#mod_development

1 messages · Page 347 of 1

haughty bridge
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Thank god luau uses almost 90% of the same syntax as lua

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There is a few differences

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Yeah but I personally like the way luau flows more no offense

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Everyone has there preferences

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I’ve tested candle and I really wasn’t a fan-

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I like how I can annotate luau

red tiger
haughty bridge
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Yeah I’m pretty sure it’s not compatible with luau

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I didn’t use it a ton though

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function getmetatable(obj: any): table?

Btw this is how its syntax looks

red tiger
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You could write one for Luau specifically.

bronze yoke
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candle compiles lua type annotations automatically from data from the game, we're saying you can just change that last step to compile to whatever format luau likes

red tiger
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I just remembered to update the readme lol

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new CLI

bronze yoke
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in the pz community we usually use lua with type annotations like this:```lua
---@param obj any
---@return table | nil
function getmetatable(obj)

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that's what candle generates

haughty bridge
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type A = {x: number, y: number, z: number?}

It will be annoying to have to setup a type stripper, lune does that automatically.

red tiger
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You can borrow from that.

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Even better if you want I can put luau typings on my todo list.

haughty bridge
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type A = {x: number, y: number, z: number?}
type B = {x: number, y: number, z: number}

local a1: A = {x = 1, y = 2}        -- ok
local b1: B = {x = 1, y = 2, z = 3} -- ok

local a2: A = b1 -- ok
local b2: B = a1 -- not ok

red tiger
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Luau borrows from Typescript and Python typings concepts heavily.

haughty bridge
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Oh yeah 100%

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It’s much faster though as it’s backend uses c++

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It’s much much much faster then luau in execution

red tiger
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I'm telling you that you're not entirely lost here. Candle's typings yeah don't bother. Candle's compiler is what I'm pointing you to.

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Write a Luau renderer for it.

haughty bridge
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My idea is I’ll do something like dalbit to just strip the types and update the requires converting them to lua

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For context dalbit is a already existing luau to lua transpiler but it’s very not custom and removes laus built in libraries (I don’t like it)

red tiger
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Yes however for type-discovery of existing PZ API you'll need to compile that.

haughty bridge
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I’m likely just gonna write a large type file and just strip it away on compile

red tiger
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Unless you're okay with manually typing ~300K lines of type definitions, Candle-Compiler is helpful. =)

haughty bridge
haughty bridge
#

Using exclusions and &

haughty bridge
#

With & I can just define a class once and inherit some of its properties

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So like

type class = {
Drop:(self:class) -> nil
}

type zombie = class & {
Id:number
}
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Will drop the number of types I need to write since I can use inheritance

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And I can just reuse types later

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Mind you I typed this on my phone so syntax may be slightly off

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Hard part will be seeing all the classes zomboid has to offer

haughty bridge
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I’ve been developing discord api wrappers for a long time so this is new territory drunk

red tiger
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Thought of you back in COVID days. That's why that compiler exists.

haughty bridge
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I am happy though that my main language has been booming a lot more recently

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Luau used to be exclusively Roblox but for whatever reason exploded in popularity outside Roblox with stuff like lune, electros, rokit, pesde

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For awhile I had to compile straight form src to execute my code

bronze yoke
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the current version of umbrella (zomboid type definitions for regular lua) has 238,665 code lines

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are you *sure* you want to write this by hand

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every time the game updates?

haughty bridge
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I wrote 20,000 lines of types for love and 2000 for discords api I got this

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I have some cheeky ways to lighten the load to

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Dynamic type file generation

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I’ve written tons and tons of dynamic type file generators that either generate types based on data or will build them from pre existing other language types

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Typeof helps alot

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I should mention I am insanely stubborn and refuse to use any other language. I know many languages but I adore luau

bronze yoke
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what we're trying to tell you is that candle is already a type file generator specialised for pz

willow tulip
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Actually, I don't think I did a line count for a long time

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But whatever, still huge.

bronze yoke
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well it covers a decade old codebase

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(though only the parts exposed to lua 😨)

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there's also a lot of java standard library in there

vast pier
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each tomato is a marker for 5

willow tulip
# vast pier

hahah nice. so 17~18 is the limit (maybe less depending on UI font)

bronze yoke
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the limit would depend entirely on the item and possibly even the game language

vast pier
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While I will be using mod data to hold the actual item info, I think I will still maybe display the first 5 rounds in the gun

bronze yoke
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the width of a tooltip is dynamically based on the longest element

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those aren't rendered as a traditional element so it doesn't count

willow tulip
bronze yoke
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i remember getting a couple bug reports because a mod that removes the debug text causes some tooltips to become ridiculously small

willow tulip
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also, Im half tempted to make a damn java patch that just makes all item tooltips a STANDARD $#@*%(@HGASIU WIDTH MY GOD

bronze yoke
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i'm sure when tis removes the debug text they'll put in a minimum width

willow tulip
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it pisses me off so much that even something as simple as a gun its like 150 pixels, 150 pixels, 170 pixels, 150 pixels... WHYYYYY

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WHY IS ONE WIDER THEN THE REST

bronze yoke
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this is what i was sent 😅

willow tulip
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then I can't even compare the bar width anymore because the bars are different widths!!

bronze yoke
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i imagine if a tooltip only had bars in it the values would not even appear

willow tulip
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Tooltip resizing be like:

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Like literally even the SAME ITEM in a row will have different tooltip widths

willow tulip
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I know its just a tiny UI detail but DAMN thats annoying.,

vast pier
# vast pier

Funny enough the actual issue I'm actually gonna have from this is that I want the alternative bullet types to use the sprite system instead of creating new items for each one

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Which isn't compatible with the display

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since it isn't real items

bronze yoke
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it's pretty entertaining that nearly every bug with my tooltip code just ends up 'no, that's just how tooltips work'

willow tulip
bronze yoke
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no interest, the purpose is just to modify existing tooltips, if someone wants to do that they don't need me to make a framework for it

willow tulip
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No I mean, intercept the tooltip rendering entirely 😛

bronze yoke
vast pier
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oh I'm just talking about the display

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I'm gonna be using mod data for the actual tracking

bronze yoke
willow tulip
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Ah.

vast pier
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It just means I make some placeholder items, since the icons between rounds are gonna be similar anyway

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I'll just make some dev items for each metal type of a pistol/rifle round

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the actual items the player use will use the sprite system (if I can get it working the way I intend)

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I might see if I can use the toolhead system to give each bullet a handle/head and have that distinguish what the bullet is made of

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the tool/handle system works on non melee weapons but idk if there would be any unforseen bugs from it

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It's really buggy if you try using it on a gun, which is why I wrote my own disassembly code for it

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probably should go through again and polish some of my code but ughhhh

left osprey
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Anybody able to help me with my mod? I can't get it to pop up on my mod list, it appears on the workshop page to upload it. But it won't show up on the mod list to actually activate it. It used to, until I added more items and models, all of the scripts look legit and there's no discrepancies' with image names or mesh names in the script as far as I've seen which lead me to look at other areas, I can't find anything that would cause this issue. Maybe some more seasoned eyes could catch the problem or know more than I do, I'll DM the zip if anyone could help, thanks!

unreal pewter
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anyone have any idea whats going on here

willow tulip
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Start with an existing recipe and alter it one line at a time. Your missing a lot of tags in that recipe and I have no idea what zomboid requires

unreal pewter
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as far as the documentation says, only inputs outputs and at least one tag is required

willow tulip
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ie: start with any other recipe that requires fluid, just rename it and shove it into your own mod, make sure it exists and still outputs the thing.

unreal pewter
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yeah this is a copy paste of a vanilla recipe

willow tulip
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Then try altering a few things. It could be something as simple as you missed a , or got a parameter with the wrong case

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(PZ is randomly case sensitive)

unreal pewter
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lemme try launching again and seeing if the console gets mad at me

willow tulip
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what is the recipe a copy of?

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also, check your console.txt

unreal pewter
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RefillHurricaneLantern

willow tulip
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Ok so you removed time, timedaction, oncreate, changed the tags and category...

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Might I recommend again, you start with that recipe, but this time only change one thing at a time and verify it still works?

unreal pewter
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uhh yeah ill try that

bronze yoke
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is that the entire file?

unreal pewter
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its not but i didnt wanna flood the chat with the full file theres like 5 recipes and all of them have the same issue

willow tulip
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Also note that any error anywhere in your file can cause PZ to completely die and ignore the rest of the file.

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So its best to start with just getting 1 recipe working

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You also might want to just post the entire file because there is things like.. the module Base {} that needs to wrap around the file..

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If you upload the file itself to discord, it won't spam the chat with all the text, just a few line preview.

unreal pewter
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heres the current state of the file

module ProjectGurashi
{

    craftRecipe injectSyringe
    {
        inputs 
        {
            item 1 [Base.AlcoholedCottonBalls],
            item 1 [ProjectGurashi.CureVaccine],
        }
        outputs {
            item 0 ProjectGurashi.CureVaccine,
        }
        category = Health,
        Tags = CanAlwaysBeResearched;RightClickOnly;CanBeDoneFromFloor,
        Time = 100,
        OnCreate = "Recipe.OnCreate.InjectSyringe",
    }
    
craftRecipe boilRamen
{
    timedAction = Making,
    Time = 50,
    OnCreate = Recipe.OnCreate.RefillHurricaneLantern,
    /* OnTest = Recipe.OnTest.RefillHurricaneLantern, */
    Tags = InHandCraft;CanBeDoneInDark,
    category = Miscellaneous, /*category = Survival,*/
        inputs
        {
            item 1 [ProjectGurashi.CupNoodles],
            item 1 [*],
            -fluid 1 [Water;TaintedWater],
        }
        outputs 
        {
            item 1 ProjectGurashi.CupNoodles,
        }
}


    craftRecipe unpackageBentou
    {
        inputs 
        {
            item 1 [ProjectGurashi.PackagedBentou],
        }
        outputs 
        {
            item 1 ProjectGurashi.Bentou,
        }
        Tags = CanAlwaysBeResearched;RightClickOnly;CanBeDoneFromFloor,
        timedAction = UnPackSack,
        Time = 60,
        category = Cooking,
    }

    craftRecipe dismantleElectronics
    {
        inputs 
        { 
            item 1 [ProjectGurashi.BrokenMobilePhone;ProjectGurashi.QSP] flags[Prop2],
            item 1 [Base.Screwdriver] mode:keep flags[Prop1],
        }
        outputs 
        {
            item 1 Base.ElectronicsScrap,
        }
        timedAction = DismantleElectrical,
        Tags = CanAlwaysBeResearched;AnySurfaceCraft,
        Time = 180,
        category = Electrical,
        SkillRequired = Electrical:1,
        xpAward = Electrical:6,
    }
}
willow tulip
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again next time just.. drag and drop the file into discord.

unreal pewter
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alright

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do i need the module to be base?

willow tulip
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shrugs

unreal pewter
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im porting this from b41 by the way so i just dont know whats changed from b41

willow tulip
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Looks fine to me, other then 'item 0 ProjectGurashi.CureVaccine,' is a little weird (0?)

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(though I guess the oncreate does something)

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@bronze yoke You seeing anything in his file? im stumped.

bronze yoke
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i don't really do recipes but i didn't notice anything that looked wrong

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OnCreate in injectSyringe should not be quoted but i don't think that causes a parse error

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oh this might lol

willow tulip
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Yea, that makes me sus too

bronze yoke
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i'm pretty sure that fails an assert and if it doesn't it'll definitely crash later on

willow tulip
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PZ is incredibly fragile and the slightest error in these files can cause it to bail -_-

bronze yoke
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@unreal pewter assuming this is a conversion from b41, you don't need to have a fake result anymore -- you can just not have outputs

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having an output with quantity 0 will only confuse the game and likely cause significant issues

unreal pewter
bronze yoke
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don't put an outputs list at all

unreal pewter
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oh wow alright

jagged wren
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you can to my knowledge, you know the skyscraper challenge on the stream workshop?

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i’m mostly asking how to develop that

bronze yoke
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they're defined in lua, i don't really know the full details but you should be able to find the vanilla ones and work from there

unreal pewter
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so it shows the recipe in the debugger but it still has the same issue

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ry odd

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my category is wrong though and i dont have a timedaction but i dont think i need a timedaction

bronze yoke
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i don't think so but you might need one

unreal pewter
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looking through the recipe debugger, i think the wiki documentation might just be incorrect. oncreate is wrong, at least

willow tulip
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Your making wrecking ball changes to something that iv seen a single incorrect case of a character destroy.

unreal pewter
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im trying chanigng the tags and stuff now and changing some things based on what i saw in the debugger. if that doesnt work ill copy paste and change one line at a time

willow tulip
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Like, 'CanAlwaysBeResearched' might imply to the game that its a researchable recipe and hence it would auto-disable it at the start until you learn it by finding the correct item to research it

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And being right click only, you won't be seeing any requirements in the craft menu that might help you debug why its not showing up

unreal pewter
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i WOULD like it to be right click only but it seems a lot of the tags on the wiki just make the recipes not work

queen oasis
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but it will show my "workbench" recipes when I have them loaded for testing

willow tulip
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And then the best way to fix said things that don't work, is search for those tags in the vanilla source and see how those recipes differe from yours. Like jimbeamdiablo's suggestion that it needs another tag.

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(oh, and don't forget to check that the vanilla recipe works as expected.. Because sometimes... it doesn't)

unreal pewter
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yeahhh the tags were the issue, thank you all

bright fog
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You're missing outputs

unreal pewter
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on the wiki OnCreate says to use quotes for some reason

bright fog
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Also it's not in a module either

unreal pewter
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it is i just didnt include the whole script in the whole message, sorry

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i got it figured out

bright fog
unreal pewter
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the tags were messed up

bright fog
unreal pewter
bronze yoke
bright fog
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Like here missing module + outputs

unreal pewter
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yeah its not supposed to have outputs its just supposed to trigger the oncreate

unreal pewter
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recipe debugger just shows that single recipe and doesnt show the module but it is in fact in a module in my script

bronze yoke
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that's how the debugger works yeah, it's not supposed to show the module that'd be redundant

bright fog
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Why does it show the file comments ?

unreal pewter
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you can see its in a module here

unreal pewter
bronze yoke
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it doesn't

bright fog
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Why would they not show the whole script either wtf

bronze yoke
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it indicates what mod the script comes from

bright fog
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But can they literally not fucking do it in the code block ?????

bronze yoke
bright fog
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Not the file here

bronze yoke
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the module isn't inside the recipe

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it'd be weird to show it

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if it's showing up in the debugger the module was correct, otherwise it wouldn't've known what it was and failed to load it anyway

bright fog
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Why not show the full craftRecipe script

bronze yoke
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it does, that recipe doesn't have an output

unreal pewter
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because the point of the debugger is to see specific recipes

bright fog
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But the outputs section ina recipe is mandatory

unreal pewter
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i thought it was too

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but apparently not

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because it only works correctly for my intended purpose when theres no output

bright fog
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It is, I'm fairly sure of that, I've tested it

unreal pewter
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i just tested it too and it worked

bright fog
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You need an empty outputs block at the very least

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It literally is mandatory

bronze yoke
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i don't think it's mandatory

unreal pewter
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the world of TIS coding is a vast and mysterious enigma

bright fog
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I tested that I'm fairly sure of that

unreal pewter
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i think how it works is that it looks at your script and decides if it wants it to work or not and if it feels like it that day itll make it work

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because almost all of my scripts are just a copy paste of each other and half of them work and half of them dont

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recipe scripts i mean*

bright fog
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I literally noted it as mandatory in the wiki page, I tested it back when I wrote that page, that I'm extremely sure of that part

unreal pewter
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well i got rid of outputs and it works so i dont know what to tell you

bright fog
bronze yoke
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i just checked the source and an empty outputs block will do literally nothing

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so it should not be possible for it to matter whether you have one or not

bright fog
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My game broke if I removed outputs blocks from vanilla recipes

bright fog
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That's literally what I'm telling you

bronze yoke
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yes, if it is empty nothing happens, it is the same as if you didn't have one at all

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there is nothing that goes 'ok you had an empty one your recipe is okay 👍' it literally does nothing

bright fog
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But the outputs block IS mandatory thats literally what I've been saying

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Not having an OUTPUT is fine but not having an OUTPUTS wasn't fine when I wrote that wiki page

bronze yoke
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give me five minutes to load in to be sure, but from my reading there is literally no extra code executed compared to not having one at all

upbeat turtle
unreal pewter
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it worked and called the oncreate function

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i only got an error in the oncreate function itself because something i used in b41 no longer works in b42 but the recipe and the function call works just fine

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the debug ShowRecipesUsedIn dropdown still refuses to work but i dont need that to work if the recipe works

bronze yoke
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yeah, recipes without outputs blocks work for me too

unreal pewter
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maybe it was an error in a past build that was fixed or something

bronze yoke
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i think i observed the same thing in a very early b42 build so i think doggy just did something wrong 😅

unreal pewter
#

o

bronze yoke
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not needing outputs was one of the big improvements with the new crafting recipes that people were happy about

unreal pewter
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i can continue to hijack the recipe system for functions that i dont wanna add a context menu option for

unreal pewter
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hey also where can i download umbrella (specifically unstable)

bronze yoke
broken briar
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a mod where it allows you to use syringes and fill them up with some antibiotics?

unreal pewter
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trying to make that "cure" syringe

solar rover
#

If I want to set and outfit/clothing item to have a set color, is there a hue entry for that in the XML?
I see the allow random but I cant find a reference for something like <m_Hue>1,0.06,0.9</m_Hue> ?

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guess I might be stuck with just a set texture choice but I was hoping to use existing options.

true nova
rustic condor
#

Mod idea: canned items are short blunt weapons and when they break the can opens

bright fog
#

<@&671452400221159444> an absurd amount of money, newly joined, no pfp, 3 days old account, and we had some cases similar in the modding Discord that have yet to prove themselves as non-scammers

bright fog
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A new type of scam I suppose

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That's not a good news tho, because there's legit people making offers and seriously looking to commission, and I hope Discord's flagging system doesn't end up flagging legit users as scammers that way ...

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@sour island letting you know, there was a scam like of a new account providing an absurd amount of money for a job, without proper explanation of what they need

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Since we just had such a case on the modding Discord

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This might become a common scam in the near future

upbeat turtle
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I can confirm in another pretty big artist server — this scam has been around for a lil while

bright fog
#

Thanks

dreamy birch
left plank
bronze yoke
#

<@&671452400221159444>

fleet bridge
#

Anyone ever have steam upload error 15 before

willow tulip
buoyant violet
#

If I manage to get better. we may continue this mod idea of BF2 weapons into zomboid

buoyant violet
#

visible mag changes

teal fulcrum
#

Hello, I'm looking for support getting started with making a mod. I have pretty much zero experience in any programming and just want to do some simple things like snacks and drinks

teal fulcrum
#

Thank you

main pasture
#

Is it possible to get the item player is trying to install to a vehicle? It doesn't seem to be given to the install test function and the vehicle part also doesn't have it as it's being installed. NVM. for reference: local actionQueue= ISTimedActionQueue.getTimedActionQueue(player) local currentAction = actionQueue.queue[1] local item = currentAction.item

true nova
forest herald
#

Anyone know why this is returning an empty list?

getScriptManager():getAllRecipes()

Is there a way to get all recipes?

main pasture
true nova
#

.item isnt really established until start()

true nova
bronze yoke
main pasture
#

Any ideas what could cause the game to stop calling the custom install test function? No errors in the console and it just started refusing to use it. It is just ignored even when I changed it to always block the install

forest herald
bronze yoke
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getScriptManager():getAllCraftRecipes()

forest herald
forest herald
#

One step closer at least

#

Do craftrecipes have an autolearn level field?

forest herald
#

Do we have any docs on getCraftRecipe("") and the variables/accessors within?

teal fulcrum
#

I’m having difficulty getting an item to use an image as it’s icon. I’ve made it so that the item should be using an image but I’m not sure where to put it as everywhere I have so far seems to not work

fierce pond
#

I'm honestly just here so I can figure out and eventually publish that translates every Redlettermedia BestoftheWorst tapes into ingame VHS tapes

willow tulip
main pasture
#

<@&671452400221159444>

bright fog
willow tulip
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"dunno if bug, but going to keep using it and not report it due to fear of breaking mod"

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Im FINE with it working that way, just so long as it never stops working that way.

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(and ideally gets well documented so more people start using it because proper folder structure just makes all my OCD very happy.)

bright fog
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It adds complexicity to something already confusing for new modders

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It's more of an advanced tech

willow tulip
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Like im not saying paragraphs about it.. just some kinda sentence stating thats what happens if you try and use a folder.

bright fog
willow tulip
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lol.

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I mean, for noobs it could be 'Don't put it into a folder or this happens' but for everyone experienced thats like "oh reallyyy, I hated item_ prefixes for all my files anyway!"

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someone literally told me it as a warning and I was like oh really...

vivid vessel
#

So like. What's a good resource to learn how to start modding pz?

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Beyond wiki what are some books/coding tutorials I should look at before starting I mean

bright fog
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Most of these are linked on the wiki

vivid vessel
#

Got it thank you. I've never programmed before so have no idea what I'm doing lol.

near dust
#

Is there a mod in works for farm animals not beeing dead at game start in an * x Months later* run?
if not i am begging for one 😄

rare mango
#

im trying to make a mod that gives items upon spawning with a specific profession, and want to also make my own professions. can anyone help or guide me (dm preferably)?

fickle tangle
#

I accidentally clipped through my RV's walls, I use the RV interior mod, and now I see everything outside of these walls, I've ruined the fog, and now the ambience is ruined.

Is there any way to refog an area you've already discovered?
I tried with ChatGPT but he sucks at making mods, can't even get the mod to load.

bronze yoke
#

<@&671452400221159444>

buoyant violet
#

some goodies coming soon ™

bright fog
vale garden
buoyant violet
#

the most I will provide for now, is that I will take parts from guns and play around with them. example this is the famas sight on the m16a2 from the game. so yeah

teal fulcrum
#

I have a model with a pieslice as part of it and a plate as another. Even after joining the models together in Blender, the pie slice still appears by itself with no plate under it

bronze yoke
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both meshes must use the same material

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the game will only render one material

teal fulcrum
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How do I achieve that?

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Sorry, I am new to Blender

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I think I figured it out

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That doesn't seem to be the issue, the plate still will not appear even after merging the plate and pie into one material

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Assigned to one material and deleted the other

vast pier
vast pier
vast pier
#

would you believe me if I said the biggest struggle I've had so far with adding a bayonet option to my modular guns is having it detect if the gun has a bayonet lug installed so that the bayonet can't be attached to the air in front of the gun ?

vast pier
#

Can't attach the lug without a screwdriver, can't attach the bayonet without a lug.

Can attach and detach the bayonet with no tools as long as the lug is installed.

Can't detach the lug if the bayonet is installed.

icy night
#

Both for b41 and 42

rare mango
empty gate
#

Doesn’t it seem strange to you that a character without clothing can carry quite a lot of items? What if we made the clothing system more advanced and added pockets for inventory depending on the type and amount of equipped clothing?

trim quartz
#

Apologies if this is a daft question, but is there a way to breakpoint and step through server side LUA code?

I've only done client side stuff before, and when I open the debugger the server lua just opens as blank pages

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I'm building B41 incase that make any difference

bronze yoke
#

in singleplayer yes (if your server code runs in singleplayer too), in multiplayer no

trim quartz
#

whats the best way to test / debug server code in that case?

bright fog
#

It's a bit weird ... but if I remember right it can be done the same way as singleplayer

trim quartz
#

Thanks

vale garden
past radish
#

I feel like im in the second grade asking this.. stressed but does any mod creators for PZ wanna be friends? stressed I'm looking to get into modding and would love to make friends in the community or find a mentor.. What I lack in knowledge of the space, I make up for in cheerleading new ideas or helping mod test.. plus Im a quick learner and im cool asf (at least my mom thinks so). 😬

If your bored send me a DM! I'd love to hear what your working on or shoot the sht and theorycraft zombie spiffo

naive crest
#

Hello everyone, I must be doing something really stupid but I cannot get my map to appear in build 42

#

the mod shows up, i can activate it but the spawn point/map option just doesnt exist

#

Managed to get it working but map shows up corrupt in game

#

should look like that

bronze cedar
true nova
#

i think the lua docs have more stuff than candle but candle is just the classes and their functions

vast pier
#

So an issue I am currently dealing with, melee weapons do not display weapon attachments.

This is a problem because my gun models are made from their attachments.

#

I do not know how to go about this

teal fulcrum
#

I need assistance, my mod now crashes the save but I have no idea why

vast pier
#

does it crash on new saves or just your old save ?

teal fulcrum
#

Both, I tested it on the save I had originally and all that would happen is a black screen instead of loading, I had to ALT+F4 out and when loaded in a new save it crashes shortly after walking around a bit

#

My mod hasn't been published to the workshop yet, it's just on my computer

teal fulcrum
vast pier
#

what did you change since last time it was working

teal fulcrum
#

I changed a model, I think. I'm not sure how I changed it though

teal fulcrum
vast pier
#

B41 or 42 ?

teal fulcrum
#

41

vast pier
#

what exactly does the mod do ?

teal fulcrum
#

It's a misc mod meant for just me and my girlfriend mostly. I have two food items and a weapon right now

#

But the models for one of the food items and the weapon are missing for some reason

vast pier
#

could you send over your console.txt ?

teal fulcrum
#

Where would I find that?

vast pier
#

C:\Users\Username\Zomboid

#

same place you develop mods

teal fulcrum
vast pier
#

you should try loading a save with only your mod enabled, and if it crashes then send the console.txt again

teal fulcrum
#

It didn't crash, but it made a weird sound at spawn that isn't going away and seems to be having trouble with sound in game

vast pier
teal fulcrum
#

Same here

thin swan
bronze cedar
# vast pier what are you tryna do ?

I am making a mod that consumes double-clicked item until 0% hunger/thirst. Here's what I have so far. I harvested some functions from other mods. Other functions are placeholders that I made up for now. That's why I wrote my original message, I need a definitive resource to help me find all the functions I need.

bronze cedar
true nova
bright fog
#

@true nova same guns

#

Don't use candle

#

Umbrella is the most up to date

#

I believe it includes Candle too ? @bronze yoke can correct me on that

drifting ore
#

Hello all. I have a problem.

TLDR: How do I spawn custom items in B42?

People asked me to make a screenshot of my mod's new tools. I've never spawned them. I usually just run around until I find them.

But I need to show all the things I added.

#

I read that you could spawn items via the text chat, but it doesn't work on SP.

I read that you could add "-debug" on your steam launch options and it crashes to desktop on opening.

vast pier
true nova
thin swan
vast pier
#

Same models for both

thin swan
bronze yoke
#

<@&671452400221159444>

vast pier
vast pier
bright fog
#

From the debug icon on the left, in the first category (general if I remember right)

shy mantle
#

Why does permanentlyRemove() leave behind a completely invisible, invalid vehicle that has no id to remove or get a key for in game with debug, but when I press v for the vehicle menu, I can see this for a fraction of a second? The weird thing is is that I can DRIVE through it, but I can't WALK through it...

All I'm doing is, if vehicle:isGoodCar() then vehicle:permanentlyRemove() end lol

#

It doesn't even leave a shadow

thin swan
willow tulip
#

But seriously, consider trying removeFromWorld?

#

Also, matters if your removing it in server\ code or client\ code.

#

Interesting, so I looked into how the vanilla does it.

#

permanentlyRemove() is used exclusively on vehicles

#

while removeFromWorld is used on.. everything else.

shy mantle
#

Using it in server, client, shared, it didn't seem to matter

willow tulip
#

On client side, the cheat to remove vehicles does this:

#
function ISVehicleMechanics.onCheatRemoveAux(dummy, button, playerObj, vehicle)
    if button.internal == "NO" then return end
    if isClient() then
        sendClientCommand(playerObj, "vehicle", "remove", { vehicle = vehicle:getId() })
    else
        vehicle:permanentlyRemove()
    end
end
willow tulip
#

(Like by accidently assigning it to a global?)

bronze yoke
#

shouldn't matter, if anything else can see it then whatever's seeing it has a reference too

#

so the UI or whatever the UI draws from is holding a reference

shy mantle
willow tulip
shy mantle
#

This is such a strange stump

willow tulip
shy mantle
#

ok discord is not playing nice

#

I'm trying to send it right here in this channel, not through a DM, not my day

shy mantle
willow tulip
#

Also note, removing a vehicle in spawn is.. a bad idea, because 'story' vehicles are edited 1 frame after spawn

shy mantle
#

I tried that as well, didn't make a difference either

willow tulip
#

Btw, 'junkyard' zone isn't really used (AFAIK? maybe for crashed vehicles?), junkyard vehicles actually spawn under traffic jam

shy mantle
willow tulip
shy mantle
#

It was for something so simple lol

willow tulip
#

Anyway, Id recommend you consider registering the vehicles you want to remove, and try delaying the removal by a couple ticks

shy mantle
#

Alright, I'll try that

willow tulip
#

since story vehicles get edited 1 tick(?) after spawn

#

(the vehicles that end up with like 10% condition due to being in a car crash, for example)

shy mantle
#

Wait

willow tulip
#

they spawn as higher condition and then get edited sometime after onspawnvehicleend

shy mantle
#

OH

#

ok yeah that makes sense sure

#

But, what if it's for a normal vehicle zone?

willow tulip
#

Lemme guess, your phantom vehicles are all 10% condition? 😛

willow tulip
#

Oh wait I guess they don't have a condition anymore judging from the screenshot

shy mantle
#

Yeah, it deletes nearly everything

#

It does do something, but I need to reload the chunk

willow tulip
#

Mmm.

shy mantle
#

And I'm only targeting good vehicles, if that changes anything

willow tulip
#

Yea, id try delaying it by a few ticks

shy mantle
#

Hardcoded ass good vehicles

willow tulip
#

aka survivor vehicles.

shy mantle
#

Not even

#

Burnt and wrecked vehicles qualify for that

#

It pisses me off seeing a wrecked vehicle is good condition lol

willow tulip
#

lol yeaaaa

#

I just added an option to project summer car to disable all wrecks lol

#

(spawns regular cars instead)

shy mantle
#

I'm pretty sure they already removed them from the spawn tables, except for stories

willow tulip
#
    if sv.RemoveWreckedCars == true then
        SmashedCarDefinitions.cars = {}
    end
#

I extra murdered them.

shy mantle
#

I use them for my insane traffic jams because.... there're too many cars lol

shy mantle
willow tulip
#

how did you change the zones anyway?

shy mantle
#

Also, thanks, the delay worked for properly removing the good vehicles

willow tulip
#

awesome!

shy mantle
#

I'll pull up the file and share it (if discord lets me, if not, another screenshot)

#
NewVZones = NewVZones or {}

function NewVZones.changeVZone(ZoneX, ZoneY, NewName, NewWidht, NewHeight, NewX, NewY)
    local vz = getVehicleZoneAt(ZoneX, ZoneY, 0)
    if vz ~= nil then
        if NewName ~= nil then
            vz:setName(NewName)
        end
        if NewWidht ~= nil then
            vz:setW(NewWidht)
        end
        if NewHeight ~= nil then
            vz:setH(NewHeight)
        end
        if NewX ~= nil then
            vz:setX(NewX)
        end
        if NewX ~= nil and NewY ~= nil then
            local nvz = getVehicleZoneAt(NewX, ZoneY, 0)
            nvz:setY(NewY)
        elseif NewY ~= nil then
            vz:setY(NewY)
        end
    end
end
#

and to make the new zones...

NewVZones = NewVZones or {}

function NewVZones.registerVZones(zoneObjs)
    for _, vz in ipairs(zoneObjs) do
        if vz.type == "ParkingStall" then
            local vzone = getWorld():registerVehiclesZone(vz.name, vz.type, vz.x, vz.y, vz.z, vz.width, vz.height, vz.properties)
            if vzone == nil then
                getWorld():registerZone(vz.name, vz.type, vz.x, vz.y, vz.z, vz.width, vz.height)
            end
        end
    end
end
willow tulip
#

So you found all the junkyard zones and called this on all of them??

shy mantle
#

And then in another file, you get overwhelmed by thousands of lines

willow tulip
#

Yeash thats a lot of work

#

How many junkyards are in the game? the wiki has like 10 or something.

shy mantle
#

Quite a few, yeah. Some work properly, the rest as you know... But there were a total of 124 renames, meaning 124 different noted coordinates

willow tulip
#

Neat.

shy mantle
#

I have a grand total of 412 vehicle zone changes and 1312 vehicle zone additions

willow tulip
#

Woah -_-;

shy mantle
#

Yeeeeeeeeeeeeeah

willow tulip
#

whats the overall goal of your mod?

shy mantle
#

Pretty much to complete everything that hasn't been done for the game with vehicles.

#

Same mod that adds climbable vehicles btw

#

Tell me this isn't intimidating lol

willow tulip
#

Neat.

#

yea literally why I didn't do it.. my plan was to just put a marker down on junkyards and every vehicle in a traffic jam within 50 tiles of marker was going to be classifed as junkyard lol

#

then decided to work on other stuff instead.

shy mantle
#

Yeah, the main bit of your mod is way more important than that to focus on lol

willow tulip
#

yep

bright fog
willow tulip
#

almost got the part repair stuff done...

shy mantle
#

There's not that much of a performance impact as you might think

willow tulip
#

the fact every junkyard is like 6~12 zones -_-;

bright fog
#

I'd be surprised if it did.....

shy mantle
distant inlet
#

hope b42 stable comes out soon so I can finish my game-breaking mods

#

stopping by to say hi 🙂

thin swan
teal fulcrum
#

I'm having issues with my mod messing with the audio for the game despite it not having anything to do with sound. The only thing I've changed recently is the models I'm using

teal fulcrum
#

I fixed the sound issue, but now equipping a weapon I made crashes the game

#

Now I'm invisible 🦊

teal fulcrum
#

If anyone could help me with fixing a weapon, I would really appreciate it

nova whale
#

Hey everyone, I hope this is the right place to ask? I've been getting into mod making recently and have now been approached by a few people who'd like to commission my work, but I have no idea what kind of pricing structure I should be using. Any help would be appreciated.

vast pier
uneven harbor
#

Hello guys anyone knows how to do it? I have tried this

local function setCarryWeight(player)
if not player.carryWeightSet then
local inv = player:getInventory()
if inv then -- asegurarse de que el inventario ya exista
inv:setMaxWeight(40.0) -- Capacidad máxima en kg
player.carryWeightSet = true
end
end
end

but doesnt work 🙁

merry fjord
limber gorge
#

Do weapon models have to be defined in the Base module? When I tried to putting the model definitions in a separate mod module, the game gives this error

#

On the other hand, if I define them in the Base module instead, the mod would break the attachment editor after loading any player model (not a problem in gameplay but it does make debugging quite annoying)

#

i.e: This doesn't work

module ModABC
{
    imports
    {
        Base
    }

    model WeaponA
    {
        mesh = weapons/2handed/WeaponA,
        texture = weapons/2handed/WeaponA,

        attachment world
        {
            offset = 0.0000 0.0010 -0.0010,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
#

but this does

{
    model WeaponA
    {
        mesh = weapons/2handed/WeaponA,
        texture = weapons/2handed/WeaponA,

        attachment world
        {
            offset = 0.0000 0.0010 -0.0010,
            rotate = 0.0000 0.0000 0.0000,
        }

        attachment Bip01_Prop2
        {
            offset = 0.0000 0.0000 0.0000,
            rotate = 0.0000 0.0000 0.0000,
        }
    }
}```
#

The item scripts are also defined in ModABC module instead of Base

merry fjord
#

Hi does anyone know how do i extract from a variable when it outputs like this? Basically output from getFreeRecipes()

[Make Cake Batter, Make Pie Dough]

but when I'm trying to use

for _, v in ipairs(freeRecipeList) do
print(v)
end

Nothing is printing
Solved

small topaz
#

Does anyone knows why TIS changed the body location definitions in 42.12:
group:getOrCreateLocation(ItemBodyLocation.HAT)
and also how this new way of defining them works?

bronze yoke
#

you don't need to change how you define them

#

all they have changed is they are using constants in place of literals

#

nothing about body locations has actually changed, just a style improvement

#

they are now using constants for nearly everything like this since it makes far more sense to do it that way, and now that they are generating their scripts they have to define these things somewhere anyway

small topaz
#

group:getOrCreateLocation("RasSkin")
this custom definition throws an error for me

bronze yoke
#

what error?

small topaz
#

this gave some call frame error

#

seems that you now have to use smth like group:getOrCreateLocation(ItemBodyLocation.RasSkin)

#

so prefixing ItemBodyLocation for some reason

#

but now I have the following problem: how do I recreate this chunk of code in their new definition system:

         group:getOrCreateLocation(backUpLocations[i])
end```
????
bronze yoke
#

sorry, i was looking at the wrong version -- you do need to do things differently now, i'll see if i can work it out

#

this is a breaking change to nearly every clothing mod 😧

bronze yoke
#

yeah there is no lua api for this anymore 😅 😅 😅 you can still do it though

#
local bodyLocation = BodyLocation.new(group, "RasSkin")
group:getAllLocations():add(bodyLocation)
small topaz
#

Ok thanks! I'll try that. Using
group:getOrCreateLocation(ItemBodyLocation.RasSkin)
also seems to work but cannot be used if the location is stored in a variable ofc.

EDIT: This is wrong. Cannot be used!

bronze yoke
#

that should be the same as passing nil, so it won't work as you want it to

thin swan
#

Gotta hurry tf up and patch my bike before the flood of messages come in lol

small topaz
#

ok. thanks for the info. I'll then go with your chunk of code

#

the recent update completely smashed my mod 😅

bronze yoke
#

it caused some horrible game breaking issues with starlit too 😅 the rest seem okay thankfully

small topaz
#
         local bodyLocation = BodyLocation.new(group, backUpLocations[i])
         group:getAllLocations():add(bodyLocation)
end```
works like a charm!!!
trim quartz
#

hey, anyone know how / if its possible to reload a lua file server side, without a full restart?

I've tried reloadServerLuaFile() from the console but it doesnt seem to a do a thing

#

I'd hope there is a way or building out server side code will be ball breaking

maiden comet
#

Yall know where the script for calculating calories burned is stored

mellow frigate
#

I think WeaponCategory enum type was not set as exposed to lua. I hope this will be available soon

uneven harbor
dense rivet
#

I think it'd be fun to redraw or refine like 2D objects or tiles? if that's the right term. Like the Trash tiles or rugs, etc, but how do I go about finding these files? idk anything x.x

cold wyvern
#

Hi I want to do a mod, but I don't know how to start from here, I mean: do I need some software or something?

#

How can I create a mod, that simple. I have the idea, but not how to do

peak nymph
# cold wyvern Hi I want to do a mod, but I don't know how to start from here, I mean: do I nee...

not done any modding in a long time but getting back into it, last time just watching YouTube tutorials got me going, found this more recent one

https://youtu.be/yFMLmgM20xc?si=h8KUvYUve7n-c-UB

My Discord can be joined with: T4FhKzxUJj
My Steam Workshop Mods: steamcommunity.com/id/RAlNMAKER/myworkshopfiles/

If you'd like to support me or commission a mod from me, head on to: ko-fi.com/rainmakerpz

A quick and simple tutorial for making a new mod for Build 42!

I might make more in-depth tutorials or showcases of how some of my B42 mod...

▶ Play video
bright fog
#

Most likely, or maybe in the Lua

#

But I'd bet they are in the Java

maiden comet
#

Thanks

maiden comet
#

Found em but i'm generally more familiar with lua and python and the likes so idk if i'm actually going to be able to use this but i'll try

sonic needle
#

<@&671452400221159444>

maiden comet
#

?

sonic needle
#

Don't stress. There was a scam post.

thin swan
#

Time to drop a patch for the bike mod that makes big changes and has barely been tested 😎 I'm sure everything will be just fine

muted garnet
#

Am I right in understanding that something was changed with the getOrCreateLocation method in update 42.12.0? Because now, with the same code, I get an error:

ERROR: General      f:0, t:1758847629664> ExceptionLogger.logException> Exception thrown
    java.lang.RuntimeException:  at MethodArguments.assertValid(MethodArguments.java:133).
    Stack trace:
        se.krka.kahlua.integration.expose.MethodArguments.assertValid(MethodArguments.java:133)
        se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)
bronze yoke
#

yes

muted garnet
#

thanks

cedar hazel
#

Would map mods still work?

shy mantle
#

Just a little question.

Is there a way to get the data of MULTIPLE vehicles on a single tile instead of the game just... randomly picking one if there are 2 or more?

#

It's not a big deal for single player, but for multiplayer with individual players interacting with individual vehicles things get messy

true nova
vast pier
#

https://www.youtube.com/shorts/bcP_7sHsbQY
Really wanna try making this armour (or have someone else model it for me) for use in zomboid

Scientists tested replica Bronze Age armour on more than a dozen elite Greek marines.

The soldiers roleplayed as warriors from Greece's late Bronze Age, known as the Mycenaean civilization, to test the combat suitability of a 3,500-year-old suit of armour.

#Greek #BronzeAge #Armour #CBCRadio #AsItHappens

»»» Subscribe to CBC News to watch ...

▶ Play video
#

Ughhhhh from scratch modeling is so scary

#

I might try anyway

vast pier
#

the guns are being designed to have interchangable gun parts for crafting

vast pier
# vast pier

this is technically an smg, as it's a machine gun chambered in 38 special

#

Yes it's left handed, but I do plan on making it so there's a right handed version too ofc

#

when I first designed the pistol, I designed it with myself in mind (I am left handed)

vale garden
#

I really hope someone make a high quality medieval armor

vale garden
vast pier
vale garden
#

until now

vast pier
#

Not medieval armour, but still

vale garden
#

Already got that, as it is pretty complete and armor detail is good.

vast pier
vale garden
#

I see, then why not merge together lol

vast pier
#

He's been doing irl stuff and working on other projects I'm pretty sure, so I don't think it would be high on his priority list tho

vast pier
vast pier
vale garden
#

I really like makeshift firearm

#

They looks cool

vast pier
#

This actually make me realize the workshop page was using the old layout

#

fixed

vale garden
vast pier
#

I haven't used the flintlock mod myself, so I wouldn't know anything about that

vale garden
#

No problem, I just thought that since you could ask him, might as well as him whether if equip secondary is a bug or not, then fix all of them at the same time.

vast pier
#

what exactly is the bug ?

vale garden
#

When you try to use Flintlock pistol, only the 'equip secondary' appear in context menu.

#

But once the Flintlock pistol is in your secondary hand, you click again then the 'equip primary' will appear.

shy mantle
empty gate
#

Hello!👋
New survivor names were added in build 42.12.
I’m trying to figure out where they’re stored in the game files.

So far, I’ve only found them in a translation mod, but that’s now outdated. Since I’m working on a mod that displays all existing surnames as signatures on ID cards, I’d like to include the newly added names as well.

bright fog
#

That's ... going to be kind of impossible dude 😅
Or I mean it's feasable, but you're going to have hundreds of images and I dear pray you store first names and last names separatly in images or you're going to need a billion images for the combinations

vast pier
#

I’m not gonna lie that’s a bigger task than all of my projects combined, and I have insanely bad feature creep

bright fog
#

You extremely easily could automate it tbf that's not a problem

vast pier
#

Though I presume they specifically mean the vanilla default names

bright fog
empty gate
empty gate
empty gate
bright fog
#

It means if I remember correctly

bright fog
empty gate
#

Here's only 16 new surnamestired

cold skiff
#

I need help, with the new patch 42.12.0 my mods are failing because of the changes in the body, would someone be so kind as to document these changes or help me modify my mods, I'm a bit lost with the new changes

empty gate
#

They just duplicated the names for some reason...🤔

thin swan
thin swan
cold skiff
#

Alex, thanks for your help. If I don't understand correctly, I'll create a LK_BodyLocations.lua file in 42.0\media\lua\shared with this content:
local LKLocations = {
"KatanaSheath",
"KatanaSheathHip",
...
}

local group = BodyLocations.getGroup("Human")
for _, location in ipairs(LKLocations) do
local bodyLocation = BodyLocation.new(group, location)
group:getAllLocations():add(bodyLocation)
end

Should this work, or do I need more modifications?

thin swan
#

Those were just there for me to demonstrate that you can add as many locations as you want to the list

cold skiff
#

Ha ha ha I left out the... ellipses, thank you very much, I just tried the mod and it works correctly now, thank you very much Alex 😉

cedar hazel
cold skiff
cedar hazel
last hornet
#

Does anyone know where the contents of "media\lua\server\recipecode.lua" went? Most of the recipecode.lua recipes have went away somewhere else (into some sort of java class file) after B42.12... not finding much online yet. Alternatively if anyone still has 42.11 installed please message me, or if somehow found all of the lua scripts on 42.12 please let me know where. Thanks.

bronze yoke
#

moved into the RecipeCode classes in zombie.scripting.logic

last hornet
#

Thank you.

late hound
#

So what changed with BodyLocations? 🤔

bronze yoke
#

getOrCreateLocation no longer takes a string argument

bronze yoke
#

you can replace calls to it with this

#

here "RasSkin" is the body location id

plain oak
#

hello

#

im looking for a modder witch can help me in creating newrecipies

lament oak
#

Is there anyone that would be willing to reskin the hockymask for me?

#

just need an image skinned over the mask, not sure how to code it and all, though

shy mantle
# true nova How'd u do it?

I was getting the wrong type of object and comparing it incorrectly (even though they look the same in console), I fixed it up now! Thanks, every day I find out about a new getter

red tiger
#

If the Java devs in TheIndieStone places this line in generated.ScriptGenerator.write(), all scripts will be alphanumerically sorted:

this.elements.sort(Comparator.comparing(Named::getName));
#

Placing this here in the hopes that someone picks this up.

#

All of my generated scripts are now alphanumerically sorted and that helps me read these files.

drifting ore
bright fog
shy mantle
#

Does anyone know what could possibly cause duplicate vehicles to spawn in a small pile...

#

This is so random lol

#

I don't even think I could do that on purpose

vast pier
# bronze yoke

How would I use it in this instance ?

local group = BodyLocations.getGroup("Human")
group:getOrCreateLocation("SaltyMask")
group:setHideModel("SaltyMask", "Hat")```
bronze yoke
#

replace the call to getOrCreateLocation with that code, leave the rest as is

#

replace "RasSkin" with "SaltyMask"

chilly lintel
#

any of you here knows how i can change the values of a moded clothing piece?

chilly lintel
empty gate
silent zealot
#

I still need to screw around to remake Wear Anything With Anything since that relied on accessing un-exposed fields and it's not surprising that broke when they redid the java side of things

silent zealot
# chilly lintel like i can touch the values but cant make them actually modify ingame

Which values are you wanting to modify? Some values are stored with each item (so you need to spawn a new one to see changes), some values always fall back to the item script. And just for fun, some things you can change but they don't have any effect because a java process has already made up it's mind about which items match it's criteria and it does not re-assess this.

mild granite
#

local square = getPlayer():getCurrentSquare()
self.emitter = getWorld():getFreeEmitter(square:getX(), square:getY(), square:getZ())
self.sound = self.emitter:playSound(swingVoice) -- try something like this @oak bison

#

sound should be played on client side

#

other players will hear it

#

that's how i do it

bright fog
#

player:getEmitter

buoyant violet
#

so, aside from files being in X, what else causes this?

#

custom animations?

#

I deleted all custom anims

#

so I guess there is something bork with the model 🙁

sacred matrix
#

The latest update broke our mod (Furry mod, 100K subscribers or so). We use:

local humanGroup = BodyLocations.getGroup("Human");
local furLocation = humanGroup:getOrCreateLocation("Fur");

To create new body location for the fur skin. This has worked all through b41 and b42 so far.

As of the latest b42 update, this is throwing the following exception:

        java.lang.RuntimeException:  at MethodArguments.assertValid(MethodArguments.java:133).
        Stack trace:
                se.krka.kahlua.integration.expose.MethodArguments.assertValid(MethodArguments.java:133)
                se.krka.kahlua.integration.expose.LuaJavaInvoker.call(LuaJavaInvoker.java:198)

What is the correct way now to do this?

plush wraith
#

Spent awhile trying to figure out why my mod wasn't hooking into the new 'Smoke' from cigarette pack function, they made that specific function call ISTakePillAction instead of ISEatFoodAction like the other smokable items SKULLCRY

New Cigarette Packs also don't hold each cigarette anymore as a container, they spawn in a new cigarette everytime when taking from the pack so now I gotta create some modData system on the pack to track it I think SKULLCRY SKULLCRY

sacred matrix
silver lintel
hardy dirge
#

Hey guys, how do I make mods? I’m thinking about learning how to mod, make some animations as a proof of concept

tranquil reef
#

does the community seem to prefer the old mod load order, or the new manual one?

bright fog
tranquil reef
bronze yoke
#

the new load order came with features for modders to control load order but they don't work so we're just far worse off 😭

vast pier
#

Hey any idea why my modded guns are crashing to desktop in the latest update?
I feel like they were fine not that long ago

#

I spawn in, spawn my gun, and shoot it a few times and then it crashes to desktop

#

my guns now need whatever the hell this is MuzzleFlashModelKey = muzzle_flash_assault_rifle,

bright fog
bright fog
bronze yoke
#

that's been my biggest complaint too, stuff that needs to load early has literally no way to express this, whereas when it was alphabetic this was extremely easy

thin swan
#

@bronze yoke Was working on some controller stuff and found access to the building editor lol
Strange that it's accessible with controller but not keyboard and mouse, unless I just missed where it is

bronze yoke
#

let me check that it's still actually commented out

#

i remember the place i saw it in was really strange as well

#

like 'why would this button ever be here' strange

#

yeah the keyboard access to it is disabled 😅

#

is the editor usable with controller? i didn't think any of the debug uis were

thin swan
#

It is yeah, but not pleasantly

#

but that's all controller UI navigation lol

bronze yoke
#

i wonder if it's actually meant to be used by players in the future or something??

#

as i've said i don't really get what this ui is meant to debug

#

and it seems to be associated with the zone editor in the kbm code too

#

i see in your screenshot it's next to that on controller too

thin swan
#

Yeah it's some odd stuff

bronze yoke
#

yeah actually, digging at some code i didn't see before, this is definitely meant to be edited by players

#

the phrase 'PlayerRooms' appears and they're meant to save to a file called player_buildings.bin (but it's not hooked up yet, so they aren't persistent currently)

thin swan
#

This got me hyped up

bronze yoke
#

i thought i was just hacking a debug ui 😅

thin swan
#

Is this new or something I missed before? It shows only when right clicking a square that belongs to a building (I used the editor to make a new building in the parking lot)

#

Doesn't do anything though

quasi kernel
#

I imagine it would change the loot distributions, but that's just my first guess.

thin swan
#

That makes sense actually yeah, I think you're right

thin swan
#

I forgot to record, but it works pretty much same as animal zones, except with room zones nested in building zones. You draw a rectangle to make a building, and then in that building you can draw rectangles to make rooms

#

This means shareable player made structures that are made in-game should be possible to use for like a blueprint mod right?

#

but I'm not gonna touch anything regarding player building until next patch I think, seems there's some new fun bugs introduced in 42.12

fiery pecan
# sacred matrix Thanks!

HATE to ping you, but I noticed a little issue with the latest update to your mod. Thing keeps blowing errors.

So I'm sharing a more proper fix.

#

there's also this. It kinda got a bit buried.

silent zealot
#

This has not been a good update for mods (though from the changelogs I think some of the changes are long overdue and will better long-term)

bright fog
silent zealot
#

I'll finally be able to make Store Stuff In Your Underpants without deleting every pair of undies in the world. 😛

bronze yoke
#

well, as far as ECS goes they didn't really do anything this update 😅 they just said they'll keep doing it that way

#

it's definitely appreciated to know for sure that that's the direction of the game though

silent zealot
#

It feels like they hried a new dev for the fluid system who said "why don't we make things more modular?" and everyone else was "OMG that is so cool!"

bright fog
bright fog
silent zealot
#

On one hand, this is unstable which is when they are meant to be doing mod-breaking stuff. On the other hand, the development cycle for Zomboid makes "unstable" 50% of the playtime

hot void
#

its mod breaking time >_>

peak nymph
#

does anyone know where I can find the existing blacksmithing recipes, don't know if I'm just blind but cant see the file in scripts, expected a file called blacksmithin or forging or metalworking or something but can't see any

knotty stone
#

ProjectZomboid\media\scripts\generated\entities\blacksmith\craftRecipes\recipes_blacksmith_armor.txt

#

there is like 10 blacksmith files

peak nymph
#

didn’t think it’d be in entities, me being dumb, thanks

small topaz
#

In one of recent vanilla B42 updates, did they change anything about the event Events.OnGameStart so that it is not triggered anymore when players choose "Continue with new character" after character death? Or has this always been the case?

bitter hedge
#

@fiery pecan @sacred matrix

  • No other mods active with a new install of the current workshop files on a new save game

  • Running on Win 11 Home. Zomboid build 42.12.0 with -debug

  • Some zombies appear as a fully black 2D silhouette. When they're rendered on screen the error count continuously goes up at a steady pace until the enemy is no longer on screen.
    Disabling the mod mid game and loading back in the enemy appears correctly, and there's no additional error count. Re-enabling the mod allows for player model change as intended, but the same enemy returns to being a silhouette with errors popping up.
    The ones that appear as a 2D silhouette reappear on the ground after you remove either a back item or a weapon that they've been impaled with such as a screwdriver or knife.

  • Equipping items to your character's belt or wearing bags on your back causes a crash every time.

This is what came up in the console.txt file for what I believe is the silhouette issue. I'm not sure where to find any info caused by the belt/bag issue crash.
Thanks to everyone working on fixes so quickly! I work with game engines/modeling software daily, but I don't have any experience with Java so I wanted to share what I found in hopes that it could help out. I'll keep looking around to see if there's anything else of note.
Gif of the silhouette error: https://gyazo.com/97a76583b5ca86b15931c63e5352b338

fiery pecan
#

no promises.

bitter hedge
# fiery pecan no promises.

Feel free to ping if you put something together! I'm happy that there's progress being made, and I appreciate the time being put into all these updates going on everywhere.

sacred matrix
fiery pecan
sacred matrix
bitter hedge
sacred matrix
#

I've only had 30 minutes a day to look at this.

fiery pecan
#

wild

fiery pecan
#

so I'm essentially cooking up code to auto apply the new field to any and all clothes with the "fur" tag.

sacred matrix
fiery pecan
#

it hides the clothing item from the inventory.

#

and implementing the auto-applier isn't too too bad.

#

literally just got it to stop yelling at me about typos in my code and such. I have fat fingers... LOL.

sacred matrix
#

I did ask in feature requests for them to not short-circuit player body model to always be one model so we didn't need clothing but got no response. I pondered a Java patch to do that, but then things require an installer. I then pondered a Java exploit via Lua to patch it, but figured that was a bad idea..

fiery pecan
#

about to go into a save and test things.

sacred matrix
#

I'll add you to the credits prominently and incorporate it.

fiery pecan
sacred matrix
#

Ooh. I could expose a detection mechanism via Java

fiery pecan
#

ok, so.
To fix the error in the character creator, while also incorporating the fix from "Anthro Show Me Those Bandages" so worn bandages appear over fur:

function FurManager.onGameBoot()
    local group = BodyLocations.getGroup("Human");
    local locations = group:getAllLocations();
    local bodyLocation = BodyLocation.new(group, "Fur");
    local index = group:indexOf("Bandage");
    locations:add(index, bodyLocation);
end;
#

-# still working on the auto-applier...

sacred matrix
#

That doesn't seem to be the latest version? I uploaded a new one yesterday using a compat layer call?

fiery pecan
#

it's an edit.

sacred matrix
#

Oh - below Bandage instead of Wound?

fiery pecan
#

ya

#

I also did an overhaul of that function.

#

here's how you had it, ya?

sacred matrix
#

Yes. My approach was to have b41 use exactly original code to avoid any issues.

fiery pecan
#

I see.

fiery pecan
#

also just got the auto-applier working.

#

See if this hides all fur clothing items?


function FurManager.setFurHidden()
    local maleSpecies = FurManager.getAllFurClothingNames(false)
    local femaleSpecies = FurManager.getAllFurClothingNames(true)
    for k,v in pairs(maleSpecies) do
        if getItem(v):hasTag("Fur") then
            item = getItem(v);        
            if item ~= nil then
                item:DoParam("hidden = true");
            end
        end
    end
    for k,v in pairs(femaleSpecies) do
        if getItem(v):hasTag("Fur") then
            item = getItem(v);        
            if item ~= nil then
                item:DoParam("hidden = true");
            end
        end
    end
end
Events.OnGameBoot.Add(FurManager.setFurHidden)
#

it MIGHT not work for the hooman_placeholder as-is...

#

-# last minute realizations go brrr

#

ok, it does. Just checked.

sacred matrix
#

I can apply these when back at my computer. What attribution name do you want?

fiery pecan
#

just a simple credit is fine.

#

"Jack Rossman"

#

make sure to do thorough testing before crediting me. Last thing I need is to be in the credits for code that might not work. Lmao

sacred matrix
#

I'll also look at a Java mod to remove all of the clothing hacks when I get some time.. I work as a Java engineer for a silicon valley firm, so tend to have no time as of late.

small topaz
#

Since the new 42.12 update, has anyonle else noticed loading time and performance issues when you start a new game or continue with a new character in an old game after player death?

What happens for me here is that the game sometimes is very laggy during the first 30sec or so. Sometimes, the interior of the starting house is also completely blacked out during those first seconds.

cold skiff
#

Hi, I need help again. It turns out that two of my mods are now unable to run simultaneously. If both are running, the katana mod loses the ability to sheath it. I suspect it's due to my ExtraHotbarAttachDefinition.lua files.

require "Hotbar/ISHotbarAttachDefinition"
if not ISHotbarAttachDefinition then
return
end

local KatanaSheath = {
type = "KatanaSheath",
name = "KatanaSheath",
animset = "back",
attachments = {
Katana = "Katana in Sheath (Back)",
},
}
table.insert(ISHotbarAttachDefinition, KatanaSheath);

local KatanaSheathHip = {
type = "KatanaSheathHip",
name = "KatanaSheathHip",
animset = "belt left",
attachments = {
Katana = "Katana in Sheath (Hip)",
},
}
table.insert(ISHotbarAttachDefinition, KatanaSheathHip);

#

and this for knife

require "Hotbar/ISHotbarAttachDefinition"
if not ISHotbarAttachDefinition then
return
end

local KnifeSheathBack = {
type = "KnifeSheathBack",
name = "KnifeSheathBack",
animset = "belt right",
attachments = {
Knife = "Knife in Sheath (Back)",
},
}
table.insert(ISHotbarAttachDefinition, KnifeSheathBack);

local KnifeSheathLeg = {
type = "KnifeSheathLeg",
name = "KnifeSheathLeg",
animset = "belt right",
attachments = {
Knife = "Knife in Sheath (Leg)",
},
}
table.insert(ISHotbarAttachDefinition, KnifeSheathLeg);

storm adder
#

Hi, sorry to bury the above post! I can't get my local mod to show up in the ingame mod menu (b42). Attached is the file structure and mod.info. I'd appreciate any help. Thanks!

bright fog
#

Check pinned messages for the wiki page on the subject

storm adder
#

does Contents go under /Zomboid/mods, or under /zomboid/mods/[mod name] ?

bright fog
storm adder
#

I did, yes. I ended up getting it to work- sorry for the trouble.

drifting ore
#

Can one of u make a 3d shoe mod that actually looks good

#

Like theres 0 competition in the realm of shoe mods cuz none really exist

#

The one from b41 is incompatible with so many mods

#

I require 3d shows

#

Sheos

#

Shoes!

vast pier
#

Do changes to an item's params mid game save onto said gun ?

#

Like if I use oncreate code to increase the fire rate of a held gun, will it keep that fire rate when reloading, or will it default back to the default stat?

#

And can I use lua to change the reload animation of a held gun mid game and have it only apply to that copy of the gun?
Or would I need to make placeholder items that the gun transforms into when these changes are made ?

small topaz
#

@bright fog sorry for the ping but since you are a linux user too, do you also have some performance problems when the gameplay starts since the update to 42.12?

bright fog
#

I realized running imgui the game runs better, no idea why

vast pier
#

Behold, a rifle

small topaz
#

Has it always been the case that when your inventory is open, you scroll via mouse and hold the shift button at the same time, it switches the inventory category (for example from main inventory to keyring)? So that you can not scroll through your main inventory when running?

true nova
next marlin
#

This is very silly, but I just spent like 40 mins backreading through things here to figure out how to properly make a mod that changes the stats of a vanilla item (without using itemtweaker or a copy paste of it) and I finally figured it out

So thanks Jvla and Albion lol

#

I also closed and reopened the game about 8 times for testing before noticing the "reload LUA" button

winter bolt
#

its safer to restart i think

bronze yoke
#

there are some very specific things that lua reloads don't work for, but generally there is no need to restart the game

next marlin
bronze yoke
#

also, you automatically reload lua when leaving a game, as well as entering a game with a different mod list -- so if you don't keep mods enabled on the main menu, you don't even have to hit the button to reload

winter bolt
#

oh my god

willow tulip
#

Sometimes, just changing a couple numbers is the mod people really want.

willow tulip
# next marlin This is all that it is so far

Btw, a couple ways you can make it more readable for yourself: Put a commented out version of the function declaration above where you call it (Because its such a long and multi-variable function), just makes your eyes not have to move so far to figure out what variable goes where

#

or you can pass a structure, ie gunfixer("base.AssultRifle",{baseAim = 10, BaseCrit = 5, CritMult = 4})

#

this makes your code a little more 'self documenting' so you can remember exactly what variable is what.

bronze yoke
#

if vague parameters are a concern you can turn on inlay hints

#

commented out copy of the declaration is crazy 😅

willow tulip
#

Not when calling a single function mind you

next marlin
willow tulip
#

but when your calling like, gun fixer 10 times over, that 1 line above it to remind you what vars go where, can be nice

next marlin
#

wanted to be able to return to it if my attempt at a function didn't work, since I've literally never used Lua before

willow tulip
#

(Moreso later in the project when the space between the function usage and declaration would be further, but yea)

bronze yoke
bronze yoke
willow tulip
next marlin
#

I do have a github actually, I just haven't used it in a while since I ended up having to take a job as a delivery driver to pay the bills

LUA is new to me, but I'm familiar with JS and C#

Did a bit of game dev in C# as well. Nothing professional, just projects with friends.

ionic linden
#

Asking this here cause yall probably have better resources:

Does anyone have an MP4 file for the sounds the zombies make when beating on doors? I’m trying to make some audio recordings for my friend group and I think it’d be a neat addition.

ionic linden
teal fulcrum
#

I'm having an issue with a mod I'm making not allowing me to add it to a save's mods, even when making a new save

teal fulcrum
#

How do I properly ensure an empty bottle can be used to hold water? I have the "fill" option available but can't actually fill them

umbral osprey
cold skiff
#

Hi, I'd need help with a problem I'm having with two of my mods. They're overlapping each other, and I don't see the option to attach it to the sheath on the katana mod, but they work correctly separately. I suspect I'm doing something wrong in ExtraHotbarAttachDefinition.lua. I'll send you the code for both, so I can see if anyone would be so kind as to help me.

warm gate
#

i have a question is anyone currently working on the asura chi mod for b42 or is that a thing that would never happen

bright fog
quasi kernel
#

If I'm not mistaken, overwrites like to happen when two files are named exactly the same.

#

The code you presented doesn't look like it would obviously conflict, so my assumption is one simply got overwritten by the other.

bronze yoke
quasi kernel
#

Directory as in general structure, not exact directory.

cold skiff
# quasi kernel Out of curiosity, are the files named the same?

Yes, initially they were both called ExtraHotbarAttachDefinition.lua but now I renamed them to LTK_HotbarAttachDefinition.lua and LK_HotbarAttachDefinition.lua and it still gives problems. The first one doesn't work well when loaded. Now the equip options appear but when I try to equip it, it gives me errors.

quasi kernel
#

A step in the right direction at the very least, I imagine the nature of the errors will probably be more telling.

#

If you have other files, make sure they aren't encountering the same issue.

cold skiff
# quasi kernel Out of curiosity, are the files named the same?

`Callframe at: setAttachedItem
function: animEvent -- file: ISAttachItemHotbar.lua line # 90 | Vanilla

`java.lang.reflect.InvocationTargetException
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke0(Native Method)
at java.base/jdk.internal.reflect.NativeMethodAccessorImpl.invoke(Unknown Source)
at java.base/jdk.internal.reflect.DelegatingMethodAccessorImpl.invoke(Unknown Source)
at java.base/java.lang.reflect.Method.invoke(Unknown Source)
at se.krka.kahlua.integration.expose.caller.MethodCaller.call(MethodCaller.java:62)..................

This ERRORS and some other more...
`

quasi kernel
#

Whatever line 90 is seems to be causing some issues.

#

Whether that's default files or not, would be worth investigating

cold skiff
#

but this files is vanilla file

cold skiff
#

I already solved it, it was a very silly mistake because I also had the attachedlocalizations file with the same name 😭

crisp carbon
#

Hey guys! I’m working on my first ever mod and want to add a frog hat. I thought it was going pretty good until I tested it and this happened.. does anyone have some advice on how to fix this?🐸🥲

true nova
#

im not sure for the model, i only know some of the xmls and idk if thats the issue. you should ask in #modeling

crisp carbon
#

when I place it, it becomes this huge png haha

true nova
#

the icon being the world model can be various issues

#

can you send your item and model script?

crisp carbon
#

yess definitely

#

module FrogMod
{
item Hat_FrogHat
{
Type = Clothing,
DisplayName = FrogHat,
ClothingItem = Hat_FrogHat,
DisplayCategory = Clothing,
BodyLocation = Hat,
BloodLocation = Head,
IconsForTexture = FrogHatGreen,
BiteDefense = 5,
ScratchDefense = 25,
Insulation = 0.35,
WindResistance = 0.2,
FabricType = cotton,
WaterResistance = 0.4,
Weight = 0.5,
ChanceToFall = 30,
WorldRender = true,
WorldStaticModel = Froghat_Ground,
}
}

#

module Frogmod
{
model testFrog_Ground
{
mesh = WorldItems/Clothing/testFrog_Ground,
scale = 1,
}
}

#

is this what you mean?

true nova
crisp carbon
#

perfect, I'll try that!

true nova
crisp carbon
true nova
crisp carbon
#

so now I have FrogHat_Ground.fbx and in the script it says Frogmod.FrogHat_Ground

tranquil kindle
#

You might wanna read "Creating 3D Hoodie" as it has some info that could be usefull in making hat too.

#

I myself made a frog balaclava and many more, it just waits for me to update my clothing mod, but there is still more items i want to add before update

crisp carbon
#

omg!! that's adorable!!!

#

I think the problem is I just sculpted a frog in blender and put it in my files hoping it would sit on top of my head ingame

#

is it possible to size the hat really big so you don't see the character underneath anymore?

shell holly
#

Hello, I'm just starting to develop a mod and I have two noob questions to get started 😊
When I use "print" I don't see anything in the console.txt file.
When I use "local lang = getCore():getOptionLanguageName() or nil" I don't get the language.

tranquil kindle
#

Overall that guide will let you do that

#

You might wanna also add "NoHairNoBeard" Hair category to your hat, so if someone has big hair/beard it does not clip through.

quasi kernel
cold skiff
quasi kernel
#

Good good!

umbral osprey
bronze yoke
#

i think the other one is some whole Environment for server hosts or something, i haven't looked too much into it since the distribution model is so dodgy

umbral osprey
silent zealot
# shell holly Hello, I'm just starting to develop a mod and I have two noob questions to get s...

Where are you using print It has to be somewhere that gets executed. Placing a print statement in the main body of you script (i.e.: not inside a function) will run it when the file is loaded. Also, search console.txt for the name of your lua script and make sure it didn't fail to load due to a syntax error, escpecially if you're not using an IDE like VSCode or similar that will alert you to syntax issues. (tip: use an IDE like VSCode to save hours of frustration!)

When I use "local lang = getCore():getOptionLanguageName() or nil" I don't get the language.

I don't know any specifics of those methods, but in debug mode use the lua console to make sure the commands work as you expect:

x = getCore()
print(x)
y = x:getOptionLanguageName()
print(y)

silent zealot
# umbral osprey Seems extra for a simple task

Sometimes it's amazing how much work a simple task requires. It's like a mechanic going to replace a headlight bulb and then it turns out he has to remove both front wheels, build a custom rig to support the engine block so it can be raised an extra inch and then make another custom tool to access the headlight only to find out that it doesn't use standard bulbs so he has to get some tungsten wire glassblowing equipment to make the bulb. Also none of that is documented in the owners manual, it just says "replace hedlight bulbs as needed".

#

...sometimes I get really annoyed at the complicated mess of IT crap and work and think "I should have been a mechanic" 😛

umbral osprey
exotic junco
#

question with practical example: in 42.12 the CDDA challenge is bugged, in which the fire that is supposed to occur never does. I located the problematic bit of lua code and figured I'd try to patch. i do know basic scripting syntax and have worked with lua before, but don't have experience with it as a java embedded language.

the problem is: method IsoGridSquare:explode() has been moved to (presumably, the java docs are not updated) IsoGenerator:explode(), but /media/lua/client/LastStand/AReallyCDDAy.lua was not updated to reflect this and still attempts to call the old method, giving a Object tried to call nil in OnGameStart

my question is: how would you go about instantiating an IsoGenerator class to call explode() on, along with positioning it to match the original chosen tile (or any random tile in a similar fashion to the original function)?

bronze yoke
#

there's actually already a mod fixing this

exotic junco
#

ah icic, while confusing given what what was mentioned in the patch notes it makes more sense to have it there

#

and thank you so much for the updated docs

bronze yoke
#

ah, the IsoGenerator one is private, that's why

#

looking at an older decompile, it looks like all explode() did was IsoFireManager.explode(this.getCell(), this, 100000)

#

so you can call that method instead

exotic junco
#

ahhh alr, thank you, that is also what the mod did too, pretty nifty

teal fulcrum
#

Would anyone mind helping out with a weapon being invisible?

tranquil kindle
teal fulcrum
#

@tranquil kindle Did such

peak nymph
#

Is there anyway to get the nearest entity of a type, specifically the nearest deer in this case, either that on the nearest deer animal migration path

#

trying to add a deer “whistle” that alerts the user to the nearest deer direction but makes a loud noise

fleet bridge
#

<@&671452400221159444>

sharp sage
#

is it possible to change the standard missing texture (red and white checkerboard) to something else

bright fog
oblique quiver
#

Hello everyone! I'd like to write a mod to modify the foraging loot table, i.e. remove existing items and adding new ones. The latter is of course possible, but can the former be done as well? Thank you very much!

oblique quiver
# bright fog yes

Awesome, thank you! Do you happen to know where I can find more information about that or a mod I could use as a guideline? Apologies, these are probably very basic questions.

vale garden
#

Do you think it is possible for a mod to remove the right-click hold-to-aim function and instead make left click = primary item use and right click = secondary item use?
Something like an advanced version of Brutal/Fancy Handwork, where you can literally hold two pistols to shoot or hold two weapons to attack simultaneously, instead of using the primary followed by the secondary.

thin swan
vale garden
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Or maybe you simply don't need any button to aim, you simply stop doing any primary/secondary action, and the aiming animation automatically start.

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Using semi/full auto or consecutive shooting, aiming is pretty much obsolete anyway.

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I just wonder that why have no one thought of this, maybe it is not doable or something.
But since it is theoretically possible, I think a mod like this would be a game changer for the future Project Zomboid to come.

thin swan
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The firearms are very tied in with the aiming system which can't really be manipulated with Lua mods, so it's a tricky thing to make and have it work well with consistency

vale garden
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Oh I thought you were talking about the aiming where you hold right click to 'hold the breath' for more accurate shoot.
I mean what if you can toggle firearm/aiming mode or like I mentioned above, you simply don't need any button to aim, it automatically go in to aiming as soon as you equip 'firearm' weapon.

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Guess one can only dream of dual-wielding pistols and firing them at the same time lol drunk

small topaz
true nova
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If it's lua side im sure it can be disabled

thin swan
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I kinda remember it being that it only changed container if you held shift and hovered the mouse on the side panel where it shows the available containers, but not if you had the mouse hovering in the main inventory pane that has the items.
But I could absolutely be misremembering too

bronze yoke
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i remember just needing to hover the mouse, don't remember shift doing anything

warm gate
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i was wondering is there anyway to pull codes from a specific mod

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and copy and modify it into your own for b42

peak nymph
warm gate
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oh alr

finite radish
warm gate
finite radish
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otherwise, it's likely to be removed

warm gate
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k

bright fog
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Nor is it for players to suggest stuff to modders

woeful elk
noble fossil
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Is there still no way to edit vanilla blacksmith recipes? Overriding the vanilla script doesn't work like it does for regular recipes.

Changing the recipe tags only adds them on the end of the current tags. Specifically I wanted to make the jewelry scrapping recipes "InHandCraft".

bronze yoke
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you can override entire files but this is not recommended for reasons you may already be aware of

#

you might be able to do it through lua using some reflection, but recipe stuff is heavily cached so that won't necessarily work

noble fossil
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Hmmm, okay. Gotcha. Is there any way to obsolete the recipe in the script so I can just make my own recipe? I noticed obsolete = true also doesn't seem to work.

bronze yoke
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nothing like that, to be honest mod support for craftrecipes is really bad

noble fossil
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I'm still a noob to modding so doing it with LUA might be tricky but I'll see if I can figure out a way. Thanks for your time

next marlin
willow tulip
# bronze yoke nothing like that, to be honest mod support for craftrecipes is really bad
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the last couple posts have a few methods of recipe editing in B42

silent zealot
# next marlin lmao

I wonder if you could design a game from the ground up to be moddable via AI... training an AI modding model along with the code development.

Sounds like a terrible idea, or a fun thesis for a grad student.

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Or a good kickstarter/early access scam 😂

finite radish
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AI already knows how to program pretty well, so it can already "mod" technically. it's just most people who throw something like that into it won't know the right questions to ask or how to spot errors

silent zealot
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I'm still trying to decide if it's helpful or not for complicated sysadmin tasks. Stuff like this is not encouraging:

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On the plus side, I still have job security since I'm not getting replaced by AI anytime soon 😛

peak nymph
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probably a really dumb question but how would I go about adding tags to vanilla items in the lua

bronze yoke
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for recipe purposes, it is impossible now

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if you need the tag for anything else it'll probably still work fine

peak nymph
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yeah its for recipes unfortunately

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is there a way to have a recipe be a defined item (list of defined items) or a tag,or do I need two separate recipes

vast pier
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just make sure youaren't accidentally overwriting theoriginal item file.txt

vast pier
late hound
mellow oyster
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So im trying to make a custom mod for myself, i tried putting my mod in every possible folder for it, even in the workshop folder for downloaded mods, but it doesnt show up in my mod list. Neither does the base game example mod....

limber gorge
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if not, then maybe the mod config is incorrect, you might need to check the console log to see if the game can find your mod

peak nymph
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i'm creating a mod to allow for "dredging" in bodies of water
basically works like build 41 fishing but uses the foraging skill

you can use a sack or a crafted "hand dredger", if you use a sack it has a chance of filling up with dirt/sand etc so they are renewable

but the main part if to make stones and junk items renewable/findable

and i've got it working but now need to decide the loot pool so just wanted to ask if people had ideas of items I should add to the loot pool (and how rare they should be)
currently got

  • stone
  • large stone
  • clay
  • mussels
  • crushed ore
  • tin can
  • gold coin
  • empty beer bottle
  • empty water bottle
  • empty pop can
finite radish
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additionally probably a lot of the smaller metal crafting bits that have been added, various bits of steel/copper/tin/gold/etc.

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jewelry would also make a lot of sense

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splitting between freshwater/saltwater zones might be nice, or maybe even using something like zombie density to figure out whether you're near a populated area so you can have more trash vs. more natural stuff

peak nymph