#mod_development
1 messages · Page 343 of 1
Thank you!
bump, I need to know so I can do this
too many cooks ahh traffic jam
Well when I spawn a vehicle I use IsoDirections.Direction i,e
IsoDirections.E for East facing vehicles etc..
addVehicleDebug(vehicle, IsoDirections.E, nil, square)
Maybe you could do SE?
traffic jams have some sort of hidden overwriting thing going on though
for a normal spawn yeah, but there's something else happening for traffic jams
Also holy traffic
They can be used as trafficjamn, trafficjams, trafficjame, trafficjamw, to get a general direction for the car to face, but I want it to be straight in that direction and not with random deviation.
What resolution does the cover image have to be?
might be janky, but you could check vehicle direction and fix the rotation with setAngles(). looking at the code, you should(maybe) have room to rotate them in a line without causing overlap
I made a negative trait mod and made the negative trait a positive trait 😭😭

And it dosent work so it’s a free 32 trait points
I hate IsoTree
are boats a planned feature or is there another reason for vehicle properties to have water direction, speed, and ground measured.
They’ll make kayaks eventually
Not announced
WAIT I JUST GOT AN IDEA FOR A MOD
A BIG BAG WITH ONE COOKIE IN IT
I've been on a massive writers binge lately. I might write up a set of tracks for True Music for soul and whiskey blues.
In the B42 map, https://b42map.com/, are the yellow cells which you can see be clicking Grid the same as the IsoCell objects from the game?
no, isocells have nothing to do with map regions
there is only one isocell at any time and it represents the entire loaded area, not a specific region
Oh ok. Thank you!!! That could make my current stuff much easier in fact!
Do you know how many square the loaded area typically has?
in b41 it seems to be about 200x200, i don't have a number for b42 but it's smaller
A lot of map and render magic numbers / constants are now powers of two which is fantastic and long overdue.
Computers behave better when using powers of two.
<@&671452400221159444>
Steam Uploader v0.5.0
- Added a last version fetch and warning message when a new version is available
- Application name is now normalized between windows and linux (
appandapp.exe) - Now using CMake instead of Make files
- Reworked release.yml to better handle windows libraries
https://github.com/SirDoggyJvla/Steam-Uploader/releases/tag/v0.5.0
<@&671452400221159444>
but mr beast was gonna give me money 😭
heya sorry to be extremely basic here but i cant find any media on how to make a melee mod (I know the basic file structures, but the making the coding work eludes), any advice or helpful videos?
wdym by a melee mod ?
a mod for melee
oh i get what you mean my sleep deprived ass didnt understand for a sec,
a one handed melee weapon
Wdym by "thats it?"
Nothing negative, it can sound like it but that's not what I meant
oh i didnt mean to imply that, im just incredibly sleep deprived and mistake alot in text and tone
but yeah just a knife
Ngl that would be peak
You should
You should make a trait like “Prepared: Cookie” to pair with your mod
4 day long ration of a singular, 2 foot tall cookie
Do you have the model done for it, or are you planning on using an existing vanilla game model?
got the model, put it in an .fbx file with the 1x scale, put it in a media/weapons/1handed folder
sorry forgot to reply with my message
Okay that's good, do you have an item script for it?
I salvaged parts from another mod and used the shortblade category and stuff to make it a knife in the script for the items and model, but the model wont load for some reason but thats probably to do with the texture
Makes sense
yea, but the model doesnt load, the icon doesnt load, the posters dont load, attempting to use it crashes my game to main menu and holding it unloads nearby ground items
Mines mostly just meshes and traits (not the cookie one) and the hair is levitating off the body, hats cover up the entire body, jackets and such float in the sky and animations are glitchy af
cursed knife gives player +1 crashed game state
give the item script
I deleted it, im gonna re-do it,
I kinda used ChatGPT for half my scripts
I mean its not bad, its not great either, it's even worse if you're just straight up copy and pasting stuff without really caring nor making an effort to learn
I mean it’s better than some script I wrote while drunk
well the thing is, chatgpt is many times wrong
and it sources you stuff from previous builds
i love starting 500 new runs to check every script implementation 💀
Why do you start new runs ?
Well, because my mod mainly works by hooking OnCreatePlayer and a lot of times im messing with either traits/professions or vehicle spawns from the vehicle list
Ah by new runs you mean a new character ?
Ye
Rn im trying to add a square check to make sure a vehicle and a trailer can spawn
Since Im adding support for the big semi's
Yes, before that it was hardcoded 😭
In return this will allow players to spawn in cities with the mod too
instead of having RV's and vans spawn on rooftops
@regal umbra proof you are underrated 😭
why does mine pop up second when I search it
you should be first that Ava thing is a glorified nudity mod
also who tf is playing project junoid when it dosent even work
cookie more functional than ts
Yeah, yesterday my mod was on Zomboid's Drop more mod place
I had a huge peak of subscribers & visitors over night
I don’t want mine to get popular until I fix it
that’s a lodda people
also who are the 234 people who thought ‘damn this mod looks good’
It’s Kentucky because the cover image is deep fried
I'm downloading your mod to check the code out :p
So you want to look into a void?
I forgot to even add the mesh 😭
Why are you requiring the folder that you have the lua in 😭
You don't need to require
That is only used when you need to reference another file.
Like lets say you have a table in a file named Vehicles_List.lua, inside that file you have this table
Vehicles_list = {
{"car1"}, {"car2"}, etc..
}
But now you want to access that table but on another file like SpawnCar.lua
you do
local car_list = require "Vehicles_List"
to tell the code that he needs to look inside the vehicles_list.lua
then you can do
spawnCar(car_list.Vehicles_list)
Essentially you're saying to spawnCar from the car_list table which is the table in vehicles_list.lua
I’ll patch that
I mean it's not bad, it really just doesn't do anything lmao, it's not really breaking your mod, it just has no use because you gave it no use
It just takes up a byte innit
How does one edit the vanilla textures?
Just replace the ones in media/textures?
What textures you want to replace?
Some clothing textures
I started with park ranger set, tried to change them in said folder
When booting up the game the textures weren't changed however
specifically Shirt_ParkRanger.png, PoliceHatRanger.png and Trouser_ParkRanger.png in media/textures
whoops
I’m having a similar issue with my mod
Hats either float above the character or cover it entirely
-# someone chopped a 1000 year old tree
So it’s just a hat running around killing zombies
is that so bad?
those trees deserved it
I love trees, totally not biased as a park ranger player /j
I like my trees. my neighbors 2 giant half rotten sugar maples that will fall on my house one day? not so much
Ah yes I love the massive log
That should be a feature
trust me
Make it like a 5% chance of happening lmao
And don't include it in the description
Just watch people go crazy on bug reports over it
I'm bug report adverse
Bro is gonna be like
"Yo this is happening with your mod"
Too bad can't fix it
You need to redo the script for them and point to your new textures in it
someone has a mod with 300k subs now, and asked if they should require my mod or if they could adapt it for their mod. bruh, adapt it. I don't want to deal with the bug reports
Well I would adapt mine, if the owner of RV Interiors actually replied back, I even proposed a collab 💀
So for now it's a requirement
Idk how ppl get that much on a single mod. I have that much across all my mods and they're awesome obv
Already made a FAQ and everything expecting people to go, can you add these interiors? Straight up nah that's not my mod
I am a bit confused
But the new textures I placed are in the same folder with same name and not a texturepack toggle from mod menu
are there any sources I could read/watch about that?
Ig just have a mod become part of a trend
Once the big youtubers start showcasing it, or adding it to their serie's collections
they're all awesome! my biggun has 13k and that's plenty enough
That's how you get 300k subs
I've had 2 of my mods featured by atomic duck. Only like 21k between them
still a little scaling issue. wish I could just scale in one axis
I mean just look at this, if half of those collections are visible that's a lot of people
I hate model scaling, have fun resetting every load for a while
My best mods are b42 so that might be it
Like I was saying the other day B42 is allowing a lot of newcomers to shine
Since not a lot of big mods have been ported
Kinda hard reseted the whole modding scene
If I got featured by atomic duck I’d say ‘bruv me? ru mad?’ Because I know there’d be so much people playing it and finding bugs
I did get featured by Atomic Duck too tho my mod didn't explode this much 
If you make a mod that is mostly for general use it's more likely you get featured by youtubers
If you make a very specific mod, its less likely
Almost 4mil... id turn everything off
He did say he wouldn't feature my most famous mod bcs "it's the same as another mod" 💀
yeah I’m not expecting much from my mods
Few downloads, few positive comments and some bug reports
Tbf my idea towards mod making is whatever contributes best to the community
and obviously i gotta like it lmao
Just make mods you have mod creating
I just make things I like to use if other ppl like it that's cool too
For example my nomad mod, I love nomad runs, and Monkey's RV spawn is not in B42 so essentially I helped contribute by providing a way to have easy nomad runs again
Otherwise players would have to get the RV interiors mod, use debug to spawn an RV or something, then have a whole run etc..
Just checking are clothes like t shirts textures?
This may be a modelling question
For now I'll keep developing this one, then whenever I'm done with it, idk I'll see what I will make lmao
I think it can be both
lmao
not really sure
Because my jacket started levitating
Clothes are a model with a texture and have xml files to define position and such
Yeah its a model then they have textures
Are there any shirts that are just skinned?
@surreal pulsar some clothing are just texture as tshirts, some are texture + 3d model
Thanks
Yeah the skinned ones look janky af tho
my best mod was released for 41 on Dec 8th and then 42 dropped like a week later so I had to redo it
For example the first one is a texture only you can see how janky it's
The second is a model
What do you mean ? You made a mod with them in the media folder or that you replaced the textures in the vanilla files?
Yeah I’m just hoping this mod works atp without you having to run naked
I replaced the vanilla files in ProjectZomboid\media\textures
However the new textures don't appear and instead the vanilla ones are still used
tried to restart and even reinstall the game
That should work technically, though only really useful for yourself
after restarting, the new textures should be loaded when placed at the correct location. are you sure you replaced the correct textures? to see the actual texture which is used by a clothing item, you have to check the clothing item's xml file
well, I wasn't trying to make a public mod, at least not yet
I edited Shirt_ParkRanger.png, PoliceHatRanger.png and Trouser_ParkRanger.png in media/textures
then restarted the game, but there were no changes
the characters look like strech armstrong 😭😭
Not something I'd advise. I mean a single mistake and you corrupt the only file you have of the game, unless you do backups for every file you replace that is
you may need to make sure these textures really belong to the clothing item you would like to change which can only be seen in the clothing item's xml file. vanilla texture management can be a bit confusing sometimes due to naming conventions and stuff. not sure if it solves your problem but I would definitely give it a try.
this indeed helped, many thanks
the shirt texture was in media\textures\Clothes\Shirt_Tshirt_Textures instead
But that makes me ask, then what does the texture in the media/textures is for?
the texture pngs sometimes do belong to a clothing item which one wouldn't expect given the naming of the texture and the items. that's just how the vanilla game files are set up...
a lot of those things are due to the fact that the game is quite long in development and has seen a lot of updates and changes. so not everything is organized in the most optimal way
Do the textures scale with the model
I mean both Shirt_Ranger.png and Shirt_ParkRanger.png sound like the item I was looking to change
but only changing the first one did it change the actual texture
So if the character was another size it’d be that size
me: just make a model, it's not that difficult
yeah I could lift that
only 10000.0 encumbrance
I don't remember how to do the reset or normalize thing or whatever. better get to reading
Too much clutter
All I need in a model thing is a texture adder a size function and some squares
and now I need to spiff up the uv I guess. that's a future me problem tho
might have janked the extrude too. idk
Did you just stretched the model on the tips instead of scaling it on the axis ? 😂
Yea that's what I thought 💀
off to figure out which of the 69,420 buttons in blender scales on an axis
that was suprisingly quick
S
not great, but better. thanks for the tip!
Left looks ok but right looks weird ?

stretching the texture too much maybe. idk a thing about modeling
Tbf it looks ok, to improve it you'd have to go into texturing and modifying the UV map
Which uh, you could try but if you don't have much experience in Blender that might be hard
I think I did ok a couple years back with my metal detector although it was smallish so you couldn't tell it looked like a 4 year old made it
me? responding to the wrong thing? never
Did they made a change to B42 so that players do not start with the building key of their starter house anymore???
hey
can you guys help me?
i made a fbx zombi and i am having problems parenting it's bones properly
this is a normal file
i can move it's bones properly
now, this is my file
i used the blender parent system to make it work, you move an arm and it moves both
the other side doesn't work at all
not only that, when it is in game, it works horribly
what is the proper way of doing this?
There is somewhere a bone structure template which you can use for making pz character models. Here is how I usually do it: In Object Mode, while holding shift, first select your character model and second select the bone structure. (The latter can be done by clicking on a single bone). Then click Object -> Parent -> Armature Deform With Automatic Weights. (This will bring the character into the hierachy of the bone structure. Check the Scene Collection to see whether it worked properly.)
I am sorry, i am new to the server and i was looking previous conversations about this and used the same chat
won't happen again
so yeah didn’t work
Np I'm not a moderator nor is that important, but when you start pressing people it doesn't look good for you and people will tend to not help you in the contrary
have no idea what went wrong
got it
Me whenever I try to add anything new. Spend hours doing it and pray that when I start a new character I don't see the evil Error popup
As for your specific question I don't have an answer sadly, but yea try asking in #modeling you'll get better chances, and alternatively you can try the modding Discord in the animation channel
i am kinda frustaded since i am working on something big for almost 3 months at this point
so i am in a rush, kinda
Don't rush yourself, if you don't enjoy it, don't put pressure on yourself for it, it will only disgust you more of it
i enjoy the processes, i just hate blender
i m porting the whole necroa virus to zomboid
i am now working on the evolution system
What's necroa virus ?
I see
i will have to modify the java files to make zombies change the fbx in game
and i will have to make 6 more
so yah
Not necessarily
what do you mean?
Now thinking of it, World war Z zombies in PZ would be crazy
You can make zombies have custom models
Book WWZ ?
it will works something like that, but belive me, better
You can make zombies have custom models by using clothings
That's what I did in my own mods and that's what every custom zombie mods do
i know, but can you make them change it's fbx files midgame?
You can change their clothing, so you can change their model
nah the movie ones
is that so, tell me more
However the clothing will clip through models that are bigger than them
You can't do anything about that even with the Java
You'd need clothing varients which are larger or adapted
But you can also just not give a shit based on what you want. That's personally what I went with in my mod
https://steamcommunity.com/sharedfiles/filedetails/?id=3409434765
Aren't the book ones the slow zombies (I never read the book, forgive my lack of culture lmao)
Yes I tihnk so
now way you are the guy who made this
I mean that's just sprinting zombies
Kinda, I mean in the movie they also climb, pile on each other, go over walls
Yes tho I didn't make the clicker model nor did I do the parenting of the armature to it, same for the Bloater which I only did the texture for
The piling you can't do that, climbing walls there's mods that do that
Imagine you having a base in louisville skyscrapers and a bunch of zombies just pile up to the roof lmao
you have no clue how much you helped me only by telling me that you don't need to modify the java files
Also that one adds deformed zombies
https://steamcommunity.com/sharedfiles/filedetails/?id=3042358369
can i add you to my friends, i feel like i can learn from you
It's route you can go but yea not usually the go to for custom zombies
what if i need to make all the base zombies uses a model?
I hang around here and in the modding Discord so feel free to ask questions here or there, I'm fairly active (tho might become a bit less in a week)
First off, which game version you plan this for ?
b42
Makes things easier
The method I used to "dress up" my zombies with their models was to set their item visuals
Which basically sets their current visible clothings
And in B42 I made a custom event which detects when to set the visuals for zombies
so you change the whole model
So you can simply dress up zombies during this custom event
Not exactly the model
It's a costume basically
oh... i see
So like my Clicker is just a big huge clothing
It hides the vanilla model, and takes its place basically
Can you check over my mod files? I can’t find the problem at all and I can’t find what seems to be the problem
i am aiming for something else, i want to change the base model zombies use and make them "evolve" over time by changing them mid game with more than one fbx if you know what i mean
If you uploaded I could take a look yea
And you can do that yes
i was reverse engineering dynamic body shape sinc it kinda do something similar
Don't go that route
Hell yeh
is reverse engineering bad?
what is wrong with that?
You set the zombie visuals when it spawns in with the first form then you can change the current costume model to a different one anytime you want
Like if the zombie gets attacked it transforms, idk the details of how that virus works so that's you to know what you need here
Bcs you don't have to use Java modding here
I mean unless the current methods I described are too limited for you and to that I tell you to join the modding Discord and join the Leaf discussion which provides Java modding solutions
i see, to be honest, i tried looking online and using chat gpt to find mods that do something similar, but they don't usualy change the base models for all the zombies
Obscure zombies does it
oh... do you have a link?
They don't change the character model
Up in the convo
I sent it
They don't change the character model in itself
They layer a clothing which hides the character model and acts as the new character model
Just updated so the mod shows up and the trait does but the actual mesh and debuffs don’t appear
It's what I've been describing you, and it works well. The main limitation is that clothings which are layered on the character texture won't appear on the custom fully body models
i have reverse engineered it as well, that is what was in my mind when i saw it the first time
Are you getting any errors?
yeah, and that is the problem. as you can see in my print, i only change the face, and it is fine for me since i can do the texture without being too invasive
so
would a cloth for the face work?
Yes one before the start of the game
Did they somehow randomize the presence of a key for the starter house on spawn??
I think so yea ?
Hm, let me launch my game see if I can see anything with your mod
Was already like that no ?
Also it crashes with clothes so set them all to none
oh... i see. I will try that way. one more thing, do you know how the game select the 3d file to use on the zombie?
At least for me
does it uses x or fbx?
and where i can find the file that it makes the zombie chose the model? like, "this zombie will use a female body and this one a male"
because that way i could just replace the file
You need to forget about modifying the character model here
let me save this
The method I described absolutely does no use this
You'd have to do a fully body replacement and you can only do a single one
i can tell
And idk if the player and zombies use the same model ref or not
If so you can't do that
that is why i would have to use the java side of the game
:|
Dude I've been telling you about that method every zombie mods use and you're still fixating on using Java and modifying the character model
not only that would be a problem, but the same way with sprinters, i would have to update the zombies mid game
Well this line you can't have the "and" in between
the clothes one right? yeah, i know, i will go that way from now on
oh
yo, one last thing and i will not take more of your time
And I'm also getting an Object tried to call nil
the textures, it usually choses the texture by going a certain way, right? like placing them on something like common\media\textures\body.
i can make the game read it from somewhere else? since i will have to make 3 diferent sets of textures
wasn't random in b41, pretty sure it is now
you always got one in b41, it was pretty silly really 😅
Ah no in B41 you spawned with it yea
yes, i know, but, what if i need to put more than the necessary?
Then just add new ones
Like I said, you have custom ones and load them in on the zombie
No need to replace existing ones
is there a mod that do something similar?
Hmm I have nothing that comes to my mind
Ok, thanks, you have no clue how much you helped me here.
I wanted to do it in TLOU Infected but abandoned the mod before I could
You can look into Bandits to see how he sets the human texture on the zombies
oh, yeah, that one. thanks.
Am I blind, or am I just sleepy, @bright fog can you see what @surreal pulsar is trying to call here? because I'm getting Object tried to call Nil at line 16
local function applyFeatherweight(player)
if player:HasTrait("Featherweight") then <------- This line
-- Remove all clothing first
player:getInventory():clear()
player:getClothingItem_Back()
player:removeWornItem(player:getClothingItem_Back())
-- Equip socks only
for _, itemType in ipairs(FeatherweightTrait.RestrictedClothes) do
local item = player:getInventory():AddItem(itemType)
if item then
player:setClothingItem(item:getBodyLocation(), item)
end
end
-- Restrict hair
local gender = player:isFemale() and "Female" or "Male"
local allowed = FeatherweightTrait.AllowedHair[gender]
if allowed and #allowed > 0 then
local choice = ZombRand(#allowed) + 1
player:getHumanVisual():setHairModel(allowed[choice])
player:resetModel()
end
end
end
Events.OnCreatePlayer.Add(applyFeatherweight)
Format it with Lua please
Yea
local function applyFeatherweight(player)
if player:HasTrait("Featherweight") then --Line 16
-- Remove all clothing first
player:getInventory():clear()
player:getClothingItem_Back()
player:removeWornItem(player:getClothingItem_Back())
-- Equip socks only
for _, itemType in ipairs(FeatherweightTrait.RestrictedClothes) do
local item = player:getInventory():AddItem(itemType)
if item then
player:setClothingItem(item:getBodyLocation(), item)
end
end
-- Restrict hair
local gender = player:isFemale() and "Female" or "Male"
local allowed = FeatherweightTrait.AllowedHair[gender]
if allowed and #allowed > 0 then
local choice = ZombRand(#allowed) + 1
player:getHumanVisual():setHairModel(allowed[choice])
player:resetModel()
end
end
end
Events.OnCreatePlayer.Add(applyFeatherweight)
ye
STACK TRACE
-----------------------------------------
function: applyFeatherweight -- file: FeatherweightTrait.lua line # 16 | MOD: Featherweight Trait Mod (B42)
LOG : General f:0, t:1755468237681> Object tried to call nil in applyFeatherweight
ERROR: General f:0, t:1755468237681> ExceptionLogger.logException> Exception thrown
java.lang.RuntimeException: Object tried to call nil in applyFeatherweight at KahluaUtil.fail(KahluaUtil.java:101).
Stack trace:
se.krka.kahlua.vm.KahluaUtil.fail(KahluaUtil.java:101)
se.krka.kahlua.vm.KahluaThread.luaMainloop(KahluaThread.java:817)
se.krka.kahlua.vm.KahluaThread.call(KahluaThread.java:174)
se.krka.kahlua.vm.KahluaThread.pcall(KahluaThread.java:1826)
se.krka.kahlua.vm.KahluaThread.pcallvoid(KahluaThread.java:1653)
se.krka.kahlua.integration.LuaCaller.pcallvoid(LuaCaller.java:66)
se.krka.kahlua.integration.LuaCaller.protectedCallVoid(LuaCaller.java:139)
zombie.Lua.Event.trigger(Event.java:72)
zombie.Lua.LuaEventManager.triggerEvent(LuaEventManager.java:364)
zombie.gameStates.GameLoadingState.exit(GameLoadingState.java:504)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:91)
zombie.GameWindow.logic(GameWindow.java:382)
zombie.GameWindow.frameStep(GameWindow.java:916)
zombie.GameWindow.mainThreadStep(GameWindow.java:642)
zombie.MainThread.mainLoop(MainThread.java:76)
java.base/java.lang.Thread.run(Unknown Source)
LOG : General f:0, t:1755468237682> -----------------------------------------
STACK TRACE
-----------------------------------------
function: applyFeatherweight -- file: FeatherweightTrait.lua line # 16 | MOD: Featherweight Trait Mod (B42)
Could it be a formatting issue?
at first they had an "and" between
player:getClothingItem_Back()
player:removeWornItem(player:getClothingItem_Back())
as in player:getClothingItem_Back() and player:removeWornItem(player:getClothingItem_Back())
but I fixed that by just removing it, then i created the character spawned and it threw that error
No it wouldn't run at all
I don’t think it could actually probs
seriously I can’t see any formatting errors
local function OnCreatePlayer(playerNum, player)
-- your code here
end
And you're sure if player:HasTrait("Featherweight") then --Line 16 is the line 16 ?
Oh
I didn't bother to check
I did think about it but remembered it only giving IsoPlayer
maybe they changed that recently??
No not recently no
What was it?
Didn't even really bother to check
I may have not referenced the mesh correctly
Was the event arguments
Yes
Read the wiki page here
Oh
The arguments are wrong in your function
the first arg is an ID
the second is IsoPlayer
No you need a local function onPlayerCreated to pass the arguments in Events.OnCreatePlayer.Add(onPlayerCreated)
Essentially
he can just pass them through the events?
The name of the function really doesn't do anything
It's just an ID to reference the function
The function definition is not impacted by the name itself
The problem are the arguments of the function, that's it
oh yeah i see it now lol, playerIndex, player
local function applyFeatherweight(player)
to
local function applyFeatherweight(playernum,player)
Man i really need to go sleep 💀
Brain not braining anymore
Alright yeah, I'm going off, good night y'all
Also, did they change things so that players can always lock a door from inside, even if they have no key for the building?
I can’t find this line anywhere
this
OK so I wanna make a shield mod what do I need to do to start it
@small topaz randomly found you on the forums with the same problem as I'm currently have but back then
https://theindiestone.com/forums/index.php?/topic/49825-4166-linux-version-stays-under-the-taskbar-when-on-borderless-windowed-mode/
Whenever I try to play PZ in Borderless Windowed mode, it fails to hide the taskbar, which stays overlayed on top of the game. Other games successfully hide the taskbar, which points towards the issue not being caused by the taskbar itself. Regular fullscreen mode succesfully hides the taskbar, b...
borderless windowed mode renders the taskbar in front of the game
Do you remember if you fixed it, how you did it ?
Can you try wmctrl -r "Project Zomboid" -b add,fullscreen in your terminal while game is running? Iirc, that fixed it for me.
and you might need smth like sudo dnf install wmctrl in case you don't have it installed
I'll try thx
Lol it made my Discord full screen 😂
I think it detected Discord instead of pz due to the app name lol
yes! the wmctrl gave me some weird problems too when discord is opended in the background via firefox!
I'll try closing Discord wait
but iirc, that was really some discord specific thing. so try to close discord or make it so that it is not the active window in your browser
yep
hmm. kk. so for me, the fix was on fedora. not sure how it behaves on other distros
I'm on Linux Mint
But that makes the Window properly borderless windowed ?
I'll dig a bit more
Hmm yea wmctrl doesn't seem to anything on the PZ window
Hmm. I just tried this on Linux Mint right at the moment and it works perfectly well for me! (I am on Mint too atm)
so you use borderless window in the game settings?
I play native linux version. With borderless window, I can hide the sidepanels by executing wmctrl -r "Project Zomboid" -b add,fullscreen while game is running.
I'll close pz and discord
then launch pz
And try running it
Tho I also tried to do with the window id by listing them with wmctrl -l and it didn't work either
and wait long enough until the game is fully loaded
I'm on the main menu when I do it
Hmmmm
Not doing it
maybe your game process is not called "Project Zomboid"??
Doggy
Do you remember that error thing in my script
yea
You're on which version of Linux Mint ?
Linux Mint 22.1 Cinnamon
Hmm same
that's weird
You're using launch arguments ?
I tried in debug mode as well as in normal mode (arguments). both works for me. and I am an on b42 (not b41)
Yea B42 me too
A solution is having the panel in hiding mode
Are you using any themes ?
I'll try reinstalling the game I think
this
Yes, Mint-X-Orange for folders and a customized version of Mint-Y-Dark for the desktop.
btw here is my console set up under which it works for me
0x02a00003 0 MS-7A38 Desktop
0x02e0002c 0 MS-7A38 YouTube — Mozilla Firefox
0x05200034 0 MS-7A38 Steam
0x05e00007 0 MS-7A38 Project Zomboid
0x06200006 0 MS-7A38 username@MS-7A38: ~
username@MS-7A38:~$ wmctrl -r "Project Zomboid" -b add,fullscreen```
And change it to the bottom one?
yea
verbose on the command returns this
wmctrl -v -r "Project Zomboid" -b add,fullscreen envir_utf8: 1 Invalid type of WM_NAME property. Invalid type of WM_NAME property. Invalid type of WM_NAME property. Invalid type of WM_NAME property. Invalid type of WM_NAME property. Using window: 0x09e00007 State 1: _NET_WM_STATE_FULLSCREEN
I'll try reinstalling bcs I did some switch between proton and not proton, so who knows
@bright fog I also highly customized my panel arrangement (I have one new panel on the side and moved the bottom panel to the top of the screen)
What does it look like ?
cannot say anything about your verbose output
I'm personally very used to the bottom panel haha
Yea np lol
The only I can find that is similar says apply on create
Hmm
but I don't think that panel arrangement is an issue here
Yea I'd be surprised
Tho I do have cases of my panels on my second screen just not launching on boot, tho idk how relevant it would be to the issue here
I'm not a fan of the top panels bcs I'm used to easily access the minimize, fullscreen and quit buttons of windows but putting my screen on the top limit, probably too used to windows I suppose
so I currently just play always in fullscreen and then just alt+tab to minimize the game. no need of wmctrl then...
Doing that the game screen flickers
When modding that's horrible
It takes ages to load
if you have a second screen, maybe this is messing things up
yeah, I have that flickering but only once for a short period after the game booted. still hope they fix it sometime
Maybe yea
I suppose that's my solution here
better than nothing. but for a normal playthrough, it could still be annoying I guess...
I don't play the game these days lmao
One issue tho is that game doesn't load workshop mods
Are you familiar with that ?
Ah wait I'm an idiot it's redownloading them 
no, that's nothing I ever experienced. there may be some workshop mods with bad naming conventions which can give problems on linux (due to case sensitivity). but apart from that, everything works fine for me here
Yea I already had cases of mod causing issues with mod.info for example
But no it's just downloading the mods rn haha
The fact we have one OS with case sensative file names and another without, each running half the computers on earth is crazy to me 😛
You can always tell the windows developers apart too, because their work constantly fails automated tests on linux for stuff like, wrong case in an #include <> directive.
I wonder if anyone has ever made a hack to force windows to be case sensative for filenames? lol, I wonder if windows can even boot if you did that.
If I can’t make project junoid I WILL make cookie
<@&671452400221159444>
danke
I outsmarted the hardcoded traffic jams by using the burnt vehicles as a vehicle zone, problem solved
local IsoTree_WeaponHit = {}
function IsoTree_WeaponHit.GetClass()
local class, methodName = IsoTree.class, "WeaponHit"
we don't need no stinkin javas
I do need some stinkin animations, though
if I were smart, I would figure out how to line these logs up all nice and tidy
is it not possible to create new items in a mod's items.txt or modify displaynames through a script? i can change other parameters just fine, but there's just something about displaynames.
They are most likely translated
In item name EN, something like that, in the shared lua folder you will find all translations
If it is literally named items.txt I would rename the file too
its not named items.txt, i already learned the issues that causes the hard way
to clarify im trying to alter an items name based on a sandbox defined dynamic name
item:setDisplayName(name)
currently trying it, not going well yet, i forgot to clarify im b41 here if tht mattered
holy fu*** thank you
Javadoc Project Zomboid Modding API package index
i like how this looks. there would be some of this in louisville if zombies started during rush hour
Don't do that
Instead modify the item's entry in the translation file
Ah wait you want to use sandbox options
Ok yea I guess use that but make sure to use translation keys to not limit people that might want to translate your mod
1fps
@willow tulip
about this i believe you can hide recipes via lua
but not edit parts of it like you could with items
You could in B41. Not so in B42
I found the mod that did it, while its out for B42.. it does nothing in B42 😛
at best you can set a recipe as 'unlearned' and have no way to learn it, but thats.. so meh
and leaves it visible if you have 'see all recipes' enabled
right right
but then its still there for learned all
yea
and I don't wanna override crafting UI's just to read recipes moddata and blahblah.
Was just thinking it would be neat to have a "Zombie virus makes gasoline super explosive" challenge mod. Like, change it so 90% of spawned cars become burnt out wrecks. Make half of the remianing have no gas and destroyed tanks / engines (to simulate that they were nearly empty when the exploding was going on). The other half can be fully intact but always have fully empty tanks since the only way they survived was not having any gas to explode. Replace all the gas pumps with a circle of burned rubble. Add some tech to synthesize ethanol & convert a car to run on it. Thus making cars be a much more end game item than even the hardes current vanilla settings.
Hi! Have an opinion question to the other modders here: What do you think about making a post about your mods on the Zomboid reddit to make them more visible? I have some mods which have been quite popular during the old days of B41. I updated some of them to B42 but since your updated mods are not shown in the steam workshop's "new mods section", the updated mods may be completely invisible to new players which started playing the game when B42 dropped.
So what do you think about this? Reasonable (in case you don't spam the reddit with several posts ofc) or unnecessary or even annoying?
Idk if the reddit allows posts for ads about all your mods. That's also why we made supportive saturday on the modding DIscord
So modders can showcase their mods and other servers that follow the sup sat channel will receive the same showcases
My plan is to ask the reddit moderators before I post and I only plan to make one single post containing all information about my mods. Thing is that I occasionally see some other modders posting about their work on reddit, so I guess it is not generally forbidden.
Never heard of that "supportive saturday"?? Is it here on the zomboid discord?
I just checked the subreddit's rules section, and there is nothing about advertising mods (or banning said advertising). They do have a rule about server advertisement, so it may be best to keep it similar in terms of posting frequency (twice in 30 days)
thanks for the link! I'll join!
hmmm... a rule of the modding discord:
"No age-restricted ... content. This includes text, images, or links featuring nudity..."
That may already blacklist my most popular mod lol 😅
Ah I see the mod you're talking about I think 
You can share your other mods at least
Yeah, my professions mod which I am currently updating may also be worthwhile talking about!
I'm trying to change the mesh for the "Base.Log" and my way is a no go. Is there a different/correct way to change it?
this is the result of what I tried above
Doesn't console say anything about not being able to load mesh?
I'll look again
I must've missed it first time through. yep, Failed to load asset: AssetPath{ "null" }
So yeah... the model is either path is wrong OR maybe you have empty fbx file?
I'm just a goober. I had the wrong world model in the item
idk if you can define multiple modules in a single file
it appears to be working but I'll keep checking for weirdness
👌
Well I advertised my mod on reddit, haven't really been contacted by the mods yet
But should be okay since there's no actual rule against it
I think as long you don't daily spam it should be okay
Because they do allow advertising,
Server advertisements or posts otherwise extenuating the features of a server or event should be posted no more than twice per 30 days.
We welcome and support our Youtube / Twitch / Lets Play members.
We ask that only one video be posted every 24 hours and a maximum of three videos be posted every 7 days.
Livestreams are the exception to this. They can be posted when you go live, so long as they involve PZ.
So I assume that it's fine as long it's within reason
me, I am error
Thanks for your opinion! Yeah... I also guess if you don't spam and just be honest and relaxed about your intentions, there shouldn't be a huge problem.
Why i got a feeling you're missing coma somewhere...
it was was more obvious than that
I tried to reference an item that didn't exist in a recipe
trying to figure out how search focus works now. ie Log has a Firewood search focus
I see. stuff it in a table
easy enough
What does an animation need to be registered in the animation viewer?
Be in the anim_X folder
or anims_X I don't remember
And be properly exported
Does the xml play a part in it showing up in the animation viewer? It seems to work if I copy it over to anims_X\Kate but not anims_X\Bob
Nop, the animation should still show up without an AnimNode
Ah yes I forgot there's subfolders now and it matters I believe
Actually maybe it always did I don't remember sorry
I suggest you check the animation guide, might give you some info on that
Haha no worries! I'll keep playing around with it
so the game absolutely hates trying to overwrite a craftRecipe that exists. I don't see a way to change the output item quantity through code either...
look at ISHandcraftAction. you should be able to read the recipe being performed and insert results you want in complete
On B41, trying to add what i thought was a simple 3d item to the world, but I cannot get it to appear in the mod list to test (It's in projectzomboid\mods)
this might be tied to entity crafting but i can't tell 
what is your folder structure? in the mods folder it is modfolder -> media/modinfo
I have a legit question, so I got some people bug reporting, well bugs related to the mod I use as a requirement, turns out apparently you now can't enter a lot of RV interiors. I already tried to contact the RV Interior's author, wondering if they were down for a collab. No replies, no answer, even sent a friend request, completely nothing. And I know they most likely saw it because the mod got updated the day after.
Recently they turned their comments off, now my question is.
Should I make a mod similar to it and use that as a requirement, so my other mod becomes completely functional, or should I wait?
i meant media and modinfo lol not /
Cuz like the other author, gave literally 0 means of communicating with them, the only hope was really workshop comments
Now not even that is available
thanks so far, this hsould be right no?
And there's really no permissions policy set, so by default it takes the credit one as per Indie Stone's TOS
that looks good
if you already require it, build a compatibility layer on top of it
So in this situation, it would be fine if I go looking through their code and adapt to have a compability layer?
thanks all, it shows up now 😄
I mean I already credit them in my mod's description
ah!
Sorry, i had to 😂
how did you know it was me? it could have been any other random internet person happening to make a miku plush mod at this exact moment...
I'm not saying it's fine. I don't know which mod it is or if they have plans for something but I wouldn't have a problem with someone writing a layer on top of my mods to make it do what they wanted
don't change my code, tho, foo
RV Interiors for build 42, which I mean is already a ported version from Build 41 by another creator
the main thing to worry about is if you do make your own you'll probably be hassled with compatibility between the two forever
that's a pretty popular mod
True
But yeah my mod becomes pretty unfunctional if the other creator goes silent, which apparently they did
what do you use it for exactly?
it was just updated on the 15th?
That could be true... then i'd probably come up as a really strange person... but you did prove me right 
I mean in a way of communicating with them mb
Before the 15th I tried to communicate, got 0 answers, then earlier today or maybe even yesterday they disabled comments
And I got a influx of people telling me how the mod is broken
I.e for example, sometimes you enter an interior, but can't leave. You have to debug out of it.
Other times the option doesn't even appear in the radial menu at all to actually enter the vehicle interior
I personally haven't really experienced any of that because I was mainly focused on debugging my mod. But I kind of kept up with RV's Interior's comments and saw a lot of people complaining about what I mentionned above, mainly after the 15th update
if you can fix it in your code by overriding their code, i would do it.
And I also see a lot of people complaining how every update of their mod, breaks their saves.
Not really sure what's causing that
I think it has to do with the map files
But yeah if anything kinda annoyed they disabled every way of communicating with them
They're living the dream
i'd leave a notice saying that issues with the interior are nothing to do with your mod
Ah yes forgot you were bug report adverse lmao
if it keeps going for a while i'd think about other options then
Yeah, I will see if they went completely silent or not
I'm only adverse when someone is reporting my mod doesn't work on 41 when it's explicit it's only for 42. Otherwise, I'm cool with it.
i like having my free bug testers, even if on average they are idiots
Man, your mod doesn't work with build 40
Should fix that
like asap
I'll get right on it
Funny enough I get a lot of people reporting incompability with cities spawns, when my mod literally has a spawn named Vanvival Start, Nomad Spawn
I really wonder, why vehicles spawn inside the house I spawned in when I totally ignore the custom spawn and clicked rosewood
🤔
I don't know what is going on for me but somehow, B41 does not show the errors caused by my mod correctly in the console.txt anymore.
No indication of where exactly this error is coming from in my mod's code:
Because those are specific errors
Cannot read field "MutuallyExclusive" because the return value of "java.util.LinkedHashMap.get(Object)" is null
at zombie.characters.traits.TraitFactory.setMutualExclusive(TraitFactory.java:34)
It's just some errors sometimes can't pick up where they come from
the error happened in java, not lua
the java stack trace doesn't really know what the lua stack looks like
must still somehow come from my mod...
it does, it's just not one that can show a lua strack trace
Does your mod add traits that are mutually exclusive with one another? Double check that you have the spelling correct if so
it sounds like there's a reference to a trait that doesn't exist
and it's in an event callback somewhere
yes it does. problem is that I have many line with "setMutuallyExclusive". so I have to check a lot lol😅
pbbly having to do some binary search or smth...
swap the calls in for this and you'll get a more helpful error```lua
local function setMutuallyExclusive(a, b)
assert(TraitFactory.getTrait(a) ~= nil, "Trait " .. a .. " does not exist")
assert(TraitFactory.getTrait(b) ~= nil, "Trait " .. b .. " does not exist")
TraitFactory.setMutualExclusive(a, b)
end
Tbh, that's why I test things incrementally. If something fails, I find out sooner than later
just found it!
GENERAL WARNING: in B41 we have the trait "ThickSkinned" and "Thinskinned" (with a small "s" instead a large "S"). Must double check again but I think they renamed it to "ThinSkined" with "S" in B42...
@tranquil kindle
I now have a renewed awe at modders. Thanks for the models 😉
Thats awesome
for me, print commands are somehow not written anymore in the console.txt after I downgraded my game from B41 to B42
EDIT: downgrade from B42 to B41
downgraded from B41 to B42 ? 😅
don't use the same cache directory for b41 and b42
their config files are not compatible and will cause issues like this
so deleting my Zomboid folder may solve the issue?
yeah
there's a specific file you can delete for this issue but i don't remember what it was
but sharing cache directories between the two versions is generally problematic
if anyone wants the miku plushes mod I just pulled together, here ist he link: https://steamcommunity.com/sharedfiles/filedetails/?id=3551703162
hmmm, think I found a way in to easily changing output amounts
getScriptManager():getCraftRecipe("SawLogs"):getOutputs():set(0,2)
needs more testing but that would be so nice
nope, dang
feels like it's still workable
it changes it but as soon as it reads the recipe again, poof
is that rain I feel?
when you do :set(0, 2) you replace the 0th output with... 2
like the entire outputscript, is now the number 2
that error is because the game is expecting an output script but getting a number instead
you over here hogging all the 2s to yourself? not gonna want any 3s or 4s?
there is this
so I just need to cobble together an output script and stuff it in to the array
I've had a lot of coffee, so it might be possible
crazy idea, I'll let you know how it goes...
local function testes()
local ogSaw = getScriptManager():getCraftRecipe("Base.SawLogs")
local newSaw = getScriptManager():getCraftRecipe("JBLogging.JBSawLogs"):getOutputs():get(0)
ogSaw:getOutputs():set(0, newSaw)
end
Events.OnGameStateEnter.Add(testes)```
has some issues but it works
waiting for someone to tell me the easy way to do this
feels like I'm trying to light a cigarette with a flame thrower
👀
Nice
I suppose that's a good way to possibly manipulate recipes yea
Good idea
need to figure out how to remove a recipe now
I'm trying to make an apiary for a mod and I'm looking for a solid tutorial on how to make a world object (The apiary itself) visible and usable. I currently have it so I can build using carpentry but when its built it's just a 2d object I can pick up and not the model or texture I have picked out.
have you tried
recipe:setIsHidden(true)```
for me this worked in B41 but not sure about B42
how to change moodle sprites in b41?
I mean, is there a .pack file, how to change it?
B42 has nothing to do with B41 recipes
There are mods that do it, you might want to look into how they do it
a?
should getScriptingManager:getAllCraftRecipes() also return building recipes? cuz i cant find them there
No idea
I doubt it ?
Since craft recipes are not building recipes
Also I'm not familiar with building recipes
uhm
thats not useful ngl
.
well in the entity scripts txt the're often labeled as CraftRecipes
i got about 1600 recipes but no walls, doors etc..
maybe there is no exposed function yet to get building recipes
Yes it is ...
Look into their mod files and see how they do it
You got a literal example of how to do that here
And there's probably others too
Another one
how to change it into pictures
change the moodles
It has an extract tool
where can I find it?
got some bad news for you 😅

i'm not sure if they're stored separately or not but they are the exact same system
Ik there was some shit with them using craftRecipe
Tho I would assume they separate them yea
I can't backdoor in to enabled or debugOnly. thought maybe I could set the needed research level to something stupid but I can't set the recipe to "need" to be researched.
Getting started guide (WIP)
-# Went from a guide on setting up a programming environment to a full on getting started guide, so it's still wip, don't hesitate if you see something missing on the page
https://pzwiki.net/wiki/Getting_started
Section regarding the mods or workshop folder for modding
these actually stop the script from loading entirely, so setting them after the fact doesn't really do anything
https://pzwiki.net/wiki/NeedToBeLearn
should be "NeedTobeLearn" I think
idk, when I used needToBeLearn it crashed my game. Switching it to needTobeLearn let me start it back up. But the game recipes uses both.
it was a wish. It's easier to hide my replacement script behind "learn" and never give a way to learn it
I just googled "what is the stuff that tourists buy called" to remember the word souvenir if that tells you where my mind's at
I'm already catching IsoTree.weaponHit in lua so I should probs quit poking the game so hard
If anyone was working on re-adding placing corpses into containers for B42, I would use what's already given and being worked on in \Steam\steamapps\common\ProjectZomboid\media\lua\shared\BodyDragging
I don't know how high of a priority this is, but it was added into the game files recently so expect the mod to be retired relatively quick.
They're very close to making it functional, it just has some errors with dragging a corpse after taking it out of a container that makes the corpse vanish.
And putting it in containers is janky/inconsistent
ah sh*t... B42 even has EvolvedRecipe.setIsHidden() but seems that they have removed it for Recipe
someone port setIsHidden over to CraftRecipe please
hopefully they add that at some point
Wouldn't even be hard to do, would jusy need to modify the UI
me and the UI don't like each other
Recipes are a completely different class than CraftRecipe
i introduced 20 new vans, now 100 models https://steamcommunity.com/sharedfiles/filedetails/?id=3477331640 for the rv and armory you need the mods
Congrats
thanks
Small tip, AI previews will get you bad attention and less views and subs overall on the workshop
surprised it did anything but cause errors since I can't find getSuitableContainersToDropCorpse or throwGrappledIntoInventory
do what I do: google image something close to what you want, copy it, horizontal flip, save it and boom, an original picture
Or in this case just use in-game images of your vehicles
This gets a loooot of attention on the contrary
yea, that's less steps to take for sure
Show a huge park of new vehicles in-game and most users download it
But the AI preview will completely fuck you over, I'm not joking it actually ruins some mods...
i go try a new poster 😉
i was wondering what all that stuff was about, so many grappletech additions and so little actual usages in the game 😅
What are you talking about here ?
✋
🤚 it works sometimes, I don't question it
but you can drag corpses. you can do it en masse with one of my mods wink wink
lately they've added a lot of methods to do with throwing grapple targets over fences, into containers, etc
but they haven't actually added any of those features to dragging corpses, which is the only usage of grappletech actually in the game
oooh that would be nice. I'm still hoping for zombies holding on to bumpers
Yea that's what you were talking about the other day, but why this random remark here now ?
Oh nvm the cpnvo was about grapple nvm
I was like "well that's random" lol
I like seeing new animations
But it also makes a strange noise when you do drop the corpse into a container and it vanishes from your hands
why so tiny? I was trying to downgrade the better quality cat moodles from DevCatt, but I gave up
is there a function for retrieving the info from the games items.txt files? im trying to copy data from it to an item in my mods items.txt on server start, ive got some of them but i keep running into properties that need special functions to grab
You mean the item scripts?
I'm not sure what exactly you're trying to do; normally you'd make your own item script file (with a different name and path or it overwrites the vanilla file) and put your new items in there, which is a copy-paste-edit job and not smething done at runtime.
If you have a reason to do it dynamically we can probably help if you let us know which property(s) you're trying to copy over.
NEW POSTER 😉 THANKS https://steamcommunity.com/sharedfiles/filedetails/?id=3477331640
Nice that's better !
Thank you
i cant get my model to load, i exported it to FBX, to 1x scale, then lowering to 0.001x so its not scale,
i feel like it's to do with the mesh but i linked that properly in the script
everything works but the model,
Can you give more details of what is not working exactly ?
Is the model invisible ? Is it replaced by an icon of the item ?
Not even an icon,
So invisible model ?
The model does load if it's invisible
You said you exported to 0.001 but that's way too low possibly
Instead go with
- x1
- x10
- x100
- x0.1
- x0.01
Try these
Try scaling up too
good point
Why is the TV show in the back so accurate lol
Ok so size down, and you might have inverted normals too
Which could explain why you couldn't see the model
i dont, know.
will do, also, how do i solve inverted normals? If you know
Because the texture is was invisible since you were seeing it from the defined "inside" which was on the outside
I don't remember how
But you can easily find informations about it
that model of blender is alot older and unfortunately the advice they gave is incompatible with the one im using i think cause CTRL+N tries to create a new file,
i'll try to search for some advice on it online
4.2.3
Did you select the model before using ctrl + N
yes
And were you in edit mode ?
yep
blue is the outside right?
Uuuh I don't remember, I don't even see the colors on my end sadly
i dont think its the normals, probably sizing
Divide by 10 the size
And you'll see if it's the case or not
Also no I guess it doesn't make the model invisible thinking about it more
well
changing it to 0.04 helped
turns out
if you export to different sizes DIRECTLY into the model it changes it in the game while you're playing which i find cool
Yes
It hot reloads models
A lot of stuff can be hot reloaded actually
Placed models on the ground don't reload so easily however, and they only reload when in the placing mode where you move the model around
So it's a bit more annoying to test those I suppose
its actually kinda cool that that works, and it helps
issue is now it looks like im using a small bowling pin to stab people
You need to rotate the item around and move it slightly
The model does look a bit weird but I remember seeing this same issue but don't remember the cause of it
yay progress
Which game version are you on ?
Someone somehow used my B42 only mod on a B41 dedicated server and they claim it works. Should I have any reason to believe that.
Nop, unless you have files inside the B41 mod structure I guess
What does your mod do ?
It does a few things
I add vehicle zones, I change some vanilla vehicle zones, I increase the chances of corpses spawning in cars, and I redefine a lot of the vehicle zone definitions
So, for example, I use specialburnt as a vehicle zone for some traffic jams, and to do that I had to change a couple zone definitions to have my desired outcome
Again, I have no idea how they can even use it in B41...
Then they are lying
They just don't know what the mod actually does
And think the mod is active
Getting started guide update
Got some feedback or see something missing ? Tell me !
Added more stuff to the page:
- basically moved parts from the main Modding page about getting started into this guide instead to have a central place for the informations
- extra tip to check what others have made to have references on how to do certain things
- note regarding Notepad++ not being the best choice as other choices are as easy to setup and provide way more flexibility and control as well as a proper mod working environment
- Software suggestions for:
- image editing
- modeling and animating
- mapping
- Extra warning regarding the use of AI in mod previews which tends to be impactful on the visibility of mods
https://pzwiki.net/wiki/Getting_started
<@&671452400221159444>
there's still some weirdness with this. sometimes, it just won't update the recipe output. but after a complete game restart it will work fine. and no errors of course.
I might have broke something though when I was seeing if I could add more than 2+ outputs to a recipe with only 1 output
Why do you bother running it during an event actually
just for testing right now
I think GameStateEnter fires after all the craft recipes are loaded
ooh, yea it's not what I thought
good catch
changing to OnGameStart fixed the weirdness
local function replaceOutputs(originalRecipe, newRecipe)
originalRecipe:getOutputs():clear()
for i = 0, newRecipe:getOutputs():size() - 1 do
local newOutput = newRecipe:getOutputs():get(i)
originalRecipe:getOutputs():add(i, newOutput)
end
end
Why are you still doing it during an event ?
When you quit a save, Lua reloads anyway so if that's the reason you'll be fine
Bcs then it'll run again the script editing the recipe everytime you reload Lua, so when you go back to the main menu
I mean maybe you still need to do it during that event ? Who knows
the event was just for testing so I could immediately paste a check into the command console
I'm just a simple man with an idiot brain that bangs on a keyboard until something works
is there an easy way to get a craft recipe from an output? ie CraftRecipeManager.getRecipesThatOutput("Plank")
because I've built a monster that does it and I don't like it
I thought about hard wiring the recipes to the input, or even caching at game start, but I feel this might break mod compatibility, especially the first option.
Which reminds me, I should add a craft recipe to saw logs with an M16
Just playing around with the "incomaptible mods" feature from the new B42 mod.info file. By testing some incompatible mods, I noticed that there seems to be quite some popular B42 mods which simply override whole vanilla lua files...
Also, the "incomaptible mods" feature is somehow bugged for me. Whenever I click on one of the mods from the incompatible list, game throws an error (without any mod enabled).
I don't think I've overwritten a whole file since my 1st or 2nd mod and that was because I didn't know any better
I'll override functions all day long though
and not even feel bad about it
Did professions stop having descriptions or something? Im looking through the ProfessionFactory class and I dont see a description method
theres the type, name, iconpath and points
however in the UI_EN there's still ui_prof_profdesc
If you can simply hook to the function call then don't override
so I can't set the desc using the addProfession paramenter? cooked
there's a setDescription i think
Well you're not replacing it ? You call it later anyway ?
however addTrait has the desc parameter in it
the 1st is canned if I don't need it. the 2nd stays on the shelf. it even has magic numbers to make it more invasive
You're also replacing quite important timed action functions here
