#mod_development
1 messages Β· Page 308 of 1
It works really well, but I need to dedicate some time to figure out the last bug where moving a worn container to a different body slot dupes the item by dropping it and keeping it in inventory.
Lots of odd quirks found along the way - for example there's a bit of code that makes things faster if you're putting stuff into an equipped backpack that isn't full, but once it goes over 100% capacity it makes things slower. A lot slower.
And I need to publish the "remove backpack speed reduction" mod first... turns out that clothing with run speed modifier displayed does nothing, but worn containers apply their hidden run speed modifiers and these are made worse based on how full they are.
is -debug mode suppose to take forever ? my game just sits at a black screen
that makes sense. and I see setCapacity is borked in the java too
No, it should not take forever. You can watch console.txt to see what is happening.
some errors will stop the menu from loading in debug
not sure how there errors when all mods are disabled
nvm it was my mod that was on
when i activate my mod the games breaks ( black screen )
any errors in console.txt?
a few different things, my mod doesnt have an mod ID. but there the 2 other mods that activate with it, autosar,tsar
Annoyingly a lot of errors you get are normal
Even on a vanilla-only game.
post the whole console.txt (discord allows files to be uploaded)
i am watching a video and this guy said delete everything in user zomboid and let the console refresh
to see the actual errors
maybe user/Zomboid/Logs ?? deleting everything in Zomboid seems a bit extreme
nope he saids delete the entire zomboid folder after backing it up, then copy the mods folder back into the zomboid
That sounds more like advice for a problem that is not known to be caused by one mod.
If you know which mod is the issue (i.e.: your mod in this case) then you can just disable that to make the game work.
There are issues that can cause crashes that persist even with no mods in a new game, and for that cleaning out the zomboid directory can help.
i do get errors loading up normally
and my mod is activated so does that mean it my mod
That;s why I said give us the whole console.txt and we may be able to help pick out what matters.
^^^ uploaded figured it be my mod if anything
Exception thrown java.util.concurrent.ExecutionException: java.io.IOException: Not a valid PNG file at FutureTask.report
preview.png
idk if that would keep it from loading though
hmm, I bet it would. When I was trying to figure out the new folder structure, it wouldn't load my game if things weren't perfect
i have poster=preview.png
Fix up C:\Users<username>\Zomboid\mods\Car Carrier\preview.png and see if that helps - if nothing else, it will clear that error
Like I mentioned, the parsers in this game sometimes give up when one thing does not work.
sounds like gtav in a way, if one code is off the vehicle wont load
-debug mode still wont load tho and my poster didnt fix shm
I once put a comma in the wrong spot and deleted every piece of of clothing in the game as well as turned every vehicle into a random burnt out wreck.
so here's my issue. I left zupercart enabled, enabled the mod I'm working on, and the menu is borked when I right-click on a cart. It only shows my mod's menu. zupercart uses tsar library and nothing looks weird but maybe I'm missing something
it 1000% my mod tho just removed it and it launched
from zupercart:
local old_option_update = context:getOptionFromName(getText("ContextMenu_Grab"))
if old_option_update then
context:updateOptionTsar(old_option_update.id, getText("ContextMenu_GrabTrolley"), playerObj, ISWorldObjectContextMenu.equipTrolley, worldObject)
return
end
my menu is built like:
local mainMenu = context:addOptionOnTop("Easy Mode", worldObjects, nil)
local subMenu = ISContextMenu:getNew(context)
...
local farmingMenu = subMenu:addOption("Farming", worldObjects, nil)
local farmingSubMenu = ISContextMenu:getNew(subMenu)
farmingSubMenu:addOption(...)
...
local subOption = ISContextMenu:getNew(subMenu)
subOption = subMenu:addOption(...)
context:addSubMenu(mainMenu, subMenu)
subMenu:addSubMenu(subMenu, subOption)
return
is there anything obvious I can't find that would break the world context menu?
also, if I comment out the zupercarts context:updateOptionTsar, everything works fine
It's like you're overwriting or clearing the context menu object that was passed to your function.
What's in updateOptionTsar?
Looks like it is mean tto repale an option in the context menu, but just breaks it instead.
function ISContextMenu:updateOptionTsar(id, name, target, onSelect, param1, param2, param3, param4, param5, param6, param7, param8, param9, param10)
local option = self:allocOption(name, target, onSelect, param1, param2, param3, param4, param5, param6, param7, param8, param9, param10);
self.options[id] = option;
return option;
end
try this instead:
context:removeOptionByName(getText("ContextMenu_Grab"))
Context:addOption(getText("ContextMenu_GrabTrolley")), playerObj, ISWorldObjectContextMenu.equipTrolley, worldObject)
yea I was going to fix that up tomorrow when it wasn't getting late to remove the tsar dependency. I was more worried I did something wrong in my mod
that will put your conext menu entry at the bottom instead of where you removed the entry, but you can adjust that later
the vanilla grab works fine with it I think, from what I can tell. Not sure why they used tsar's
with updateOptionTsar commented out
May be as simple as wanting to change "Grab" to "Grab Cart"
Or they want to call "equiptrolley" not "put in your inventory"
true dat. everyone does things differently
I'd guess "equiptrolley" puts the trolley in your primary hand, instead of inventory. Been a long time since I used the tolley mod.
I have fond memories of looting a bunker with a shopping trolley though. π
ha yea I've been jonesing for it. been kind of waiting for it on 42
RV Interiors is the mod I really want for B42, but they are waiting for B42 to be stable so... 2026 I guess.
That's an optimistic estimate
Build 40 only took 5 months to be stable...
3 months for Build 39!
3 years two months for Build 41 π
Sadly, I expect B42 to be closer to B41 in timeframes... they are working on multiple major systems all at once, plus redoing the structure of multiplayer somewhat to if I understand some of the lua changes correctly
require 'Items/SuburbsDistributions'
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.ration_fedra_1");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.1);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.ration_fedra_2");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.ration_fedra_3");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.01);
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.ration_fedra_4");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 0.001);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.ration_fedra_1");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.1);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.ration_fedra_2");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.05);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.ration_fedra_3");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.01);
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, "Base.ration_fedra_4");
table.insert(SuburbsDistributions["all"]["inventoryfemale"].items, 0.001);
Hey, someone know how to spawn items on zombies ? This is the right way or no ?
I killed like 100 zombies, and didn't find one of theses items
I can't say for sure that is the rigth way, but... set those probabilitis to something like 10000
Or it's hard to tell if you're just unlucky
table.insert(SuburbsDistributions["all"]["inventorymale"].items, "Base.ration_fedra_1");
table.insert(SuburbsDistributions["all"]["inventorymale"].items, 1);
Maybe trying these %
Ok working, i tried like 100
i think theres another way that actually lets you pick the outfit
but i dont remember
tho it seems like you want it for all zeds
what do I have to do to make this variable persist between saves?
eg
medicalDebt = 0
instead of
local medicalDebt = 0
local is about scope - that controls where you can use that name to access the variable.
If you want to save some data, modData is the best option.
It's a lua table that gets saved/loaded between games, and you can also attach mod data to items/vehicles/animals/etc
So you could attach medical debt to to a Character object, or make a table of players and debt and save it in the "global" ModData
the scope is just single player
do you want to track the variable per-character?
yes
so i guess i need an array with the player name and the amount?
WastedModData.medicalDebt = {name, medicalDebt}
player name is not character name!
local modData = ModData.getOrCreate("WastedModData")
local modData.characterDebt = modData.characterDebt or {}
That gets the modData under "WastedModData" and if there is not already a modData.characterDebt table, it will make an empty one
Any data you put in there will get saved - at least strings/numbers/booleans/tables will, not more complicated objects.
then i can use the character name as the key and the debt as the value
exactly!
If it was for multiplayer, you could use also track the playerID (I can't remember the correct property to get for this, but there is one)
that's really helpful, thank you π
I'm curious what the mod is that tracks medical debt... I'd have hoped that all vanished with the apocalypse. π
#mod_support if you need help with mod issues.
so i'm having a problem unfortunately
local modData
Events.OnInitGlobalModData.Add(function()
modData = ModData.getOrCreate("WastedModData")
end)
modData.characterDebt = modData.characterDebt or {}
local charName = getPlayer():getUserName()
if modData.characterDebt[charName] = nil then
print ("register new patient account " .. charName)
table.insert (modData.characterDebt, {charName, 0})
end
is what i have, but i end up with an error on this line:
modData.characterDebt = modData.characterDebt or {}
unexpected symbol near .
I'm not sure how you are trying to divide things up here
When the lua file is loaded you create the variable modData with scope fo "this file" then you immediatley go to modData.characterDebt = modData.characterDebt or {} but at this point moddata has not actually loaded anything
shouldn't it just create an empty table?
What is modData when that line is executed?
local modData
modData.characterDebt = modData.characterDebt or {}
that's what will happen because you've put modData = ModData.getOrCreate("WastedModData") in a function that won't execute until an event triggers, but your other code is running when the file loads.
shouldn't the function execute when the game loads?
This will probably also fail: local charName = getPlayer():getUserName() becasue you'e runing it when the file loads, not after a game is created/a player enters.
Events.OnInitGlobalModData.Add(function()
modData = ModData.getOrCreate("WastedModData")
end)
will run when the OnInitGlobalModData event happens
or rather, Events.OnInitGlobalModData.Add runs on file load and then that will make the function run when the event triggers.
local modData.characterDebt = modData.characterDebt or {}
local charName = getPlayer():getUserName()
if modData.characterDebt[charName] = nil then
print ("register new patient account " .. charName)
table.insert (modData.characterDebt, {charName, 0})
end```
is also giving the same error
don't use local modData.characterDebt - you're not making a new variable there, you're using the exsiting modData variables.
What you probably want is 1) create your local variable with the scope of the file (which you have done)
2) write a function to intilise that
3) call that function using the OnCreatePlayer event, which is when a player enters the game
(there are many other ways you can do this too)
now this solved the first error and i got right into the second error which is the one you predicted with getusername
How does getPlayer() work when it run before there is a player?
with attempted index: getUserName of non-table: null
That's why you have a function that is triggered off OnCreatePlayer
yup - getPlayer() will return nil, then nil:getUserName() is trying to treat nil as if it was a table.
can i run all of this conditionally after the game has loaded?
yes, give me a momemnt...
there's a variable that tracks if there is a healthcare system or not, if not then loading all of this is a waste
local WastedMod = {}
WastedMod.Debugmode = true -- you can put any other settings you like in the WastedMod table
local DebugSay(message)
if WastedMod.Debugmode == true then
print("Wasted Mod: " .. message)
end
end
local function WastedModInitData()
DebugSay("WastedModInitData")
WastedMod.modData=ModData.getOrCreate("WastedModData")
WastedMod.modData.characterDebt = WastedMod.modData.characterDebt or {} --create an empty table if this does not exist
end
Events.OnInitGlobalModData.Add(WastedModInitData)
local function WastedModPlayerEntersGame(playerNum, player)
local charName = player:getUserName()
if charName == nil then DebugSay("Unable to get character name");return; end
if WastedMod.modData.characterDebt == nil then
DebugSay("register new patient account: " .. charName)
table.insert (WastedMod.modData.characterDebt, {charName, 0})
end
end
Events.OnCreatePlayer.Add(WastedModPlayerEntersGame)
That puts the initilisation into two places: OnInitGlobalModData (which is when ModData becomes available) and OnCreatePlayer (when a player loads into the world)
With a little fucntion to easily print debugging messages you can turn off just by changing WastedMod.Debugmode to false.
wow, that's really useful, thank you!
this is probably a silly question, but where do the playerNum, player properties come from in the oncreateplayer function? does the event include them?
yes, a lot of events include a few parameters.
In general an event about a player will include a player object, an event about a vehicle will include a vehicle object, etc. That way your function can easily tell who/what triggered the event.
Grrrr I don't wanna make models for these
(the ones that have items attached already have models)
make a generic box model
Yeah but I don't wanna ship the mod like that
Or do you mean for when they are used, not for when they are on the ground?
it's like, the last thing the mod needs before being considered complete
Well I mean, both? they might show up in crafting animations
I've seen modders do things like using a tote bag model for clothes on the floor. Gotta admire that sort of shortcut.
Yeah, harder to get away with if you want the player to actually hold the item.
I'll just end up taking some vanilla guns and take apart the models for it, but still
I'll have to do that later, don't wanna rn
The framework is basically complete now tho.
I know that feeling.
Well I'm waiting on permission to the use other models actually, so if I don't get permission for those then I'll have to make ones for those too
currently it's just using the part pieces I made from taking apart the pistols from the mod "Ramshackle Recipes"
The creator of ramshackle seems interested in my work, so I don't think they'll say no to letting me use the models. But still, good to wait for verified permission instead of assume
how do i make a true music custom mod for 42
Does the True Music mod page have instructions/a link to a template/etc?
anyone knows if removing an unknown event is possible if we assigned it like this
local evnt = Events.OnPlayerUpdate.Add()
reason for me asking this is cuz what if i need a dynamic event that can be other event and not just OnPlayerUpdate
You mean same function attached to multiple events?
wouldn't you use Events.OnPlayerUpdate.Remove(myFunction) and Events.OnSomeOtherThing.Remove(myFunction)?
Oh you mean you never gave it a function name! Solution: give it a function name and attach that to to event.
yes
idk you can try it and see if it works or not, but I am not sure
Add() seems to be a constructor for Event, so maybe it will return Event?
Thank youuu. π
I wanted to eventually move on from the dependency as I'm not sure why it was used in the first place.
yep will try later
I swear π
All I did was take the original and replace your updates and the anim is still broken. Everything else is exactly as it was from the published version of the mod.
looks like a dropped supermarket trolley to me.
Yeah it's just equipped like that. This was the issue I had all the time. Everytime I changed something, this happened.
Sighhh. Now I'm sucked back into working on this again... Double sighhh. Seriously tho, I wonder why it was good for him but not for me.
Also 1,200 lines of this a pop is a little annoying.
LOG : General f:0, t:1740919769943> ERROR: mods isn't a valid workshop item ID
π€£
Yea I give up, eff this mod and its animations. lol. Just ridiculous.
A simple question:
If I add two items in same distribution, that gives chance to player getting two items at once?
built a new inventorypane
so pretty β€οΈ
2nd will just overwrite the first one
eh really? than what is the point of that because it's from vanilla. is that mistake of devs?
π¬
I LOVE it.
Text on the right could use a little bevel/background/outline tho.
Or just a new color 
you mean the type text?
Yea, kinda hard to read. At least for me.
neat. fits well with your other mod
a bit brighter
anyone a idea to parse a skill name like Mechanics as variable through the function?
skillname = "Mechanics"
local Skill = player:getPerkLevel(Perks.skillname)
looks like lua didnt understand that skillname is a var
Can I access ModData somehow before the world is loaded? Specifically in the screen where you create your character
The Support Goods mod has many frameworks that can be created or depended on to create your own mods or sub-mods or expansions.
Frameworks and what you could do mod yourself and upload seperately:-
MyCamo (Make your own camo pattern and clothing set, has all you need to do that.)
MyRoom (Add your own posters and photos to the game or multiplayer servers)
Computers (Add your own games, features, and such. For example, adding a new hardware that allows listening to cassettes from True Music on Support Goods laptops.)
Transfer Printing (Add new companies or designs)
Alcohol Brewing (Adding new variants of alcohol)
Etc
https://steamcommunity.com/workshop/filedetails/discussion/3434464110/595142333640541605/
If anyone wants to use or depend on Support Goods and any of its frame work. I made some things that make modding easier. For example, MyCamo has all you need to make your own camo clothes pattern, MyRoom has posters and framed photos that can be easily retextured if you ever wanted to make framed photos, or posters, etc. π
-- adding
local targetEvent = condition and Events.OnPlayerUpdate or Events.Other -- or however else the dynamic event is determined
targetEvent.Add(callback)
-- removing (assuming targetEvent is saved somewhere)
targetEvent.Remove(callback)
Add & Remove don't return anything; this is the pattern you'd have to use
so this has been a trip - only check1, check3, check4 return true where the others are nil. In my mind these are all equivalent. Could this happen because I'm invoking java functionality from lua? canReachTo is java:
local check1 = playerSq:canReachTo(nonFloorContainerSq) ~= "false"
local check2 = playerSq:canReachTo(nonFloorContainerSq) == "true"
local check3 = playerSq:canReachTo(nonFloorContainerSq) ~= false
local check4 = playerSq:canReachTo(nonFloorContainerSq) == true
local check5 = not not (playerSq:canReachTo(nonFloorContainerSq))
(sorry, check1 and 2 are obviously not equiavalent to the rest)
tl;dr: it's a good idea to do explicit true/false checks against java methods that return bool when calling from lua
Wtf are you doing
Wdym explicit
Seriously I do understand wtf you're doing
You've fighting with checks since fucking yesterday or so, and there's seriously nothing magical
canReachTo returns either true or false
Check1 is true bcs it's not a string
Check2 is false bcs it's not a string
Check3 is true if canReachTo is not false and false if it's false
Check4 is true if canReachTo is true
Check5 is a bit weird but my guess is the order of check makes it fuck up. Not not bool is probably completely breaking because of the order of the check. This is notably the case with no val1 == val2, it will check val1 is falsy then do == val2
You'd have to do
not (not canReachTo)
I think
Anyway there's no point even doing that last one, never do that
i see thanks Omar
shared this here
#1070852229654917180 message
The purpose of not not is typically making sure it's a boolean (i.e., converting to a boolean)βagreed that it isn't necessary here, but it's valid
All of these should be booleans, as stated above. Are you reassigning them anywhere before checking if they're nil? How are you checking that they're nil?
Hello everyone! I want to tilt a hat, does anyone know how I can do it? Is it done through XML files? this question belongs here or in the modeling section? I wasn't sure
type(val) =="boolean"
Check vs. coercion
Yeah, that's also valid. Just saying not not works fine
not not sounds so terrible
Especially due to the issue I described when using it not properly
The example Carlos provided has parentheses around the operand so that wouldn't be an issue
I think it'll be in the model scripts
Those parentheses don't do shit
What?
Weren't you pointing out the potential problem with operator precedence
If that were a concern here (it isn't, since it's a function call), the parentheses would make it a non-issue
If you do not not val1 == val2
not not (val1 == val2)
Yes
Not at all necessary since == is already a logical operator, of course
That would be the way to do it, and even then there's no point doing a not not imo
Yea
that stinks. which folder are you working out of/making changes in? and are you subscribed to the mod on steam?
I think something in my game somehow broke. I'm verifying the game files right now. Not sure what happened but even without mods loaded I'm getting errors.
I get the "ERROR: mods isn't a valid workshop item ID" with zuper active. I haven't checked on the reason yet but I have a hunch where to look. I also double checked what I have, and it seems to work ok.
That error means nothing
It's a vanilla bug
That has been here since B42 release 
thanks for letting me know that because I couldn't find a reason in these mods. I just never noticed it before
perks[skillName]
in lua when you write Perks.skillname that's the same as Perks["skillname"] (it treats everything after the . as a string index into the table) so if you want to use a variable you have to use the [variableName] syntax
@frank elbow @bright fog disregard my previous comment. The in-game debugger doesn't always show local variables (not just when they're nil) and that led to me make some wrong conclusions
learning π
for future reference, if it isn't showing a local variable, that is always a bug: even nil is supposed to show up
this helps
Is TIS banned every external url ? I cant use openUrl for discord server link, but https://theindiestone.com/ is working
Some links are accepted, I believe Discord is accepted
@sour island do you remember if Discord is allowed ?
π
nope
Check out my mod alerts and updates mod
42 doesn't read from the old media folder at all?
No, but you can load 42 textures in B41 π
Textures, sounds, anything that starts it's scope in mods/<mod>/
helping @storm trench and their port of zupercart and their cart is always on it's side, even though I don't have that issue.
I thought, well we don't need the old media folder for 41 so i borked it. And guess what the cart does when I delete media? lays on it's mf side
all animsets must exist in both directories
when the game searches for animsets it checks the b41 folder, but when it actually loads them it correctly uses the b42 folders
local function OpenDiscordUrl()
local url = "https://steamcommunity.com/linkfilter/?u=https%3A%2F%2Fdiscord.gg%2Fla-station"
if isSteamOverlayEnabled() then
activateSteamOverlayToWebPage(url)
else
openUrl(url)
end
end
Just find make this
(Its working btw)
thanks!
I don't like it, but thanks!
Ohhh that's the freaking dumbest thing ever hahaa. Ugh. Thanks, I appreciate it!
Just... lmao hahaa.
I took that out for 99.9% of my testing after I had the main mod set up. I figured having the extra media stuff would just be wasted space for a mod I was already needing to fork parts of to port.
Also, you're always so incredibly insightful. Thank you for all you do.
Anybody have their mod ever break the freaking mods menu in game??? π€£ ugh.
how to make a mod in b42?
I would like at an example of a similar mod to what you are trying to do to use as a reference
well, a mod that lets you craft one single gun, from metal pipes, metal scrap and a plank
it's literally unreadable for a beginner
I'm happy to get your feedback on it however
Because the goal of the wiki is to make it easier to get started with making mods
i can tell you this guys here in the chat are insane helpful. im also beginner. try to copy paste a existing mod and learn how it works and if questions comes up, im pretty sure the guys in this chat will help you
Yeah
Yes
That's for scripts
If you do scripts, then yes it's great
If you don't know what is doable, you can either check how other mods do it by accessing their files. Asking in the various modding #Communities is also a good idea in getting some help or finding out what you could possibly achieve with modding.
Tbf this is the main tip for modding
Knowing mods that do something close to what you want to achieve can help you find examples
Allright. Is there maybe a template of a firearm script?
I have found one on youtube, but it shows that it's for Build 41.54
If I would to adjust it, would it work on b42?
This is the most up-to-date guide on making firearms (it's up-to-date)
okay, so I did something like that, with a help of script grabbed from an addon adding more guns to b42. Can somebody help me with the recipe?
hahahaha
Nop
tried that when i first started modding. chatgpt will take ur code and ruin it for u
I will never tell anyone to use ChatGPT because currently ChatGPT goes mental on PZ coding
u can use it at other things tho
it's amazing for writing radio/tv channels
and LUA translations (if its not alot of content)
You will want to change the item ID
Yea, basically anything that doesn't involve coding lmao
yeah haha
but it was a lifesaver for me when it came to LUA translations in general
saves alot of time, specially for radio/tv translations
where u need to translate a GUID for each line of the transmission lmao
lol imagine translating that by hand.
so, if I will change it to item PipeGun, the recipe should look something like that?
Yes
π«‘
This will help you understand craftings in B42
Basically yes
That's normal
ChatGPT will hallucinate an insane amount of stuff
It has became better
But it's still not great at the Lua API
It is, it invents a fuck ton of stuff
No it does
It hallucinates functions
It pops functions out of nowhere
it uses lua, but it has no idea how to work with zomboid's code
its more of ignorance.
He knows how to use PZ coding
we dont call people who dont know things hallucinating
we called them ignorant of information or simply uninformed
Well, this has been an interesting mod to work on.
they have not been trained at all on PZ code
He knows Kahlua in a way, he knows it but it doesn't know all the possibilities, because it doesn't know the java doc and it doesn't know what each functions does and it will hallucinate a lot of functions
Looks good
You sure you want InHandCraft for that sort of craft ?
if it totally hallucinated it'd be useless for coding. it isn't. it simply isn't trained on videogame modding.
i use actually chatgpt with linked websites from zomboid wiki and apis list so he knows how to use it. without links gpt is not useful. when you know how to guide gpt through zomboid code its pretty good tbh
That's absolutely not what hallucination for an AI is
What does it mean? Like, crafting without a workbench?
An AI hallucinating means it will create informations that are not based on anything but things that look real
ChatGPT will hallucinate functions for PZ
tbh, its too early for AIs rn to do that stuff.
It will, it knows PZ coding a bit and it knows a bunch of stuff
And it will hallucinate in functions
Functions that do not exist will be used because it assumes that functions with such a name will exist
yeah exactly
i tried sending it the entire PZ lua file and it still had no idea what to do
ChatGPT is primarily focused on a creative process approach, hence why it makes up a shit ton of stuff
even if given other codes it still insists that its right and its the most genius thing ever
Good for writing stories etc, but not coding
Bcs that's how it works, it will hallucinate shit if you use it wrongly
GitHub co pilot is better because it takes into account what your code is
I highly recommend only using GPT's if you're using the VS Code app, and then do NOT let it code anything. But it's wonderful for spell checking or, my personal favorite, injecting a bunch of stuff into predetermined areas of the script. I had it take a 550 item document of room names and put it in both my cart/trolley distribution files in about 25 seconds. Saved me a good hour of work.
But you can't tell me ChatGPT failing PZ code is not hallucination, I've seen it a lot of times and I even use Copilot with GPT and it fucking hallucinates shit out of nowhere. Even when writing wiki pages from VSCode, it hallucinates informations about PZ
yeah it can do simple instructions easily
ChatGPT is like a person who has studied for a job for years but no experience in the field
for example
adding your module name before item names, or extracting item display names from LUA translations
copying code exactly, etc.
I guess it depends on what you want out of it. If you check everything it does, have at it. But if it does something you have no idea about, don't let it do it. It'll ruin your hard work quick.
its pretty shit at scripting tho
but honestly
there is AI modding is very hard without
and it'll help all and any modder
give it an image and it'll make u a model
u'll need some afterwork on blender, mostly to make it low-poly or adjust UVs
That's pretty neat. How much does it cost tho?
zero if u make 5 billion accounts like me haha
each model + texture costs 0.5 credits
and u get 5 credits per account
lemme show u the models it made
That's not too bad. Hmmm. Welp, if I ever go there, I'll have this saved. Thanks for sharing!
after editting
it isnt a calculator (stupid machine) nor an animal either
its smthin new
but it def isnt alive or sentient haha
It's incredibly efficient code. That's all for right now.
I would rather do 3D assets myself than optimize Ai models, seems way faster and better
lol sure bro, its literally a slider on blender
decimate + uv/texture editting if needed
it generates a high poly model btw
18k vertices. i get most models to 200-800 vertices tho.
depends on how complex it is.
And still looks bad
looks pretty good ig
far better than any models i could've done tbh
but my team does have modellers and we do our own models
Yeah, it looks decent. Maybe a little too... "rubbery/plasticy", but other than that.
i can show u the high poly model lmao
When it comes to PZ, anything really goes as you canβt tell far away
yeah, but still needs to ressemble the object haha
and has the right texture. so u end up doing the model anyway.
okay, @bright fog I created mod info, my pipe gun script, and the recipe script. What else is needed for the mod to work?
Your mod is for B42 right ?
Using ai for both the models, textures feels really disingenuous
Then the folder structure is a bit wrong
yes
how can I fix it?
ai is not at all competent at any kind of programming, it's only becoming popular because half the people in the industry don't enjoy programming and are only in it for the money
for zomboid in particular it is straight up worthless unless you're already good enough to do it yourself
I didnβt say anything about coding, i said the model and textures are ai generated
ait, so there is no scripts folder, so it just goes into lua?
using machines to produce goods is disingenous. we should all weave our cloth by hand and produce cars with hammers and anvils
No there is a script folder
Just remember AI 3D models are trained on our 3D assets
ais are machines too
It boils down to the way they are doing it
I donβt think thatβs a fair comparison
what do machines do then? they allow mass, quick and efficient production
okay, so could you tell me, what specifficaly is wrong? I don't kinda see it
The machines still need to be designed for specific purposes and the items they create are still designed by people
Itβs like comparing some junk food that is mass produced, and then what a chef cooks
yeah, an AI cant mod by itself. but i can take the models it creates and mod it in instead of spending hours/days just making one model
Sure junkfood taste good sometimes, but I would rather have the chef food
sure, but u end up paying more for the chef food and getting less
and its the same quality
I said it feels disingenuous
And? I care about my food
It is definitely NOT the same quality
yes, AI is better LOL
Guy is a troll
nah, im saying my opinion
Maybe the Ai is better at producing than what you yourself make, but in a general sense no
There are a million things AI is not better at than what a skilled artist can do
I do think your mods are interesting, the ai usage feels a bit sour but I donβt think itβs inherently bad
btw, not all my models are AI
80% of my models are either made by our team or vanilla models re-textured/repurposed
I donβt want you to think that i dislike your mods because you use ai or something btw. I just said it feels disingenuous
for you, sure.
okay, so, I made a first attempt on modding. What do I do now, to transfer my mod into project zomboid?
The future of AI is not here yet. No sense in harping over which is better right now, because the answer will always be the same: microwave dinners don't compare to the real thing.
Which folder should I put it in
π€
- this comment has been saved and will be reviewed to determine your status in twenty years after the AI rebellion.
please wait while we load π€
twenty years from now, Poles will teach AI to say Kurwa, and have a good laugh about it
It can already do that
In fact, you can make ChatGPT make a stereotypical Indian accent as well
you could make it write a novel in polish haha
I shall go on a journey, to teach AI every polish curse word know to a man
i used it once to translate one of the books i wrote into arabic, it was pretty amazing tbh
If Build 42, this location:
C:\Users\UsersUsername\Zomboid\Workshop\ModName\Contents\mods\ModName
42, media and common folders go in the last ModName folder along with mod.info - Also put media folder in 42.
If not Build 42, ignore the second comment and put the media & mod.info file in that second ModName folder.
When you go to upload in game under the main menu option "workshop" it'll tell you what is wrong and where. Just keep following that until you get it. If there's any issues, we're here to help.
Used it a couple of times to do my political class assignments, it's kinda okay
just overuses informal polish, or uses words that are rarely spoken
@umbral raptor if you are interested in using something like this local and free for ever, try this https://github.com/Tencent/Hunyuan3D-2
u could give it furthur instructions
I'll be dead for what I said and you'll be a slave. Best decide what priority you'd rather have hahaa.
can't teach it a writing style with minimal effort, sadly
ill be in space my dude π
okay so
is this the folder I should put it in?
or this
That's correct.
Nope, first one.
allright. Now, when I go into zomboid, the mod will show, right?
Could you check, if I didn't mess something up with the file structure?
btw i do like 50 billion other things to get the mod done. if getting 1-3 of these thing done by AI makes me "disingenous" then sure, i'd rather be that than spend several more hours/days/weeks working just for my or others ego/opinions lol
Looks alright to me, but the workshop can be weird. If it needs anything then it'll tell you quick.
its also much better than downloading any of those online shitty 3d models from websites
with most models selling for like 5-20$ or some bullshit lmao
Why are you going on about this? Also whatβs wrong with people commissioning their work, when you do the same?
Thx
Anybody know a possible reason why my mod would send the game to a black screen when reloading LUA? Console tells me where to go and what to look for, but idk what the issue is. Nevermind I'm a dummy hahaa. Accidentally fat fingered something.
I'm not saying the entire mod is disingenous.
Just sours it a little bit.
I have the same opinion about that mod that rocco made with really interesting weapon functions and designs, but it's soured by the fact that they used an Ai workshop icon instead of simply showing some of their weapon models
The mod is good, just has some tang to it because of that
nothing wrong. but modellers are expensive, specially when i earn little money from my mod and they are all donations.
if i was developing a game sure
or maybe a 3D movie/animation
i'd hire a 3D modeller
Why not learn yourself if I may ask? Wouldnβt that be way more neat?
i am already learning it myself, but I am going slowly
and i prefer modding over modelling tbh
also as i said, i have a modeller on my team
and he does alot of the models
so its not like i fully rely on AI
nah, i do alot of work myself retexture, working on models, etc.
but i'd rather save time and money on smthin i do for fun π
It just feels very sour in my mouth, when you say 3D models are shit, and AI is better, and that itβs bullshit people do 3D commissions
Unless I misunderstood what you meant by the last part
lol man get used to it. AIs are going to get better than people at everything; writing, art, etc.
What's everyone's opinion on using AI art for preview and poster.png hahaa?
but i didn't say its bullshit.
i said "i'd rather save time and money". why should i spend hundreds of dollars and hundreds of hours of time so people dont feel sour in their mouth lmao
You edited the comment
i'm less likely to click on your mod if it has some ugly ai art on the poster
im not working for free
You arenβt really working at all
lmao
Copy paste go BBRRTT, end of discussion
Well, define "ugly" hahaa.
this is my mod
dont say i did nothing
its probably the largest in terms of new content on the workshop on B42 rn
so please dont cry because u cant handle the fact that ur job is getting replaced by machines lmao
if i can tell you used ai, it's probably ugly
@past radish i bet u cant tell which models are actually made by human and which by AI
if u say 3 correct ones then ill add ur name to the credits of the mod.
Can you make a gun accept multiple types of magazines?
I donβt want to have any credits to any slop content no thanks
a joke btw
btw, the computer is human made, so is the printer, the heat press, the canning machine and more π
I donβt know why you seem so, angry, I donβt dislike your mod.
well it pisses me off when u say i do nothing
Thatβs the reaction Iβm going for when you say artist are bad
Itβs both stupid
@storm trench Okay, so it just gives me an error, about lack of preview.png
where should I put it?
Either way, AI is not completely replacing us anytime soon
also, dont call my shit slop content lmao
Thatβs my personal opinion
based on??
Anyways, this is getting out of hand for this channel
ur jealousy?
Not in vanilla. gun -> one type of magazine, one type of bullet.
You can move it to DM if you want
nah, im good. u do u man
Preview goes at the very top level with your first ModName folder; inside that goes the Contents folder, preview.png and workshop.txt
can't mod it in? π
You could, and britta/gunslinger does... but it needs to be modded in.
And @drifting ore preview.png must be exactly 256 x 256 in size.
lua needed?
Cuz I think it would be interesting if one of the benefits of the improvised guns is that they can accept the improvised mags or gun mags of the same calibre with similar size/shape
Making improvised guns better than proper guns?
Just don't make it super lame like FO4 pipe weapons hahaa.
God no lol, much slower firerate and worse durability
damage itself is comparable to normal guns due to how gun calibres work, but the capacity would be dictated by the magazine
If you made it a right click -> refit for improvise dmagazine
or right click -> convert to <different calibre> it would be easy to mod, provided the magazinetype/bullettype are handweapon properties and don't just read from the script template
and that's assuming you can even craft the gun in the first place.
Since you need to either start as a specific profession, or find an m14 to reverse engineer, or find a rare schematic that teaches how to make it
then you need high enough metalworking and maintenance skills to even craft the gun parts
don't changes like that get reset on game load tho
store in item's modData, reapply on load.
I think it would be easier to just include a crafting recipe to refit the receiver to a different magazine (different item that just copies the gun attachments/durability)
definitely possible to do that way too, and likely a better choice for caliber changes
Since Calibre changes should touch lots of stats
Allright, can somebody help me with my mod crashing?
here's the crash dump
I know about gardensaw error, but is any other error causing it?
It will fix the current problem breaking the mod
No promises it won't just let you reach the next problem. π
i'm seriously confused with my modData here, i define the value of characterDebt in the table and it shows in the debug modData screen correctly with the player name as key and value as 1, but all the prints show it as nil; and the "if not" condition is firing every time
local function wastedInitAll(playerNum, player)
print ("init")
if BWOPopControl.Medics.On then
wasted.modData = ModData.getOrCreate("WastedModData")
wasted.modData.characterDebt = wasted.modData.characterDebt or {}
charName = player:getFullName()
if not wasted.modData.characterDebt[charname] then
print ("register new patient account " .. charName)
wasted.modData.characterDebt[charName] = 1
else
print ("import medical debt " .. tostring(wasted.modData.characterDebt[charname]))
end
print ("import medical debt " .. tostring(wasted.modData.characterDebt[charname]))
print(type(wasted.modData.characterDebt[charname]))
end
end
is wasted a global variable?
it's local
local wasted = {}
local charName = nil
local function wastedInitAll(playerNum, player)
print ("init")
if BWOPopControl.Medics.On then
wasted.modData = ModData.getOrCreate("WastedModData")
wasted.modData.characterDebt = wasted.modData.characterDebt or {}
charName = player:getFullName()
if not wasted.modData.characterDebt[charname] then
print ("register new patient account " .. charName)
-- wasted.modData.characterDebt[charName] = 1
-- table.insert (wasted.modData.characterDebt.charName, 0)
else
print ("import medical debt " .. tostring(wasted.modData.characterDebt[charname]))
end
print ("import medical debt " .. tostring(wasted.modData.characterDebt[charname]))
print(type(wasted.modData.characterDebt[charname]))
end
end```
i commented out the definition to check that the key and value were definitely stored in moddata, and they still appear now
and the problem here was that i didn't correctly capitalise charName so it was looking for a different key!
```print ("import medical debt " .. tostring(wasted.modData.characterDebt[charName]))```
works just fine
search for "exception" is the first step to going through console.txt.
thx
"error" always shows up a lot, but "exception" normally only shows up right before probelsm with the lua-<-> java interface which is where most issues will show
still getting "World loading could not proceed, there are script load errors. " which means something in a script is broken.
Duck Tape is a brand name, Duct Tape is general type of type (and zomboid item)
Even though "duck tape" has been used as a name because of "duck cotton" or something refering to the fabric.
we were literally teached that ducktape is the right word XD
And I'm used to "duct tape" refering the tape without the fabric reinforcmnt, and "gaffer tape" is the fabric-backed stuff.
It's definitely a mess of naming and likely different around the world and in different industries.
But Zomboid chose "DuctTape"
I always assumed it was just tape designed for taping ducts
And that duck tape was just clever branding which became the mainstream name
Neat, any custom guns or crafting vanilla guns?
Custom guns, just one for now
Biggest problem i see coming up is the fact that i also want to add in stock/grip variants
Neat, im working on a similar thing
I gave upon my custom gun idea when I found Zomboid crashes if you fire more than 9 projectiles from a gun at once.
Maybe some smgs like Sten or TEC-9, that are easy to make at home
Nice
Wait it does? Why
yup. There is an array with 36 elements, each projectile reads four, then projectile ten tries to read element 37 and the java crashes.
I advocate for improvised guns to look similar to existing guns but not be 1:1
Sure you could create a sten in a garage maybe, but it would probably look different than an official sten gun for various reasons
a 10 projectile gun will often crash to title menu, an 11+ project gun just crashes.
Yeah
Look at australian organised motorcycles gangs guns
Can you attach texture/model variants to guns the same way you can with melee weapons? Like how sometimes the default hammers will spawn in and look like the forged version instead?
or "zip guns" for lots of fun stuff
Dunno
And by "fun" I mean " probably hurts the person you aim at more than you, but no promises"
Holy shit the mod didn't crash
I think it would be interesting to have multiple icon/texture/models that the guns can draw from randomly. Small variations
A slamfire shotgun shoudl be super easy to make. And look how easy it will be to model!
As dangerous to opponent as to the wielder
Okay, the crafting works. How to make it use my model? @silent zealot
The mod im collabing on has one of those
I assume you either put the model in the right spot with the right name that matches the itemname, or you specify a modelname in item - but I've not actually done that so don't know what quirks/gotchas are involved.
Like have the gun use your model?
Yeah but be sure to change the weapon sprite to the same name as the model
Also why do you have it resized? You should try to size it properly in blender so that the muzzle flash and stuff arenβt wonky
Also you need to add a muzzle param to the that model script or the gun wonβt be able to fire
i'd like to ask something. is it possible to make a model change textures while dropped on the ground?
through LUA
To be honest, I copied a code from theindiestone wiki
o
or make a model change texture in-game in any way without scripts
how to do so?
Are you modding build42? If not then i dont think the muzzle is actually needed
yeah
Itβs needed in b42 because the gun system goes from fancy melee to 3d simulated gunshots
So the muzzle placement actually affects the gunβs ability to shoot
Just copy one of the shotgunβs muzzle model parameters and youll be fine
In the scripts folder there should be a txt file that says something like weapon models
is this okay?
Donβt need to add the scale parameter, itβs 1 by default.
Also no the sprite needs to be the same name as the model definition
So βPipeGunβ
oh, ait'
Okay, so the model turned a little bit to big
(it's the size of a big warehouse)
@vast pier is there like a timetable, for how big should the model be?
Like, what size should it be in blender to fit the game
Bset practise for model scaling is they should be smaller than a warehouse.
That's confusing at the start, but will get to it

Yeah, made it to 0,025
But for future, what size should the model be in blender?
for some reason, the models have to be the size of atoms (like u literally cant see them cuz they disappear when u zoom in) so that u can put them in as 1.0 in-game lmao
thats if its say a book sized model
Aww shit
lemme show u an example
What about this muzzle attachment
this is a 1.0 sized photo frame
if u want a reference of what the size is in-game then look at my mod (MyRoom)
Is muzzle attachment pos scale related?
π
i have no idea about guns, my suggestion is to use other mods or vanilla stuff
Ait
u can easily compare them with vanilla (look at vanilla model scripts, they dont always use 1.0 scale, but u can make them the same size and use the same scale)
Gonna try the ol' mistakes and more mistakes method tomorrow
haha relatable
In object mode, set the scale to 0.01
i wish there was a dev debug option/buttom that launched the game straight away in a normal apocalypse mode. skips the entire main menu process
would help alot and save a ton of time in testing
π
I wish zomboid was build like Garry's mod
You should download a gun mod and compare the gun placements/size
Like you know, you can just open the game from files and head straight to testing
Also don't need to restart the game everytime you change something in the mod
I'd rather have it based on Rimworld with it's amazing modding support.
XML + XPATCH
I currently changed the pos according to scale, will see tomorrow if it works
Enable debug mode, thereβs a button on main menu to reload scripts and lua
I mean, Garry's Mod like entirelly build from mods
Add new properties with a C# class and then XML on the object... if you can find a property you need that does not already exist.
For me, it's the easiest game to mod
OOOOOHHH
Also models update in real time, you can sit in game and make small changes to a model and it will update every time
The actual model file, not the definition file
Big warning: this does NOT reload textures, I don't know about models.
My pc couldn't handle blender and zomboid running together
Thats cuz textures get cached until restart
Models change in real time, updating the fbx will refresh it in game
Would probably cause a explosion trying to
And I live so close to Polish-Belarussian border, that it might start a war
Phahahaha
How old is your pc? Mine is a prebuilt from like 2014
It's a lenovo ThinkPad from 2020
With i5-115g37 and no GPU
Hereβs a screenshot of me having opera open with multiple tabs, gimp, blender, visual studio and project zomboid all at once
lower right
Ah thx
Main menu
π
My laptop can get so hot, that it starts to burn my fingers
This is the same pc that one of the tech support here said shouldnβt even be able to run the game
Ah yeah a laptop. Thatll do it
But it's only while playing gta rp, it's kinda chill with zomboid
Invest in a laptop fan /gen
If itβs burning your skin then it can probably warp computer parts
Might also be time to open it up and remove dust.
Alrighty, all. I need some mod name ideas. It's a silly mod that makes the zombies spit out random, weird and goofy dialogue pertaining to being a zombie.
It's done aside from making it function via a trait.
Stand up Zomidy.
Mod preview on steam is a zombie on stage with a mic in a comedy club.
Hahaa that's pretty cute, I like that. Might give the wrong impression tho, hmmm.
Project Zomedian?

A Radical Experiment In Empathy
That's a good line for the dialogue hahaa. I'm stealing it.
the talking dead
Could you also do the opposite and sometimes have the player speak cheasy action movie lines when killinga zombie?
I like this one.
That's straight to the point. I love it. I think we have a winner.
question, what does this do exactly?
already a mod called that? checked, and there is
does this reload LUA code only or does it reload the entire game or what?
basically it dumps everything lua and reloads it all.
only lua.
also can i edit models while in-game or do i have to shut the game down for every edit?
cuz i usually shut it down haha
Someone ^^^^^^ said you can live-edit models.
thanks β€οΈ
a short while ago in chat... I've never tried though
same
I said it
i realized it never worked with other scripts (items, recipes, etc), so i never tried it
I edit gun models with the character loaded in and holding the gun
It doesn't live edit with scripts
it's the model fbx itself that updates in real time
oh, the actual 3D models not the model script?
Well, it's just called "Talking Dead"... so sorta.
yeah script stuff still needs to go back to menu
Uh you only need to shut down the game to reload textures
the rest can be done with the reload lua button
lmao
me if i was a zombie
def
also @drifting ore the gun should look like this in blender
pistols are flipped the other way, dunno why
I had lingering whispers (which is a non-comedic take on zombeis talking) but I disabled it when I disabled every zombie-behavior-affecting mod due to perf issues when there were too many zombies (but not enough that the game shoud be slow) and never got around to re-enabling them.
Pretty sure one of the mods had some poorly written code attached to onUpdateZombie or something.
the opera tabs in question
Yeah, I was inspired by similar mods to do something like this, but I wanted it more goofy and lighthearted. Maybe I'll have tweaked versions nested within that can be more serious. I dunno.
Once you have the framework changing what they say should be trivial.
Oh yeah, it's just a .txt file. Delete all of them except one, and then remove the spoken text from that one, and have an AI copy 300 more lines of that in. Then just run through all of them with whatever I want.
It's the sort of thing where generative AI is very helpful, and you're not costing anyone work because this isn't the sort of thing you'd comission for money if there was no AI.
I did use this, but it only checks the same zombie once. On insane pop I didn't have any lag until I had it set so they were being given lines every 0-5 seconds.
You can use onUpdate without issues, but you can also cause problems if you don't think about what you're doing.
co-pilot says:
Why did the zombie go to school?
To improve his dead-ucation! π
Not every modder thinks performance impacts through.. and I think some of us overthink it.
It's the most attention I give anything. I don't want a mod that bogs things down because of all the Rimworld experience I have. That game you want everything to have as minimal overhead as possible or things go south quick with TPS.
It's nearly always the job system that kills perfomance there, when I've looked.
Or excessive numbers of world pawns, but that was fixed a lot in recent versions so you don't need mods to cull them anymore.
what is the emoji for "It's terrible, that's why it's perfect?"
π¬π
What about "Zomboid Confidant" for the mod? Like, literally that's what you're like. The Zomboids just love to tell you silly things.
Zomboidian Slip?
Like Freudian slip.
If the variants work like they do for tools, I'm thinking some basic tape variants would be neat
It just hit me. Project Zomcom ! It was right there.
easy to add in some more variety now
It sucks Valentine's Day just passed cuz I could've had a ton of fun with that. Crap!
is there a way to toggle the state of being on fire?
player:SetOnFire() toggles if from off to on.
so not true/false?
I assume player:setOnFire(boolean _OnFire) lets you choose on or off.
quick to check with the lua console, if you don't mind being on fire for a bit.
Please tell me you're designing a trait to light characters aflame who commit immoral actions.
actually i'm implementing an emergency medical service, but it turns out the player can be discharged from the clinic while still on fire
and this is sub optimal
probably didn't have insurance
"Your medical insurance was accepted, but your fire insurance was not"
need to take it up with the firefighters union pal
Sounds like they need the most extreme antipyretic there is
hell of a fever your running there pal
hands then 2 paracetamol and a bill for $600
We would just IV the Paracetamol and then happily discharge without a bill π
though I feel like if they are on fire, squirting the bag over them might be of more use...
player:StopBurning() ?
Your insurance provider didn't agree to cover the cosmetic aspect of being on fire.
the fire disappears when i reload the game
You can't escape the debt even in the end times...
StopBurning() is definitely worth a try.
Would anyone have an example of a timer function that would work for a drug comeup?
you can choose your medical pricing plan in the sandbox settings
That looks like exactly what you want
Can I select NHS?
yes, but it's called SOCIALISM
Hahaha, Sorry had to as an employee of the system π

The poor folks over in the modding discord had to deal with my first few days of learning lua and zomboid modding, so I am now trying to crack a function to deal with drug comeup time, then effect time, then comedown
Just I thought about capturing the time of day the drug was taken at, then adding 4 to simulate the elimination time but struggling xD
Lies down and takes the beating "Needed time off anyways"
player:StopBurning() did the job
nice
Oh lord don't remind me, remember driving to calls during that time and watching as people nearly broke wooden spoons on frying pans π
You can attach some code to the OnEveryTenMinutes to make regular checks to update the drug effects
And you could use modData on the player object to store info on when drugs were taken, so it persists if they save/quit
So moddata is being used to store the pillsconsumed, then at current, I am using everyhours to remove a pill from the counter of pills consumed
I think imma remove the brown variant as you can barely distinguish it from the black one
Just wanted to say by the way your models look amazing, loved the pipe/slamfire shotgun
I didn't make those models, it's part of a collab I'm doing. I only made the mag fed rifle
Hey better than I could do much respect to you!
the original mod is Ramshackle Recipes
This is part of a build 42 port of the mod, the dev likes my work so we're planning on adding me as a contributor n stuff π
In terms of the everytenminutes, I like the idea I am just lost on the beginning portion you know?
For sure going to have to check it out, it fits so well to the end of the world
Would be cool if it was like lower-powdered shells/rounds to account for the weaker pipes etc if that made sense?
I was basically like
"hey can I port your mod to build 42" -Me
"sure" -Them
"can I change these things?" -Me
"you can do that???" -Them
so now I've been making changes and being like "do you wanna add this?" and so far everything has been getting approved :3c
that's awesome! proper community modding there!
Love to see it!!!
It's actually why I've been making the disassembly framework
it started as just simply making the pistols crafted through smithing
evolved into its own thing
@ember leaf if i'm adding painkiller effect do i use setPainReductionFromMeds?
That's what I am currently trying to figure out, if you want we could figure it out together? just I am doing a medications overhaul, might be of use if your doing EMS?
Alongside working in EMS might be able to give you a few pointers?
sure, i'm interested
I've often thought the medical system could use a bit of a deeper dive
a little bit more depth to the injuries you can get for example would make the medical professions more viable
Yeah, it's been a particular desire of mine to see more depth in it
Replaced with red
Looks more distinctive, maybe a shade lighter on the red?
Like just a tiny bit if possible?
nah I think I just need to saturate the purple more
Just to give it that real tanned look you know?
Just a thought
Just my guess would be like a leather strap around the stock?
Ah my bad, just thought with a weapon like that perhaps some leather on the end would be neat, but same purpose π
NSFW π
Now this complicates things, I want it so you craft and attach your own gun stock.
But idk how the game tracks the sprite variant to keep it looking them same when doing stuff like disassembling
Cuz I would like it if the tape doesn't suddenly change just because you added a stock
So are you thinking like a static stock item with the potential tape individualized per stock?
Like Stock W/Red Tape, Stock W/ White Tape
Ah sorry was just trying to think of a way you could keep the tape the same
ah the answer is it simply doesn't track it as far as I can tell
disassembling and reassembling a factory new hammer will turn it into a forged hammer
I guess the tape will just randomize itself every time, oh well π€·ββοΈ
I still like it regardless, so I won't be removing it over something like that
Is there a guide for making clothing?
Also added orange cuz I felt like it would look nice
Yes one sec
Anyone have any ideas on how to prevent a player from entering/exiting a vehicle? Maybe aware of any mods that do this?
We have OnEnterVehicle and OnExitVehicle but they trigger after the player has entered or exited.
break all the locks? I don't know how that would work if the player was inside the vehicle
lol mad man. I just dont want them to be able to get in and out while in custom zones Ive made.
Great suggestion, Ill check it out
I usually like to do things the most difficult way possible
Should just need to prefix/postfix that function with if playerInNoStoppingZone then return false
And create a sign "IN CASE OF BREAKDOWN REMAIN IN YOUR VEHICLE AND AWAIT ASSISTANCE"
lol, they shouldnt even be able to get into the zone. I was more so preventing them from trying to enter from the edges. I dont really need exit. With that said, I need to figure out a way to prevent players or vehicles from moving into the zone.
fun quirk: you can't exit a moving vehicle, but there is no such restriction on entering one.
You want to keep vehicles out?
Yup
You could make an outer zone that warns the player then an inner zone that desapwns the vehicle.
I was looking at the safehouse code, but everything it uses to keep things out is not exposed
And just check periodically if a moving vehicle is in a zone.
Yah, I thought of that as well, but didnt want to delete it completely π
Or better yet: concrete barriers that explode if removed with a slegdehammer.
lol that is better
...or that disable the sledgehammer
i havent encountered this function yet
its s boolean?
or sledge just cant be used on them
if someone uses debug mode to cheat themselves in, no point trying to stop that.
It's pseudocode - you get an idea what I mean, but it's not a real function.
you'd have to write that check yourself
i see lol
i didnt read the whole convo
like writing an entire mod using physical pen and paper
Glytch3r you made the no trespass mode with tiles that kill zeds/players?
is there a way to check a player's steam ID using lua?
Yes
declaration: package: zombie.characters, class: IsoPlayer
getSteamIDFromUsername(player:getUsername())
At least i think thats the one I used
the one from getSteamID() is unusable because lua's number type doesn't have enough precision to store it accurately
would this be player:getSteamIDFromUsername(player:getUsername()) or just getSteamIDFromUsername(player:getUsername())
just the latter
Meanie
Also can we admire just how big this gun actually is
It's like comically big
Yeah but your fashioning it out of the remains of what is left, your not aiming for weight reduction and precision in the build
it's got a really nice vibe/look for the after times and a home-made
I mean it's made from a metal pipe and scrap metal, I can't imagine it would be very compact
Wouldn't try ducking under low pipes though and be careful in doorways xD
Much respect though, I am still flailing over here banging my head against tables (Lua Tables that is)and trying to get drugs working xD
like this thing is genuinely comically large
maybe I should shrink it a bit, but at the same time it looks right in the player's hands
I feel like shrinking it would take away from the design
I think it's allowed to be large and clunky due to its nature (improvised gun in an apocalypse)
give passive muscle strain while holding it
I was actually considering looking into a way to give upper arm strain when firing the stockless version
That's a tube of metal shooting straight back into your shoulder
maybe the stock should be at the player's shoulder? that's kind of what you might expect
Was going to say that
But then it could just be a limitation, like it looks real nice in terms of a model
like when holding it or when it's on your back? cuz I don't think you can use a separate model for the back
i mean when aiming
if you did decide to resize it, that's what I would aim for
I love the aesthetic by the way, i want random tape for all my guns
Think you could get it up to shoulder height stockwise?
Just thinking as if you fire that it may be the same as the non-stock version where it blasts back into your shoulder/collarbone
or is it an animation limitation?
I'm using the vanilla rifle animations
Ah, understood
Also to be completely fair
my hand placement for the gun is much more accurate than vanilla
Now that you have said it
I have to say, it is very small for a battle rifle
like the m16 doesn't feel nor look like it should be bigger
I mean it looks small in game too
I feel like my rifle genuinely looks really natural in the character's hands.
It took me quite a bit to realize just how big it is compared to vanilla guns
why are the vanilla guns smol
Oh...
