#mod_development

1 messages · Page 343 of 1

surreal pulsar
#

Imma credit you in the mod cause why not

regal umbra
shy mantle
#

bump, I need to know so I can do this

surreal pulsar
regal umbra
#

addVehicleDebug(vehicle, IsoDirections.E, nil, square)

surreal pulsar
#

Maybe you could do SE?

shy mantle
#

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

surreal pulsar
#

Also holy traffic

shy mantle
#

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.

surreal pulsar
#

What resolution does the cover image have to be?

shy mantle
#

I think it's under a class file...

#

I might be screwed

queen oasis
# shy mantle I might be screwed

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

surreal pulsar
#

I made a negative trait mod and made the negative trait a positive trait 😭😭

bright fog
surreal pulsar
#

And it dosent work so it’s a free 32 trait points

queen oasis
#

I hate IsoTree

shy mantle
#

are boats a planned feature or is there another reason for vehicle properties to have water direction, speed, and ground measured.

surreal pulsar
#

They’ll make kayaks eventually

#

Not announced

#

WAIT I JUST GOT AN IDEA FOR A MOD

#

A BIG BAG WITH ONE COOKIE IN IT

red tiger
#

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.

small topaz
#

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?

bronze yoke
#

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

small topaz
#

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?

bronze yoke
red tiger
#

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.

bright fog
#

<@&671452400221159444>

#

Steam Uploader v0.5.0

GitHub

Added a last version fetch and warning message when a new version is available
Application name is now normalized between windows and linux (app and app.exe)
Now using CMake instead of Make files
R...

coarse sinew
#

<@&671452400221159444>

true nova
#

but mr beast was gonna give me money 😭

sly ivy
#

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?

sly ivy
#

a mod for melee

#

oh i get what you mean my sleep deprived ass didnt understand for a sec,

#

a one handed melee weapon

bright fog
#

So you want to create a new weapon ? That's it ?

#

No new animations etc

sly ivy
#

Wdym by "thats it?"

bright fog
sly ivy
#

oh i didnt mean to imply that, im just incredibly sleep deprived and mistake alot in text and tone

#

but yeah just a knife

strange juniper
surreal pulsar
#

Imma make it

#

It’s gonna release alongside my other mod

strange juniper
#

You should

#

You should make a trait like “Prepared: Cookie” to pair with your mod

surreal pulsar
#

Hell yeah

#

1 trait points for a huge -120 hunger cookie

sly ivy
#

4 day long ration of a singular, 2 foot tall cookie

thin swan
sly ivy
#

got the model, put it in an .fbx file with the 1x scale, put it in a media/weapons/1handed folder

sly ivy
thin swan
sly ivy
#

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

willow tulip
#

Anyone here know the difference between basehunger and hungerchange?

#

(for foods)

surreal pulsar
sly ivy
#

new every time i pull out the weapon my game crashes

#

The icon doesnt load either

surreal pulsar
#

Wait your mod actually works?

#

The item exists?

sly ivy
#

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

surreal pulsar
#

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

true nova
sly ivy
#

I deleted it, im gonna re-do it,

surreal pulsar
#

I kinda used ChatGPT for half my scripts

regal umbra
surreal pulsar
regal umbra
#

well the thing is, chatgpt is many times wrong

#

and it sources you stuff from previous builds

surreal pulsar
#

I edit it anyways

#

I’m not that much of a silly bean

regal umbra
#

i love starting 500 new runs to check every script implementation 💀

bright fog
regal umbra
bright fog
#

Ah by new runs you mean a new character ?

regal umbra
#

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

surreal pulsar
#

@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

regal umbra
#

I think i show up in the most popular in the past week

#

Like 3rd

surreal pulsar
#

also who tf is playing project junoid when it dosent even work

#

cookie more functional than ts

regal umbra
#

Yeah, yesterday my mod was on Zomboid's Drop more mod place

#

I had a huge peak of subscribers & visitors over night

surreal pulsar
#

I don’t want mine to get popular until I fix it

regal umbra
surreal pulsar
#

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

regal umbra
#

I'm downloading your mod to check the code out :p

surreal pulsar
#

I forgot to even add the mesh 😭

regal umbra
#

Why are you requiring the folder that you have the lua in 😭

surreal pulsar
#

You gotta have the mod yk

#

Can’t have pirates

regal umbra
#

Im talking about this

#

This doesn't do anything, not in your code at least

surreal pulsar
#

Oh

#

I’ll change it

regal umbra
#

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

surreal pulsar
#

I’ll patch that

regal umbra
# surreal pulsar 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

surreal pulsar
#

It just takes up a byte innit

regal umbra
#

Pretty much

#

The rest of the code looks good

muted root
#

How does one edit the vanilla textures?
Just replace the ones in media/textures?

true nova
muted root
#

specifically Shirt_ParkRanger.png, PoliceHatRanger.png and Trouser_ParkRanger.png in media/textures

queen oasis
#

whoops

surreal pulsar
#

Hats either float above the character or cover it entirely

muted root
#

-# someone chopped a 1000 year old tree

surreal pulsar
#

So it’s just a hat running around killing zombies

queen oasis
#

is that so bad?

surreal pulsar
#

Eh someone might like it

#

And someone might like lovecraftian trees

queen oasis
#

those trees deserved it

surreal pulsar
#

all my homies hate trees

#

so much scratches

muted root
#

I love trees, totally not biased as a park ranger player /j

queen oasis
#

I like my trees. my neighbors 2 giant half rotten sugar maples that will fall on my house one day? not so much

regal umbra
#

That should be a feature

#

trust me

queen oasis
#

it's going to be

regal umbra
#

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

queen oasis
#

I'm bug report adverse

regal umbra
#

Bro is gonna be like

"Yo this is happening with your mod"

Too bad can't fix it

true nova
queen oasis
#

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

regal umbra
#

So for now it's a requirement

true nova
regal umbra
#

Already made a FAQ and everything expecting people to go, can you add these interiors? Straight up nah that's not my mod

muted root
regal umbra
#

Once the big youtubers start showcasing it, or adding it to their serie's collections

queen oasis
regal umbra
#

That's how you get 300k subs

true nova
#

I've had 2 of my mods featured by atomic duck. Only like 21k between them

queen oasis
#

still a little scaling issue. wish I could just scale in one axis

regal umbra
true nova
#

I hate model scaling, have fun resetting every load for a while

#

My best mods are b42 so that might be it

regal umbra
#

Have you seen Braven mods for example

regal umbra
#

Since not a lot of big mods have been ported

#

Kinda hard reseted the whole modding scene

surreal pulsar
#

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

bright fog
#

I did get featured by Atomic Duck too tho my mod didn't explode this much ShibaNom

regal umbra
#

If you make a very specific mod, its less likely

true nova
bright fog
#

He did say he wouldn't feature my most famous mod bcs "it's the same as another mod" 💀

surreal pulsar
#

yeah I’m not expecting much from my mods

#

Few downloads, few positive comments and some bug reports

regal umbra
#

Tbf my idea towards mod making is whatever contributes best to the community

#

and obviously i gotta like it lmao

bright fog
#

Just make mods you have mod creating

true nova
#

I just make things I like to use if other ppl like it that's cool too

regal umbra
#

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..

surreal pulsar
#

Just checking are clothes like t shirts textures?

#

This may be a modelling question

regal umbra
#

For now I'll keep developing this one, then whenever I'm done with it, idk I'll see what I will make lmao

regal umbra
#

lmao

#

not really sure

surreal pulsar
#

Because my jacket started levitating

true nova
regal umbra
#

Yeah its a model then they have textures

surreal pulsar
#

Are there any shirts that are just skinned?

small topaz
#

@surreal pulsar some clothing are just texture as tshirts, some are texture + 3d model

surreal pulsar
#

Thanks

regal umbra
#

Yeah the skinned ones look janky af tho

queen oasis
#

my best mod was released for 41 on Dec 8th and then 42 dropped like a week later so I had to redo it

regal umbra
#

For example the first one is a texture only you can see how janky it's

#

The second is a model

true nova
surreal pulsar
#

Yeah I’m just hoping this mod works atp without you having to run naked

muted root
regal umbra
#

Replacing vanilla files tho

#

Ouch

true nova
#

That should work technically, though only really useful for yourself

small topaz
muted root
surreal pulsar
#

guys

#

my mod looks terrifying with the bicycles! Mod

muted root
surreal pulsar
#

the characters look like strech armstrong 😭😭

regal umbra
small topaz
muted root
small topaz
#

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

surreal pulsar
#

Do the textures scale with the model

muted root
#

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

surreal pulsar
#

So if the character was another size it’d be that size

queen oasis
#

me: just make a model, it's not that difficult

surreal pulsar
#

only 10000.0 encumbrance

queen oasis
#

I don't remember how to do the reset or normalize thing or whatever. better get to reading

surreal pulsar
#

level up your axe skill

#

trust me

queen oasis
#

surprised I still had blender installed. I don't like it

#

I am become the Axe Man

surreal pulsar
#

Too much clutter

#

All I need in a model thing is a texture adder a size function and some squares

queen oasis
#

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

bright fog
#

Did you just stretched the model on the tips instead of scaling it on the axis ? 😂

queen oasis
#

I'm a blender wizard

#

extruded the hell out of those faces

bright fog
#

Yea that's what I thought 💀

queen oasis
#

off to figure out which of the 69,420 buttons in blender scales on an axis

#

that was suprisingly quick

bright fog
#

S

queen oasis
#

not great, but better. thanks for the tip!

bright fog
#

Press S then press two times either x y or z

#

To resize on the object referential

bright fog
queen oasis
#

stretching the texture too much maybe. idk a thing about modeling

bright fog
#

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

surreal pulsar
#

After a hour of tinkering I got the mesh to work

#

Praying everything else works

queen oasis
#

me? responding to the wrong thing? never

small topaz
#

Did they made a change to B42 so that players do not start with the building key of their starter house anymore???

bleak remnant
#

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?

small topaz
#

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.)

bright fog
#

Also your question is literally meant to be inside #modeling

bleak remnant
#

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

surreal pulsar
#

so yeah didn’t work

bright fog
surreal pulsar
#

have no idea what went wrong

bleak remnant
regal umbra
bright fog
#

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

bleak remnant
#

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

bright fog
#

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

bleak remnant
#

i enjoy the processes, i just hate blender

bright fog
#

What are you trying to do ?

#

You mentioned you made a fbx zombie

bleak remnant
#

i m porting the whole necroa virus to zomboid

#

i am now working on the evolution system

bright fog
#

What's necroa virus ?

bleak remnant
#

where the zombies gets more fucked up over the perks you got

#

from plague inc

bright fog
#

I see

bleak remnant
#

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

bright fog
#

Not necessarily

bleak remnant
#

what do you mean?

regal umbra
#

Now thinking of it, World war Z zombies in PZ would be crazy

bright fog
#

You can make zombies have custom models

bleak remnant
bright fog
#

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

bleak remnant
bright fog
#

You can change their clothing, so you can change their model

regal umbra
bleak remnant
bright fog
#

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

regal umbra
#

Aren't the book ones the slow zombies (I never read the book, forgive my lack of culture lmao)

bright fog
#

Yes I tihnk so

bleak remnant
bright fog
regal umbra
bright fog
bright fog
regal umbra
#

Imagine you having a base in louisville skyscrapers and a bunch of zombies just pile up to the roof lmao

bleak remnant
bleak remnant
#

can i add you to my friends, i feel like i can learn from you

bright fog
bleak remnant
bright fog
bright fog
bleak remnant
#

b42

bright fog
#

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

bleak remnant
bright fog
#

So you can simply dress up zombies during this custom event

bright fog
#

It's a costume basically

bleak remnant
#

oh... i see

bright fog
#

So like my Clicker is just a big huge clothing

#

It hides the vanilla model, and takes its place basically

surreal pulsar
bleak remnant
#

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

regal umbra
bleak remnant
#

i was reverse engineering dynamic body shape sinc it kinda do something similar

bleak remnant
bleak remnant
bright fog
#

No that's fine

#

But don't go dynamic body's way of doing it

bleak remnant
#

what is wrong with that?

bright fog
#

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

bright fog
#

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

bleak remnant
#

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

bright fog
#

Obscure zombies does it

bright fog
#

They don't change the character model

bright fog
#

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

surreal pulsar
bright fog
#

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

bleak remnant
bleak remnant
#

so

#

would a cloth for the face work?

bright fog
#

Definitely

#

You can just do a head replacement

surreal pulsar
small topaz
#

Did they somehow randomize the presence of a key for the starter house on spawn??

regal umbra
bright fog
#

Was already like that no ?

surreal pulsar
#

Also it crashes with clothes so set them all to none

bleak remnant
surreal pulsar
#

At least for me

bleak remnant
#

does it uses x or fbx?

bright fog
#

fbx

#

wait sorry

#

I didn't read

#

It uses both

#

But use fbx

#

In your case

bleak remnant
#

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

bright fog
#

You need to forget about modifying the character model here

bright fog
#

The method I described absolutely does no use this

bright fog
bleak remnant
bright fog
#

And idk if the player and zombies use the same model ref or not

#

If so you can't do that

bleak remnant
bright fog
#

:|

#

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

bleak remnant
#

not only that would be a problem, but the same way with sprinters, i would have to update the zombies mid game

regal umbra
bleak remnant
surreal pulsar
#

oh

bleak remnant
#

yo, one last thing and i will not take more of your time

regal umbra
#

And I'm also getting an Object tried to call nil

bleak remnant
#

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

bright fog
#

Body textures you mean ?

#

You can have custom ones and load them in on the zombie

bronze yoke
#

you always got one in b41, it was pretty silly really 😅

bright fog
#

Ah no in B41 you spawned with it yea

bleak remnant
bright fog
#

Like I said, you have custom ones and load them in on the zombie

#

No need to replace existing ones

bleak remnant
bright fog
#

Hmm I have nothing that comes to my mind

bleak remnant
#

Ok, thanks, you have no clue how much you helped me here.

bright fog
#

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

bleak remnant
regal umbra
#

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)
bright fog
#

Format it with Lua please

regal umbra
#

whats the code again for lua formatting in discord

#

just lua?

bright fog
#

Yea

regal umbra
#
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)

bright fog
#

thx

#

Can you send the full error stacktrace ?

regal umbra
#

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)

bright fog
#

I don't see anything weird in the code

#

HasTrait does exist

surreal pulsar
#

Could it be a formatting issue?

regal umbra
#

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

bright fog
#

No it wouldn't run at all

surreal pulsar
#

I don’t think it could actually probs

small topaz
# regal umbra ye

local function OnCreatePlayer(playerNum, player)
-- your code here
end

bright fog
#

And you're sure if player:HasTrait("Featherweight") then --Line 16 is the line 16 ?

bright fog
#

I didn't bother to check

small topaz
bright fog
#

I did think about it but remembered it only giving IsoPlayer

small topaz
#

maybe they changed that recently??

regal umbra
#

Oh yeah

#

I totally missed that

#

lmao

bright fog
#

No not recently no

surreal pulsar
#

What was it?

bright fog
#

Was already like that in B41

regal umbra
#

Didn't even really bother to check

surreal pulsar
#

I may have not referenced the mesh correctly

bright fog
surreal pulsar
#

Oh

#

So is there anything in the code I need to change?

bright fog
#

Yes

bright fog
surreal pulsar
#

So that won’t work right?

#

Will I need to find an alternative

bright fog
#

No ?

#

It will work ?

surreal pulsar
#

Oh

bright fog
#

The arguments are wrong in your function

#

the first arg is an ID

#

the second is IsoPlayer

regal umbra
#

No you need a local function onPlayerCreated to pass the arguments in Events.OnCreatePlayer.Add(onPlayerCreated)

#

Essentially

bright fog
#

Not at all

#

That's not linked to that

regal umbra
#

he can just pass them through the events?

bright fog
#

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

regal umbra
#

oh yeah i see it now lol, playerIndex, player

bright fog
#
local function applyFeatherweight(player)

to

local function applyFeatherweight(playernum,player)
regal umbra
#

Man i really need to go sleep 💀

#

Brain not braining anymore

#

Alright yeah, I'm going off, good night y'all

small topaz
#

Also, did they change things so that players can always lock a door from inside, even if they have no key for the building?

surreal pulsar
pliant cypress
#

OK so I wanna make a shield mod what do I need to do to start it

bright fog
#

@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/

The Indie Stone Forums

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 ?

small topaz
#

and you might need smth like sudo dnf install wmctrl in case you don't have it installed

bright fog
#

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

small topaz
#

yes! the wmctrl gave me some weird problems too when discord is opended in the background via firefox!

bright fog
#

I'll try closing Discord wait

small topaz
#

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

small topaz
bright fog
#

Doesn't seem to do it

#

Tho it's not giving out any error or anything sooooo

small topaz
#

hmm. kk. so for me, the fix was on fedora. not sure how it behaves on other distros

bright fog
#

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

small topaz
#

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?

bright fog
#

That's weird

#

You're not using proton right ?

#

And you're borderless windowed ?

small topaz
#

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.

bright fog
#

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

small topaz
#

and wait long enough until the game is fully loaded

bright fog
#

Hmmmm

#

Not doing it

small topaz
#

maybe your game process is not called "Project Zomboid"??

bright fog
#

It is

#

At least -l lists it as is

surreal pulsar
#

Doggy

bright fog
surreal pulsar
#

Do you remember that error thing in my script

bright fog
#

yea

surreal pulsar
#

I’ve searched through it and still can’t find it

#

That line

bright fog
small topaz
bright fog
#

Hmm same

small topaz
#

that's weird

bright fog
#

You're using launch arguments ?

small topaz
#

I tried in debug mode as well as in normal mode (arguments). both works for me. and I am an on b42 (not b41)

bright fog
#

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

surreal pulsar
#

What file is it again?

#

The main one or the trait one

bright fog
small topaz
# bright fog Are you using any themes ?

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```
surreal pulsar
bright fog
#

yea

bright fog
#

I'll try reinstalling bcs I did some switch between proton and not proton, so who knows

small topaz
#

@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)

small topaz
bright fog
#

I'm personally very used to the bottom panel haha

bright fog
surreal pulsar
#

The only I can find that is similar says apply on create

bright fog
#

Hmm

small topaz
#

but I don't think that panel arrangement is an issue here

bright fog
#

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

small topaz
#

so I currently just play always in fullscreen and then just alt+tab to minimize the game. no need of wmctrl then...

bright fog
#

Doing that the game screen flickers

#

When modding that's horrible

#

It takes ages to load

small topaz
#

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

bright fog
small topaz
#

better than nothing. but for a normal playthrough, it could still be annoying I guess...

bright fog
#

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 hahalol

small topaz
# bright fog Are you familiar with that ?

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

bright fog
#

Yea I already had cases of mod causing issues with mod.info for example

#

But no it's just downloading the mods rn haha

willow tulip
#

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.

surreal pulsar
#

If I can’t make project junoid I WILL make cookie

bronze yoke
#

<@&671452400221159444>

left plank
#

danke

shy mantle
#

I outsmarted the hardcoded traffic jams by using the burnt vehicles as a vehicle zone, problem solved

queen oasis
#
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

subtle cypress
#

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.

drifting ore
#

They are most likely translated

#

In item name EN, something like that, in the shared lua folder you will find all translations

subtle cypress
drifting ore
#

item:setDisplayName(name)

subtle cypress
subtle cypress
drifting ore
shy mantle
#

epic, thoughts?

true nova
bright fog
#

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

daring bough
ancient grail
#

@willow tulip

#1318920979581501502 message

about this i believe you can hide recipes via lua
but not edit parts of it like you could with items

willow tulip
#

I found the mod that did it, while its out for B42.. it does nothing in B42 😛

ancient grail
#

i see

#

i wish we can fetch any script properties

willow tulip
#

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

ancient grail
willow tulip
#

yea

#

and I don't wanna override crafting UI's just to read recipes moddata and blahblah.

cursive atlas
#

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.

small topaz
#

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?

bright fog
#

So modders can showcase their mods and other servers that follow the sup sat channel will receive the same showcases

small topaz
bright fog
#

In the modding Discord

molten grail
#

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)

small topaz
#

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 😅

bright fog
#

You can share your other mods at least

small topaz
#

Yeah, my professions mod which I am currently updating may also be worthwhile talking about!

queen oasis
#

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

tranquil kindle
queen oasis
#

I must've missed it first time through. yep, Failed to load asset: AssetPath{ "null" }

tranquil kindle
queen oasis
#

I'm just a goober. I had the wrong world model in the item

bright fog
queen oasis
#

it appears to be working but I'll keep checking for weirdness

bright fog
#

👌

regal umbra
#

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

queen oasis
#

me, I am error

small topaz
tranquil kindle
queen oasis
#

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

cobalt thistle
#

What does an animation need to be registered in the animation viewer?

bright fog
#

or anims_X I don't remember

#

And be properly exported

cobalt thistle
bright fog
#

Nop, the animation should still show up without an AnimNode

bright fog
#

Actually maybe it always did I don't remember sorry

#

I suggest you check the animation guide, might give you some info on that

cobalt thistle
#

Haha no worries! I'll keep playing around with it

queen oasis
#

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...

true nova
umbral pelican
#

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)

true nova
true nova
umbral pelican
bronze yoke
#

mod.info should be in the root mod folder, not media

regal umbra
#

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?

true nova
#

i meant media and modinfo lol not /

regal umbra
#

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

umbral pelican
#

thanks so far, this hsould be right no?

regal umbra
#

And there's really no permissions policy set, so by default it takes the credit one as per Indie Stone's TOS

true nova
queen oasis
regal umbra
umbral pelican
#

thanks all, it shows up now 😄

regal umbra
#

I mean I already credit them in my mod's description

umbral pelican
#

ah!

tranquil kindle
#

Sorry, i had to 😂

umbral pelican
#

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...

queen oasis
#

don't change my code, tho, foo

regal umbra
bronze yoke
#

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

regal umbra
#

True

#

But yeah my mod becomes pretty unfunctional if the other creator goes silent, which apparently they did

bronze yoke
#

what do you use it for exactly?

regal umbra
#

Well the whole RV interiors portion of it

#

My mod mainly spawns the RV's

queen oasis
#

it was just updated on the 15th?

tranquil kindle
regal umbra
#

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

queen oasis
#

if you can fix it in your code by overriding their code, i would do it.

regal umbra
#

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

bronze yoke
#

i'd leave a notice saying that issues with the interior are nothing to do with your mod

regal umbra
bronze yoke
#

if it keeps going for a while i'd think about other options then

regal umbra
#

Yeah, I will see if they went completely silent or not

queen oasis
true nova
#

i like having my free bug testers, even if on average they are idiots

regal umbra
#

Should fix that

#

like asap

queen oasis
#

I'll get right on it

regal umbra
#

I really wonder, why vehicles spawn inside the house I spawned in when I totally ignore the custom spawn and clicked rosewood

#

🤔

small topaz
#

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:

bright fog
#

It's just some errors sometimes can't pick up where they come from

bronze yoke
#

the error happened in java, not lua

#

the java stack trace doesn't really know what the lua stack looks like

small topaz
#

must still somehow come from my mod...

bronze yoke
#

it does, it's just not one that can show a lua strack trace

molten grail
#

Does your mod add traits that are mutually exclusive with one another? Double check that you have the spelling correct if so

bronze yoke
#

it sounds like there's a reference to a trait that doesn't exist

#

and it's in an event callback somewhere

small topaz
#

pbbly having to do some binary search or smth...

bronze yoke
#

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

molten grail
#

Tbh, that's why I test things incrementally. If something fails, I find out sooner than later

small topaz
#

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...

umbral pelican
#

@tranquil kindle
I now have a renewed awe at modders. Thanks for the models 😉

molten grail
#

Thats awesome

umbral pelican
#

and it broke again... grrr

#

scale of the small model reset to tiny

small topaz
#

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

bright fog
bronze yoke
#

don't use the same cache directory for b41 and b42

#

their config files are not compatible and will cause issues like this

small topaz
#

so deleting my Zomboid folder may solve the issue?

bronze yoke
#

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

umbral pelican
queen oasis
#

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

bronze yoke
#

this will literally never work 😅

#

getOutputs() is an arraylist of OutputScripts

queen oasis
#

is that rain I feel?

bronze yoke
#

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

queen oasis
#

that uh, yea, something I didn't want to do

#

got excited there for a minute

true nova
#

you over here hogging all the 2s to yourself? not gonna want any 3s or 4s?

queen oasis
#

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

queen oasis
#

crazy idea, I'll let you know how it goes...

queen oasis
#
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

bright fog
#

Nice

#

I suppose that's a good way to possibly manipulate recipes yea

#

Good idea

queen oasis
#

need to figure out how to remove a recipe now

young trellis
#

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.

small topaz
regal zealot
#

how to change moodle sprites in b41?

#

I mean, is there a .pack file, how to change it?

bright fog
bright fog
regal zealot
#

a?

humble stratus
#

should getScriptingManager:getAllCraftRecipes() also return building recipes? cuz i cant find them there

bright fog
#

I doubt it ?

#

Since craft recipes are not building recipes

#

Also I'm not familiar with building recipes

regal zealot
#

thats not useful ngl

humble stratus
#

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

bright fog
#

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

regal zealot
#

yes

#

but

#

how to open

#

or

#

extract

#

.pack files?

bright fog
#

That wasn't your question, so that's different

#

You need to use the modding tools

regal zealot
#

change the moodles

bright fog
#

It has an extract tool

regal zealot
bronze yoke
bright fog
bronze yoke
#

i'm not sure if they're stored separately or not but they are the exact same system

bright fog
#

Ik there was some shit with them using craftRecipe
Tho I would assume they separate them yea

queen oasis
#

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.

bright fog
bronze yoke
queen oasis
queen oasis
#

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

shy mantle
#

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

small topaz
queen oasis
#

someone port setIsHidden over to CraftRecipe please

#

hopefully they add that at some point

bright fog
#

Wouldn't even be hard to do, would jusy need to modify the UI

queen oasis
#

me and the UI don't like each other

bright fog
nocturne kiln
bright fog
#

Congrats

nocturne kiln
bright fog
queen oasis
#

do what I do: google image something close to what you want, copy it, horizontal flip, save it and boom, an original picture

bright fog
#

Or in this case just use in-game images of your vehicles

#

This gets a loooot of attention on the contrary

queen oasis
#

yea, that's less steps to take for sure

bright fog
#

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...

bronze yoke
#

i was wondering what all that stuff was about, so many grappletech additions and so little actual usages in the game 😅

bright fog
shy mantle
queen oasis
#

but you can drag corpses. you can do it en masse with one of my mods wink wink

bronze yoke
#

but they haven't actually added any of those features to dragging corpses, which is the only usage of grappletech actually in the game

queen oasis
#

oooh that would be nice. I'm still hoping for zombies holding on to bumpers

bright fog
#

Oh nvm the cpnvo was about grapple nvm

#

I was like "well that's random" lol

shy mantle
#

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

regal zealot
#

why so tiny? I was trying to downgrade the better quality cat moodles from DevCatt, but I gave up

subtle cypress
#

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

silent zealot
#

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.

nocturne kiln
sly ivy
#

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,

bright fog
#

Is the model invisible ? Is it replaced by an icon of the item ?

sly ivy
#

Not even an icon,

bright fog
#

So invisible model ?

sly ivy
#

just an empty hand

#

yeah, i cant get the model to load

bright fog
#

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

sly ivy
#

no

#

i went from 1 down to 0.001

bright fog
#

Try scaling up too

sly ivy
#

good point

sly ivy
#

sizing helped!

#

bad news

#

uhh

bright fog
#

Why is the TV show in the back so accurate lol

bright fog
# sly ivy

Ok so size down, and you might have inverted normals too

#

Which could explain why you couldn't see the model

sly ivy
sly ivy
bright fog
#

Because the texture is was invisible since you were seeing it from the defined "inside" which was on the outside

bright fog
#

But you can easily find informations about it

sly ivy
#

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

bright fog
#

What version of Blender are you using ?

#

Bcs the advise they gave is the right one

sly ivy
#

4.2.3

bright fog
#

Did you select the model before using ctrl + N

sly ivy
#

yes

bright fog
#

And were you in edit mode ?

sly ivy
bright fog
#

ctrl + shift + N does recalculate the normals it seems

#

On my end I just tested

sly ivy
#

blue is the outside right?

bright fog
#

Uuuh I don't remember, I don't even see the colors on my end sadly

sly ivy
#

i dont think its the normals, probably sizing

bright fog
#

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

sly ivy
#

yeah

#

actually is there any way to access the inbuilt models for reference?

bright fog
#

Wdym by inbuilt models ?

#

Aaah the existing vanilla models ?

#

Yes

sly ivy
#

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

bright fog
#

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

sly ivy
#

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

bright fog
sly ivy
#

oh i got it to rotate by changing a setting

#

just need to make the blade load in now

bright fog
#

The model does look a bit weird but I remember seeing this same issue but don't remember the cause of it

sly ivy
#

yay progress

bright fog
#

Which game version are you on ?

sly ivy
#

its not the 42 build one

#

one sec

bright fog
#

👌

#

Asking because quads can cause problems in B42

sly ivy
#

lol well thats annoying

#

now only the blade loads

#

instead of just the handle

shy mantle
#

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.

bright fog
#

What does your mod do ?

shy mantle
#

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...

bright fog
#

Then they are lying

#

They just don't know what the mod actually does

#

And think the mod is active

shy mantle
#

Weren't the coordinates shifted?

#

I just went and asked them, I'm just curious now

sly ivy
#

it kinda works?

bright fog
#

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
main pasture
#

<@&671452400221159444>

queen oasis
#

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

bright fog
queen oasis
bright fog
#

But maybe that's what is causing issues

#

You delay the code running doing that

queen oasis
#

I think GameStateEnter fires after all the craft recipes are loaded

bright fog
#

No idea

queen oasis
#

ooh, yea it's not what I thought

#

good catch

#

changing to OnGameStart fixed the weirdness

queen oasis
#
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
bright fog
#

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

bronze yoke
#

doubtful

#

scripts are loaded before any lua runs

queen oasis
#

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

queen oasis
#

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

small topaz
#

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).

queen oasis
#

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

regal umbra
#

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

bright fog
queen oasis
regal umbra
# queen oasis

so I can't set the desc using the addProfession paramenter? cooked

queen oasis
#

there's a setDescription i think

regal umbra
#

method*

#

yeah but i gotta use it after the profession is added lmao

bright fog
# queen oasis

Well you're not replacing it ? You call it later anyway ?

regal umbra
#

however addTrait has the desc parameter in it

queen oasis
bright fog
#

You're also replacing quite important timed action functions here

queen oasis
#

I had to look again and it nopes out if it isn't needed

#

I was wondering why I didn't have an exit, but it does