparrow
#

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

pulsar pagoda
tacit sparrow
#

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

hybrid tiger
#

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,
    }
  }
}
opaque ocean
#

so, override = true?

tacit sparrow
opaque ocean
#

can someone help me figure out why this isn't working? adding in the property change to the function has bricked the entire function

silk hollow
#

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.

crystal canyon
#

did the methods to hook into containers change?

bronze yoke
#

not that i've seen

pulsar pagoda
#

hi guys, does anybody know where the game gives you visual scratches/lacerations/bites when you get damaged?

pulsar pagoda
#

anybody know how i can edit this file? its not from pz directory, but my mods

heady ember
#

Hope it will be helpful to some. Was able to get bleach recipe working with new fluid system too fortunately

pulsar pagoda
orchid marten
#

wrong channel my bad

heady ember
pulsar pagoda
#

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

heady ember
#

Yeah, youre right. I understand what you mean - just cant find it unfortunately too

pulsar pagoda
#

i found something in a .class file but idk how to edit it

#

i keep getting file is read only

icy yarrow
#

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

bronze yoke
#

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

pulsar pagoda
#

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

bronze yoke
#

that probably does happen in java but ideally you can recreate it in lua

heady ember
pulsar pagoda
bronze yoke
#

yeah, i believe so

pulsar pagoda
#

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?

bronze yoke
#

there probably is a guide for java mods but i don't have much experience with them as they require manual installation

icy yarrow
#

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

bronze yoke
#

it's unstable, b42 is very not done

icy yarrow
#

The specific function was still getting called, but is broke in the unstable

pulsar pagoda
red tiger
#

Meanie

pulsar pagoda
#

i could make a mod that adds these scar clothes but the player equip them themselves

icy yarrow
#

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

bronze yoke
#

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

icy yarrow
#

Well this will tide people over until it's all integrated

heady ember
pulsar pagoda
#

thanks for the recomendation tho

heady ember
silk hollow
tranquil reef
#

Is the corpse item still in the game, just not obtainable, or did they remove it entirely and separate corpses into some other category

devout bison
#

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)

devout bison
#

I figured it out! (I think)

finite scroll
ashen mist
#

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!!!

bronze yoke
#

most icons are in the texture packs

ashen mist
#

like is it really that hard to just make a folder

tranquil reef
#

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

finite scroll
ashen mist
#

fucking piece of shit pack files

finite scroll
#

in texturepacks folder

ashen mist
#

first its bank, now its pack

#

what other esoteric file type are they gonna pull out next, fucking .skibidi??

bronze yoke
#

in b41 nearly everything was in UI2.pack, so i'd look there

ashen mist
#

i dont even know how to access these, fuck my chungus life 😭

finite scroll
#

you can view them with TileZed

ashen mist
#

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

polar gyro
#

Is there any guides how to work with new recipes?
I interested in:

  1. Removing existing recipes or ingredient part of it.
  2. Adding ingredients in existing recipes.
ashen mist
#

just downloaded it, cant open the file

finite scroll
#

in the tools thing at the top

#

.pack files

#

then file viewer

ashen mist
#

thanks so much

finite scroll
#

np

hybrid tiger
ashen mist
#

or search for specific icons?

#

oh lmao, nvm theres a thing for that

hybrid tiger
icy yarrow
#

Should be getCraftRecipe now

ashen mist
#

i think

#

im ready

#

to test

hybrid tiger
#

okay getting a recipe with getcraftrecipe(name) but seems like setIsHidden isnt a function anymore for craftRecipe from what im seeing in javadocs

opaque ocean
#

where's beard when you need him to ask for an entire doc on new scripts

winged cape
#

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

ashen mist
#

load mod
game stops responding every time i try making a solo world to test with

crystal canyon
#

as in a different worldspace such as Cadmen Conty or Project Russia?

ashen mist
#

wahalli i am cooked

winged cape
crystal canyon
ashen mist
#

did a file validation

#

10 failed to validate from the swap to 42 back to 41

crystal canyon
winged cape
#

Basically the version on the workshop is not the same one.

ashen mist
#

gonna try again once its done restoring itself

winged cape
#

the AIZ 3.0 Version has the V1.2 Version of the map (example of the old layout version below)

#

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

crystal canyon
#

so you like this version of the map best?

winged cape
#

basically yes, but i can't find any standalone version of that.

#

plus the whole entrence and layout are weird to me

crystal canyon
#

the link in this post doesnt work?

winged cape
#

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?

crystal canyon
#

lemme try on my laptop. gimme a min, I have 42 on my desktop

winged cape
#

Here is the console log for the Standalone save version (might help in fixing idk.)

ashen mist
#

its very quickly filling out

crystal canyon
#

yeah, you have something badly configured in a recipe or item script

ashen mist
#

fuck

#

im not sure what could be wrong then

winged cape
ashen mist
#

could these errors be any more useless?

#

what the FUCK is a local3

#

why cant it TELL me what the issue actually is

crystal canyon
winged cape
#

wait what?

#

where did u put it?

crystal canyon
winged cape
#

i meant in the computer's folders to get it to appear?

silent zealot
winged cape
#

also does it load?

crystal canyon
#

get the folder from here and paste it in C:/yourusername/Zomboid/mods

ashen mist
#

okay i checked the recipes

winged cape
#

i did paste it

ashen mist
#

a lot of weird spaces

#

and the } that'd cap it off was a little off kilter

#

closed the gaps, readjusted that

winged cape
ashen mist
#

gonna try again

crystal canyon
crystal canyon
winged cape
ashen mist
#

FUCK

crystal canyon
ashen mist
#

the stupid fucking game froze again

crystal canyon
winged cape
crystal canyon
winged cape
ashen mist
#

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

crystal canyon
#

are these recipes for B42?

ashen mist
#

b41

#

i'm backporting 4 bat variations

crystal canyon
#

gotcha

ashen mist
#

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

ashen mist
crystal canyon
#

Prop1 : Hammer,,
NeedToBeLearn: true,
}

i spot a double comma here

ashen mist
#

four of them

#

got rid of them

winged cape
ashen mist
#

FUCK

#

still

#

broken

winged cape
#

it works!

crystal canyon
#

too bad it doesnt have map

winged cape
#

ya it doesn't idk how to make one

#

it doesn't show up in the map mod manager weirdly... but it is loaded

pulsar pagoda
#

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

ashen mist
pulsar pagoda
#

what should the line be called to override the texture?

ashen mist
#

or like, anything you can imagine would be the problem?

crystal canyon
#

still looking

winged cape
#

Isn't there like idk tool.exe files to fix/make zomboid maps?

crystal canyon
ashen mist
#

noticed a missing comma in a recipe at the bottom

#

adding

#

still not enough to fix it

crystal canyon
#

hmmm

#

remove the recipes you added and paste them somewhere else

#

start adding them one by one

opaque ocean
#

aight, anyone have an actual decompiled b42? I need to go digging because I can't reproduce what feew showed with the same code.

crystal canyon
#

I dont *(

#

😦

crystal canyon
opaque ocean
#

@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?

ashen mist
#

see my tweaks are a little funky

opaque ocean
#

damn

ashen mist
#

so i had to make a tweak of SOMW so it wouldnt explode the scrap weapon tweak

opaque ocean
#

wait...

crystal canyon
#

ah

bronze yoke
#

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)

ashen mist
#

its also just a trick i learned from a friend

bronze yoke
#

including private fields but not inherited ones

ashen mist
#

i add the SOMW module, suddenly you can use all the stuff

#

bats, branches, that stuff

ashen mist
opaque ocean
ashen mist
#

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

opaque ocean
ashen mist
bronze yoke
#

does this even parse?

ashen mist
#

oh shit its working

#

my game didnt freeze on world gen

opaque ocean
#

there's no way

bronze yoke
#

that's not valid syntax πŸ˜… if you wanted to use stuff from another module you'd import it

opaque ocean
#

nah man, that world dictionary has to either be making double entries, or having a meltdown

ashen mist
#

good news

#

it loaded in

#

bad news

#

cheat menu spawn menu wont open anymore

#

no matter, i'll just restart with -debug

opaque ocean
#

yep, world dictionary is ANGERY

#

if you want two modules, just make two different files

ashen mist
#

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

crystal canyon
#

i hadnt realized it had 2 modules, was too busy looking for missing commas lmao

ashen mist
#

alright so whats the smart person way to handle that

opaque ocean
#

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

ashen mist
bronze yoke
#

oh my god it's probably creating module "SWeapons module SOMW"

ashen mist
#

buddy adds that

#

suddenly it works

bronze yoke
#

i'm pretty sure it allows spaces and all kinds of weird characters in identifiers

opaque ocean
#

cant even open the debug item list isn't working

ashen mist
#

no no

#

cheat menu

#

i dont always use debug

opaque ocean
#

yeah... but now try to put one into a recipe

#

or give them distributions

pulsar pagoda
#

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

opaque ocean
#

or missing texture blue/white checker

#

looked more like it trying to wrap across the entire player model, and tiling

bronze yoke
#

white and red checkerboard is pz's missing texture

pulsar pagoda
#

well now its just transparent

opaque ocean
ashen mist
#

oh lmao

#

it was working because now none of the recipes are being read

#

can't find them in game

bronze yoke
#

i'm gunning for pink and black

pulsar pagoda
#

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

bronze yoke
#

every clothing item should have a unique guid

ashen mist
opaque ocean
opaque ocean
ashen mist
#

ohhh

crystal canyon
#

imports
{
Base,
SOMW,
}
rec

ashen mist
#

ig i can remove the SOMW module while im at it too

opaque ocean
#

the one you wanna import is the one from the other mod

pulsar pagoda
#

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

opaque ocean
#

is Wound a body location?

bronze yoke
#

where's your fileguidtable?

pulsar pagoda
bronze yoke
#

there should be a fileGuidTable.xml in media/ that lists clothing item files and their guids

#

look at the vanilla one for reference

pulsar pagoda
#

oooh that must be why it isnt working, thanks!

opaque ocean
#

meanwhile, im stuck back here trying to... actually

#

@bronze yoke were you the one with a decompiled b42 already?

bronze yoke
#

probably not the only one but yeah i have a decompile

opaque ocean
#

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"

bronze yoke
#

but e.g. 99 works fine?

opaque ocean
#

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

ashen mist
#

i think my shit might be fucked

opaque ocean
ashen mist
#

not seeing any trace of the items, no recipes even after swapping it from a module to an import

#

aight willdo

bronze yoke
#

are you doing this to a freezer?

opaque ocean
#

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

ashen mist
#

can't even find the recipes

opaque ocean
#

implimented at the bottom because I don't have enough working brain cells left to nest it in SetupPlacedTile

opaque ocean
ashen mist
opaque ocean
#

the fixers?

ashen mist
#

oh crap sorry

#

that was the item id

opaque ocean
#

and these are for b41?

ashen mist
#

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

opaque ocean
#

happen to have a debug log?

#

while im counting commas

crystal canyon
#

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

opaque ocean
#

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

pulsar pagoda
#

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)

opaque ocean
#

should be able to mimic folder structure and then mimic those paths

pulsar pagoda
#

you can see in the other items, they are loose inside the clothing items folder

#

no sub folders

opaque ocean
#

eyeballing this though, looks like it should be media/clothing/etc/scratches

crystal canyon
#

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

bronze yoke
#

i can't see where this limit might be applied to normal containers, but i can see it being applied to freezers

crystal canyon
#

BoltBat is not defined in the module SWeapons_blunt so as an example this recipe will fail

opaque ocean
ashen mist
#

fuck

opaque ocean
ashen mist
#

i forgot to change the fucking results 😭

#

as for the sounds: wtf

coarse sinew
ashen mist
#

i copied what some SOMW weapons used, thought it was vanilla

bronze yoke
#

oh, no, i see, it's done twice for freezers which was confusing me

ashen mist
#

like fuckinnn, metal pipes n' shit

#

like they were using sounds that natively exist in b41

opaque ocean
bronze yoke
#

there is a limit of 100 even using this method, i don't know how feew was able to bypass it

crystal canyon
#

magic!

opaque ocean
#

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

opaque ocean
bronze yoke
#

i was only skimming earlier, but wasn't he doing it with an entity? maybe the rules are different there

opaque ocean
#

maybe I'm dumb and I need to put that lua file into client instead of shared for now?

bronze yoke
opaque ocean
#

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

bronze yoke
#

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

opaque ocean
#

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.

bronze yoke
#

oh is it? they'd announced early in development that b42 wouldn't support that for whatever reason

opaque ocean
#

so people are still going to find ways to flood items into one place

bronze yoke
#

what i will say is that at least in b41, container capacity was entirely enforced by lua, and pretty bypassable

opaque ocean
#

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

bronze yoke
#

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

opaque ocean
#

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

grizzled fable
#

hi all, is RemoveResultItem still working with b42?

opaque ocean
#

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

opaque ocean
#

you can just leave output blank and have the recipe consume stuff to run an oncreate

grizzled fable
#

so i just keep the output blank?

fluid current
#

ye output{} works just fine

grizzled fable
#

ty πŸ™‚

opaque ocean
#

which... good job TIS, been asking for that for years. gotta give em credit when it's due.

fluid current
#

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

ashen mist
#

im gonna quit for tonight

#

been fussing with this mod on and off since 5pm

#

basically all day

#

i can keep at it tomorrow

crystal canyon
#

sometimes a fresh head works better

opaque ocean
#

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.

crystal canyon
#

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

opaque ocean
#

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

crystal canyon
#

wanna test a mod? lol

opaque ocean
#

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.

crystal canyon
#

damn thats a lot

opaque ocean
#

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"

crystal canyon
#

thats how this mod came out

#

Dynamic weather sandbox

opaque ocean
#

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

crystal canyon
#

basically combines all of the cryogenic/pyroclastic weather settings into one. You can either choose a default preset or input your own values

viral spire
#

Okay, hear me out:

crystal canyon
#

shiiiiii

opaque ocean
# viral spire 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

grizzled fable
#

@opaque ocean what about OnGiveXP? it is changed?

opaque ocean
#

seriously, the superb survivors guys must be so happy right now

bronze yoke
#

OnGiveXP no longer exists

opaque ocean
#

i dont wanna look at tis code anymore... but how can I say no to a plunger in here

#

one sec

bronze yoke
#

you can set xp rewards in the recipe script now

#

for any more complex logic you can just use OnCreate

opaque ocean
#

xpAward = Cooking:3,

grizzled fable
opaque ocean
#

found in scripts/recipes/recipes_baking.txt

grizzled fable
#

the quantity i mean

opaque ocean
#

looks more like ongivexp turns into xpaward for recipes

viral spire
opaque ocean
#

oh wait, yeah no that is what alb said... because ongivexp was just lua functions

opaque ocean
grizzled fable
#

ok, ty guys

opaque ocean
# grizzled fable 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

grizzled fable
#

yeah yeah i know that πŸ™‚

viral spire
#

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.

bronze yoke
winged cape
opaque ocean
#

oh god please tell me they didn't change it

crystal canyon
#

i saw a guide somewhere

winged cape
#

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

opaque ocean
#

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

winged cape
#

... i didn't think about that... i could rip it apart... and attempt it?

opaque ocean
#

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.

crystal canyon
#
The Indie Stone Forums

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...

winged cape
#

idk what the hell any of that xml stuff is

opaque ocean
#

well...

#

open it

#

probably in notepad++

winged cape
crystal canyon
#
The Indie Stone Forums

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...

winged cape
#

its just a bunch of lines...

crystal canyon
#

yes

#

problem is that since that map is old, it doesnt have regions defined

#

doing this will make it work

winged cape
#

would it matter if it had a region

crystal canyon
#

yes

opaque ocean
#

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

crystal canyon
opaque ocean
#

i call cap

crystal canyon
#

there should be a way to do so

#

cant let so many old maps be lost to time

winged cape
#

uh... pretty sure mines probably old enough XD

opaque ocean
#

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.

winged cape
#

what am i even looking for

#

idk wtf im doing

grizzled fable
winged cape
#

if i gota rebuild the entire dang map so be it... as long as it works right?.... right?

crystal canyon
bronze yoke
#

i don't, but you can see them in media/scripts/timedActions.txt

opaque ocean
# winged cape what am i even looking for

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

winged cape
#

theres never just a simple... click here and do this.

opaque ocean
#

welcome to java.

#

my condolences

winged cape
#

wait... this is java?

crystal canyon
#

hahahaha

opaque ocean
#

zomboid is java.

winged cape
#

didn't know that they ran the same as minecraft...

opaque ocean
#

modding is generally interacting with it via lua and text scripts

crystal canyon
#

zomboid is computercraft running on minecraft

opaque ocean
#

so, more akin to roblox... but not really become roblox has become a disgusting abomination compared to how it once was

winged cape
#

oh god... NO NOT CC.

#

NOT AGAIn

opaque ocean
#

if you get the mindset of like mid-late 2000's roblox though, you'll be about there

crystal canyon
#

LUA running on Java

winged cape
#

uhhh used roblox studio

#

this.... dis makes no sense ders to many buttons

opaque ocean
#

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

crystal canyon
#

java is old and clunky but it even runs on your fridge

opaque ocean
crystal canyon
#

noooo i have no idea! I wish

crystal canyon
#

I want to create my own tiny one-cell map

grizzled fable
#

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
{
}
}

grizzled fable
#

just remove?

opaque ocean
#

eating food is it's own system

#

what you're doing there is committing hydrocraft

silent zealot
opaque ocean
#

im p sure the nutrition values, how it's consumed, etc is all in the item script

opaque ocean
# grizzled fable ??

oh wait, if you want it to give you 12000 carp xp though... might need it as a recipe idk