#mod_development
1 messages · Page 342 of 1
Mrbeast investments, Pewdiepie investments, hum, bank account balances after said investments
Essentially it's like 4 pics, either with Mr Beast or some known public figure fake twitter account saying to invest, then 2nd picture is where to invest, 3rd picture is how to invest and 4th is bank acount balance after said investment
Big brain stuff really
Oh yeah, there's been a bot spamming the same 4 pictures for a while lol
Hacked accounts sending scam images so Discord doesn't pick them up with the current means
discord never picks up on hacked accounts
If they did i'd be impressed
I'd be even more impressed if people didn't fall for scams that you can see from miles away
I really wonder how in 2025 you can't really look at a link and go, "yap this is certainly fishy"
That's the thing, it's hard for y'all to understand how someone can fall for that, but even you can fall for that one day and you'll simply be ashamed to have always wondered how someone can fall for it.
They abuse people who aren't that familiar with internet, Discord in itself etc. People who don't know the scam are also more likely to fall for it, especially people who just don't know scams in general. You can be in a bad moment of your life where you struggle with money and anything which says "it's your lucky day" will make you fall for it. Life can be a terrible struggle for some, "weakening" them mentally and rendering them more vulnerable to these attacks
The whole point of these scams is to abuse people who are at the deepest lows in their lives
And that's also why it's even so much more tragic because people who are already full body deep in shit end up going even deeper due to these scams
Of course there's stupid people that just don't think and fall for these, but don't ignore what despair can do to someone
nobody deserves bad things to happen to them just because they're dumb or whatever
Of course not
so even if it really is just people being stupid, it's not something to make light of
No, like I understand which people scams target and all, I can understand all that, and honestly is not even making fun of them at least I wasn't, but like, I think there should be more awareness, the internet is not really a new thing, I'd fully comprehend if this was 20 years ago, like the amount of people that fall for scams vs how many people are aware of how scams work. But essentially the first just seems to keep rising and rising.
Might as well be a correlation doesn't imply causation situation, more people have been using the internet, the sheer number of people falling for scams has also risen due to the first fact, but knowledge of scams is also more widespread which would mean fewer victims.
Also with what I said, I was trying mainly to point out people that are well tech savy, obviously I can't expect a senior citizen to be as tech savy since it's safe to assume computers and whatnot was a whole new type to technology to people that had most of their adulthood prior to that. Same applies essentially kids, at least with ages low enough that would mean they don't really understand the whole concept of what a scam is.
I generally was pointing out to people like you or me even tho we aren't really safe from it, I can safely assume that you know your way around the internet. Sorry if I misled you into thinking otherwise. But yeah I was mainly trying thar part of the population that falls for it, I guess in what you said, that would be:
Of course there's stupid people that just don't think and fall for these
i'd bet scam awareness is actually higher than ever, it's just that scamming has gotten easier and larger too
Like awareness evolved in how it's spread, scams also followed the trend
scams really rarely work, they just cast the net wide enough that somebody will fall for it
Yeah at least that was what I was trying to point out with the whole correlation doesn't imply causation. There's more people using the internet than there was 20 years ago.
So 10% of 100 million is a lot more than 10% of 1 billion
And also the internet has only recently been extremely available to the general public. The Covid played a major role in that with a massive part of the population being stuck at home they turned to new means to entertain themselves, notably the internet
Yes the internet is getting old, but it hasn't ever been this available to everyone in the past 10 years, maybe 15 ?
I dont have the numbers, but there's probably a good amount of research and statistics about this
But social media have grown up soooooooooo fucking much in past years
TikTok I think is what brought so many people on the internet nowadays
It is clear it had a major impact in how people use the internet and how people interact with it
It's amazing but at the same time it's scary. Not even 10 years ago you'd imagine about having 4k graphics in games, now it's the norm
Awareness spreads thanks to tiktok, the same way scams also do
Exactly
This is truly a technological era and it evolves really fast
And so yes the internet is getting old but in reality the majority of the population using the internet only dates from like the past 10 years ?
I mean if you're old enough, you could see the change from
Nokias
flip phones
to smart phones
I was probably 10 around then if not a bit younger
there's also plenty of people who think they're too smart to fall for a scam, and fall for it because they're not careful anymore 😅
Those are just the stupid people, but they aren't new either
Scams are older than the internet itself, it just evolves with the current means
Well, luckily I haven't fallen into that category, at least when it comes to scams. But I'm also in europe private data is well usually more private over here.
But I'm guilty of getting a few virus 💀
For the internet, it started with fake ads and pop ups
Evolved to now having automated bots sending your messages directly
A large % of scams are mostly going on in the US from what I see
I believe that's a huge amount due to privacy laws
I mean one simple google search and you can essentially get a citizen's phone number
I don't agree
So scammers usually will aim for countries that use the same language as them, english scamming to english, french scamming to french
In France we got a type of scammers that we "brouteur" who are from African countries that do the usualy scams and they aim for France because they also speak french
In the US, from what I understood you got a lot of indian scammers, bcs they speak english too, but if they spoke french I don't doubt they'd aim for France too
And since you have such a big population in the US and India has such a big population too, not too surprising to think there's more scammers in the US tbf
Tho yes maybe private data laws etc do play a part here
But we have the same scams in France, phone scams, messages etc
Oh yeah, they def exist lmao. Glad I know what a brouteur is. Hugs from Switzerland(French canton), but I'm originally from Portugal and I did get a lot of scams via my phone. I was just saying it's a lot more common to be seen the US thus seeming a bigger amount
I think in europe even so it exists, its not as common as in the US
Idk tbf
Not sure about that
Then I guess depends on how big your ISP is and how local laws protect you and all
All I know is since I moved to Switzerland, stopped getting calls
Interesting
I personally activated an options in my phone parameters that stops completely suspicious calls
And it stops every scammer calls currently
So that works great
I'm baffled at the fact the option isn't activated by default lol
i noticed after i changed numbers i didn't get scam texts/calls for quite a while
so it's definitely someone selling numbers
Yea
Definitely
Hacked data bases of phone numbers
And your phone number gets spread around
Yeah thus my theory of it being harder in europe, since well you can't really get phone numbers as easily like in the US, you really need data scrubbers
Also if you answer one those fake calls, that don't say anything when you answer, they will flag your number as being more incline to answering unknown numbers and thus you'll get even more calls
Worst thing is actually either denying or accepting the call
Just let it ring
Tho I can't say i didn't have my share of fun with a few scammers, having them talk over the phone for a good hour before saying I wasn't interested at all
at least they didn't scam other people for that hour
I think the funiest shit was the AI grand ma in Great Britain I believe it was setup that answered calls and talked forever with scammers lol
Best use of AI ever
Either waste their time, or hit their centers like crazy
And I'm glad people manage to do both
Only if police/governemnt were less corrupt in certain places, scams wouldn't be such a widespread problem
Sadly that's why scammers are very present in developing countries
does anybody know a good way to change color grading?
is there a mod or do i have to use reshade or something similar
Im not really aware of any mods that do that, reshade I guess would work, if you have Nvidia app could work too I guess?
In the nvidia app you have the game filters,
In reshade you'd have to go through the settings, I haven't really messed with reshade myself so can't really explain it to you
I almost got got by a scam recently.
Got a text on my phone that a package I ordered couldn't be delivered and to follow a link to reschedule the delivery (which is normal for this company). It just so happened that I actually did have a package on the way and it did actually fail to be delivered because they called me and I wasn't home to get it. So I opened the link and it looked exactly like their website.
After filling out some basic info it redirected me to make a 1.50€ payment to reschedule the delivery. I was so damn close to doing it, but I was pissed off at this particular company because they suck, so I called the real customer service to complain first and that's when it became clear it was a scam attempt lol
Yea, wrong moment for you, best moment for the scammer and you could have fallen for it
a lot of scams rely on stuff like that, i used to get that exact one a lot
Yeah no matter how diligent I usually am, checking URLs and stuff, slip once and that's all it can take
I used to get so many of those, even tho I didn't order anything lmao, but yeah I guess if you cast a wide enough net, it will catch at least a single fish
It was the first time I got this specific one too, but now I know
At some point my service provider just went, this is likely a scam message on a lot of scam messages
tragically a really successful kind of scam is where they text you something like 'this is your bank's anti-scam team, please give us your details so we can investigate', they hope to pick up people who have already been scammed by someone else
i haven't been scammed for the first time yet but i'd easily fall for something like that
For the bank one? Or the mail one, cuz the latter is way more effective if you tend to order a lot of stuff
Received a scam email on my student mail one day that felt soooooo diffferent from everything else I've seen that I actually thought was real. Pretending to have hacked me and shit, asking a big sum of money
Tbf I wasn't sure but figured I didn't give shit, there was nothing they could have on me
Weirdly enough I never got scam emails, either that or I never actually bothered to check my email. I mean I'm fully aware most of it is just ads and whatnot, so I think I tend to disregard it a lot lmao
I think they almost instantly get picked up by most email services
At the very least they go directly to the "AD" section or some shit
Yeah
That's why I really never noticed a proper scam email
Either way, even I find ads as scams lmao
Yea but on my student email, it didn't get noted as an ad or potential scam and we never receive these kind of things on student emails
Same concept, different mask
Never understood the whole concept behind my banks marketing team every 2 days sending me sort of ad about their amazing promotion if you deposit 5 bucks in whatever account
Like bro if I cared enough about your promotions, I'd ask a teller, not my email service inbox
And realistically I just have an account in your bank because you offered the best prices
As compared to the other 15 banks
Steam Uploader
Updated the README with more detail on how to use the tool and examples for those that are not familiar with command line.
https://github.com/SirDoggyJvla/Steam-Uploader
On Windows, in the file explorer top bar with the full path of the folder you're in, you can type cmd to open the CLI inside this folder.
- In windows 11 you can right click the empty space of the folder and click Open in Terminal
Nice
Dont remember if that was a feature in Windows 10 or not
I'll add that thx
Nop
Bcs I was using W10 before and that's not a thing, unless you have git bash
Also
app-windows-latest -a 108600 -w 123456789 -c C:\Users\user\Zomboid\Workshop\ExampleMod\Contents
Not sure if you forgot the .\ but in windows you also well tell CLI to locate the file in the folder by doing .\
I have a case of someone not making it work by having ./
W10
i've had issues using ./ on windows too
Ohhhhhhhhhhhh
I see why
Yeah so
We have CMD
and
Powershell
Powershell uses .\
CMd doesn't
or nvm
That explains why it didn't work for them in powershell too I guess
Told them to move to CMD instead
Uh
Yea fuck that, I'm not going in the details of of ./ .\ 💀
I'll tell people to use cmd in windows and that's it
Just tell people to write app and tab it in 💀
Yea
that's really strange
i know microsoft prefers \ (though nobody in the world seems to respect that preference) but i didn't know it was ever actually treated differently
Yea it is 💀
If you write C:/Users/Download, it understands it at C:\Users\Download
Ah yea that it does true
i always use / and ./ is the only problem i've ever encountered
But not even I was aware that to locate/execute files via the CLI it was actually treated differently
Even worse
in ./ it only recognizes the dot
as the command
xD
but if you send a single / it recognizes it as command
wtf microsoft 💀
<@&671452400221159444>
Yea I literally play and have Discord opened on the left so I tend to notice those 
Any reason why a LUA refuses to run/be read? Trying to use Starlit library's InventoryUI, specifically the example that exists with a custom module item; could it be due to the item not being read?
Can you show your whole code ?
You return and end if your item is Canned Bell Peppers
Oh I see
Why do you need to use this exactly ?
Testing rn if it at all wants to work with how the example is as is
Want to use Starlit's tooltip feature to show type of item in the tooltip
are you getting any error?
if you open the debugger you can check if your file is in the loaded files list
For some reason I can't run with debugger on, game refuses to even load then X_x
You have too many mods loaded I'd assume
When developping, don't use any mods but yours
Happened even with 1 mod, log cried about some script not being able to be loaded while the mod enabled worked just fine without debugger enabled
Then that means you fucked up somewhere in your mod
C:\Users\%UserName%\Zomboid\Workshop\Nebula's Additions\contents\mods\Project Variety - Foods\42\media\lua\shared\PVFoods
Also tested in client folder, didn't work either
Bcs InventoryUI is in client
Go back to client
Doesn't matter
If it doesn't work in client, that's a second error on top of that one
yeah, the require won't work in shared
oh there's an untested change in that example that will cause an error eventually 😅
on line 26 the + should be a ..
i doubt that's causing what you're dealing with now but it'll be a problem later
Yeah in the one I tried to get working proper I didn't use that one anyhow but good to know 🙏
this is probably the point where i'd start putting prints to try and work out where exactly the code is failing
(or use the debugger, but i see that isn't an option for you 😅)
That I did as well but none printed so the entire LUA didn't even load somehow
does your file actually not have an extension?
the game will only load .lua
It's a .lua file
That's a subfolder
ohh
PVFoods is a subfolder
It's not working even in client folder
Getting this btw when I change that
that's right i changed how that function works
nobody was using it yet so i thought i could sneak in a breaking change, but i forgot i'd already written the docs 😅
thanks for making me aware of that anyway, i've updated the docs
No problem
Me: Be tired, also try to implement a new feature in my mod, proceeds to make an endless black screen when returning to menu or reseting lua 💀
Yeah guess I'm not coding today
try pressing f11 when this happens
sometimes the debugger opens while the game is black screen, and it renders underneath the blackscreen so you can't see it
f11 will close it if it's open
@bronze yoke I got it working now, but the color doesn't seem to work. You got an example of InventoryUI.addTooltipKeyValue() where colors are used?
Well I guess it might have been that because I was getting a single error somewhere but the debugger was like, yeah im not opening
it should look like InventoryUI.addTooltipKeyValue(layout, "Grown at:", "Sweet Apple Acres", {0.5, 1, 0.3, 1}, {0.5, 1, 0.3, 1})
Then i got mad and deleted all the code that I spent like the last 30 minutes trying to implement
👍
Perhaps don't code while being tired after a long day of work
This Hmm, it's not working it seems
the colour values should be 0-1, not 0-255
AH
anything above 1 is getting clamped to pure white
it's still just rgba, just represented 0-1
255/255 = 1
That I understand yeah
Usually that's floats to have "pure" color to pass to the renderer that does the job of making it 255 or more if handled by the screen or some shit I believe
Bcs in some cases you want rgb that goes over 255
graphics libraries usually use 0-1 values like this so there's just a tiny bit less overhead to sticking with that
Is there a way to translate 0-255 RGBA values to 0-1?
OH
Don't think too hard xD
You meant the actual equation 💀
rgba/255 = float rgba
I'm used to modding Starsector okay lmfao
It's just math 🤓
oops that's supposed to take layout as its first argument
<@&671452400221159444>
Ah, good good
im on it
Omg it’s Mr Beast
the warning is telling you the function can return nil which won't be handled properly, but in this case we know it won't
Love quick moderation 🙏
Ah I see
Question: I'm trying to make a mod that modifies the severity of endurance impacts
However, I can't seem to find the area where those are calculated.
I found where moodles are calculated, and where endurance loss/recovery is calculated, but I can't seem to find where the effects from it (IE melee damage, move speed) are calculated.
I haven't been able to find any mods that tweak this, just the total amount of stamina.
If somebody could point me to where I could keep looking, that would be appreciated.
look atall the timed action iguess
Oh joy that sounds like a big file. Time to go digging
surprisingly, not that big. And not in there as far as I can tell
also not in variable conditions
it's not easy for mods to mess with that kind of thing
it'll definitely be in java somewhere, i'd look for moodle level checks
looking for all usages of the moodletype will probably find it pretty quick, it doesn't do much else
The level checks just use the float to display the moodle, no changes to anything else as far as I can tell. But it is good to know its in Java and not Lua. I'll keep looking.
i have an idea you might be able to use
create a listener that checks your endurance
if it gets depleted up to a certain threshold within a short period of time then trigger a custom event
and use that to do whatever it is you want which in your case would add more penalty to the endurance
well, less penalty but yeah
I hate that the second you go from 24 to 25 percent endurance usage, you lose HALF your melee damage. My goal is to basically switch it around to increase the melee SPEED debuff but decrease the actual damage level. The current system is you lose damage, so you need to attack more, which uses more stamina and repeats until you die or run away
now all I have to do is learn how to actually do that since I've never used LUA and was hoping for something as simple as the recipe replacement/edits but I should have figured it would be harder.
I should've figured it would be harder
Honestly, that hope wasn't misplaced imo, PZ has some things easily accessible that are like "yeah obviously it has" but also some things you're like "what, do I even use this for again?" X3 So it wasn't far fetched of a hope
I'm looking through all the methods that can modify the player and I don't see anything that actually changes melee damage. Am I just missing it?
https://steamcommunity.com/sharedfiles/filedetails/?id=3459875383
so this thing is underrated ngl
for some reason im having fps issues and this managed to help me clear it
id say id prob got like 15-20% more fps and opening the crafting menu lags like 2 secs less lol
but for some reason you gotta go to the youtube video to get the actual right way to se this
What yt video
ooo I found a mod doing something similar to what I was going to do. which means I can find out how they did it
That's really good, as long you dont copy paste others work without permission, but if you merely use it for reference should be fine, however I'd still credit them upon release :p
oh yeah totally
I would never steal somebody elses work, I just spent 2 hours trying to find where it is in the code
but so far, I don't feel the need to make any changes. Sure its not super realistic but its better than halved damage after 10 swings
Thanks
The fact this says multi-cpu is already fake. I'll check what they do but the name is missleading
Overall looks interesting, but yea the name is missleading, that's not what it does
Tho the mod looks weird as shit
Probably ai slop
Yea tho they do have bat files and shit that you manually install
So idk
I just checked the description and it says right there the game is a single threaded game, so i have no actual fucking clue where the multi-cpu comes from
xD
Exactly
Sounds pretty suspect
The game does have some multi-threaded stuff but it's mostly like lighting and renders I believe that are on secondary threads
But yeah the game is single threaded
The mod is red flag upon red flag ...
also the garbage collector iirc
It says mostly everything is still single thread with some multi thread opt. Someone said they got 10 more FPS from it, but uhhh you know how people be
Yea
i mean the .bat seems to be messing with the java options
i mean from an initial look of the options that the mod author says to replace, nothing seems really malicious
But at the same time they tell you to replace launcher files and core files. So even if it isn't malicious, I'd rather not do any of it and tbf Im not even sure that's allowed within the TOS
Both from Indie Stone and the steam one
Hello, I just joined 🙂 I've started to play around with modding and made a simple mod to add just 3 items and 3 recipes. However, it's causing an error that won't allow me to open the crafting menu. Any ideas on how I can fix that?
Did you read the error ?
I don't know how to do that, or where?
Inside the console.txt file
Ok, I found the console.txt file. What should I be looking for?
Search the key word ERROR
There's a lot of them 🫠
WARN : Recipe , 1755170851487> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Beef" in recipe "Cook Anticucho"
WARN : Recipe , 1755170851488> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Salt" in recipe "Cook Arepa"
WARN : Recipe , 1755170851489> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Dough" in recipe "Cook Empanada"
WARN : Recipe , 1755170851490> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Meat" in recipe "Cook Empanada"
WARN : Recipe , 1755170851491> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Onion" in recipe "Cook Empanada"
WARN : Recipe , 1755170851491> RecipeManager.resolveItemModuleDotType> ERROR: can't find recipe source "Salt" in recipe "Cook Empanada"
This is what I found regarding my recipes. So, this is fixable by changing the ingredients?
Which game version are you modding ?
Build 41
Those are your recipes right ?
Yes, should I share my code?
Yea
These are the recipes
{
recipe Cook Anticucho
{
Beef,
One of:
{
Salt,
Pepper,
SpiceChili,
},
One of:
{
Onion,
BellPepper,
Zucchini,
},
Result:Anticucho,
Time:30,
Category:Cooking,
AllowFrozen:true,
SkillRequired:Cooking=1,
}
recipe Cook Arepa
{
Cornflour,
Water,
Salt,
Result:Arepa,
Time:25,
Category:Cooking,
SkillRequired:Cooking=1,
}
recipe Cook Empanada
{
Dough,
Meat,
Onion,
Salt,
Result:Empanada,
Time:35,
Category:Cooking,
AllowFrozen:true,
SkillRequired:Cooking=2,
}
}
And these the items
module Base
{
item Anticucho
{
DisplayName = Anticucho,
DisplayCategory = Food,
Type = Food,
Weight = 0.4,
Icon = Anticucho,
HungerChange = -30,
ThirstChange = 0,
Calories = 250,
Carbohydrates = 10,
Lipids = 15,
Proteins = 20,
CustomEatSound = EatingMeat,
DaysFresh = 6,
DaysTotallyRotten = 10,
IsCookable = TRUE,
}
item Arepa
{
DisplayName = Arepa,
DisplayCategory = Food,
Type = Food,
Weight = 0.3,
Icon = Arepa,
HungerChange = -25,
ThirstChange = 0,
Calories = 220,
Carbohydrates = 40,
Lipids = 8,
Proteins = 5,
CustomEatSound = EatingBread,
DaysFresh = 5,
DaysTotallyRotten = 9,
IsCookable = FALSE,
}
item Empanada
{
DisplayName = Empanada,
DisplayCategory = Food,
Type = Food,
Weight = 0.25,
Icon = Empanada,
FoodType = Prepared,
HungerChange = -25,
ThirstChange = 0,
Calories = 200,
Carbohydrates = 25,
Lipids = 10,
Proteins = 8,
CustomEatSound = EatingSandwich,
DaysFresh = 5,
DaysTotallyRotten = 9,
IsCookable = TRUE,
}
}
I did these just by imitating other mods and looking at the modding wiki
Is that a thing in the vanilla recipes ?
One of:
{
Salt,
Pepper,
SpiceChili,
},
One of:
{
Onion,
BellPepper,
Zucchini,
},
First off, do those spawn in game ?
I'm not familiar at all with the B41 recipes
No, these would be new items I would be adding with my mod
Yes yes, but do they spawn in game rn ?
Did you try to spawn them in ?
I mean, salt and pepper do exist
No but do YOUR CUSTOM ITEMS WORK
That's the question
Start with that
Do those items work first off
Ah, yes, they spawned when I used the debug mode to spawn them
My only issue is that I can't open the crafting menu when I load a game with the mod on
But this is weird
I don't remember anything like that in B41 recipes
Where did you find recipes using that ?
I didn't, they appeared as options when typing the recipe on Visual Studio Code
But also, yeah it's a thing, I saw it on the wiki too
that not how b41 recipes work
Wdym they appeared as options when typing ?
Like, I was typing the recipe and then when I had to enter ingredients, it offered to fill in "Salt"
You're using an extension ?
Yeah, the wiki suggested I use one for modding PZ
Why one tho, bcs there's one that is for B42
B41 recipes are different
I know Salt is a thing in the game, idk why it's showing an error saying it can't find it
Bcs One of is not a thing I think
If you don't find it in the base game recipes
That's not a thing
And the extension you're using is for B42
So which extension should I use?
Salt or Base.Salt? Sometimes you can use the short name, sometimes the full name is neeed
But definitely check against vanilla recipes instead of trusting a VS extension
yeah idk lol
Alright, I'll do that. Do you know where can I look up the vanilla recipes in coded format?
ProjectZomboid\media\scripts\recipes
all the vanilla scripts and lua are under media in your games installation
I suggest using VSCode -> Open folder -> media folder for easy searching, but use whatever tools you like since it's just piles of text files
ALright thanks
Last question. Is there any way to make it so that ANY meat is able to be used in a recipe?
it does look weird as shit
It looks very AI-ish
i had to follow the video guide cuz the one on workshop was outdated
but idk it did increase my fps lol
not by 50% tho
recipe Cook Anticucho
{
Beef,
Salt/Pepper/SpiceChili,
Onion/BellPepper/Zucchini,
Result:Anticucho,
Time:30,
Category:Cooking,
AllowFrozen:true,
SkillRequired:Cooking=1,
}
Try this instead
That's how you do "one of" in B41 modding
Also one of isn't even a thing in B42 recipes 😅
So I have no idea where this comes from
Me neither, the app gave it to me 🤷♂️ Thanks for the help
Unrelated, also noticed your recipes don't give any xp. Just figured I'd mention it
You could write a lua function that returns all types of meat, such as by adding a "meat" tag to all items you want it to use
Yeah I'm still figuring things out, thanks for the reminder. I've never coded before, I'm just following the wiki step by step and using that the extension gave me, but I guess I'll uninstall the extension
I never used the extension, just took bits and pieces I found in the code of other mods, and slowly tweaked things until I liked it
I figure I got a long way ahead lol I'll stick to the advice from here from now on
local scriptItem = ScriptManager.instance:getItem("Base.ItemName")
if scriptItem then
scriptItem:DoParam("Tags = Meat")
end
scriptItem = ScriptManager.instance:getItem("Base.ItemName2")
if scriptItem then
scriptItem:DoParam("Tags = Meat")
end
function Recipe.GetItemTypes.Meat(scriptItems)
scriptItems:addAll(getScriptManager():getItemsTag("Meat"))
end
Replace ItemName with each item you want to add the meat tag to. Put this in a .lua file inside the media/lua/server directory
tysm!
Almost forgot to mention. In your recipe, you'd call that by doing something like this:
recipe Cook Anticucho
{
[Recipe.GetItemTypes.Meat],
Salt/Pepper/SpiceChili,
Onion/BellPepper/Zucchini,
Result:Anticucho,
Time:30,
Category:Cooking,
AllowFrozen:true,
SkillRequired:Cooking=1,
}
Placebo effect or you have mods collectively tiles textures heavy enough to exceed your GPU vram capacity therefore require CPU rams but you did not adjust your -xmx thus your game is starving for memory which then impact your fps.
Yes, tiles textures from mods eat vrams. It is preloaded into your memory, not loaded on demand. I think if one use all the texture packs from all the map mods, easily exceed 8gb vram which is like what, 50% of steam users.
ic
i mean we got a lot of mods for building
I didn't forsee maxing out the VRAM on my 1080 GPU from playing "The Sims 1: Zombie Edition". 🤔
Does anyone know if Easy Distributions API works properly atm?
it should
Then I'm guessing I haven't come across the right containers/location yet to find the loot I'm looking for if it's spawning
What would typically be a location a crowbar may spawn most frequently next to safehouses?
@bronze yoke Have you looked into the new UI systems in 42?
i have
Any good findings?
you can use lootzed to check if your loot has actually been added
nothing crazy, i think xui is a big improvement on usability for 99% of cases but if you're trying to do super complex stuff you'll just be using the same b41 rendering primitives anyway
i mostly just want my uis to look like the vanilla uis so xui being a simpler way to do that is all i need
Alright thanks. Helps me plan my UI system
Hence the dark and winding adventures of OOP world in Lua.'
All of that was for the UI framework
In that case the items are not being added to the loot pool properly. Also doesn't say so in the item list viewer it can be looted
I know the script is running fine, hmm lets see if something's throwing errors
Nope no errors
A h, yeah that'll do it- @bronze yoke
Guessing I got "Base.Crowbar" wrong
it might be expecting just 'Crowbar' since that's how vanilla loot entries are usually written
base is assumed
nevermind, it seems like it does handle that
Yeah no "Base.Crowbar" is also correct
I have no clue why it isn't adding any entries
@silent zealot might know what's going on
This is the current code, gonna see if the alternative function (without altered spawn chance) does work
Oops hold on wrong screenshot lol
Nope, removing the 3rd parameter didn't change the outcome
shouldn't that be the other way around? ie AddItem("new item", "item to replace")
Omfg hold on you're right I'm blind
💀
I think I know what got me confused
The first thing also says "Base."
Instead of like "CustomModule." or smth
Knowing my ass that threw the rest of my reading off hard
Yeah the moment I read "Base" that probably already made me finish the rest in my brain with "Oh if the first item is Base module the other must be the new item" which is wrong and I would've known if I read JUST past the first "Base." 💀
Man do I love how my brain works
Easy distro should work with either.
But yeah, looks like backwards parameters
Yeeee there we goo
friendly reminder to not be like me and forget to get those prints out before you upload
Those are built into the API, I personally only add 2 prints that I will indeed remove, right now even X3
I even found a crate with one of the new crowbars already ^^
if you call EasyDistro.EnableVerbose(false) beforehand it should set EasyDistro.Debug to false which would suppress all the prints.
Did b42 change how you view mods locally? I can only ever see mods in game that I post in my workshop folder not my mods folder?
you should still be able to see mods from the mods folder
Strange I've reverified files reinstalled the game and everything and no matter how I structure my mods I can't see them in mods but I can in workshop like if I put the working mod from workshop into the mods folder it doesnt pop up
I can't even get the console to find the mods in the folder
This might be a dumb reply, but are you sure the mod is in C:\Users\YourUser\Zomboid\Workshop?
Also are you sure mod.info and everything is set correctly
Yep exact tree there, the mods folder in zomboid is where I cannot see the mods. I can see it in zomboid/workshop just not zomboid/mods
Oh, you're talking about that mods folder, yeah, I never really used that, nor really had I ever had a need to use it lmao, so can't help you on that sorry
Like I can test the mod at the main menu screen just the same in workshop just all the guides I watch and read say put it in the mods folder and it throws me off
But if albion says it should be working, then most likely is
Do you just use workshop? I mean my goal is to post to the workshop eventually so building the mod with the file structure ahead of time isnt the end of the world
Yeah i just use the workshop to develop
In fact I believe the wiki says its recommended you develop the mod there
as you can upload it right away to workshop whenever its done
Interesting
It is highly suggested to use the workshop/ folder for mod development as mods need to be uploaded from it and developing from the mods/ folder will always require you to make a copy of it inside the workshop/ folder if you want to upload it. There's also other advantages to using this folder.
Essentially if you make the mod in the mods folder you have to copy over to the workshop one either way
so just cut the middle man
Well then I don't care if I can't see the mods folder then appreciate the insight 🙂
Always glad to help :p
I think mod folder structure is different than workshop folder structure. you would just need the main mod folder that's inside Contents/mods
Ill have to double check this, its been 3 years since I built any mods
I have a question, do any of you think I should add more content to my mod, and if I should, what could I add, I already added a custom trait and profession that well makes a bit of sense to have in my mod, the custom trait allows you to spawn with a preset vehicle inventory.
https://steamcommunity.com/sharedfiles/filedetails/?id=3547444619
I really need opinions/suggestions :p
Cuz I feel this can be expanded on, just not sure what content to add
That wouldn't obviously turn my mod into a mess that just has a bunch of random stuff in it, when initially it was supposed to help players spawn with a vehicle to do nomad runs
trait that makes sleeping in a van comfy?
Well you're supposed to use my mod with RV interiors, so technically you aren't really supposed to sleep in the van lmao
But this iteration of RV interiors is very weirdly made, most of time you get like a 4 tile room
But yeah I think I could make that an extra
For the players that do happen to sleep in the van
Steam Uploader v0.3.0
-nor--newto create a new workshop item. This can be called alone with the provided appID to create a new empty workshop item or called alongside other main parameters such as the description or preview ones to add those at the same time.- Completely ditched the ability to give only the workshopID which retrieves the appID automatically. This is to simplify the whole code and the whole system was already not working in every cases and it was already suggested to always provide the appID.
- Code refactor to reorganize a bunch of stuff and to allow for the use of the new parameter
-nin an easy way. This should also provide better support to add more to the uploader in the future (upload screenshots, videos etc).
https://github.com/SirDoggyJvla/Steam-Uploader/releases/tag/v0.3.0
Would hate to see it buried.
Also I could make a npm dev environment with Coolua that uses this to publish mods.
Uh
No idea what that is
Oh I mean to import it as a node.js module and use it to publish with commands.
I think it got a bunch of traction already so that's pretty good
Like a proper node environment for modding.
Idk anything about node.js either
Coolua's compiler will run using it.
idk what that is and what it's for
🤔
If you're solution is about bringing the uploader in-game, I'm definitely interested, I did think about it already tho my solution wasn't as fancy and would revolve on using Leaf to Java mod it in (tho idk how difficult that'd be)
Hell no not in-game hahaha
Well what is this for then ?
I want to run managing, compiling, and publishing without launching the game.
Testing in-game ofc
In other words I don't want to launch the game to publish it.
That's what I meant.
A workshop mod of any type.
I thought that was the point of your project.
Yes
Then what's your confusion?
But I just didn't understood what you meant at all at first, using words I don't even know
Ok
But feel free to use the app in any project, using command lines was an extra argument to have it be usable in anything almost
I'm aware due to how the app is designed rn it could very easily be used in anything that's able to call the app with command lines
So if that's your idea, go for it
Yeah and node environments use cli to compile projects or publish them.
Alright, well I didn't know what a node environment is in the first place
Alright I see
Hi, guys, I've put my mod in the [User]/Zomboid/mods, but it's not visible in the game. Is it a good place for mod testing? If yes, how can I debug the error that causes the mod to be invisible?
if the mod doesn't show up, the mod.info is missing or not in the right place
https://pzwiki.net/wiki/Mod_structure make sure you're following the mod structure for the right version of the game
It's working now! Thank you
b42. I want to speed up the character's movement in a combat stance and I do and do it by increasing the SpeedScale. But in build 42, the developers added variations of movement in a combat stance, now moving backwards is much slower than moving forward. I want to make a fast, equal speed for all 4 directions, leaving variations of animations. As far as I understand, the animation changes depending on the current movement directory, but I did not find xml files with these animation names:
strafeDefault.xml:
<m_2DBlends referenceID="1">
<m_AnimName>Bob_IdleAim1Hand</m_AnimName>
<m_XPos>0.00</m_XPos>
<m_YPos>0.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="2">
<m_AnimName>Bob_WalkAim1Hand</m_AnimName>
<m_XPos>0.00</m_XPos>
<m_YPos>1.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="3">
<m_AnimName>Bob_WalkBwdAim1Hand</m_AnimName>
<m_XPos>0.00</m_XPos>
<m_YPos>-1.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="4">
<m_AnimName>Bob_Strafe_Right</m_AnimName>
<m_XPos>1.00</m_XPos>
<m_YPos>0.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="5">
<m_AnimName>Bob_Strafe_Left</m_AnimName>
<m_XPos>-1.00</m_XPos>
<m_YPos>0.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="6">
<m_AnimName>Bob_WalkBwdAim1Hand_DiagL</m_AnimName>
<m_XPos>-0.55</m_XPos>
<m_YPos>-0.55</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="7">
<m_AnimName>Bob_WalkBwdAim1Hand_DiagR</m_AnimName>
<m_XPos>0.55</m_XPos>
<m_YPos>-0.55</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="8">
<m_AnimName>Bob_WalkAim1Hand_DiagR</m_AnimName>
<m_XPos>0.55</m_XPos>
<m_YPos>0.55</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="9">
<m_AnimName>Bob_WalkAim1Hand_DiagL</m_AnimName>
<m_XPos>-0.55</m_XPos>
<m_YPos>0.55</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
Can I keep these animation variations when moving in different directions, but increase their speed so that the character in a combat stance moves equally fast in all 4 directions?
Movement in the 4 directions varies based on the nimble skill
Nothing more to it
It was already like that in B41
So if you want the caracter to be fast in every directions, just set the nimble skill to 10 I suppose ?
Or if you want to go the hard way, modify AnimSets and here I can't provide much help sorry
as far as I remember, in 41b the speed of movement backwards was the same as forwards
now the speed of movement backwards is much lower, and I want to make the speed of movement in all directions equally fast
why dont devs remove the need for the "," at the end of code in scripts? just started modding for another game that uses similar scripts but doesn't require a , gotta say, would solve alot of time debugging code specially for beginners
No 100% not
I am 100% confident the backward speed was NOT the same
It was always affected by nimble
Today I'll talk about nimble, one of the better skills to grind out that will improve your survivability in combat.
Nimble is the skill that governs how fast you move while in combat stance as well as your trip chance. At least that's what the wiki says, but the link to the trip chance source has gone dead and realistically you should be avoid ...
Ah ok I think I see what you mean, the same when you aim
Yes, but now the character moves incredibly slowly when moving backwards or sideways. This is exactly what I want to achieve - the same speed in all directions.

Because depending on the parser and what you're doing the semi colon ";" represents the end of the line
Take for example in Javascript
foo()
(1+2).toString()
To a human this is obvious that you want to call foo() first then call toString() however the parser will just read it as
foo()(1+2).toString()
I.e
- Call foo()
- Get function that foo returned
- invoke that same function with the argument 3
- call toString() on the result
Languages that forces the semi-colons its mainly to avoid ambiguities like this
But nowadays most languages have automatic semicolon insertions
They can guess when a command ends and another starts
It can still lead to errors
But way less than before
As far as PZ goes, I sometimes use ; sometimes don't
Lua doesn't really get affected by it most of the time
yeah, cant tell u how much time i spent looking for the missing , when i first started modding haha.
then i started modding another game and found that it inserted it automatically
Well with pz if you don't use ; most of the time you shouldn't get problems either
Unless if very specific ambiguous cases i guess
Most of the time I really just add ; out of habit
It doesn't.
Nothing more, ; does nothing
It's because the strafe animsets have specific "slow" animations that gets used.
For example ..\media\AnimSets\player\strafe\strafe2handedSlow.xml gets triggered when using a 2 handed weapon, which has the backwards animations:
<m_2DBlends>
<m_AnimName>Bob_WalkBwdAimBatSlow</m_AnimName>
</m_2DBlends>
<m_2DBlends>
<m_AnimName>Bob_WalkBwdAimBat_DiagLSlow</m_AnimName>
</m_2DBlends>
<m_2DBlends>
<m_AnimName>Bob_WalkBwdAimBat_DiagRSlow</m_AnimName>
</m_2DBlends>
I haven't tested it myself, but probably you can just adjust the speedscale of those slow strafe xmls, or you override the slow animations with the non-slow versions
here's just the SlowingMovement condition flag becoming true at the moment of impact. In 41b the character, as far as I remember, really slowed down after the impact, but in b42 he, on the contrary, accelerates if he hits at the moment of going back, this is more noticeable at high speed. However, I'm not talking about this slowdown. In 42b the character simply, even without a weapon, moves back or to the sides in a combat stance much slower than forward. I think it's because of these lines:
strafeDefault.xml
<m_2DBlends referenceID="4">
<m_AnimName>Bob_Strafe_Right</m_AnimName>
<m_XPos>1.00</m_XPos>
<m_YPos>0.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
<m_2DBlends referenceID="5">
<m_AnimName>Bob_Strafe_Left</m_AnimName>
<m_XPos>-1.00</m_XPos>
<m_YPos>0.00</m_YPos>
<m_SpeedScale>0.80</m_SpeedScale>
</m_2DBlends>
which switches the forward walking animation to longer animation for walking left/right/back
Is there a way to clear the debug console without closing the game
Not to my knowledge. Why do you need that ?
When I fix errors and then reload lua, it's annoying needing to close the game to clear all the already fixed error messages
Aaah
Seems the other author of the mod I'm using as a requirement is having some trouble. Sent them a message hoping that they're up for a collab
Also is it possible to choose a texture choice for a clothing item you're spawning?
There's a debug menu tool I believe, so unless that's hardcoded in java it should be possible, right?
Hi! Is it possible to remove all zombies from a given building via lua coding in B42? I already checked the B42 java doc for the class IsoBuilding but wasn't able to find anything which looks like "RemoveAllZombies()" or smth. Also: is IsoBuilding the correct class which contains building objects (residential houses, stores etc.)?
I dont think you can "RemoveAllZombies()" You can create a custom function to remove objects from world and square using removeFromWorld() removeFromSquare()
yeah. there is a command IsoZombie.removeFromWorld(). Question is then how I get all zombies from a building...
and ik you can check if the object is a zombie by checking if the obj is an instance of IsoZombie
Hm, let me see if I can figure something out
there is also a command IsoGridSquare.getZombie() which returns an IsoZombie object. So the problem is reduced to getting all IsoGridSquares which belong to the building...
Well yeah, I was about to point out you can simply get the square the building is on
So other question: is there an easy way to get all IsoGridSquares belonging to an IsoBuilding?
btw: is the IsoGridSquare the smallest unit in which the map is partitioned?
Check square per square
Yea
do you know how I can get all squares belonging to a building?
If I remember right you need to do it room per room
Is a mod to make the zombies starve to death doable? I mean more in the sense of "zombie population decreases" and the number of corpses in the world increases as a result.
I'd say yes
As long as you don't need to go in the details of actually making zombies starve on your screen it shouldn't be too hard
Can simply use an exponential or log distribution across the time (not sure if these are the correct technical words to describe it) which defines the zombie population based on the start world value, then the inverse is the body count spawning
In sandbox options you dynamically modify the zombie population every time the save gets saved (quitting the save) so next time it loads in with the new zombie pop
For the corpse spawn you have to look into mods that do that, I'm not familiar with the process
And have to tweak corpse count to equivalent zombie pop
Issue is that you might not be able to use zombie density directly for the corpse count, depends if you can access the value per chunk
If you can then that makes your life simpler
you can
ok. so just from what I found in the Java doc, this might somehow work (pseudo code):
rooms = buidling:getRooms()
for room in rooms do
squares = room:getIsoRoom():getSquares()
for square in square do
-- remove all zombies```
Should do it I think yes
You want to remove zombies inside buildings ?
many thanks! I'll try!
yes. inside a specific building where the player character is in
I see
What's the goal of your mod exactly ?
Is it when spawning in ?
<@&671452400221159444>
Yes, I want to add custom spawn points and when the character spawns, zombies should be removed from the building.
There is ofc an easier way to do this by just adding spawnpoints.lua files to the map folder (this will automatically remove all zeds from the building). Problem is when my mod is used in multiplayer. The spawn houses coming from the spawnpoints.lua can then not be declared as safe houses afaik. So my idea is to spawn the player manually. The new spawnpoints can then easily be disabled when people play multiplayer so that they have enough options for making safe houses. (The mod also has other features, not only spawn points).
👌
You can access the list of buildings on the map from a thing I forgot the name of oof
@sour island used it in his recent mod to know the position of every buildings
I already defined the spawn points manually by using the B42 map from the web. So that work is already done.
probably the metagrid
Ah yea that
That way you could automate the definition of spawn points
Which could also adapt to any map mods added to the server
Yeah quite annoying. A huge chunk of work was already done in my B41 version of the mod. I only had to adjust the Muldraugh spawns and add new spawns for Echron. Btw it is a profession mod where each profession should get specific spawn points, including an overhaul for all vanilla profession spawns.
Making this somehow automatically is in my case not so easy since the way I envision my mod requires to hand-craft it.
But when I have finished the first say 6 professions, the process becomes faster because I simply can copy-paste a lot of stuff to new professions.
Hmm I feel like you can access the type of buildings
Tho yea you can't detect between police or hospital easily I suppose
Depends what kind of informations the map files give
I am also quite obsessed with some very specific details: for example I have a "Retired" profession and they should never get a house with toys in the garden or a bed room for kids or teenagers in their house. I have a "gang member" profession and they should only get small houses which look a bit dirty, not having a nice garden and stuff. I have a "Priest" and they should spawn in houses near a church and so on. 😅
btw the B41 version of my mod is here: https://steamcommunity.com/sharedfiles/filedetails/?id=2675128168
I am currently working on the update for B42.
I see yea
Finally released the new update to my mod ^_^
congrats
Now the players can spawn with an RV right away as long they have the correct mods
Otherwise they can just spawn with a random vehicle from the supported mods list or vanilla
Ohh, I was working on a professions mod myself
That kinda went back to the backlog because well, I found that Nomad runs were more important lmao
There are already a lot of profession mods out there. It's totally fine if people make different mods of a similar "genre" in my opinion.
Well the great thing about Build 42 is that it allows new modders like myself to get known on the scene
I find it was harder to do that in B41 because there were already so many known modders out there
And since not every major mod transitioned to B42 it gives newcomers a path to shine
I mean just take a look at the tags
I suppose it's true that the modding scene is more flexible with the new update yea
I already modded for B41 and I also did not yet update all of my mods. In fact, I only updated one and I am currently working on the second. Updating is somehow less fun than writing a new one lol.
the community's just a lot quieter these days in general, it's much easier to get your name out there than it was two years ago
I guess that's true to some point
But if you started modding late into B41 it would be harder to get your name out there than if you started early
Due to so many great/widespread mods being out there already
For example you could make your own weapons mod in B41, but you'd have to do better than Brita's or Arsenal 26 for example
And as of now there's no major weapons mod for B42 as far im aware
are the Brita mods not yet updated?
I don't think so
We are trying to fix the mod, no promises....Many of the work-around methods that allow the features of this mod to work have been shut-down and disabled by B42.
They're having a hard time porting it to B42
I mean b42 did a major change on how weapons worked so
ah I see...
Let it die
it would be a pity because they made so many assets for their guns
True
Lmao this person is a genius https://steamcommunity.com/sharedfiles/filedetails/?id=3397635749&searchtext=
love the song!
No one cannot not love There Goes My Hero
If they make their mod less intrusive and not nuke the whole game
Some people like run and gun stuff, to each their own 🤷🏻♂️
No that's not the issue
That's absolutely not a problem
The problem is how they do it
They cluelesly add a shit ton of items and don't realize they break core game features, but due to how stupidly written the game is, they don't notice it with vanilla assets
For my hunting mod that added butchery, I checked for a specific tag which is used to identify sharp knives
But bcs they copy pasted every single vanilla scripts and modifed them directly, the moment vanilla items got a change in their scripts they didn't fix it
So when the sharp knife tag was added to vanilla tags, they didn't do it
And due to the game checking BOTH the tag AND every vanilla knives refs in the functions of butchering recipes, well the vanilla knives still worked in these, but now I end up having to check for vanilla knives as well as the tag when the vanilla tags are supposed to have this tag, basically patching their mod
So lots of cool gun assets and concepts, but too intrusive to be viable for the long term
Oh, I didn't realize it's that bad
Does anyone knows how to convert map coordinates of the form
Cell: 36x32
Rel: 169x177
to coordinates of the form
Coords: 10969x9777
??
I once knew how this worked but cannot remember anymore.
Is a cell 300x300 squares?
I don't even know anymore it's kind of fuck up .....
Bcs in B41 it was 300x300 dot
Now in B42 it's 256x256 and mapping needs to be done on 300x300 but it goes to 256x256. Actually maybe it's the inverse ...
God it's so fucking confusing
i just do 300x300 dot lmao
it might still be 300x300 for this purpose
the only thing i can think of that uses these coordinates is spawn points and i can't imagine they changed the coordinate system for those when they were so dedicated to keeping mapping using 300x300 everywhere else
ik that when i was getting spawn locations from my mod, by looking at the b42 map i was just doing 10969/300 and 9777/300
and you get worldX and worldY with that
256x256 cells is more of an internal detail for performance, i wouldn't be surprised if the metagrid was still 300x300 too
Ig you could just do CellX * 300 + RelX, CellY * 300 + RelY and you get Absolute Coords
Just did a quick test. Using coordinates of the form
{ worldX = 35, worldY = 34, posX = 251, posY = 221 }
still works as expected in B42 and gives the same map position as in B41 (for the old B41 part of the map).
I'll try to test this and see whether results are correct. Thanks! Btw, ChatGPT also gave me this formula. 😉 But if a cell is indeed 300x300 squares it should be correct.
Apparently the 256x256 is only in-engine
But I also found this
Thanks, what you provided is sufficient. In B42, spawn points must be referenced to 300x300 cells, while other elements like objects.lua need to be converted to their new 256x256 coordinates. Specifically, you can use a map in its previous location by reconverting coordinates, except for spawn points; you shouldn't touch them because the game handles that conversion internally.
local player = getPlayer()
local x = 35*300+251
local y = 34*300+221
player:teleportTo(x, y, 0)
Events.OnTick.Remove(teleportToStartPos) -- do this only on the first tick when new game starts
end
Events.OnTick.Add(teleportToStartPos)```
Works like a charm when it comes to coordinates. Only problem is that it gives a small FPS hit during the first second of the game. But I'll also try doing this OnNewGame or OnCreatePlayer or smth and see whether it still works and may get better in terms of FPS.
Can you reliably change the attack speed of a weapon or is the animation itself sort of a soft lock? I know fitness and skill ups it a little
i can't find anything definitive. attacking is handled in ISReloadWeaponAction.attackHook and it runs character:DoAttack , which is a java function. that passes a var called chargeDelta though, that may determine the speed? idk
is there a way I can make the "compatible only" font like 10x larger on the workshop?
Hey, I had a question the modders here might know the answer to. The speedrunning community is trying to figure out the probability of specific spawns. If anyone happens to know them that'd be useful (since they appear to be weighted not equally distributed). Or if anyone knows an easy way to find the data from a save, that'd be the next best option as I could just parse my saves with a script.
Hello everyone! I'm new here so please forgive me my stupid questions! I suddenly got juices flowing for creating PZ-mods! I'm not an IT-guy, I'm just creating 3d models and animations in blender. So, my question is:
Can I import in PZ my unique model with animations, based on unique self-made armature? Is it possible at all?
I have a coder in my team, who has no idea how to work with my model and how to at least spawn it. He tried so hard and got nothing and I start thinking the problem is hidden in my model (I converted my .fbx to .x, with only mesh and armature selected, sent him the texture etc.)
Are we trying to complete something impossible?
Don't use .x
For custom armatures, your bone names need to be the vanilla ones but you can use custom armatures, we already have custom rigs for animating
https://pzwiki.net/wiki/Animation
Read this page
Especially that
what exactly are you trying to do with this model?
Specific spawns of what? Loot or player spawns
@bright fog
Thank you so much!
If I do have more bones than in vanilla, should I just rename them like Bip01_L_"My custom name"?
The Idea is to build a remote controllable robot, which is basically a humanoid, but has more bones, than a human. I've completed the model itself with textures, armature and animations. My idea is to do something like "playable" character, if it's possible.
I'm not sure I've answered your question, I'm very new, so I really apologize for some basic stupid questions!
that's a good explanation, doggy was on the money then
You can't have custom bones
i was going to point out that if you were trying to make an animal or something else, the answer is completely different
i'm pretty sure even player models can have custom bones, the skeleton isn't hardcoded anymore, but some bones have hardcoded meanings and i wouldn't be surprised if the game would crash if they're missing
and of course your custom bones have no data in every existing animation so it's a nightmare to put yourself through
That'd be weird asf, how would that even work
You can't switch from vanilla to custom armature like that ?
That'd make no sense....
What do you mean? So the animals in the game could have custom bones, but humanoids - not?
why not...?
How does it handle bones appearing in an animation then disappearing in the next ?
most likely it doesn't and the extra bones just meatball
Yea so it doesn't work, unless you reanimate everything
which means it does work 😅
I mean if meatballing means it works idk what to tell you 💀
it's not impossible to reanimate everything 😅
depending on your usage you might not need to do very much
We both know that's the worst nightmare ever created on earth lmao
So prone to so many issues too
The question is why do you even need custom bones ?
Because I've modeled my robot consisting of simple mechanisms
Do I have just to delete my custom armature, take the vanilla one and remake my animations based on it? Or may I just rename the bones properly?
if the robot only uses custom animations i don't really know why you would need to use the vanilla skeleton
but it's largely untested territory
if you want to also use vanilla animations though then you'd have to match the original rig
I don't need vanilla animations, only my custom
I have walk, combat enter, combat stance, combat exit, punching, resting, etc.
Everything this robot needs was made, the only problem is, how to import it all to the game
loot is not weighted
is it not?
it isn't
I was in the idea that it was lol
every item is rolled for separately using its value as a chance
out of the total weight right
?
the chance is multiplied by a whole bunch of bullshit factors that make it essentially impossible to know the actual spawnrate
no, there is no weighting used
if there are 10 items in the loot table, all 10 are rolled for per roll, and all 10 can spawn
what about the integer next to the item?
like in the example i gave
that is the chance
oh
again it's multiplied by a bunch of mystery stuff, the actual spawnrate of an item might be different in two identical containers in different places
so essentially what @storm thunder asked is pretty much impossible
Unless we get to know the mystery stuff
I wonder if it might be related with the seed
it's not that the calculation is unknown but that too many factors are involved for it to be practical
for example where the container is affects the spawnrate
so you can't say 'duct tape has a 5% chance to spawn on shelves' because two different shelves will actually have different chances
these days the seed affects it too
Now that you're talking about it, I can see a whole lotta bs affecting it lmao
Whats the best place to report an API function acting weirdly? -_-;
This might help you understand it in case you case you need
For player spawn points: The game files contain a folder "maps" and for each starting city, there is a file spawnpoints.lua containing the spawnpoints for each profession in that city. The probability of a specific profession spawning at a point in their spawnpoint list is 1/no-of-spawnpoints-in-the-list.
For items spawing: in the game files, lua/server/Items/ProceduralDistributions.lua controlls a lot of the spawn probabilities but only for stuff spawning in the world, not for spawning on zombies. The item spawnrates on zombies is also somewhere in the lua files but I don't know that by heart rn.
As long as this doesn't result in a vanilla game bug, there is probably no successful way of reporting it.
How do I get the IsoGrid square from x,y and z coordinates? Tried getSquare(x,y,0) but this resulted in nothing.
that will only work if the square is in the loaded area
Great! That fixed it!
How do you add items into survivor bags?
table.insert(Distribution_BagsAndContainers.list.SurvivorItems.items, 1);```
Dosnt seem to work
I also added a
require "Items/Distribution_BagsAndContainer"
are these the bags which are equipped on the player by the vanilla game when you choose starting kits in the sandbox settings?
thanks :p
yo is this just mod development or mod development support
I mean both kinda
lmao
Here it's general chat about mod development, but people tend to ask stuff here too
I’m making a mod named featherback where you can choose a trait where you get +32 trait points but can only carry 1/5 your carry weight
mod support is to get support on mods
I’m trying to rip a model so I can add a figurine to the mod, the figurine functions like a pouch and a mannequin
I can sort out the coding but all I’ll need to sort out is the model
How can I convert models into blender ready models?
Yeah usually all the 3d artists are there
You might also get lucky and have Sir Doggy answer you lmao
If they're able to, I don't see why they wouldn't answer you, afaik they understand modeling too
is there a way to get a square from a non loaded area?
no
sh*t... I currently use this construction:
Problem is that the player:getSquare() seems to always being true on the tick no. 1 (sometimes it is on tick 3 or 4). This results in the situation that the alarm of the building is not always disabled in a reliable manner.
Or is the command room:getBuilding():getDef():setAlarmed(false) to the right one to disable alarms for that building?
building defs exist globally, but you wouldn't be able to start from the square because it doesn't exist
try getWorld():getMetaGrid():getBuildingAt(x, y):setAlarmed(false)
thanks! I try that!!!
Is it possible to manually pause the game for a few ticks using lua code?
pause the game for a few ticks ?
Just set the game speed to 0 then count how many ticks passed I supposed with OnRenderTick or some shit like that ?
I assume those still run ?
game speed to 0 is a good starting point for this! thanks!!
is there a method to attach trailers to vehicles on spawn or not
I'm looking to ISAttachTrailerToVehicle
through*
so I guess the ticks counted in OnTick will stop to run when game speed = 0 and therefore one should choose the render ticks?
does the start() method trigger the same as if it was the player attaching the trailer using the radial menu?
might as well test it out and see what it does lmao
im cooked
now instead of spawning 1 car
is spawning 2
💀
OnTickPaused might work or OnRenderTick
nvm my dumbass was indexing the root table that's why
If you want to wait for a specific square to load, you can add a function to the load event of a grid square and check if it's the correct one. That is how I do it after player teleports out of the loaded area
Does anyone know where the game makes traffic jams all rotated and stuff.
Omg this feels so good
Finally managed to organize the whole vehicles_list table
And i made the vehicle spawner dynamically detect which mods you have installed and if they're supported adds those to a validVehicles table
which then can randomly pick up a vehicle from and spawn it
instead of just going, oh we support these mods, but you dont have these mods installed yet i picked this modded vehicle
so here you have a default base vehicle to replace it
Nice
Is there anywhere for modding requests? -_-;
(to the dev team)
Thanks!
Thanks, I have none, just wanted to throw it off into the void that it would be nice if it worked like setContainerCapacity like it does for trunks -_-
I think the forum of the TIS homepage also has a "modders wishlist" which you might try
Is it impossible to add +1 long blunt skill or something?
I made a shortblade skill trait but when making long blunt it just doesn't want to work
its prob some capitalization thing.
I see Perks.Blunt and Perks.SmallBlunt
What 'perk' tag where you using?
What a hero you are
np 🙂
Driving me insane for the last two hours trying to patch up my mod pack of all the little things and I've been hung up on this lmao
I just searched in files all the vanilla *.lua for 'blunt' 🙂
I'll have to remember that next time, once I'm done tackling all the finer details I'm moving on to making a simple animation so wish me luck there lmao
Is zombie:removeFromWorld() where zombie is an IsoZombie supposed to simply remove the zombie, make it disappear?
Steam Uploader v0.4.0
- Ability to upload descriptions and titles for a specific language with
-L
https://github.com/SirDoggyJvla/Steam-Uploader/releases/tag/v0.4.0
Mod is updated yippy
regarding your mod request, have you tried to test the part? mainly check if test:isContainer() is true and test:getItemContainer() exists
Also the description got so incredibly long that the workshop menu in PZ can't handle it anymore, i literally can't write anything else 💀
So i gotta copy paste stuff in
When I try and upload mine it says there’s no mod.info file
But there is
Might be a structure problem
test it for what? Im definately getting the gas tank, iv managed to edit its 'fluid capacity'.. except thats apparently quite different from its gas tank capacity.
It should be in there
I followed Dirks mod template
getContainerCapacity also gets the proper fuel capacity.
Does it need to say 42 anywhere in mod info?
No that's just the folder location
For example for me is
Vanvival\42
And i have the mod.info in there
You made vanvival?
Ye
Btw the ford bus interior is great
I didn't make the interiors, that's Mickey Knox port of RV Interiors to B42 lmao
at this point im kinda wondering if I can make my mod info different for B42/41 so I could have my mod description just say "this mod is for B42 silly" in B41
Well mods for B42 need to be in B42 folder
You can have multiple versions in a mod
I.e
B42, B42.x
At least that's what I understood from the mods structure over at the wiki
Yea but I don't have a B41 version of my mod so I was thinking of doing that just so that I don't get people going 'omg I tried your mod in B41 and I couldn't even find it on the mod list! its brokkennnn' that iv seen on so many B42 mods
Is this the right structure?
copy and paste the full path lol.
Can you just copy and paste the location here entirely, I can't really read
lmao
most of it
Normally it should look something like this
Still have huge problems with removing zombies from a specific square. I tried this code:
local zombie = square:getZombie()
while zombie do
print("ZOMBIE_REMOVED!")
square:RemoveTileObject(zombie)
zombie:removeFromWorld()
zombie = square:getZombie()
end```
Whenever I find a zombie on the square, the while-loop loops to infinity. Problem is that I don't know how to properly remove all zeds from a square. I am not sure whether the commands I use are correct (they can be found in the java doc but I have no idea what they are really doing). Also, I only find the command `square:getZombie()` which gets only one zombie from a square. Isn't it possible that there are more than one zombie on a square?
C:\Users\YourUser\Zomboid\Workshop\Vanvival\Contents\mods\Vanvival\42
Sound
The 42 folder is the one that needs to have poster.png, mod.info, media folder inside
The vanvival folder (Your mod folder) needs to have 42, common
So replace mods with 42?
And other folders for example media/maps, if you're messing with maps
No, it should be
C:\Users\Magnet\Zomboid\Workshop\YourModName\Contents\mods\YourModName -> then here you have 42, common and other folders
idk if this is your issue, but I had to also zombie:removeFromSquare()
Alright so 42 with the things the players see like posters and common has all the code
well common can be empty
common is just to store stuff, so the mod doesn't get hyper large
For example
you'd use common to store textures
models
etc..
all the code goes in 42 -> media
Because on this screenshot, you have Contents\YourMod\
then idk what those 3 files are
I assume one is media
many thanks!
because it seems to start with m
Yeah
is it still like that
so you have like media folder, mod.info and poster
in that folder
ok is it just named 42
yeah just 42 and inside mod name
This is what your mod folder should look like
no need for that 3rd media file
just 42
and common
then inside 42
Yeah it looks like that
oh wait media for code right?
inside the folder 42
you need to have the folder media
poster.png
and mod.info
yes
So media in the 42 folder?
yes you need to have a folder named media inside the 42 folder
like the picture i sent
this one
yeah you can relaunch the game
go to the workshop
in the game
and check if you can upload
I think I’ve done that part
Just way more light compared to yours
oh no it said it again
I’ve looked it up and it said somewhere I need to go back to b41 to upload a mod
Is that true or nah
yes
Yeah
That one just dissapeared
I programmed most of it while drunk so idk if it’ll work
I have name, I’d, (with _ if that means anything) description and tags
name=Vanvival
id=twbVanvival
author=Twuben
description=Nomad Survival Challenge, but for build 42, don't die!
poster=poster.png
I think you only need this
I mean yeah you can use your steam username for that
Should I label my poster just poster or poster.png
poster.png
in the mod.info
it needs to be poster.png
in the folder itself it should already be poster.png
you can enable extensions to see
nvm I forgot I put .png
But yeah it does say .png
Oh I mean mod
oh yeah that's why its not detecting it
Ah yea you can't have an extra .info
YES
mod.info.info yea
IT WORKED

