#mod_development
1 messages Β· Page 300 of 1
You could probably piggyback off the food rot system
tyvm, this works
i tried it before, piggybacking off several systems but all i got was crashes and bugs haha
i ended up abandoning it for now
someone could do it, but I suck at LUA
I mean as a very simple method, you could just make a food item that "rots" and then the "rotten" item it gets replaced with is the proper drink
whoa simple but great idea
well do u know where i can find the file/.lua file for that?
it would help me alot
thought about it, yeah that might work.
I don't think rotten food gets directly replaced normally, but that can be done with a simple lua script I think
this may be something different question, how brewing works IRL or in your mod?
Not sure I understand?
pretty much u make wort from things like wheat, potatoes, grapes, etc. which u then store in a barrel, leave it ferment for 2 weeks at-least to get low quality alcohol.
thats the idea of my brewing system
if thats what u are trying to say haha
@vast pier u interested in collabing?
u can do as much work as you like
no pressure
and choose what u wanna work on
π€·ββοΈ
I'm still learning lua, I have no previous experience with it.
Been teaching myself through zomboid modding
can u make items?
if u can than thats all u need
not asking u for complicated lua stuff haha
wdym by make items
can u make this?
item FabricRoll_BlackCamo
{
DisplayCategory = Material,
Weight = 10.0,
Type = Drainable,
UseDelta = 0.05,
DisplayName = Black Camo Fabric Roll,
Icon = FabricRoll_BlackCamo,
Tooltip = Tooltip_FabricTip,
WorldStaticModel = FabricRolled_BlackCamo_Ground,
OnCreate = SpecialLootSpawns.OnCreateColorFromDefinition,
UseWhileEquipped = FALSE,
}
To an extent, yeah
well, if u wanna collab thats all i need. you could collab by writing recipes or item scripts for certain items
up to u
Also yeah, vanilla actually uses this for a similar function
item SugarBeetSyrupPot
{
DisplayName = Rice,
DisplayCategory = Food,
Type = Food,
Weight = 3,
Icon = PotFull,
BadInMicrowave = true,
CookingSound = BoilingFood,
EatType = Pot,
PourType = Pot,
ReplaceOnUse = Pot,
DaysFresh = 1,
DaysTotallyRotten = 1,
UnhappyChange = 30,
Calories = 387,
Carbohydrates = 100,
Lipids = 0,
Proteins = 0,
StaticModel = CookingPotGround_Fluid,
WorldStaticModel = CookingPotGround_Fluid,
Tags = HasMetal,
HungerChange = -30,
SoundMap = DumpContents EmptyPot,
ReplaceOnRotten = SugarBeetSugarPot,
}```
Turns into sugarbeet sugar when it rots
You could do the same for your alcohol
When I saw your message, I thought about compost system in zomboid.
well that is all i need ahha, thanks
haha great
It's also used to make ice cream cones melt lol
item ConeIcecream
{
DisplayName = Ice Cream Cone,
DisplayCategory = Food,
EatType = eatOffStick,
Type = Food,
Weight = 0.2,
Icon = ConeIcecream,
Packaged = TRUE,
ReplaceOnRotten = ConeIcecreamMelted,
DaysFresh = 1,
DaysTotallyRotten = 1,
HungerChange = -15,
UnhappyChange = -10,
Calories = 470,
Carbohydrates = 120,
Lipids = 44,
Proteins = 20,
StaticModel = ConeIcecream_Ground,
WorldStaticModel = ConeIcecream_Ground,
Tags = GoodFrozen,
}```
Oh hey I could use this for producing sodium chlorate for my explosives mod
Instead of it just being a recipe, it can process in real time
(Sodium chlorate is obtained by running an electrical current through salt brine)
even better cuz theoretically you could totally DRINK salt brine instead of processing it for sodium chlorate π
Can items not in the "Type = Food" category still rot from "DaysFresh" and "DaysTotallyRotten" ?
Could you make clothing rot over time?
or just other objects? does it have to be food?
I was gonna write out a lua script to check for the item rotting and replacing it, then noticed getReplaceOnRotten in the java docs
so I went and checked food items
Working on compatibility with Bravenβs achievements for my shoe stomp mod
I also plan on adding actual trench foot, having the player get foot related ailments when wearing wet socks/shoes for too long
hello creating survivor house is java side?
nvm
Is it possible to output by use delta for item recipes? So the player recieves, say half of a useDelta item, instead of a full one?
use OnCreate
lua\server\recipecode.lua
many refers here
-- change result quality depending on your BS skill and the tools used
function BSItem_OnCreate(items, result, player)
local ballPeen = player:getInventory():contains("BallPeenHammer");
if instanceof(result, "HandWeapon") then
local condPerc = ZombRand(5 + (player:getPerkLevel(Perks.Blacksmith) * 5), 10 + (player:getPerkLevel(Perks.Blacksmith) * 10));
if not ballPeen then
condPerc = condPerc - 20;
end
if condPerc < 5 then
condPerc = 5;
elseif condPerc > 100 then
condPerc = 100;
end
result:setCondition(round(result:getConditionMax() * (condPerc/100)));
end
end
example
hey all, for my mod i made a variant of the sneakers that spawn with a random tint which basically lightens the texture and makes the stripes darker, which is the inverse of the vanilla sneakers. my only issue is that now that there are two versions to choose from, the color option disappears in the customization menu. does anyone know how I could go about remedying this?
in the picture here my goal is for there to be a color box next to the type selector, as the red arrow shows
Didn't that seperate the salt intk chlorine gas and sodium metal?? To get the sodium chlorate (salt) all u need is just evaporate the water through heating
Nvm just realized u said chlorate

item emptyCigarillo { DisplayName = Empty Wrap, DisplayCategory = Junk, Type = Drainable, Weight = 0.01, Icon = PLEASEWORK, UseWhileEquipped = FALSE, WorldStaticModel = Cigarillo, }
btw did you fix this? what was the problem? i also couldn't find any issue from your recipe so curious
Omg I don't even know
I rewrote it from scratch and it started working lol, so who knows
press f11, and then on bottom right there is a search for lua file function, search for ur mod, double click it, and the mod file should appear above it.. there is a "reload lua" button below the panel. Use that
Like the others said Event is external and can only be intiialized by reloading the current session (ie. exit to main menu and relaoding)
But CHANGES To the event function can be reloaded without exitting
if you have multiple texture choices in the clothing xml then it always shows the texture dropdown instead of the colour picker
the devs never expected people to use multiple textures and tints at the same time i guess
probably not hard but you'd have to replace the function that shows the clothing in the creation menu
From just looking at the code, vanilla game seems to configurated so that only one option is available, texture or color choice. Only way to change it would be by going into lua coding I guess.
btw, the relevant code controlling the character customisation screen is client/OptionScreens/CharacterCreationMain.lua. The functions which realize the clothing option including color and texture choice are "CharacterCreationMain:createClothingCombo(bodyLocation)" and "CharacterCreationMain:createClothingComboDebug(bodyLocation)" (the latter is used when all-clothing-unlocked mode is enabled). Those functions assign the same x and y position to your options meaning that they cannot be displayed at the same time. It is therefore (at least) necessary to change the x position of one of the options.
Two other functions which may be relevant for your question: "updateColorButton(...)" and "updateClothingTextureCombo(...)". Those control whether the color and the texture button should be displayed.
can i get some help, i'm trying to make an outfit that uses boots from another mod, but when testing it in game only parts from the mod that have this outfit file spawn, is it possible to have it spawn with those boots from that other mod somehow? here's the outfit file:
<outfitManager>
<m_FemaleOutfits>
<m_Name>Unholy</m_Name>
<m_Guid>d6fb84dc-8dd4-4f5e-8762-cbb88ef0e462</m_Guid>
<m_Top>false</m_Top>
<m_Pants>false</m_Pants>
<m_AllowPantsHue>false</m_AllowPantsHue>
<m_AllowTopTint>false</m_AllowTopTint>
<m_AllowTShirtDecal>false</m_AllowTShirtDecal>
<m_items>
<probability>0.65</probability>
<itemGUID>22019678-c1ca-43f6-a2b8-0c5569131a20</itemGUID> <!-- Hat -->
</m_items>
<m_items>
<probability>0.75</probability>
<itemGUID>62f2d3f3-6c63-44a4-894a-aa3261bd48ea</itemGUID> <!-- Sleeves -->
</m_items>
<m_items>
<probability>0.85</probability>
<itemGUID>17acc51e-88e8-4681-a884-431ec82d6b1a</itemGUID> <!-- Top -->
</m_items>
<m_items>
<probability>0.95</probability>
<itemGUID>469c7c78-4b09-439a-8fe9-21d2b8958f48</itemGUID> <!-- Dress -->
</m_items>
<m_items>
<probability>1</probability>
<itemGUID>798a45a1-9ba4-4102-ae78-bca62993b069</itemGUID> <!-- Boots -->
</m_items>
</m_FemaleOutfits>
</outfitManager>```
Finally satisfied with my B42 1.0 π
https://steamcommunity.com/sharedfiles/filedetails/?id=3421508458
It appears that in the base game, filling a smoking pipe with tobacco spawns two pipes. I am trying to override the base recipe as well as add a new recipe to take care of the can pipe to fix it, but with my code, I can't fill the smoking pipe with tobacco anymore, but the can recipe works and still has the default recipe attached to it as well. Can I patch this in my mod, or do I just have to wait for an update?
Updating my mod to B42 rn, anyone has issues with not being able to enter the car and opening mechanic tab?
I'm getting this: function: perform -- file: ISOpenMechanicsUIAction.lua line # 34 | Vanilla
LOG : General f:22791, t:1738771918394>
LOG : Lua f:22791, t:1738771918963> ISTimedActionQueue:tick: bugged action, cleared queue ISOpenMechanicsUIAction
LOG : Lua f:23184, t:1738771920941> creating new sourcewindow: D:/SteamLibrary/steamapps/common/ProjectZomboid/media/lua/client/DebugUIs/ISFastTeleportMove.lua
you have to add it to your fileguidtable
haha yeah, chlorate not chloride
I was thinking it would be cool to have a mod that adds antivirals like in The Last Stand - Aftermath. Basically if you've been bitten, when you inject some antivirals it would reset the infection level to 0, but would still continue to increase, until you find the next antiviral π
cdc rapid response already does that
there are temporary treatments and cures.
like pills u can take that would delay zombification. perfect for surviving until u find a syrette
indeed, looks very similar
So, anybody has experience with updating cars for b42?
Basically I'm getting BaseVehicle [nill] . I'm trying to figure it out but I can't find anything
Could someone tell me what's wrong with my forage definitions? Also where should it be placed, Lua/shared or LUA/server?
i knew the numbers are high for zones, this is just for debugging and testing
The end) part is wrong
@tribal wave if you ever come around, I'm looking to friend you on steam so I can set you author of AMC B42.
where does it go, do u know?
in the lua files
You should just remove it, there's no reason to put it there in that context
ah, I don't know π
also is this line needed?
Events.onAddForageDefs.Add(function()
just put it in both place until you get it to work, then remove one and see if it still works
ah I guess that's why you had the end) but I don't see Events.onAddForageDefs.Add(function() in what you posted
i added it later haha
but is it required?
lemme send u the new code
but i did remove the ) at the end
@umbral raptor well you need it if you add the Events.onAddForageDefs.Add(function() π
otherwise it's a syntax error
you need the end to mark the end of the function you're declaring, and the trailing ) to end the argument list of the Events.onAddForageDefs.Add call
sorry for the misunderstanding, but since your initial code didn't have the Events.onAddForageDefs.Add(function(), the end) was simply wrong
Hi! Is there a lua command to check whether a specific clothing item has a 3d model?
u could look at the models script in the project zomboid files.
I think the 3d models I am interested in are the ones which are linked in the item's xml file
im so confused i have a mod im messing with and it has a dirt bike and a harley. they both work in solo debug. but only the dirtbike will spawn in multiplayer. it just says unknown script for the harley
how would it work in solo but not mu;tiplayer?
and why would only one of the two work
Hello all, wooh, the more i try to adapt my mod, the more i discover the lack of reliability of this b42 
you mean like this? even tho those shoes aren't a part of this mod?
<fileGuidTable>
<files>
<path>media/clothing/clothingItems/Unholy_top.xml</path>
<guid>17acc51e-88e8-4681-a884-431ec82d6b1a</guid>
</files>
<files>
<path>media/clothing/clothingItems/Unholy_skirt.xml</path>
<guid>469c7c78-4b09-439a-8fe9-21d2b8958f48</guid>
</files>
<files>
<path>media/clothing/clothingItems/Unholy_sleeves.xml</path>
<guid>62f2d3f3-6c63-44a4-894a-aa3261bd48ea</guid>
</files>
<files>
<path>media/clothing/clothingItems/Unholy_veil.xml</path>
<guid>22019678-c1ca-43f6-a2b8-0c5569131a20</guid>
</files>
<files>
<path>media/clothing/clothingItems/Shoes_Evil_Heels.xml</path>
<guid>798a45a1-9ba4-4102-ae78-bca62993b069</guid>
</files>
</fileGuidTable>```
Oh? you haivng issues?
ok that works lol thanks a lot !
now one more thing, would it be possible to lock spawning of an item on a zombie to only 1 texture choice? or is that asking too much lol
big one : we cannot modify tags of items at runtime 
DoParam() of getTags():add() doesn't work anymore.
no for item
i raised a bug report : https://theindiestone.com/forums/index.php?/topic/80055-4220-rev26060-cannot-use-craftrecipe-with-injected-tags-at-runtime-during-boot/
Version: [42.2.0] Mode: [Singleplayer/Multiplayer] Server settings: [N/A] Mods: [None] Save: [New Save/Old Save] Reproduction steps: 1. create a craftRecipe with a tags[NEWTAG] (NEWTAG is not associated at all to any items) 2. during the boot process, add "NEWTAG" dynamically to item (see code be...
What are you needing the tags for?
because i want to modify vanilla item with custom recipe, i don't want to override by txt file, i prefer a list of variables inside an array
so like I said, for recipes.
You can modify tags and it works for other lua based stuff, but it won't apply to recipes due to load order
something like that :
local tagItemsMapping = {
Suspension = { "NormalSuspension1", "ModernSuspension1", "NormalSuspension2", "ModernSuspension2", "NormalSuspension3", "ModernSuspension3" },
smallGlass = { "FrontWindow1", "FrontWindow2", "FrontWindow3", "RearWindow1", "RearWindow2", "RearWindow3" },
largeGlass = { "Windshield1", "Windshield2", "Windshield3", "RearWindshield1", "RearWindshield2", "RearWindshield3" },
carSeat = { "NormalCarSeat1", "NormalCarSeat2", "NormalCarSeat3" },
carMuffler = { "OldCarMuffler1", "OldCarMuffler2", "OldCarMuffler3", "ModernCarMuffler1", "ModernCarMuffler2", "ModernCarMuffler3", "NormalCarMuffler1", "NormalCarMuffler2", "NormalCarMuffler3" },
carGasTank = { "NormalGasTank1", "NormalGasTank2", "NormalGasTank3", "BigGasTank1", "BigGasTank2", "BigGasTank3" },
carSmallGasTank = { "SmallGasTank1", "SmallGasTank2", "SmallGasTank3" },
carDoor = { "FrontCarDoor1", "FrontCarDoor2", "FrontCarDoor3", "RearCarDoor1", "RearCarDoor2", "RearCarDoor3", "RearCarDoorDouble1", "RearCarDoorDouble2", "RearCarDoorDouble3" },
carTrunk = { "TrunkDoor1", "TrunkDoor2", "TrunkDoor3" },
carEngineDoor = { "EngineDoor1", "EngineDoor2", "EngineDoor3" },
}
-- Parcourir chaque tag et ses items associΓ©s.
for tag, items in pairs(tagItemsMapping) do
for _, itemName in ipairs(items) do
local item = getScriptManager():getItem(itemName)
if item then
local arrTags = item:getTags()
arrTags:add(tag)
print("[MECHANICAL OVERHAUL] Add Tag " .. tag .. " to item : " .. itemName)
arrTags = item:getTags()
for i = 0, arrTags:size() - 1 do
print("[MECHANICAL OVERHAUL] Tag : " .. arrTags:get(i) .. " item : " .. itemName)
end
else
print("[MECHANICAL OVERHAUL] Item not found: " .. itemName)
end
end
end
not posible for some reason
in fact if you use tags inside recipes without any items linked to this tag, the game crash at loading.
my goal is to inject tag inside item at runtime. with B41 i can do that easily
aight that's good enough anyway, thank you very much !!
nope.
The tags is added, but not "registered"
for example, i created a dummy item with tag "suspension".
But my code above should add tags to all "vanilla suspension items" of the game.
But nothing appear, the tag is not recognized in the game.
too bad π’
TIS have said they'd like to add something for that eventually
so it's a known issue at least
can someone tell me what is "<subItems>" used for in the outfit xml?
is it like it'll either spawn the one from <m_items> or from the subitems at random?
yeah
where can i find UI icons for player inventory i want to change them for my mod
you mean this?
^
yeah but where are they located in the game files
it's either there or here: ProjectZomboid\media\textures
if you just want a specific icon maybe try searching for it on the wiki https://pzwiki.net/wiki/Project_Zomboid_Wiki
forgot that it exists lmao
most of the actual inventory ui icons should be in media/ui
media\ui\inventoryPanes
can't find it
can anyone tell me why my item isnt spawning in foraging?
media > ui > \inventoryPanes
where can i find guids for weapons?
as far as I know, only clothing uses guids
so how do i add a weapon to an outfit?
uhhh check to see what the friday the 13th world story does to make the zombie spawn with a machete
(vanilla random story event)
and where can i find story events?
still nothing
i meant these ones
yeah
the item icons are in texturepacks
where exactly
do you have to put end after local in lua?
i've been digging trough them all day and can't find it for shi
most of the sprites are packed
yeah i unpacked them and i still can't find it
oh you look for the sprite, not the texture, sorry
am i using a wrong unpack tool?
in what file can i find story events?
what pack are you extracting
Hey, i got a question to the moding community, what engine is pz built in?
pretty much everything in the texturepacks folder
theyre in ui2
Java , custom engine
when i export them they come out empty when unpack tool are you using?
Oh so is it that the engine portion is Java and the gameplay is lua?
the zomboid modding tools on steam
i created this python tool for unpacking if you want
i don't speak french but i'll use it lmao
This for the engin it's self?
easy to use π check add_argument
yes
its almost all java but some stuff is lua
I think I'm gonna study it n see what I come up with perhaps as a reference for a game that I'm working on early consept of
Also another question, what version of Lua is used?
If I change /zomboid/debuglog.ini
the console's log also be changed?
I saw someone's console but stack trace has no information about mod, file, or function (#mod_support message)
at the top of console,
LOG : General , 1738743878797> reading C:\Users\Karu\Zomboid\debuglog.ini
was there instead of his/her pc spec or something
so i guessed.. if I give my debuglog.ini to them, will it be fine?
Gameplay is mixed between the two, I've had a lot of mod ideas that were abandoned because they needed to change something on the wrong side of the Great Wall of Java.
Lol
I honestly think it might be a case of "if the dev implementing a feature knows java better then it goes in java, if they know lua better it goes in lua"
Like the logic for a washing machine washing clothes in is java.
headlights too :/
actually almost everything about how vehicles work
I wanted to make washing machines clean dirty rags, but java is coded to only clean clothing
And the java headlight stuff ignores bulb color so you can't use red and blue headlights and 3D glasses
...
OK so that maybe isn't a feature that is really needed but I did try.
is there anything to modding foraging other than adding foraging definitions?
my foraging defintions wont work no matter what i try.
You mean to add an item that can be found by foraging?
yep here's my code
it should be straight-forward
but its not appearing in-game
i've copied the foraging definitions of several mods and nothing is working for some reason
i've also tried the placement of the lua file itself
Make certain your lua is running and not being skipped due to a syntax error or something sillly
a print("AthensForageAddon") in the file is enough to confirn that 100%
i put it in items in lua/server/items, lua/server/foraging, and lua/shared. nothing
<mod>/media/lua/... (B41) or <mod>/42/media/lua... (B42)?
Again, just making sure it's not a silly mistake
42/media/lua and common too
i usually just copy and paste my files into both common and 42 haha
so both files have the exact same things
don't put in both or you make life harderlol
yes.
So when you work on the file you work on it ion one place, no risk of de-sync... but having it on both shoudl be fine
literally just print("message")
you can put one in the function and one at the top level of the file, then check console.log
bottom of file wont work?
When I say "top level" I mean "not inside a function"
got it, outside
So it gets called when the lua is first loaded
print("######### File loaded!")
Events.onAddForageDefs.Add(function()
print("######### In My function under onAddForageDefs!")
local ReliefAirdrops ={
type = "SupportCorps.ReliefAirdrops",
minCount=1,
maxCount=1,
xp=2,
categories = { "Junk" },
zones={ Forest=50, DeepForest=50, Vegitation=50, FarmLand=50, Farm=50, TrailerPark=50, TownZone=50},
spawnFuncs = { doGenericItemSpawn }
};
forageSystem.addItemDef(ReliefAirdrops);
end);```
If those don't show up, figure out why it is not running. If they do, see if you can use the lua console to check the addition to the foraging tables worked... not sure exactly what to check, but if you look at what forageSystem.addItemDef it probably adds the table you give it to a foraging table, then you can print(forage.items.ReliefAirdrops) or whatever to see it.
- would it be possible to have a crafting recipe just give XP to a skill of my choosing instead of any output items?
And 2) would it be possible to use a zombie corpse as an "item" in a recipe?
These questions are connected so if there's another way to do something similar to this, then go ahead and tell me please.
outputs
{
}
- yes
Base.CorpseMaleandBase.CorpseFemale(which had used until B41)
But I'm guessing you have to turn actual corpse into a corpse item first when you want to use corpse as an item.
Actually that does solve all my problems thank you
I just wanted The corpse to be used as an input that's all
i'm not sure the dead bodies are still items or not because you know, now player graffles body instead put into inventory.
Oh ok when I get a chance I'll see if they are
Someone made a mod to harvest bones from corpses in build 42 for whittling xp so probably can
is there a way to display a png on the screen triggered by using items, read a map etc?
like a popup
build 41 or build 42?
41
So I know this is not a normal question for this channel but, geology is one of my custom skills, and is the only one I can't come up with a special buff/crafting recipes for leveling up. To unlock the ability to start leveling up, you have to already have level 10 masonry, and rock napping skills. If any of y'all have ideas shoot em at me.
If you would like examples of what the other skills are / do, I will provide when asked
examples
Ok Let me start typing them out
one is Anatomy
it needs Animal care and First aid lvl 10. it allows the player to get direct damage buffs after studying zed Anatomy(leveling up)
another is Chemistry
it needs cooking and agriculture lvl 10 and it allows recipes like gunpowder, sulpheric acid, and silicon
just a whol host of things like Engineering(Mechanics & Electrical gives crafting recipes)
there will be stuff that combines these late game skills for even later game skills as well like Pathology, (Chemistry, and Anatomy)
but geology is just there
idk what to do with it
Maybe you could use it in combination with foraging to identify rocks and minerals, which could then possibly used in chemistry
damn, if you have a closed umbrella equipped, and then open it, the character will open it but put it back in inventory, this is so annoying π
Probably because an open umbrella is one handed and a closed umbrella is two handed
good idea
I'm not sure I understand why it would imply putting it back in player inventory π€
π€·ββοΈ
u know how to? or any reference mods?
Sorry no, I don't know much about build 41 modding. I do know that build 42 would fix the issue.
However if you're making a mod for build 41 then you're probably making it for multiplayer so 
@vast pier I want to implement the following feature: If umbrella is unequipped and the player double click it, then equip the umbrella and open it if it was closed. If I do the opposite steps, I get a bugged action, the player open the umbrella but doesn't equip it, I suppose because the item is not the same anymore :/
Oh maybe I know a mod I can refer you to look into, hold on
https://steamcommunity.com/sharedfiles/filedetails/?id=3058279917
Try looking into this, I think it has something like that
hmm, so you want it so the player opens the umbrella and equips it instead of equipping it in its spear form?
@tiny cargo I think AuthenticPeach is doing it for his maps
Is it possible to patch a vanilla recipe in a mod? I was unsuccessful in my attempts and can't find any documentation on how
`craftRecipe FillPipe
{
timedAction = Making,
Time = 60,
Tags = InHandCraft;CanBeDoneInDark,
category = Miscellaneous,
inputs
{
item 3 tags[Tobacco],
item 1 [Base.SmokingPipe;Base.CanPipe] mappers[PipeMapper],
}
outputs
{
item 1 mapper:PipeMapper,
item 1 Base.SmokingPipe_Tobacco,
}
itemMapper PipeMapper
{
Base.CanPipe_Tobacco = Base.CanPipe,
Base.SmokingPipe_Tobacco = Base.Base.SmokingPipe,
default = Base.SmokingPipe_Tobacco,
}
}`
I tried overwriting it but it breaks the recipe's functionality entirely
This vanilla fill pipe recipe produces two smoking pipes instead of one
Build 41 or 42?
42, sorry
Can't edit build 42 recipes without replacing them
It's a known issue, devs know about it
ah thanks man
you could put it that way yes π
I tried to replace it but no matter what I added/changed, I couldn't get the Base.SmokingPipe to fill with tobacco
@vast pier and also the opposite, if the player has an umbrella equipped, then close it if was open and put it back in inventory
okay i will look into it thanks!
Unless you meant replacing it in the game's files
@vast pier the second one is easy cause when you use the recipe to close the umbrella the character will also put it in inventory
yeah you would need to overwrite the entire file, including any other recipes in the file
Bummer. I will try to pretend I never noticed
to do that, you use the same path and file name as what the file you're replacing
A mod I'm working on edits the pipe bomb recipe, so to replace the recipe I copied the entire path and file in my mod
media\scripts\recipes\recipes_traps.txt
Keep in mind it outright REPLACES the ENTIRE file, so anything you do not include that was not in the original file, will cease to exist
(does not affect your base game files, will go back to normal if you turn off the mod)
So if you wanna edit one recipe in a large list of recipes, you will still need to include all the recipes from that file, or they won't load into the game
is there a way to make a vehicle craftable? like can a vehicle (motorcycle) be in the "result" part of a recipe?
Maybe you can use OnCreate for spawning vehicle
Ohhhhh shiiiiiiittttt
That shit works
Tyvm
Do know that mods that change recipes this way are incompatible with other mods that edit recipes in the same file
don't overwrite vanilla file unless it's necessary. just create another one
Look at Eggon's hotkeys, it can use a keypress to open an umbrella and equip it.
If I made the same file in the same directory in my mod, is that creating another one or overwriting vanilla files
I copied recipes_tobacco from \media\scripts\recipes and added it to the same directory in my mod to change it
oh seems like there's a file for especially tabacco
if you are gonna change almost everything inside of the file then you can overwrite
It's necessary for editing vanilla recipes in build 42 unfortunately
It overwrites the file when the game loads up, turning the mod off will go back to using the original file
bur you can create another recipe and no need to overwrite other recipes that you don't change which is in same script file
Yeah if you wanna make new recipes then sure.
But you 100% have to if you want to edit the original recipe
I was talking about when you want to replace only one or two recipes but there's also 100 different recipes in same script.txt file
not worth
this is specifically a build 42 issue due to the recipe changes
I personally think it's worth it if the changes you're making are to nerf the recipe specifically
Because there's no real reason to use the nerfed version of a recipe if the old one is still there
I finished writing an executable for the translator (I think it shouldn't need python installed??)
https://github.com/Chuckleberry-Finn/pz-translator
Looks like this. π
you can simply make vanilla recipe completely unusable by adding weird inputs, something like item 100 [Base.Plank] in your script file with same vanilla recipe
Yeah I suppose you could
recipes_tobacco only has 3 recipes in it so I think they would be fine to overwrite it in this instance tho
yep i agree for that
I'd hope any mod overwriting the same file only does so to make the same change
what change are ya makin?
I seperated the recipe into two that are less confusing and actually work
which recipe?
FillPipe and FillCanPipe
Does it not work normally?
You could just add a tag to those items instead of the paths, also I think you need to indicate Base.
`craftRecipe FillPipe
{
timedAction = Making,
Time = 60,
Tags = InHandCraft;CanBeDoneInDark,
category = Miscellaneous,
inputs
{
item 3 tags[Tobacco],
item 1 [Base.SmokingPipe],
}
outputs
{
item 1 Base.SmokingPipe_Tobacco,
}
}
craftRecipe FillCanPipe
{
timedAction = Making,
Time = 60,
Tags = InHandCraft;CanBeDoneInDark,
category = Miscellaneous,
inputs
{
item 3 tags[Tobacco],
item 1 [Base.CanPipe],
}
outputs
{
item 1 Base.SmokingPipe_Tobacco,
}
}`
Normally it gives you two smoking pipes when you fill the normal one with tobacco
Because the recipe had some weird item mapper shit
Exactly lol
Can you post the vanilla one again
report it as a bug
Yeah, you should use the report bug button
{
timedAction = Making,
Time = 60,
Tags = InHandCraft;CanBeDoneInDark,
category = Miscellaneous,
inputs
{
item 3 tags[Tobacco],
item 1 [Base.SmokingPipe;Base.CanPipe] mappers[PipeMapper],
}
outputs
{
item 1 mapper:PipeMapper,
item 1 Base.SmokingPipe_Tobacco,
}
itemMapper PipeMapper
{
Base.CanPipe_Tobacco = Base.CanPipe,
Base.SmokingPipe_Tobacco = Base.Base.SmokingPipe,
default = Base.SmokingPipe_Tobacco,
}
}```
-item 1 Base.SmokingPipe_Tobacco,
That's all that needs to be removed
The item mapper is fine, it handles input to output
Version: 42.1.0 Mode: Singleplayer Mods: None Save: New Save Reproduction steps: 1. Fill pipe from Tabacco pouch 2. Creates 2 Pipes with Tabacco
Already reported
can item mappers only handle vanilla items?
They can handle any item
can you take a look at the code that will be my 13th reason if it doesnt work
~~ error is
Stack trace:
zombie.entity.components.crafting.recipe.OutputMapper.getItem(OutputMapper.java:114)
zombie.entity.components.crafting.recipe.OutputMapper.OnPostWorldDictionaryInit(OutputMapper.java:121)
zombie.scripting.entity.components.crafting.OutputScript.OnPostWorldDictionaryInit(OutputScript.java:398)
zombie.scripting.entity.components.crafting.CraftRecipe.OnPostWorldDictionaryInit(CraftRecipe.java:664)
zombie.scripting.ScriptBucketCollection.OnPostWorldDictionaryInit(ScriptBucketCollection.java:188)
zombie.scripting.ScriptManager.PostWorldDictionaryInit(ScriptManager.java:1723)
zombie.iso.IsoWorld.init(IsoWorld.java:2614)
zombie.gameStates.GameLoadingState$1.runInner(GameLoadingState.java:301)
zombie.gameStates.GameLoadingState$1.run(GameLoadingState.java:251)
java.base/java.lang.Thread.run(Unknown Source)```~~
item def tested β recipe is issue
why item mapper planned to add more seed/packets/plant types future proofing
Similarly want to create one for pipe "'FillPipewith___"
can you spawn Greenfire.CannabisBagSeed with your mod?
yep
just a shot to try but maybe removing the [] from the outputs
{
item 1 [Greenfire.CannabisBagSeed],
}
Greenfire.CannabisBagSeed = Greenfire.CannabisSeed,
Greenfire.CannabisBagSeed = Greenfire.CannabisBagSeed_Empty,
maybe?
is there a way to make maps panel (the black transparent background) smaller? and any idea how to remove the border there (border that wrapping my image) ? i cant find a way to remove it (the border) its build 41 btw
outputs
{
item 1 Greenfire.CannabisBagSeed, /* if you want to guarantee this item, add this line */
item 1 mapper:seedType, /* otherwise, if you want to link with itemMapper then only this line */
}
itemMapper seedType
{
Greenfire.CannabisBagSeed = Greenfire.CannabisSeed,
Greenfire.CannabisBagSeed = Greenfire.CannabisBagSeed_Empty,
}
[05-02-25 19:48:50.510] ERROR: General f:0, t:1738813730510> ExceptionLogger.logException> Exception thrown
java.lang.Exception: CraftRecipe error in PutSeedsInPacket at CraftRecipe.Load(CraftRecipe.java:395).
Stack trace:
zombie.scripting.entity.components.crafting.CraftRecipe.Load(CraftRecipe.java:395)
zombie.scripting.entity.components.crafting.CraftRecipe.Load(CraftRecipe.java:251)
zombie.scripting.ScriptBucket.LoadScripts(ScriptBucket.java:265)
zombie.scripting.ScriptBucketCollection.LoadScripts(ScriptBucketCollection.java:122)
zombie.scripting.ScriptManager.loadScripts(ScriptManager.java:1643)
zombie.scripting.ScriptManager.Load(ScriptManager.java:1566)
zombie.core.Core.ResetLua(Core.java:4871)
java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
java.base/java.lang.reflect.Method.invoke(Unknown Source)
se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)
se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:211)
```
newest error and current file
think it was [] and missing : between itemMapper and seedtype
outputs
{
item 1 [Greenfire.CannabisBagSeed],
}
itemMapper:seedType, /* this */
{
Greenfire.CannabisBagSeed = Greenfire.CannabisSeed;Greenfire.CannabisBagSeed_Empty,
}
itemMapper seedTypes is correct
Can you define two source types for one output?
I did, the hardest eye roll followed (at myself) testing now
this i's also what I was talking about. if you want to map you mapped then have to use mapper:
{
imports
{
Base
}
craftRecipe PutSeedsInPacket
{
timedAction = PutSeedsInPacket,
Time = 10,
Tags = InHandCraft;Farming,
category = Farming,
inputs
{
item 5 [Greenfire.CannabisSeed] mappers[seedType]flags[IsExclusive],
item 1 [Greenfire.CannabisBagSeed_Empty] flags[Prop2] mappers[seedType],
}
outputs
{
item 1 mapper:seedType,
}
itemMapper seedType,
{
Greenfire.CannabisBagSeed = Greenfire.CannabisSeed;Greenfire.CannabisBagSeed_Empty,
}
}
craftRecipe OpenPacketOfSeeds
{
timedAction = PutSeedsInPacket,
Time = 20,
Tags = InHandCraft;Farming;CanBeDoneInDark,
category = Farming,
inputs
{
item 1 [Greenfire.CannabisBagSeed] mappers[seedTypes;packetTypes],
}
outputs
{
item 5 mapper:seedTypes,
item 1 mapper:packetTypes,
}
itemMapper seedTypes
{
Greenfire.CannabisSeed = Greenfire.CannabisBagSeed,
}
itemMapper packetTypes
{
Greenfire.CannabisBagSeed_Empty = Greenfire.CannabisBagSeed,
}
}
}```
same error idk man
also i'm not sure Greenfire.CannabisBagSeed = Greenfire.CannabisSeed;Greenfire.CannabisBagSeed_Empty, will be working too because I've never seen two items for one when mapping.
In vanilla PZ, they uses two separated lines like this
Base.SpearCrude = Base.CrudeBlade,
Base.SpearCrude = Base.CrudeKnife,
copied vanilla recipe thinking itd be easy and intuiutive
oh then nvm what i was talking about
I think the spear instance you sent is two separate items, while the one used above is for both items at the same time
is it working now? did we fix it?
bro said omg then deleted it

instntly wrong lol
lol, just upload ur Mod.zip and we see who can fix it first lol....
ughh what's wrong now
outputs
{
item 1 mapper:seedType,
}
itemMapper seedType, /* This */
{
Greenfire.CannabisBagSeed = Greenfire.CannabisSeed;Greenfire.CannabisBagSeed_Empty,
}
can you remove , and try again
wait yeah I literally showed you outputs { item 1 mapper:seedType, } itemMapper seedType {
but then you added a comma after itemMapper seedType
xd
Saved it to back up file vs mod file 

thank you
π π
Confused on why you made cannabis seeds when hemp seeds already exist tho
I think burglar even knows the growing conditions for hemp lol, and farmer intentionally doesn't due to it being illegal in kentucky in 1993
updating, might remove general cannabis altogether for hybrid sativas and indicas, possibly more strain specific
not a joke btw, this is a comment left by the devs
lol
pipe mapper is next for use with base game smoking pipes and canpipe loading various products into it. at least i know its prob not working due to me
and thats hilarious
dev comments are fnny, like clitter mispelling being an inside joke
construction worker profession was considered to get thick skinned and handy
interesting
kinda make sense for both.
does that program point out formatting errors, cause im thinking notepad++ might be hindering more than helping at this point
less than a year experience coding (mostly python first time lua)
I think there might be an extension for vso made for zomboid, but I don't use it myself
if you are scripting, visual studio + #mod_development message
oops wrong tag
should be pin'd

not seeing it anywhere
Don't think it's in game, unless it's part of forging?
\media\scripts_obsolete\recipes_obsolete.txt
so yeah not yet in vanilla i guess
Seems like recipes that were gonna be added in 42 but have been shelved/scrapped
maybe wanting to implement them in use with crafting stations + autolearn?
If it doesn't exist, it will probably be added to forging
fresh 42 to current 42 lacked canpipe recipe and item def
but there are still few recipes which have Base.MetalPipe for output
it was inputs
yeah but it's not the same as making one, those are for dismantling things aren't they?
you are right
item def def exist, jjust cant craft them yet
hi there
im trying to add attachment for holster shoulder item.
im referenced from ALICE belt code, and tried to add the flashlight angle head attach to a holster shoulder
added code to item_light.txt, model_character.txt, models_items.txt, AttachedLocation.lua, ISHotbarAttchDefinition.lua
but, dosen't work
this is how looks like in-game
the attachment list not showing
am i missing another thing?
AttachmentType ?
AttachmentType = Webbing;HolsterShoulder,
I'm not sure you can use two or more AttachmentType
just use only one?
i tried to delete Webbing but seems to same.
π’
console log is fine. no errors.
HolsterSmall or Holster
HolsterShoulder doesn't seemt to be defined
local HolsterShoulder = {
type = "HolsterShoulder",
name = "Holster",
animset = "holster left",
attachments = {
Holster = "Holster Shoulder",
HolsterSmall = "Holster Shoulder",
Walkie = "Holster Shoulder Walkie" -- this one?
},
}
table.insert(ISHotbarAttachDefinition, HolsterShoulder);
is this?
yes, so try AttachmentType = Webbing;Holster, first and if it doesn't work then I'm guessing AttachmentType doesn't allow two types
Huh I just checked the advanced forge, and there's no recipe for crafting an iron pipe either
Meaning iron pipes are technically non renewable? which by extension means pipe bombs are non renewable?
strange
do you have it properly defined in your models for attachement point?
you tried AttachmentType = Holster, and did not work?
I say technically because I think you can get them from randomly from foraging
yea, meant future wise. seems with every update they fine tunue some crafting stff
i imagine they don't gaf right now because they haven't touched electrical at all despite it being maybe the roughest thing in the entire game
group:getOrCreateLocation("Holster Shoulder Walkie"):setAttachmentName("holster_shoulder_walkie")
model FlashLight_AngleHead
{
mesh = FlashLight_AngleHead,
texture = FlashLight_AngleHead_Black,
attachment webbing_right_walkie
{
offset = 0.0000 0.0000 0.0000,
rotate = 0.0000 -90.0000 0.0000,
}
attachment webbing_left_walkie
{
offset = 0.0000 0.0000 0.0000,
rotate = 0.0000 -90.0000 0.0000,
}
attachment holster_shoulder_walkie -- added
{
offset = 0.0000 0.0000 0.0000,
rotate = 0.0000 -90.0000 0.0000,
}
}
is this?
Also strangely, there's no recipe for iron rods, just iron bars
That has to be a mistake or something though, as you need iron rods to make some of the improvised weapons
imagine running out of stuff to dismantle for pipes and rods lol
let me check some of the other crafting stations, this seems very odd to be overlooked
it worked.
its obvious what is missing when you check workshop for craft ____ recipe
then what about this? is this also working or just break everything?
AttachmentType = Webbing;Holster,
like a pistol
rotate = 0.0000 -90.0000 0.0000, you got it flipping on attachment, references the x y and z access
remove the offset lines from what doesnt need it otherwise 0's for no reason
boltcutter you mean?
nono this is not the result of the code above
just added AttachmentType to Holster
no the furniture piece
idk then hmmm
yeah, i tried. i dont think there should be more than two.
https://www.youtube.com/watch?v=3c229O6KPjY
i am confused on what you mean. if it attaches to the right point buut wrong facing way or misplaced slightly in game tool can help
Now on multiple Platforms:
https://www.youtube.com/c/AuthenticPeach?sub_confirmation=1
https://www.bitchute.com/channel/authenticpeach/
https://www.minds.com/AuthenticPeach
Livestreaming Channel - https://www.twitch.tv/authenticpeach
sry, im not living in an english area...
can you define the current issue now, as i believed the issue was
the item attached properly but rotated so it was upside down
btw what do you want to do exactly? attach flashlight to Alice belt and shoulder holster both?
leave the webbing feature and flashlight item attach to holster shoulder item.
yes correct.
metal band saw?
correct to what message exactly?
the green thingy?
taller than the player, found in garages and basements, can't be crafted
that guy coolfish2 talk about.
local HolsterShoulder = {
type = "HolsterShoulder",
name = "Holster",
animset = "holster left",
attachments = {
Holster = "Holster Shoulder",
HolsterSmall = "Holster Shoulder",
Webbing = "Custom Name for your slot", -- Add this to here
},
}
I've never edited AttachDef file before but this will work
lua\client\Hotbar\ISHotbarAttachDefinition.lua
and don't change AttachmentType in your script file
it is very cool trick
this?
thank you for helping me even though my english skills are terrible
I actually saw your question somewhere internet at this morning but I skipped because it was too long to answer. forgive me π
haha
industry_02_265
someone else will solve that
@tacit pebble a couple hours earlier
whats the uh tile making process like if i wanna make a custom location with custom tiles.
how strange, there's no pipe or rod recipes yet the devs just added in weapons that use those in their recipes?
well it's understandable since they said craftRecipes are WIP at the very first of b42
You can't even substitute them for metal bars
yeah but I mean, you can't just add them to the forging system?
Or even just had made metal bars an option for the improvised weapons?
this is true tbh, very sorrow that they didn't think about gap. like clays.
( idk sorrow is correct word π€£ π€ )
sad would work better
sorrow is technically correct
might have some people looking at you like this tho

Is there a better way of learning how to add custom farming crops than looking at examples? 
so this is the bandsaw irl btw
Yup
They honestly should make it so u can switch the blades out to use it for wood or metal..
I believe someday we can use those industrial tools as workbench too if we have power. there are a lot of cool tools which we can't use atm.
Genuine question, why are these even separate items
Hopefully when they give more info and release more workstations like that teaser we had with the vending machine video way back
They said the crafting we have now is only a small part of what is to come, so im sure there will be more stuff like the bandsaw
<< bar
rod >>
?
yes actually
Would you believe me if I said the one on the left is a two handed weapon, and the one on the right is a one handed weapon?
bar feels like square
rod feels like circle
when i heard both words since english is not my first
they are used for another weapons https://pzwiki.net/wiki/Iron_Rod https://pzwiki.net/wiki/Iron_Bar
They're literally the same length, why does the bar give you long blunt xp and the rod give you short blunt?
Thinking too hard π§
Joke's on you the Iron Bar is only used to craft the scrap sword and literally nothing else. Which in and of itself doesn't make sense because surely you would want the sword handle to be round and not rectangular
Like genuinely why does this thing exist? Why wasn't the iron rod used instead? I'm pretty sure the iron rod existed first
And if the reason was for forging, then why isn't it used in any of the recipes?
this is driving me insane
Well technically two weapons it makes https://pzwiki.net/wiki/Fireplace_Poker
I'm sobbing they added a recipe to make a fireplace poker but not to turn the bars into rods or pipes

Big Cunt Belle is typing
I mean yeah I probably will but it still makes me upset
:(
First thing I thought of was rick making that checkpoint remote because morty made him angry
YES I'M GONNA FUCKIN DO IT
Not currently implemented
Sprites exist for the tile, but no function is attached to it
tomorrow tho. cuz it's midnight and I'm tired

brand new to coding but can anyone tell me how or point me in the right direction to spawn a zombie on a tile if a player walks on another tile?
declaration: package: zombie.Lua, class: LuaManager, class: GlobalObject
thank you my friend i appreciate the help. would you mind if i ask some questions to get a good grasp of what you gave if it comes up
you can ask anything about modding without pointing someone, anyone will help you if they want
thats good lol cause ngl after looking at the github you sent i realized i have no clue what im looking at lmao
createZombie(float x, float y, float z, SurvivorDesc desc, int palette, IsoDirections dir)
-- copied from github
= createZombie(A, B, C, D, E, F)
A is for X position
B is for Y position
C is for Z position
F is for direction that zombie is seeing when spawned.
ignore D and E at this time.
So, if you put proper values for each A B C D E F then finally you can spawn a zombie
createZombie(getPlayer():getX(), getPlayer():getY(), getPlayer():getZ(), nil, 0, IsoDirections.N)
will spawn a zombie right at your position and the zombie will be watching north when spawning
hmm ok i see i see. so how do you know youre supposed to add "getPlayer() : getX()," ? because if i took the github thing at face value youd only have to write creatZombie(float "insert the x value here"
well thats what i think from my lack of experience anyway
you are right, so as you said, the value for A should be float
but when you see the link below, getX() returns float value
float getX() << this mean getX() will return float type value
so float -> float = work!
https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/iso/IsoMovingObject.html#getX()
declaration: package: zombie.iso, class: IsoMovingObject
getPlayer() -> I want to get player
getX() -> I want to get X
getPlayer():getX() -> I want to get X from getPlayer()
ooooh very cool so lets say i use this for example createZombie(getPlayer() : getX()," would i need to put the value i want in both perenthasis ? say i want the coordinate 100 or something would i do this. createZombie(getPlayer(100) : getX(100),"? or just createZombie(getPlayer() : getX(100),"
also seriously thank you for taking your time to explain this to me it means alot
if you want to spawn a zombie at 100x100x0 location(X*Y*Z) then just put
createZombie(100, 100, 0, D, E, F) because 100 is also float
of course you still have to put proper value for D E F
are all the mods that say b41/b42 just not working on b41 anymore because all of spongies mods are broken for me
oh ok so i dont HAVE to do the whole getplayer() getx() thing ok
i play bf1 with the hair and jacket mod and they are fine for me i apologize i cant help more than saying that but i know they work for me at least
so yes it's little(?) complicated at the first π
WRONG. Workaholic syndrome.
unrelated, but anyone else notice that the "Drill Plank" recipe uses basically any sharp tool EXCEPT for the three hand drills in game?
Except?
yes
even funnier cuz they totally could've added the drill tag DrillWoodPoor
craftRecipe DrillPlank
{
timedAction = Making,
Time = 40,
tags = AnySurfaceCraft,
category = Survival,
xpAward = WoodWork:1,
inputs
{
item 1 [Base.Plank;Base.Log] flags[Prop2],
item 1 tags[Screwdriver;DullKnife;SharpKnife] mode:keep flags[Prop1],
}
outputs
{
item 1 Base.PercedWood,
}
}```
It accepts any screwdriver, or knife.
No drills
So in total I made it so you can craft iron rod pieces from iron chunks, shape an iron bar into a rod, and drill out rods/bars into pipes
I do not understand why I had to do this, and why it wasn't already in the game
https://steamcommunity.com/sharedfiles/filedetails/?id=3422050461
DESCRIPTION
Adds the ability to forge iron rods, and drill iron bars/rods into iron pipes.
Decided to make this mod after I realized that iron rods and iron pipes were non renewable despite forging iron bars being added.
Also made this because I realized that you can't use iron bars to craft the improvised weaponry, it has to be iron rods.
No tips needed, but are appreciated!
https://ko-fi.com/verysaltyoreos
Workshop ID: 3422050461
Mod ID: SaltySmithing```
thx, I will
Thank you, I've been collecting materials with the intention to start metalworking and this will help
Also, a lot of things should use a rod, pipe or bar interchangeably... they really just mean "long piece of metal"
Feel free to give suggestions for the mod π₯π₯
Bar -> iron band, bar -> 2 small iron bands
Unless they added a recipe in 42.2, those small iron bands are lucky warehouse finds only.
I agree for bar/rod but pipe is quite different structurally. I mainly did the pipe drilling because of pipe bombs
I think you can do that now? Iβm in bed rn but i feel like i saw that when i was working on the mod
I'll check. Actually I can't because I have five billion mods and I think one of them added that recipe so seeing if it exists won't answer the question.
I think that's vanilla.
I mean you could load up in debug mode with no mods enabled, force action in build mode to place down a forge, then check the recipe
I just used debug -> Craft recipes, looks like it gives the source for modded recipes.
I wonder why it needs to be a hammer and canβt be a club hammer
A lot of other forging recipes allow the club hammer

Anyway, time for me to pass out.
If you think of anything for the mod, leave a comment on the workshop page
Guarantees ill see it, and also provides interaction with the page to draw attention
Because the devs can't figrue out their own tagging system?
There is one recipe that specifically needs a ball-peen hammer, but that's' so you can use the rounded end to peen the thing you're working on.
And you can't sharpen Katanas even though that's the first freaking thing everyone does if they get a Katana.
you can with a whetstone
The vanilla one? It doesn't have the "Sharpenable" tag.
could be that i'm confused as you can sharped machete with the regular whetstones
Yep, machetes, all knives have the Sharpenable tag but the Katana does not.
I gave my mod's Katana the tag so you can sharpen it, but the vanilla one doesn't have it.
Imagine finding your very first Katana after 60 days of surviving and its Sharpness is 1 lol
hey so i tried looking for this in the game files but couldn't find it, would you mind telling me where is it?
Jason is called HockeyPsycho in the files.
The way you can attach weapons to zombies is in:
media\lua\shared\Definitions -> AttachedWeaponDefinitions
@torn igloo how would that put more load on the computer to tell zombies to ignore the player ?
Besides that great suggestion
Fun thing about blunt bladed weapons - it lowers the max damage, but not the min damage.
And a katana does 8 to 8 damage.
I think vanilla machetes can be sharpened but not repaired... but I've honestly lost track of which weapons have what problems. It's so random.
Yeah a whole bunch of stuff seems to have been made arbitrarily more complex from what they used to be, but I guess there's gotta be a plan.
They desperately need some form of inheritance for items and recipes.
So instead of having 30 unique bladed weapons that all need unique handling they can inherit properties and fix things in one place.
The tags system is helpful, but not quite enough.
I miss Rimworld items: all the data is is in XML with inheritence, and you can modify it with standard xpath syntax.
I'm pretty sure that was the plan at first π
The new crafting system is just the old system but nicer looking lol
The old system with tags glued on, and it's so sensitive about this that if you try to use older syntax the entire game crashes.
Sandbox_[PageName] translation, where PageName is whatever you're using for the page property of your options
nice thank you
can this be used to attach a weapon to a hand tho?
I think even Jason spawns with the machete on his back, not in his hand.
there's this for example weaponLocation = {"Belt Left"},
so in theory if i type the hand location there that would work right
you can try
Found it thanks so much π
question
do you know what does the id = "handgunHolster", stand for in that file?
Pistols/revolvers
but like it's in several places, do i need this in my file too?
Unless you're planning to put guns in your zombies' holsters, no
aight thank you !
is this correct? This in the world distribution lua file
local SpawnMRERate = SandboxVars.SupportCorps.SpawnMRE;
["SupportCorps.RationMRECIV"] = 4 * SpawnMRERate,
sorry to @ you all the time but do i need to name that file exactly the same as the one in base game? i know that you need to do that for the translation file, but don't want to overwrite something by accident, cuz i dont really know what im doing heh
Nope. Mine is named RFNGPAttachedWeaponDefinitions
Because it's for Rain's Firearms & Gun Parts and is separate π
This is the point : why using txt custom file instead of standard xml π€¦ββοΈ
So that us redacts can learn how to mod, duh
I mean I made my first tools & blades mod entirely in notepad lol
The same could have been done with an XML format
If the scripts were XML instead of a custom format we'd have world peace by now I think
It's for some reason working and not working
MREs aren't spawning, but other items with a similar system are.
You're going to need to show more context. The second line isn't valid Lua in isolation
You're going to need to show more context (Γ2)
here's the entire file basically
i defined all the sandbox settings at start then made it multiply it by the loot rate
all settings are default to 1, but I expiremented with setting it to zero but some items still spawn
as i noticed, it seems to be items below 1.0
so 0.4 for example
i copied this structure from another mod that seems to work fine
fixed it
i had to add some condition that only included items if their chance was higher than 0.
Bcs fuck you I think is the reason lmao
Same reason as to why the AnimSets are STILL fucked up π
Yuuuup
anyone knows how to displaying a panel that has image in it?
I have a small request. Can someone make a mod that disables the lightning strike in the main menu?
For some reason my game is very laggy until the lightning strikes in the menu
then it runs at normal fps
i swear i saw a mod for it once but i cant find it at all
they are loading images for ui (especially for mod list)
I hope there's an option for not to load icons from mods.
oh well
i thought it might be a bug with the menu's code.
i mean if the devs could make it load during the black screen in launch that'd be great.
instead of my menu running at 2 FPS till that damn lightning strikes
I still can't figure out why my foraging definitions code isn't loading.
require 'Foraging/forageSystem'
print("File Loaded!!")
Events.onAddForageDefs.Add(function()
print("Works In My function under onAddForageDefs!")
local ReliefAirdrops ={
type = "SupportCorps.ReliefAirdrops",
minCount=1,
maxCount=1,
xp=2,
categories = { "Junk" },
zones={ Forest=50, DeepForest=50, Vegitation=50, FarmLand=50, Farm=50, TrailerPark=50, TownZone=50},
spawnFuncs = {doGenericItemSpawn}
};
forageSystem.addItemDef(ReliefAirdrops);
end);
It's not printing anything
is it possible to ban something from appearing on a zombie with a specific outfit?
or like specify just what i want and nothing else
Sort of
Guess I seriously need to release than zombie visuals initializer event
while we're at it, do you know what does the "id" stand for in the weapon attach definitions file? like what is it referring to, also is there a list of all weapon locations somewhere?
Specific zombie types, which you then assign all the other stats to.
For example I have SoldierVeryRare, SoldierRare and SoldierBasic for three different groups of long guns they can spawn with.
i don't really get it, like where is the thing in quotes specified
Lemme see...
for example i have a file from AuthenticZ open, and there's this: AttachedWeaponDefinitions.Balloon= { id = "PZBalloon",
AttachedWeaponDefinitions.SoldierBasic= {
id = "SoldierBasic",
chance = 25,
outfit = {"ArmyInstructor", "ArmyCamoDesert", "ArmyCamoGreen"},
weaponLocation = {"Rifle On Back"},
bloodLocations = nil,
addHoles = false,
daySurvived = 0,
weapons = {
"Base.M16A1",
"Base.AssaultRifle",
"Base.AssaultRifle2",
},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmyInstructor = {
chance = 25;
maxitem = 1;
weapons = {
AttachedWeaponDefinitions.SoldierBasic,
AttachedWeaponDefinitions.SoldierRare,
AttachedWeaponDefinitions.SoldierVeryRare,
},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmyCamoDesert = {
chance = 25;
maxitem = 1;
weapons = {
AttachedWeaponDefinitions.SoldierBasic,
AttachedWeaponDefinitions.SoldierRare,
AttachedWeaponDefinitions.SoldierVeryRare,
},
}
AttachedWeaponDefinitions.attachedWeaponCustomOutfit.ArmyCamoGreen = {
chance = 25;
maxitem = 1;
weapons = {
AttachedWeaponDefinitions.SoldierBasic,
AttachedWeaponDefinitions.SoldierRare,
AttachedWeaponDefinitions.SoldierVeryRare,
},
}
So that's how I've got the Basic one set up
SoldierRare and SoldierVeryRare look exactly the same as SoldierBasic but with a different chance and a different weapons list
and they all have the same id?
so what is the id for
AttachedWeaponDefinitions.SoldierRare= {
id = "SoldierRare",
chance = 10,
outfit = {"ArmyInstructor", "ArmyCamoDesert", "ArmyCamoGreen"},
weaponLocation = {"Rifle On Back"},
bloodLocations = nil,
addHoles = false,
daySurvived = 0,
weapons = {
"Base.MossbergM590T",
"Base.ColtCommando",
"Base.G3",
"Base.RemingtonM24",
"Base.MP5",
"Base.MP5SD",
},
}
It just gets the name from the top of the definition
See the =?
i just don't understand what is it there even for, like there are some positions without the id
PZ lua being PZ lua is my guess
but coming back to this, it has .Baloon on the top, and PZBalloon in the id, so how does that work
That mod may have some extra lua going on then, idk
so what does it actually do in your example, if you removed it would that break stuff? xD
I thought I just added new custom attachedweapondefinitions that way, and it worked
Soooooo
God knows
π
i made this ```require "Definitions/AttachedWeaponDefinitions"
AttachedWeaponDefinitions.handgunHolsterShoulder_Unholy = {
chance = 50,
outfit = {"Unholy"},
weaponLocation = {"Holster Shoulder"},
bloodLocations = nil,
addHoles = false,
daySurvived = 0,
ensureItem = "Base.HolsterShoulder",
weapons = {
"Base.Pistol3",
},
}```
and it just works, without that id line, so i guess it's useless? haha
Rad π
tho i can't get the weapon to spawn in hand because i get this error
also i tried adding a briefcase to the outfit so that the zombie spawns with it in hand but that didn't work either
Yeah idk if zombies can carry anything
Oooh!
They absolutely can
That's how Bandits have guns π
They are "zombies" after all, lol
So you might wanna study the Bandits mod's shared lua to figure it out
damn, so much work to just add a weapon to a hand, why does it have to be so complicated π
"Because f*** you and your mod"
-The Indie Stone
(jk)
certainly feels that way haha
the thing is, the briefcase is a clothing item not a weapon, so that's another issue i guess
how would i go about changing the sound of a vehicle in my mod? (made a go kart and want to change it to a more gocart sounding thing instead of a car)
I'm not a vehicle modder but I'd guess you just look at how a vanilla car gets its sounds
Then create a media/sound folder and put your .ogg or .wav files in there where your script would point to
think i figured it out
Oooooh that is coooool
Also that explains why the PZ character's hand is nothing but one big "finger" lmao
i really don't get why clothing and weapons are done differently tho, that doesn't make any sense
Because clothing is smart and uses .xml but weapons are redacted and are in .txt
No idea what that is
Probably like how DisplayName is supposed to mean display name but actually doesn't, lol
so now the weapon is spawning, but instead of in hand it's between the legs on the ground haha
Give it some attachment offset data regarding to Bip01_L_Finger1
ooooh that's defined in a script file
god why is this stuff all around the place π
where are the vehicle sounds in the vanilla files i cant find them
im trying to see structure so i can try to put my own sounds into my vehicle mod
They're probably in a .BANK file but custom sounds just need to be in a media/sound folder
im trying to find how to like implement them into the vehicle script so that sound levels schange while driving depending on espeed etc
oof
but every car mod i look at just says something like this:
sound
{
engine = VehicleEngineSportsCar,
engineStart = VehicleEngineSportsCar,
engineTurnOff = VehicleEngineSportsCar,
horn = VehicleHornSportsCar,
ignitionFail = VehicleIgnitionFailSportsCar,
}
even if i cant do the changing sounds per speed thats fine. i can settle for just having a static sound
cuz i have a dirtbike mod that sounds like a car and same with gocart. i want to change that
media/sound/newcar has some stuff
fast, idle, med, slow
yeah i see those. i guess what im looking for is how to structure the "sound" portion of the script for the vehicle
if my mod has a .ogg file for the sounds, do i need to replace it with an .ogg or can i switch it to a wav
i get an error when i open the female model in the attachment editor in game, anyone knows why?
I'd always recommend using .ogg simply because your mod will be 10x bigger with .wav π
STACK TRACE
-----------------------------------------
function: doDrawItem -- file: AttachmentEditorUI.lua line # 730 | Vanilla
function: prerender -- file: ISScrollingListBox.lua line # 434 | Vanilla
function: prerender -- file: AttachmentEditorUI.lua line # 162 | Vanilla
ERROR: General f:4794, t:1738866146863> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: attempted index: getName of non-table: null at KahluaThread.tableget(KahluaThread.java:1667).
Stack trace:
se.krka.kahlua.vm.KahluaThread.tableget(KahluaThread.java:1667)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:624)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:173)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1963)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1805)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:38)
zombie.ui.UIElement.render(UIElement.java:1978)
zombie.ui.UIElement.render(UIElement.java:1988)
zombie.ui.UIElement.render(UIElement.java:1988)
zombie.GameProfiler.invokeAndMeasure(GameProfiler.java:176)
zombie.ui.UIManager.render(UIManager.java:414)
zombie.gameStates.AttachmentEditorState.renderUI(AttachmentEditorState.java:186)
zombie.gameStates.AttachmentEditorState.render(AttachmentEditorState.java:106)
zombie.gameStates.GameStateMachine.render(GameStateMachine.java:37)
zombie.core.profiling.AbstractPerformanceProfileProbe.invokeAndMeasure(AbstractPerformanceProfileProbe.java:102)
zombie.GameWindow.renderInternal(GameWindow.java:455)
zombie.GameWindow.frameStep(GameWindow.java:945)
zombie.GameWindow.run_ez(GameWindow.java:817)
zombie.GameWindow.mainThread(GameWindow.java:615)
java.base/java.lang.Thread.run(Unknown Source)```
so in my mod it has the sounds for start,stop,idle,fail,and fatality. but doesnt call any file for the actual driving portion?
Does KI5 use custom sounds?
Because looking at how he does it would probably solve it.
whata a mod i can look at by him?
looks like hes using simple vanila ones
Do the muscle cars use vanilla sounds?
this is in the 2 mods i downloaded and looked in
sound
{
engine = VehicleEngineDefault,
engineStart = VehicleEngineDefault,
engineTurnOff = VehicleEngineDefault,
horn = VehicleHornStandard,
ignitionFail = VehicleIgnitionFailDefault,
}
lemme see
Like the 1970 Dodge Challenger?
looking at firebird now
sound
{
engine = VehicleEngineSportsCar,
engineStart = VehicleEngineSportsCar,
engineTurnOff = VehicleEngineSportsCar,
horn = VehicleHornSportsCar,
ignitionFail = VehicleIgnitionFailSportsCar,
}
uses vanilla spoertscar
Is it possible to add an item that will have the same ItemID as another item? I'm trying to make a mod that adds "Bone Nails" but implementing them in recipes seems impossible since there isn't a "Nails" tag or something of the sort. All vanilla recipes just use "Base.Nails", which is the vanilla nails. Is there a way to work around this? Do I simply make my mod a recipe that creates regular nails instead even if its a little unimmersive?
π
i just need to find a single mod that has a custom vehicle sound
M1 Abrams?
okay he uses sounds for the iceceram truck sounds
maybe i can look at that
my main thing is in these mods, they call for example "enginestart = VehicleEngineStepVan"
i cant for the life of me find that actual audi file for that
is that whats in that weird file type you were talking about?
.bank yeah probably
im wondering if having the ogg or wav in the mediasound folder is even possible for the engine sounds
without it being in a .bank
hi im new here any ideas why this happen? i extracted from a .pack file im trying to modify the png files, but when it creates the modified pack with the new pngs it adds a "_0" to all the files so the program dont recognize what textures needs to overwrite..:( yeah the pack its from a mod, its for personal use dw
Sounds like it appends the name with a number
And if the name is the same as another tile, it adds +1 to that number
So to me sounds like you need to remove the original number, and it'll do the numbering
But I'd suggest you check the mapping Discord
And ask there or in #mapping
oh ok wrong channel i guess srry and thank u appreciate it
π
@ornate sand i mighta figured it out
the guy that made the icecream truck has a gocart with custom sounds using a mower. i just followed the structure of his scripts and folders and put in a gocart sound i got from youtube and it worked
That's rad
hey, isn't project zomboid 3d? doesn't this mean u can rotate the camera around or is it glued in-place by the engine?
No
lol the characters and items are 3d while the furniture and buildings are essentially 2D drawings occupying 3D space
so the sims 1 lol
with zombies
can i get some feedback on this? why is that happening
Man, do I miss the Sims 2
Greatest game evah
there's an EA hosted event on steam, go grab your 20y old game for a price of a new game heh
I'll need my expansion packs tho
it's a bundle, all in 1 pack
Super rad
Anyone got any ideas for this?
I will neglect all my mods for the next three weeks
tho from what i saw in comments it's working worse than the pirated version lmao
What's better than becoming Chief of Police, calling in to quit the next day, and then becoming the Criminal Mastermind a week later?
Awwww the times
Braven's sherman
where are the bank files that have the vehicle sounds in them?
"Have fun unpacking our .bank files you modder filth!"
-The Indie Stone
(still jk)
im unpacking them as we speak
out of curiosity
because i was able to implement my custom sound, but it treats my sound as an idle sound. so like the dirtbike revving sound happens even if your next to the bike. it just loops the same sound over and over as long as bike is runing
that's a limitation for modded sounds unfortunately
they use fmod events to make the sound dynamic, we can't add fmod events so we're stuck with flat looping sounds
So it really is
"f*** you that's why, you filthy modder"
(still jk!)
Hello! Does anyone knows whether in B42, they changed smth about how the "OnClothingUpdated" event exactly works and when it fires? In B41, when I excuted code via this event, it has always been the case that a new clothing item has been applied to the player and could be accessed via "player:getWornItem(location)" (if we ignore other situation where the event is called like when player gets dirty or smth). Is it possible that this isn't the case in B42 anymore? When the event fires, a new clothing item is not necessarily already equipped and instead somehow equipped later? Thanks!
EDIT: Managed to find out where the problem comes from: The timedAction for wearing clothes has now a "complete()" function while the event is triggered in the "perform()" function. However, perform() is executed before complete() and complete() in turn actually equips the clothing. So the event fires "too early" in the vanilla code...
it seems so lol im looking through the bank files and theyre just all audio. theres no lua or script anywhere that i can find in the entire game files or anyones mod files that like tells an audiofile to be louder when accelerating etc
like i can only find static files that you can set. i was assuming there would be a file that like says to increase volume when at certain speeds etc
i cant find anything like that anywhere in anyones mods or in vanilla files
Then it's probably java-spaghetti
yrah i think its above my paygrade tbh with u
well im paying them. 3 trillion brain cells an hour
yeah i think i gotta just settle for the idle sound being the main sound
so my dirtbike and other vehicles will just sound like imdriving them whether i am or not. which will just force me to pull the key out which saves gas anywyas
otherwise i just gotta let it be the default sounds
is it not possible to load the base game guns in the attachment editor?
cuz i unpacked THOUSANDS of files from those bank files and theyre all like static sounds that are used in events like opening a door, switching seats, etc. no scripts or anything that change the sounds of engine depending on speed etc
like it just doesnt exist XD
Like albion explained, we can't do fmod stuff
it's all fmod events, all unpacking does is get you the sound files, i'm not sure how or even if you can reverse events
Why wouldn't that be? Are you trying to import weaponsprites or something else?
Keep in mind that if you have mods that have same model script ids as vanila (meaning that they overriding vanila model, but don't change its id's) it will not show up. Thats something i noticed.
Because you can override for example Scriptitem of gun and give it custom model id with diffrent mesh/texture, or override existing ID and give it new mesh/textures. In 2nd way it will not allow you to load model as game doesn't know which to load as there 2 same model scripts in its files, so it just does not allow any to load and it wont show up in editor.
i mean i just can't find it
If you cant find it in attachment editor that means there is 2 model scripts with exact id.
i don't really know what you mean, i'm just trying to add the D-E pistol there, but it's not on the list
oh lol yea thanks
This was actually formatted wrong, the SkillRequired and xpAward needed to be like this
btw why is my window so thin, i can't even see the Y or Z axis
like the UI in the attachment editor
No idea what you mean
Mine looks even smaller, I didnt even knew there was Green letters (i assume Y)
That's what she said
Now on multiple Platforms:
https://www.youtube.com/c/AuthenticPeach?sub_confirmation=1
https://www.bitchute.com/channel/authenticpeach/
https://www.minds.com/AuthenticPeach
Livestreaming Channel - https://www.twitch.tv/authenticpeach
that's how it looks on the youtube vid
Thats from b41
oh i see
I don't think if you actually need to see those, unless your model has some serious scale/rotation issues
Maybe UI size in options can help with it
i tried it but that did nothing
i dont really know what this editor even does, all i want is to know how to rotate a gun so it looks ok on a zombie heh
What do you mean ok on a zombie?
i want a gun attached to a zombie's hand
I love Nik, and I'm almost out to bed
so it looks like it's carrying it
It has something to do with zombieattached definitions if i remember correctly. Can't you parent your gun to bip01 propbone 1 or something like that?
It should looke exacly how player character would hold it in hand. 2hander Rifles can look a bit off, so its not perfect solution.
Most modders opt for zombies having them on back.
it actually doesn't, i tried that
so i attached it to the hand bone, but now i need to rotated it properly
my own what?
definition and attachment point
oh yea i did, i just don't know how to rotate it
oh no i already made an attachment for the hand, this screenshot is from when i tried attaching it to the prop
Ah ok. Sorry its been some time since i messed with that thing
So you imported player model into your attachment editor?
so i just want the coordinates for the rotation and location, to put in that text file
You can do that, and then move your point in game
yeah i have the player model and the gun imported
Then select player model and your point, it shuld give you arrows to move it and if you click translate it should switch to rotation mode and you can rotate it
God... im awful at using that keyboard...
Ignore that the chunks one only has the welding skill and not metalworking, forgot to reformat it like the quarters one
i parented the gun to the hand bone in the editor but it's just not possible to move or rotate in there or i'm blind
But you said you created your own Point (that is not hand bone)
i called it the same as the bone, is that an issue? xd
{
offset = 0.0000 0.0000 0.000,
rotate = 0.0000 0.0000 0.0000,
bone = Bip01_L_Hand,
}```
this
Why would you call it the same as bone, it might be confusing. ALSO why left hand?
idk i just copy pasted that from some other mod that had stuff attached to finger bones
Are you sure you can't move it? IIRC it does take alot of clicks for game to register that you want to move some points.
literally me when i try to move some points (at least in b41)
in my case the gun is in the world position when attached to that bone, and when i select world there are no arrows, unlike for example when selecting scope
You move your point on player model, not gun itself
You move point on player model, gun is for visuals only
ok then i'm doing something wrong cuz that point of mine isn't on the list at all, i just asuumed it's the bone
Is it up to date ?
Also, I made a wiki page about the attachment editor
the video is from 2 years ago so i don't think so heh
Hmm
B42 has one or two new options (aka animals can be added to the scene)
New updated fork of the PZ Translator tool
https://pzwiki.net/w/index.php?title=Translations&action=submit#Translation_tools
and idk why left, i didn't pay that much mind haha
module Base
{
model FemaleBody
{
mesh = Skinned/FemaleBody,
attachment Bow_back1
{
offset = -0.0010 -0.0160 -0.0570,
rotate = 41.0000 -1.0000 -7.0000,
bone = Bip01_BackPack,
}
}
model MaleBody
{
mesh = Skinned/MaleBody,
attachment Bow_back1
{
offset = -0.0010 -0.0160 -0.0570,
rotate = 41.0000 -1.0000 -7.0000,
bone = Bip01_BackPack,
}
}
}
Thats how i did my custom attachment point for bow
yeah i have it set up like that too
Show me
I beg you don't use same names as bones.... it asks for issues to happen
yeah thanks for noticing that, i don't really know what i'm doing
Change it to anything else. That might also mean that you tried to override something in vanila, which as i said before won't allow you to move them or even see those points.
yeah probably, gonna test it changed
btw would you happen to know how i can attach a briefcase to a zombie's hand with an outfit, i managed to get them to wear a gun holster with a gun in it, to wear that gun in hand with this thing above, but idk how to attach a clothing item that way
Since briefcase is clothing item (TIS explain why) all you need to do is create custom outfit and add briefcase's guid to it, depending on which variant you want (left or right hand and also add it to guidtable in your mod).
i tried that and it didn't work, tho maybe i forgot something, gonna retest it, thanks
also i think i get why my location didn't show, and is still not showing after changing it's name
even when selecting a female body it's still male body up there
You're telling me that you don't have female model at all there?
i mean, i selected female model from the player model dropdown, and the model is female, but on that list up there it still says MaleBody
Why not show whole file, just that small fragment?
this is the whole file
i didnt define locations for male body cuz i didnt wanted it
guess i have to ?
For zombies? Yeah
well now i get an error and there are no bodies at all haha
You sure you have all brackets and such in right places?
i think so, i don't see anything wrong in here
{
model FemaleBody
{
mesh = Skinned/FemaleBody,
attachment LeftHandBone
{
offset = 0.0400 0.0000 0.0000,
rotate = -90.0000 0.0000 -90.0000,
bone = Bip01_L_Hand,
}
attachment RightHandBone
{
offset = 0.0400 0.0000 0.0000,
rotate = -90.0000 0.0000 -90.0000,
bone = Bip01_R_Hand,
}
}
model MaleBody
{
mesh = Skinned/MaleBody,
attachment LeftHandBone
{
offset = 0.0400 0.0000 0.0000,
rotate = -90.0000 0.0000 -90.0000,
bone = Bip01_L_Hand,
}
attachment RightHandBone
{
offset = 0.0400 0.0000 0.0000,
rotate = -90.0000 0.0000 -90.0000,
bone = Bip01_R_Hand,
}
}
}```
Did you change this too? Also Did you create new body location with it?
Maybe you don't need it though
group:getOrCreateLocation("Left Hand"):setAttachmentName("LeftHandBone")
group:getOrCreateLocation("Right Hand"):setAttachmentName("RightHandBone")```
i didnt add any body locations the way you made one for a quiver, do i need that too?
I'm not sure as it was made for sling type of item so i had to create custom location for it for player.
