#mod_development

1 messages · Page 342 of 1

bronze yoke
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i assumed it was the mr beast one

regal umbra
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Mrbeast investments, Pewdiepie investments, hum, bank account balances after said investments

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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

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Big brain stuff really

sour island
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Oh yeah, there's been a bot spamming the same 4 pictures for a while lol

bright fog
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Hacked accounts sending scam images so Discord doesn't pick them up with the current means

regal umbra
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If they did i'd be impressed

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I'd be even more impressed if people didn't fall for scams that you can see from miles away

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I really wonder how in 2025 you can't really look at a link and go, "yap this is certainly fishy"

bright fog
# regal umbra I really wonder how in 2025 you can't really look at a link and go, "yap this is...

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

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The whole point of these scams is to abuse people who are at the deepest lows in their lives

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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

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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

bronze yoke
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nobody deserves bad things to happen to them just because they're dumb or whatever

bright fog
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Of course not

bronze yoke
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so even if it really is just people being stupid, it's not something to make light of

regal umbra
# bright fog That's the thing, it's hard for y'all to understand how someone can fall for tha...

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

bronze yoke
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i'd bet scam awareness is actually higher than ever, it's just that scamming has gotten easier and larger too

bright fog
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Like awareness evolved in how it's spread, scams also followed the trend

bronze yoke
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scams really rarely work, they just cast the net wide enough that somebody will fall for it

regal umbra
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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

bright fog
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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

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Yes the internet is getting old, but it hasn't ever been this available to everyone in the past 10 years, maybe 15 ?

regal umbra
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I dont have the numbers, but there's probably a good amount of research and statistics about this

bright fog
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But social media have grown up soooooooooo fucking much in past years

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TikTok I think is what brought so many people on the internet nowadays

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It is clear it had a major impact in how people use the internet and how people interact with it

regal umbra
bright fog
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Awareness spreads thanks to tiktok, the same way scams also do

regal umbra
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This is truly a technological era and it evolves really fast

bright fog
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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 ?

regal umbra
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I mean if you're old enough, you could see the change from

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Nokias

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flip phones

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to smart phones

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I was probably 10 around then if not a bit younger

bronze yoke
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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 😅

bright fog
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Those are just the stupid people, but they aren't new either

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Scams are older than the internet itself, it just evolves with the current means

regal umbra
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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 💀

bright fog
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For the internet, it started with fake ads and pop ups

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Evolved to now having automated bots sending your messages directly

regal umbra
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A large % of scams are mostly going on in the US from what I see

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I believe that's a huge amount due to privacy laws

regal umbra
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I mean one simple google search and you can essentially get a citizen's phone number

bright fog
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I don't agree

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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

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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

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Tho yes maybe private data laws etc do play a part here

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But we have the same scams in France, phone scams, messages etc

regal umbra
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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

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I think in europe even so it exists, its not as common as in the US

bright fog
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Not sure about that

regal umbra
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Then I guess depends on how big your ISP is and how local laws protect you and all

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All I know is since I moved to Switzerland, stopped getting calls

bright fog
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Interesting

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I personally activated an options in my phone parameters that stops completely suspicious calls

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And it stops every scammer calls currently

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So that works great

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I'm baffled at the fact the option isn't activated by default lol

bronze yoke
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i noticed after i changed numbers i didn't get scam texts/calls for quite a while

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so it's definitely someone selling numbers

bright fog
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Yea

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Definitely

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Hacked data bases of phone numbers

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And your phone number gets spread around

regal umbra
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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

bright fog
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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

regal umbra
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Worst thing is actually either denying or accepting the call

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Just let it ring

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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

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at least they didn't scam other people for that hour

bright fog
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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

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Best use of AI ever

regal umbra
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Either waste their time, or hit their centers like crazy

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And I'm glad people manage to do both

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Only if police/governemnt were less corrupt in certain places, scams wouldn't be such a widespread problem

bright fog
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Sadly that's why scammers are very present in developing countries

zenith tangle
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does anybody know a good way to change color grading?
is there a mod or do i have to use reshade or something similar

regal umbra
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In the nvidia app you have the game filters,

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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

thin swan
# bright fog That's the thing, it's hard for y'all to understand how someone can fall for tha...

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

bright fog
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Yea, wrong moment for you, best moment for the scammer and you could have fallen for it

bronze yoke
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a lot of scams rely on stuff like that, i used to get that exact one a lot

thin swan
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Yeah no matter how diligent I usually am, checking URLs and stuff, slip once and that's all it can take

regal umbra
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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

thin swan
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It was the first time I got this specific one too, but now I know

regal umbra
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At some point my service provider just went, this is likely a scam message on a lot of scam messages

bronze yoke
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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

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i haven't been scammed for the first time yet but i'd easily fall for something like that

regal umbra
bright fog
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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

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Tbf I wasn't sure but figured I didn't give shit, there was nothing they could have on me

regal umbra
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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

bright fog
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I think they almost instantly get picked up by most email services

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At the very least they go directly to the "AD" section or some shit

regal umbra
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Yeah

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That's why I really never noticed a proper scam email

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Either way, even I find ads as scams lmao

bright fog
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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

bright fog
regal umbra
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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

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Like bro if I cared enough about your promotions, I'd ask a teller, not my email service inbox

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And realistically I just have an account in your bank because you offered the best prices

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As compared to the other 15 banks

bright fog
regal umbra
regal umbra
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Dont remember if that was a feature in Windows 10 or not

bright fog
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I'll add that thx

bright fog
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Bcs I was using W10 before and that's not a thing, unless you have git bash

regal umbra
# bright fog Nop

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 .\

bright fog
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W10

bronze yoke
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i've had issues using ./ on windows too

regal umbra
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Ohhhhhhhhhhhh

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I see why

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Yeah so

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We have CMD

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and

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Powershell

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Powershell uses .\

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CMd doesn't

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or nvm

bright fog
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That explains why it didn't work for them in powershell too I guess

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Told them to move to CMD instead

regal umbra
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i just tested actually

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my cmd runs fine too

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if i do .\ respectively

bright fog
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Ah yea wait

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They uesd ./

regal umbra
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Yeah

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./

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don't work

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lmao

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Windows doesn't like that

drifting ore
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Uh

bright fog
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Yea fuck that, I'm not going in the details of of ./ .\ 💀

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I'll tell people to use cmd in windows and that's it

regal umbra
bright fog
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Yea

bronze yoke
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that's really strange

bright fog
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I'm not even explaining tab

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They write it fully I don't care lol

bronze yoke
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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

bright fog
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Yea it is 💀

regal umbra
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I mean

bright fog
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It depends where

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Just most people handle both cases in their apps and shit

regal umbra
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If you write C:/Users/Download, it understands it at C:\Users\Download

bright fog
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Ah yea that it does true

bronze yoke
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i always use / and ./ is the only problem i've ever encountered

regal umbra
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But not even I was aware that to locate/execute files via the CLI it was actually treated differently

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Even worse

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in ./ it only recognizes the dot

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as the command

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xD

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but if you send a single / it recognizes it as command

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wtf microsoft 💀

bright fog
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<@&671452400221159444>

dreamy birch
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damn

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you were quick about it

bright fog
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Yea I literally play and have Discord opened on the left so I tend to notice those hahalol

stable marsh
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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?

stable marsh
drifting ore
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You return and end if your item is Canned Bell Peppers

bright fog
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Uh no

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He returns if it isn't

drifting ore
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Oh I see

stable marsh
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All I did here was change the item being checked for

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Example uses "Base.Apple"

bright fog
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Why do you need to use this exactly ?

stable marsh
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Testing rn if it at all wants to work with how the example is as is

stable marsh
bronze yoke
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are you getting any error?

stable marsh
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Nope

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Logs don't show any errors regarding this

bronze yoke
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if you open the debugger you can check if your file is in the loaded files list

bright fog
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The full path

stable marsh
bright fog
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You have too many mods loaded I'd assume

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When developping, don't use any mods but yours

stable marsh
bright fog
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Then that means you fucked up somewhere in your mod

stable marsh
bright fog
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Client side only

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It needs to be in the client folder

stable marsh
bright fog
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Bcs InventoryUI is in client

bright fog
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Doesn't matter

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If it doesn't work in client, that's a second error on top of that one

bronze yoke
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yeah, the require won't work in shared

bronze yoke
# stable marsh

oh there's an untested change in that example that will cause an error eventually 😅

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on line 26 the + should be a ..

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i doubt that's causing what you're dealing with now but it'll be a problem later

stable marsh
bronze yoke
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this is probably the point where i'd start putting prints to try and work out where exactly the code is failing

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(or use the debugger, but i see that isn't an option for you 😅)

stable marsh
bronze yoke
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the game will only load .lua

stable marsh
bright fog
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That's a subfolder

bronze yoke
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ohh

bright fog
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PVFoods is a subfolder

stable marsh
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It's not working even in client folder

stable marsh
bright fog
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wat

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Oh that's a wrong usage

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I think

bronze yoke
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that's right i changed how that function works

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nobody was using it yet so i thought i could sneak in a breaking change, but i forgot i'd already written the docs 😅

stable marsh
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I'm going to test this now, see how that goes

bronze yoke
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thanks for making me aware of that anyway, i've updated the docs

stable marsh
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No problem

regal umbra
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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

bronze yoke
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try pressing f11 when this happens

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sometimes the debugger opens while the game is black screen, and it renders underneath the blackscreen so you can't see it

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f11 will close it if it's open

stable marsh
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@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?

regal umbra
bronze yoke
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it should look like InventoryUI.addTooltipKeyValue(layout, "Grown at:", "Sweet Apple Acres", {0.5, 1, 0.3, 1}, {0.5, 1, 0.3, 1})

regal umbra
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Then i got mad and deleted all the code that I spent like the last 30 minutes trying to implement

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👍

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Perhaps don't code while being tired after a long day of work

stable marsh
bronze yoke
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the colour values should be 0-1, not 0-255

stable marsh
bronze yoke
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anything above 1 is getting clamped to pure white

stable marsh
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I'm used to regular RGBA XD

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What does it use?

bronze yoke
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it's still just rgba, just represented 0-1

stable marsh
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That's so confusing, how does 0-255 translate to 0-1

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My brain's having an error

bright fog
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255/255 = 1

stable marsh
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That I understand yeah

bright fog
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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

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Bcs in some cases you want rgb that goes over 255

bronze yoke
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graphics libraries usually use 0-1 values like this so there's just a tiny bit less overhead to sticking with that

stable marsh
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Is there a way to translate 0-255 RGBA values to 0-1?

bright fog
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Literally divide by 255 man

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255/255 = 1

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That's what I wrote above 😅

stable marsh
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OH

bright fog
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Don't think too hard xD

stable marsh
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You meant the actual equation 💀

bright fog
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rgba/255 = float rgba

stable marsh
bright fog
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It's just math 🤓

stable marsh
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Yeah now I notice

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Thanks!

bronze yoke
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oops that's supposed to take layout as its first argument

bronze yoke
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that one can be ignored

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<@&671452400221159444>

stable marsh
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<@&671452400221159444>

stable marsh
dreamy birch
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im on it

drifting ore
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Omg it’s Mr Beast

bronze yoke
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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

stable marsh
somber solar
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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.

ancient grail
somber solar
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Oh joy that sounds like a big file. Time to go digging

somber solar
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surprisingly, not that big. And not in there as far as I can tell
also not in variable conditions

bronze yoke
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it's not easy for mods to mess with that kind of thing

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it'll definitely be in java somewhere, i'd look for moodle level checks

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looking for all usages of the moodletype will probably find it pretty quick, it doesn't do much else

somber solar
ancient grail
# somber solar Oh joy that sounds like a big file. Time to go digging

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

somber solar
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well, less penalty but yeah

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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

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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.

stable marsh
somber solar
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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?

distant dove
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for some reason im having fps issues and this managed to help me clear it

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id say id prob got like 15-20% more fps and opening the crafting menu lags like 2 secs less lol

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but for some reason you gotta go to the youtube video to get the actual right way to se this

waxen kiln
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What yt video

somber solar
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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

regal umbra
somber solar
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oh yeah totally

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I would never steal somebody elses work, I just spent 2 hours trying to find where it is in the code

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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

bright fog
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Overall looks interesting, but yea the name is missleading, that's not what it does

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Tho the mod looks weird as shit

fleet bridge
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Probably ai slop

bright fog
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So idk

regal umbra
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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

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xD

bright fog
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Exactly

fleet bridge
bright fog
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The game does have some multi-threaded stuff but it's mostly like lighting and renders I believe that are on secondary threads

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But yeah the game is single threaded

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The mod is red flag upon red flag ...

regal umbra
drifting ore
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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

bright fog
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Yea

regal umbra
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i mean the .bat seems to be messing with the java options

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i mean from an initial look of the options that the mod author says to replace, nothing seems really malicious

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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

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Both from Indie Stone and the steam one

small hollow
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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?

small hollow
bright fog
small hollow
bright fog
#

Search the key word ERROR

small hollow
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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?

bright fog
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Which game version are you modding ?

small hollow
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Build 41

bright fog
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Those are your recipes right ?

small hollow
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Yes, should I share my code?

bright fog
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Yea

small hollow
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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

bright fog
#

Is that a thing in the vanilla recipes ?

        One of:
        {
            Salt,
            Pepper,
            SpiceChili,
        },
        One of:
        {
            Onion,
            BellPepper,
            Zucchini,
        },
bright fog
bright fog
small hollow
bright fog
#

Did you try to spawn them in ?

small hollow
#

I mean, salt and pepper do exist

bright fog
#

No but do YOUR CUSTOM ITEMS WORK

#

That's the question

#

Start with that

#

Do those items work first off

small hollow
#

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

bright fog
#

Bcs you fucked up with your recipes, simple

#

Tho idk where

bright fog
#

I don't remember anything like that in B41 recipes

#

Where did you find recipes using that ?

small hollow
#

I didn't, they appeared as options when typing the recipe on Visual Studio Code

small hollow
#

But also, yeah it's a thing, I saw it on the wiki too

true nova
#

that not how b41 recipes work

bright fog
small hollow
bright fog
#

You're using an extension ?

small hollow
#

Yeah, the wiki suggested I use one for modding PZ

bright fog
#

B41 recipes are different

small hollow
#

I know Salt is a thing in the game, idk why it's showing an error saying it can't find it

bright fog
#

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

small hollow
#

So which extension should I use?

silent zealot
#

But definitely check against vanilla recipes instead of trusting a VS extension

silent zealot
#

I bet it just tweaks some of the java startup parameters

#

espeically because of

small hollow
silent zealot
#

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

small hollow
#

ALright thanks

#

Last question. Is there any way to make it so that ANY meat is able to be used in a recipe?

distant dove
bright fog
#

It looks very AI-ish

distant dove
#

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

molten grail
#

That's how you do "one of" in B41 modding

bright fog
#

Also one of isn't even a thing in B42 recipes 😅

#

So I have no idea where this comes from

small hollow
#

Me neither, the app gave it to me 🤷‍♂️ Thanks for the help

molten grail
#

Unrelated, also noticed your recipes don't give any xp. Just figured I'd mention it

molten grail
small hollow
molten grail
#

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

small hollow
#

I figure I got a long way ahead lol I'll stick to the advice from here from now on

molten grail
#
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

small hollow
#

tysm!

molten grail
#

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,
    }
torn igloo
# distant dove but idk it did increase my fps lol

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.

distant dove
#

i mean we got a lot of mods for building

red tiger
stable marsh
#

Does anyone know if Easy Distributions API works properly atm?

bronze yoke
#

it should

stable marsh
#

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?

red tiger
#

@bronze yoke Have you looked into the new UI systems in 42?

bronze yoke
#

i have

red tiger
#

Any good findings?

bronze yoke
bronze yoke
# red tiger Any good findings?

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

red tiger
#

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

stable marsh
#

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

bronze yoke
#

it might be expecting just 'Crowbar' since that's how vanilla loot entries are usually written

#

base is assumed

stable marsh
#

In that case the example on the Steam page would be outdated

#

But I'll try

bronze yoke
#

nevermind, it seems like it does handle that

stable marsh
#

Yeah no "Base.Crowbar" is also correct

#

I have no clue why it isn't adding any entries

bronze yoke
#

@silent zealot might know what's going on

stable marsh
#

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

queen oasis
# stable marsh

shouldn't that be the other way around? ie AddItem("new item", "item to replace")

stable marsh
#

💀

#

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

queen oasis
#

I sometimes get tunnel vision real bad

#

and sometimes I'm just drunk

stable marsh
#

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

silent zealot
#

But yeah, looks like backwards parameters

stable marsh
#

Yeeee there we goo

queen oasis
#

friendly reminder to not be like me and forget to get those prints out before you upload

stable marsh
#

I even found a crate with one of the new crowbars already ^^

queen oasis
#

if you call EasyDistro.EnableVerbose(false) beforehand it should set EasyDistro.Debug to false which would suppress all the prints.

young trellis
#

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?

bronze yoke
#

you should still be able to see mods from the mods folder

young trellis
#

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

regal umbra
#

Also are you sure mod.info and everything is set correctly

young trellis
regal umbra
young trellis
#

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

regal umbra
#

But if albion says it should be working, then most likely is

young trellis
regal umbra
#

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

young trellis
#

Interesting

regal umbra
#

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

young trellis
#

Well then I don't care if I can't see the mods folder then appreciate the insight 🙂

regal umbra
#

Always glad to help :p

queen oasis
young trellis
regal umbra
#

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

true nova
#

trait that makes sleeping in a van comfy?

regal umbra
#

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

bright fog
#

Steam Uploader v0.3.0

  • -n or --new to 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 -n in 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
GitHub

-n or --new to 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 ...

red tiger
#

Also I could make a npm dev environment with Coolua that uses this to publish mods.

red tiger
#

Oh I mean to import it as a node.js module and use it to publish with commands.

bright fog
red tiger
#

Like a proper node environment for modding.

bright fog
red tiger
#

Coolua's compiler will run using it.

bright fog
#

idk what that is and what it's for

red tiger
#

🤔

bright fog
#

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)

bright fog
#

Well what is this for then ?

red tiger
#

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.

bright fog
#

Publish what ? Coolua ?

#

On the workshop ?

red tiger
#

I thought that was the point of your project.

bright fog
#

Yes

red tiger
#

Then what's your confusion?

bright fog
#

But I just didn't understood what you meant at all at first, using words I don't even know

red tiger
#

Ok

bright fog
#

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

red tiger
#

Yeah and node environments use cli to compile projects or publish them.

bright fog
#

Alright, well I didn't know what a node environment is in the first place

red tiger
bright fog
#

Alright I see

neon rapids
#

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?

bronze yoke
#

if the mod doesn't show up, the mod.info is missing or not in the right place

neon rapids
#

It's working now! Thank you

muted garnet
#

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?

bright fog
#

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

muted garnet
#

now the speed of movement backwards is much lower, and I want to make the speed of movement in all directions equally fast

umbral raptor
#

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

bright fog
#

I am 100% confident the backward speed was NOT the same

#

It was always affected by nimble

#

Ah ok I think I see what you mean, the same when you aim

muted garnet
bright fog
regal umbra
#

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

  1. Call foo()
  2. Get function that foo returned
  3. invoke that same function with the argument 3
  4. 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

umbral raptor
#

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

regal umbra
#

Unless if very specific ambiguous cases i guess

#

Most of the time I really just add ; out of habit

bright fog
#

Nothing more, ; does nothing

thin swan
# muted garnet Yes, but now the character moves incredibly slowly when moving backwards or side...

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

muted garnet
# thin swan It's because the strafe animsets have specific "slow" animations that gets used....

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

tranquil reef
#

Is there a way to clear the debug console without closing the game

bright fog
tranquil reef
#

When I fix errors and then reload lua, it's annoying needing to close the game to clear all the already fixed error messages

bright fog
#

Aaah

regal umbra
#

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

tranquil reef
#

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?

small topaz
#

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.)?

regal umbra
small topaz
#

yeah. there is a command IsoZombie.removeFromWorld(). Question is then how I get all zombies from a building...

regal umbra
#

and ik you can check if the object is a zombie by checking if the obj is an instance of IsoZombie

regal umbra
small topaz
#

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...

regal umbra
#

Well yeah, I was about to point out you can simply get the square the building is on

small topaz
#

So other question: is there an easy way to get all IsoGridSquares belonging to an IsoBuilding?

regal umbra
#

local squares = building:getSquares() not sure if that's a function tho

#

ig

small topaz
#

btw: is the IsoGridSquare the smallest unit in which the map is partitioned?

regal umbra
#

Yeah I think so

#

IsoGridSquare being the equivalent to 1 tile iirc

small topaz
bright fog
viral spire
#

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.

bright fog
#

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

bright fog
#

Nice

#

I remember something about being able to but I have zero idea where

small topaz
#

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```
bright fog
#

You want to remove zombies inside buildings ?

small topaz
#

many thanks! I'll try!

small topaz
bright fog
#

I see

#

What's the goal of your mod exactly ?

#

Is it when spawning in ?

#

<@&671452400221159444>

small topaz
# bright fog Is it when spawning in ?

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).

bright fog
#

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

small topaz
#

I already defined the spawn points manually by using the B42 map from the web. So that work is already done.

bright fog
#

oof

#

Sounds like hell

bronze yoke
#

probably the metagrid

bright fog
#

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

small topaz
#

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.

bright fog
#

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

small topaz
#

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. 😅

bright fog
#

oof

#

I see

small topaz
bright fog
#

I see yea

regal umbra
#

Finally released the new update to my mod ^_^

bright fog
#

congrats

regal umbra
#

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

regal umbra
#

That kinda went back to the backlog because well, I found that Nomad runs were more important lmao

small topaz
#

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.

regal umbra
#

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

bright fog
#

I suppose it's true that the modding scene is more flexible with the new update yea

small topaz
#

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.

bronze yoke
#

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

regal umbra
#

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

small topaz
#

are the Brita mods not yet updated?

regal umbra
#

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

small topaz
#

ah I see...

bright fog
#

Let it die

small topaz
#

it would be a pity because they made so many assets for their guns

small topaz
#

love the song!

regal umbra
#

No one cannot not love There Goes My Hero

bright fog
sour island
#

Some people like run and gun stuff, to each their own 🤷🏻‍♂️

bright fog
#

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

sour island
#

Oh, I didn't realize it's that bad

small topaz
#

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?

bright fog
#

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

regal umbra
#

i just do 300x300 dot lmao

bronze yoke
#

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

regal umbra
#

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

bronze yoke
#

256x256 cells is more of an internal detail for performance, i wouldn't be surprised if the metagrid was still 300x300 too

regal umbra
small topaz
#

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).

small topaz
regal umbra
#

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.

small topaz
#

    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.
young trellis
#

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

true nova
queen oasis
#

is there a way I can make the "compatible only" font like 10x larger on the workshop?

storm thunder
#

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.

mild canyon
#

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?

bright fog
#

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

bronze yoke
#

what exactly are you trying to do with this model?

regal umbra
mild canyon
#

@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!

bronze yoke
#

that's a good explanation, doggy was on the money then

bronze yoke
#

i was going to point out that if you were trying to make an animal or something else, the answer is completely different

bright fog
#

If it's an animal yea you can

#

Why do you need more bones ?

bronze yoke
#

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

bright fog
#

You can't switch from vanilla to custom armature like that ?

#

That'd make no sense....

mild canyon
bright fog
bronze yoke
#

most likely it doesn't and the extra bones just meatball

bright fog
#

Yea so it doesn't work, unless you reanimate everything

bronze yoke
#

which means it does work 😅

bright fog
#

I mean if meatballing means it works idk what to tell you 💀

bronze yoke
#

it's not impossible to reanimate everything 😅

#

depending on your usage you might not need to do very much

bright fog
#

We both know that's the worst nightmare ever created on earth lmao

#

So prone to so many issues too

bright fog
mild canyon
#

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?

bronze yoke
#

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

mild canyon
#

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

bronze yoke
#

loot is not weighted

regal umbra
#

is it not?

bronze yoke
#

it isn't

regal umbra
#

I was in the idea that it was lol

bronze yoke
#

every item is rolled for separately using its value as a chance

regal umbra
#

?

bronze yoke
#

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

regal umbra
#

like in the example i gave

bronze yoke
#

that is the chance

regal umbra
#

oh

bronze yoke
#

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

regal umbra
#

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

bronze yoke
#

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

regal umbra
#

Now that you're talking about it, I can see a whole lotta bs affecting it lmao

willow tulip
#

Whats the best place to report an API function acting weirdly? -_-;

bright fog
#

This might help you understand it in case you case you need

small topaz
# storm thunder Hey, I had a question the modders here might know the answer to. The speedrunnin...

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.

small topaz
small topaz
#

How do I get the IsoGrid square from x,y and z coordinates? Tried getSquare(x,y,0) but this resulted in nothing.

bronze yoke
#

that will only work if the square is in the loaded area

small topaz
#

Great! That fixed it!

tulip valve
#

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"

small topaz
tulip valve
#

no

#

it's the survivor zombies

regal umbra
surreal pulsar
#

yo is this just mod development or mod development support

regal umbra
#

lmao

#

Here it's general chat about mod development, but people tend to ask stuff here too

surreal pulsar
#

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

regal umbra
#

mod support is to get support on mods

surreal pulsar
#

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?

regal umbra
surreal pulsar
#

Ok is that active?

#

I’m praying it is ngl

#

Can’t find much that works

regal umbra
#

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

small topaz
bronze yoke
#

no

small topaz
#

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?

bronze yoke
#

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)

small topaz
#

thanks! I try that!!!

small topaz
#

Is it possible to manually pause the game for a few ticks using lua code?

bright fog
#

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 ?

small topaz
#

game speed to 0 is a good starting point for this! thanks!!

regal umbra
#

is there a method to attach trailers to vehicles on spawn or not

#

I'm looking to ISAttachTrailerToVehicle

#

through*

small topaz
#

so I guess the ticks counted in OnTick will stop to run when game speed = 0 and therefore one should choose the render ticks?

regal umbra
#

might as well test it out and see what it does lmao

#

im cooked

#

now instead of spawning 1 car

#

is spawning 2

#

💀

queen oasis
regal umbra
main pasture
shy mantle
#

Does anyone know where the game makes traffic jams all rotated and stuff.

regal umbra
#

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

willow tulip
#

(to the dev team)

bronze yoke
#

temper your expectations though

willow tulip
#

Thanks!

willow tulip
small topaz
young trellis
#

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

willow tulip
#

I see Perks.Blunt and Perks.SmallBlunt

#

What 'perk' tag where you using?

young trellis
#

LongBlunt

#

Lemme try just blunt

young trellis
willow tulip
#

np 🙂

young trellis
#

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

willow tulip
#

I just searched in files all the vanilla *.lua for 'blunt' 🙂

young trellis
#

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

surreal pulsar
#

I have a mod.info file but it says I don’t have one when I try and upload it (b42)

small topaz
#

Is zombie:removeFromWorld() where zombie is an IsoZombie supposed to simply remove the zombie, make it disappear?

bright fog
regal umbra
#

Mod is updated yippy

queen oasis
regal umbra
#

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

surreal pulsar
#

But there is

regal umbra
surreal pulsar
#

Is it meant to be next to the poster file?

#

And I’m uploading it on B42

regal umbra
#

Ye

#

YourMod\42

willow tulip
regal umbra
#

It should be in there

surreal pulsar
#

I followed Dirks mod template

willow tulip
#

getContainerCapacity also gets the proper fuel capacity.

surreal pulsar
regal umbra
#

You can also try to have YourMod\common and place another mod.info there

regal umbra
#

For example for me is

#

Vanvival\42

surreal pulsar
#

You made vanvival?

regal umbra
#

Ye

surreal pulsar
#

Btw the ford bus interior is great

regal umbra
#

I didn't make the interiors, that's Mickey Knox port of RV Interiors to B42 lmao

surreal pulsar
#

Oh

#

But still great scripting

willow tulip
regal umbra
#

My mod just uses his mod to spawn vehicles

#

Like Monkey's RV start

regal umbra
#

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

willow tulip
# regal umbra Well mods for B42 need to be in B42 folder

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

surreal pulsar
#

Is this the right structure?

willow tulip
regal umbra
#

lmao

#

most of it

#

Normally it should look something like this

small topaz
#

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?
regal umbra
#

C:\Users\YourUser\Zomboid\Workshop\Vanvival\Contents\mods\Vanvival\42

bronze yoke
surreal pulsar
#

Sound

regal umbra
#

The vanvival folder (Your mod folder) needs to have 42, common

surreal pulsar
#

So replace mods with 42?

regal umbra
#

And other folders for example media/maps, if you're messing with maps

surreal pulsar
#

Oh

#

So I do Contents/mods/42

#

?

regal umbra
queen oasis
surreal pulsar
#

Alright so 42 with the things the players see like posters and common has all the code

regal umbra
#

well common can be empty

#

common is just to store stuff, so the mod doesn't get hyper large

surreal pulsar
#

great

#

don’t want my mod looking like a pyrocinical stream

regal umbra
#

For example

#

you'd use common to store textures

#

models

#

etc..

#

all the code goes in 42 -> media

surreal pulsar
#

ok so I think I’ve got it

regal umbra
#

Can you show the folder where your mod.info is located

surreal pulsar
#

It’s in 42 with poster

#

do I need to put .png next to poster?

regal umbra
#

I assume one is media

regal umbra
#

because it seems to start with m

surreal pulsar
#

Yeah

regal umbra
#

is it still like that

#

so you have like media folder, mod.info and poster

#

in that folder

surreal pulsar
#

Yes

#

No actually

#

In a new folder

#

The 42 one

regal umbra
#

ok is it just named 42

surreal pulsar
#

yeah just 42 and inside mod name

regal umbra
#

This is what your mod folder should look like

#

no need for that 3rd media file

#

just 42

#

and common

#

then inside 42

surreal pulsar
#

Yeah it looks like that

regal umbra
#

you have media

#

poster

surreal pulsar
#

oh wait media for code right?

regal umbra
#

inside the folder 42

#

you need to have the folder media

#

poster.png

#

yes

surreal pulsar
#

So media in the 42 folder?

regal umbra
#

yes you need to have a folder named media inside the 42 folder

#

like the picture i sent

#

this one

surreal pulsar
#

Do I need to relaunch to check if it worked?

#

Like can be uploaded

regal umbra
#

yeah you can relaunch the game

#

go to the workshop

#

in the game

#

and check if you can upload

regal umbra
#

then inside the media folder

#

you have the mod files

#

your code

#

etc..

surreal pulsar
#

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

regal umbra
#

nah

#

try this then

#

you know where the common folder is right

surreal pulsar
#

yes

regal umbra
#

actually

#

are you sure it's saying you're missing mod.info

surreal pulsar
#

Yeah

regal umbra
#

because it will also warn you about the workshop.txt

#

one

#

iirc

surreal pulsar
#

That one just dissapeared

#

I programmed most of it while drunk so idk if it’ll work

regal umbra
surreal pulsar
#

I have name, I’d, (with _ if that means anything) description and tags

regal umbra
#
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

surreal pulsar
#

I think I’m missing an author

#

It’s just my steam name right

regal umbra
surreal pulsar
#

Should I label my poster just poster or poster.png

regal umbra
#

poster.png

#

it needs to be poster.png

#

in the folder itself it should already be poster.png

#

you can enable extensions to see

surreal pulsar
#

nvm I forgot I put .png

regal umbra
surreal pulsar
#

Is that temporary?

bright fog
#

Nop

#

It means you need to remove it

surreal pulsar
#

But yeah it does say .png

bright fog
#

What's that

surreal pulsar
#

Oh I mean mod

regal umbra
#

oh yeah that's why its not detecting it

bright fog
#

Ah yea you can't have an extra .info

regal umbra
#

you basically have

#

lmao

surreal pulsar
#

YES

bright fog
surreal pulsar
#

IT WORKED