#mod_development

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bright fog
#

I remember seeing one but I can't seem to find it again so uh nvm I guess

vast pier
#

๐Ÿ˜”๐Ÿ˜”

strange raptor
#

Hello, I'm complete greenhorn when it comes to modding. My biggest successes so far were tweaking values in the game files, which when updated reset to default, so I've been thinking of making those changed in a mod or mods that would persist, so that is my motivation. I so far learnt the structure of a mod based on guides and reverse engineering the structure of others as far as the folder names and mod.info/poster.png are concerned, I got that figured out (hopefully). and I also know my way around debug and learnt where to place the mod to test it and the uploading to steam workshop I remember doing with Truemusic so it shouldn't be that big of an issue.

What I'm trying to do now (and need your help with) is figure out how to actually write the code that would tweak values of existing things, either items or objects, and I know they are in different folders and the objects are more complicated than the items, but I really want to start with this idea - I want to make tents (objects) unThumpable, so zombies ignore those the Player places down as they do the ones naturally spawned on the map.

I tracked the file where the tent values are to:
Steam\steamapps\common\ProjectZomboid\media\lua\server\Camping

and I think I found the line of code I want to tweak, all I need is to make my code to change the
tent:setIsThumpable(true)
to
tent:setIsThumpable(false)

buut I have no damn clue what I'm doing. From what AI told me so far, the simplest caveman way is to copy the folder names down to this specific LUA file, name it exactly like it, copypaste everything in it to the one in my mod folder and just tweak the few values and then it replaces that lua file entirely with the new values... but I'm certain there has to be a better way that won't be too much more complicated.

knotty stone
# strange raptor Hello, I'm complete greenhorn when it comes to modding. My biggest successes so ...

create a file in the same folder structure in your mod media\lua\server\Camping like camping_tent_modded.lua

require "Camping/camping_tent"

local function addTentObject(grid, sprite, modData)

    if not grid then return; end
    local tent = IsoThumpable.new(getCell(), grid, sprite, false, {})
    tent:setName("Tent")
    tent:setThumpDmg(1)
    tent:setHealth(10)
    tent:setMaxHealth(10)
    tent:setBlockAllTheSquare(true)
    tent:setIsThumpable(false)
    if modData then
        tent:setModData(modData)
    end
    grid:AddSpecialObject(tent)
    tent:transmitCompleteItemToClients()
    return tent
end

something like that, minimal effort and no hard overwrite

strange raptor
knotty stone
#

tent:setBlockAllTheSquare(true) sound more that it needs to be false

#

so they can just walk over it atleast ^^

strange raptor
#

I just wanted to fix the problem with current camping, when zeds attack your camping site they break your tent almost immediately with no time to react and it drops nothing back so it just deletes itself

knotty stone
#

you could check older zomboid version why zombies were ignoring tv's

paper ibex
knotty stone
paper ibex
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setIsThumpable is the right way, you just need to test first

bright fog
#

Based on where it is called, you can hook to the function and hijack it

#

A file override is overkill

#

And a bad idea in general

strange raptor
bright fog
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I'm talking about the function it is called in

strange raptor
#

or the function is the whole thing up until the
end
?

paper ibex
#

bro get your hands dirty then

mossy forge
#

Does anyone know why my mod might be disabled with a red X whenever I try to use if from either the zomboid workshop folder or the steamapp workshop folder? it works fine from the zomboid mods folder. It would be nice if the game gave me some clue about why it disabled the mod.

brittle smelt
#

whats the new translation format added in .15, the mod migration guide in the patch notes show nothing

bright fog
bright fog
mossy forge
#

so far as I can tell

bright fog
#

๐Ÿ‘€

bleak remnant
#

oh hell yeah

red tiger
#

@bright fog Oh you've changed your name.

pastel wolf
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I know people are touchy about canon zomboid lore, but I really want to like, add my own little justifiction as an excuse to have british peacekeeping/paratrooper fits, maybe a deployment of british forces were at knox when the outbreak struck and helped with the quarantine efforts...

#

which gives access to yummy yummy fals and equipment

knotty stone
#

I have my distribution file like```
require "Items/Distributions"
require "Items/ProceduralDistributions"


-- NIGHT VISIONS --

-- Hat_NightVision_NV_OFF (goggles spawn in OFF/inactive position)
table.insert(ProceduralDistributions.list["ArmySurplusOutfit"].items, "Base.Hat_NightVision_NV_OFF")
table.insert(ProceduralDistributions.list["ArmySurplusOutfit"].items, 1.0)```
Which works fine like any other mod it basicly does, but some mod in my modlist is deleting that, so loot is false then ingame, anyone knows a way to find the culprit or how i can defend against that?

vast pier
# pastel wolf which gives access to yummy yummy fals and equipment

https://www.guns.com/news/reviews/collectible-g-series-fal-admiring-first-fn-fal-import#:~:text=In 1959, FN signed an,rifles that were already imported


In 1963, everyoneโ€™s favorite regulatory branch, the ATF, decided to change the legal status of these G-series FALs. In an opinion letter that did not follow the proper channels of government, the ATF reclassified the G-series FALs as machine guns, with a grandfather clause for the 1,836 rifles that were already imported.
Although the imported FALs were semi-auto only, the ATF argued the receiver had space for full-auto parts and reclassified the gun.```

```This opinion-based reclassification was due to the ATFโ€™s determination that even though the rifle did not have any full-auto components, it had the space in the receiver to house the parts. 

FN had many FAL contracts that forwent the rifleโ€™s fully automatic capability. This was due to the United Statesโ€™ involvement with the FAL when the U.S. Army demanded the rifle be chambered in 7.62 NATO (.308 Winchester), rather than the intermediate .280 British cartridge. This led to the rifle being uncontrollable in full auto, leaving many nations wanting the selector to only feature a semi-automatic option. ```
#

Food for thought.
You could have Fals be a rare spawn in gun shops n' stuff

vast pier
silent zealot
pastel wolf
#

my understanding (which might be fairly flawed) is that fals were pretty darn uncomon in the us?

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And yeah for sure, I dont NEED to justify it, it would be fun to add a bit of like, troop movement documents or stuff, troop manifests and the like to help add a bit of a lore reason WHY like, british paras could be found here

silent zealot
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USA gun laws are so convoluted because laws need to be specific and then everyone makes a bunch of stuff that abuses the rules and meanwhiel politicians keep promising things that are not specifically defined in way that works for laws and your entire gun culture is weird.

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So "feels plausible" IMO is more important than "historicaly accurate"

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I'm pretty sure my Sawed-off carbine mod would violate a lot of laws. ๐Ÿ˜›

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That subtle distinction between "never had a shoulder stock" and "had a shoulder stock and it was cut off" I think makes it a rifle but now the barrel is too short...

pastel wolf
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My excuse is im canadian so we dont have any guns so, most of my understanding comes from cultural osmosis

silent zealot
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I'm Australian, similar sort of thing.

pastel wolf
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yipppee commonwealth

silent zealot
#

My time GMing RPGs in games set the modern era taught me all you need to do is know slightly more about guns than your players do.

pastel wolf
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i mean yeah, its fully plausible , which is good enough for me

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and its a cool, historically accurate bit of drip

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and allows for some fun, niche filling guns to show up

silent zealot
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Like the Pancor Jackhammer! I think there were about three of them actually made, but it's been in a lot of games/movies/shows

pastel wolf
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My stance on the more uncommon stuff is, it should be saved as like a high tier crafting reward maybe

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a skilled meth fueled kentuckian gunsmith could probably approximate something LIKE the jackhammer! but an actual one? too rare

silent zealot
#

WA 2000? G11?

pastel wolf
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same with like, masterkey shotguns, ACTUAL masterkeys were manufactered in the low hundreds

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but ANY enterprising kentuckian could saw off grandpa's old js-2000 and make an underbarrel with some metalwork skills

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I'll leave the more exotic, rare weapons for the folks who want them to make, mayyybbee make it as an optional mod sometime down the road

silent zealot
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Just saw down your JS-2000 and duct tape it to your M-16. Instant Masterkey.

pastel wolf
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yeah exactly

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thats more fun to me

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leaving the wackier stuff to be like, high tier crafting rewards

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but, regardless british paras will be further down the line

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I've got more relevant and contemporary fits to model!

wintry tree
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I could use some help please. I've been looking up how to do something but I can only find old material that's confusing. I'm trying to make a mod for B42.15, I want to add a trait that is only available to one occupation but I don't want to make it a granted trait. I want it to be an optional trait that costs points. Does anyone know how to do that?

#

I already have a mod that adds new traits that's updated to B42.15 but don't know how to make this sort of trait.

bronze yoke
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with lots of overrides and hacks and manual work you'll need to work out for yourself i'm afraid

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if there's a mod you can think of that already does this i'd look into how they do it, but it's not something the trait system supports, it would've been messed with a bunch to get that working

wintry tree
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Do you know if there is someway to insert a profession trait to a vanilla occupation without making a copy of it in the professions txt?

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If I wanted to create a profession trait and give it fire officer. The only way I know how to do that is create the trait and then make a copy of the fire officer occupation with that trait granted.

silent zealot
wintry tree
#

Sorry If I'm not understanding, you're suggesting creating two different versions of the occupation?

silent zealot
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Yes, since AFAIK there is no way to make an optional trait only one profession can take.

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So you'd probably have to do a bunch of LUA stuff to the UI to make that happen/

silent zealot
wintry tree
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Thank you much. I'll try

vast pier
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How difficult would it be to add in a new skill type for crafting n' stuff

#

I want to make an engineering skill

silent zealot
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I think the hardest part will be making it feel useful

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But I'd suggest try just making a new skill and some recipes using it, make sure it shows up properly in the skill GUI

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The real question: will you followed the ranged combat skill design and just have Engineering, or the melee combat skill design and have Mechanical Engineering, Chemical Engineering, Industrial Engineering, Civil Engineering, Electrical Engineering, Environmental Engineering, Automotive Engineering, and Biomedical Engineering?

vast pier
vast pier
#

I'm working on gunsmithing, and some of the recipes feel wrong to be marked as maintenance or otherwise, and so I want a new skill for it

silent zealot
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It would be nice it skills were not 100% independant.

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Like getting aiming 10 should also earn you some XP in gunsmithing

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Mastering Long blunt has to help with shoirt blunt and axes

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etc

vast pier
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shrug, I don't inherently plan to remove recipe's xp outputs/requirements, just add to them with the engineering skill.
And also tie some skill-less recipes to engineering

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For example, I have a shelved munition crafting mod, it allows you to craft pipe bombs without an electrical component.
It would not make sense for the recipe to still use electrical xp

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I don't plan to get super specific with adding skills, I just feel like there's a niche of skills/recipes that would make more sense with a separate skill than the base set of vanilla offers

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Ideally this skill could be used by other mods for things like handmade guns, explosives, or machinery

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Or just anything that feels more "Engineering" based than it does "Maintenance/Cars/Electronic/Smithing/Welding"

vast pier
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improvised weapons

red tiger
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Doing some media stuff for the PZ wiki on Umbrella. Thought I'd post this here:

#

Making things nice for the project before I focus on other stuff.

silent zealot
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I like the logo

silent zealot
#

Working on a "use as one-handed pistol" optional mod for the Sawned-off carbine. The reload animation being upsidedown kinda looks like the gun was rotated to get to the gate (which is on the right, opposite of the vanilla reload animation) and the twirl is fast enough it's not obvious the gun model is upsidedown.

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...at least that's what I'll tell myself o avoid hgaving to redo the animations.

red tiger
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It's likely that I'll be working on a modding API extension patch tomorrow for exposing Lua API.

silent zealot
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I'm calling it hollywood edition.

red tiger
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Are you also modeling and texturing these?

silent zealot
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In accordance with hollywood logic, the longer time between shots with fancy twirl == more damage

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Some of my guns I made from scratch, some I found on sketchfab with a CC license and reworked for Zomboid use.

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This was a full sized carbine, I cut it down in blender/lowered the texture resolution to 512x512 and reworked it a lot so it looks OK in zomboid

red tiger
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Nice.

silent zealot
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The original relied of fancy stuff like "normal map" and "metallic map" and "rendering engine built with this century's technology" to look good.

red tiger
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I'm going to fall back into modeling for a bit since I paid for a subscription to Substance Painter again.

silent zealot
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Lewis gun was a sketchfab model, lot of remodling to reduce polycount and complete rebuild of textures. I think my other guns have been from-scratch using reference images

red tiger
#

I wish that PZ would support 3D world tile models.

silent zealot
#

It's doing a weird half-assed job with some world placables, I think.

red tiger
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It needs to be a fully 3D rendered environment in isometric view IMO.

silent zealot
#

Liek when you place a radio now it's the 3D model, not the does-not-match-the-3d-model texture.

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Too much rework to be feasible I think.

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but it would be great if they magically convereted to Unity or Unreal using isometric 3d.

red tiger
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PZ is the only one in its genre atm

silent zealot
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I was about o ask... what else is trying for the isometric zombie game genre?

red tiger
#

I wish someone was lol

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More ways to be creative and mod.

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Ever since things started going 3D the game visually lost identity which I was sad about but I get why

silent zealot
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Vein feel like "Zomboid, but in First person" is their design goal.

red tiger
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Fake 3D 2D sprite vs Full 3D in Isometric projection.

silent zealot
#

Was interesting to see massive context menu trees can actually work when you aim at a specific item instead of an entire tile.

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3D characters on 2D backdrops has been used in some CRPGs, but these days they are more likely to be 3D on 3D with fixed camera.

red tiger
silent zealot
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So we could see zombies hiding behind walls and vehicles? NEVER!

bright fog
pastel wolf
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Yeah, I still want to keep things believable at the very least

tranquil kindle
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Do what you want

pastel wolf
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like, im aware some people have like, 2b running around in the game but like, from a vanilla + perspective, I want to keep consistent

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plus it could be fun to write some military transcript items here and there

silent zealot
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Speaking of realism:

wintry tree
#

For getting a list of all professions is this not correct? local allProfs = ProfessionFactory.getProfessions()

for i = 0, allProfs:size() - 1 do
    local prof = allProfs:get(i)
#

Trying to get a list of all occupations and then do a comparision but the error is always that the list is empty

silent zealot
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try allProfs = CharacterProfessionDefinition:getProfessions()

wintry tree
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Thank you for the suggestion. It's giving me a different error now. I'll work on that error now

wintry tree
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I've been trying for a long time but I cannot add a custom trait with prof:addGrantedTrait because it won't accept strings and I guess my custom traits are all strings?

silent zealot
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do you have a registries.lua?

wintry tree
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Yeah

silent zealot
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Unless they have added a method sinc eI last looked, the only way your custom trait as a variable is to assign it to global variable when it is created in /media/registries.lua

NEPTRAIT_EXPERTDRIVER = CharacterTrait.register("nep:expertdriver")
#

then you can later use NEPTRAIT_EXPERTDRIVER to refer to the trait when it wants a trait object.

#
local hasOverdrive = player:hasTrait(NEPTRAIT_EXPERTDRIVER);
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I expect that addGrantedTrait() wants a trait, not a string that is the name of the trait

wintry tree
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Yup, it gives an string argument error when I try as it is now. I'm very inexperienced. So I'm trying to understand what you mean. What I want to do works when I tested with a vanilla trait. Hope I can get it to work with a custom one.

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Sorry if this is a stupid question. I put this line in registries.lua?

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omg...it's working @silent zealot Thank you so much!

silent zealot
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No probs! Caught me out too when they changed it.

wintry tree
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I just asked gemini if I can create a hidden trait and it suggested IsHidden = true, when It caused a crash I asked why it was wrong so often and it said "Iโ€™m being straight with you:
I am hallucinating specific Build 42.15 technical details." LOL

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I can point it to an empty description in the json file but it creates a blank box for the occupation the trait is assigned to. ugly but not the end of the world. I think I can figure out how to remove a trait once the player gets in game so I'll probably just do that. Would've been nice if it was more seemless though.

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Man there's gotta be a way. I swear some classes have hidden traits

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occupations*

viral sedge
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anyone know a mod that fixes the sync in multiplayer between the players?

paper ibex
paper ibex
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Or maybe the character you're playing is just a man who's smoked too much crack and is now shooting at anyone on the street. ๐Ÿ’€ ๐Ÿ†˜

small topaz
#

Using those new json translate files, is it possible to properly display a "%" symbol? just using "%" in a string, the game does show the symbol twice for me.

bright fog
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That's a problem the base game is having

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Just use a normal % and next update they'll have fixed it

small topaz
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Thanks for the info! Did the devs say that they'll fix?

bright fog
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That they said it or not, they will do it, because their entire game has broken text:

  • newspaper that have %% are fucked
  • the meteo radio is fucked
  • UI elements are fucked
#

It wouldn't make sense for them to not fix it in a hotfix or worse in a patch

small topaz
# bright fog What do you think lmao ???

I asked if they said anything about this problem and I didn't know anything about their broken in text in other parts of the game. That's the thing here for a modding discord, asking question about mod development.

icy night
#

Hey, in sound file script, does the distanceMax mean the distances that zombies can hear the sound or does it mean the distance that other players will hear it or what?

#
        category = Kuru,
        loop = false,
        is3D = true,
        clip {
          file = media/sound/f_laugh1.ogg,
          distanceMax = 5,
          volume = 0.50,
        }
    }```
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or do I need to manually addSound() when playing this to attract the zeds

bright fog
willow jungle
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Im making an Applied Energistics style mod for zomboid

polar prairie
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for tooltips of an item do i really have to set up a .lua for it and link them or can i just write them in the initial item.txt file?

bright fog
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But it also depends what kind of tooltip you're trying to do

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If it's just text, then this

polar prairie
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it's just text - like an item description.

bright fog
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Then tooltip

wintry tree
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I'm not finding what I'm looking for. Please, if anybody knows I'd appreciate it - I want to remove a trait from view but not remove the trait from the occupation. An example would be I want to make axeman completely invisible but still present.

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I gotta go to bed lol. I've been up all night

icy night
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In case anyone needs to know, this is how you give a player the Knox Virus now. Worked for me at least. ```local body = player:getBodyDamage()
local stats = player:getStats()

        stats:set(CharacterStat.ZOMBIE_INFECTION, 0.01)
        stats:set(CharacterStat.ZOMBIE_FEVER, 0.01)

        body:setInfected(true)
        body:setInfectionTime(worldTime)```
night pagoda
#

I made a tile that's only suppose to be placed or removed by an admin. I've managed to figure out the "placed" part just fine and I've made it not pickup-able, but I don't know how to stop it from being destroyable by a sledgehammer. How would I do that?

dull moss
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Haven't looked into it but you probably can hook onto sledgehammer destroy action or sth

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And check if tile is ur tile

paper ibex
trim yacht
bleak remnant
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I am Having a problem with persistence on multiplayer

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i make a code to infect that character

bright fog
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Need to do it server side in B42

bleak remnant
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it infect the character and when i leave and go back the character is not infected anymore

bleak remnant
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otherwhise the infection woudn't even apply

bright fog
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You forgot to sync it ?

bleak remnant
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i guess i haven't? let me check here

bright fog
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Should be send... smthg player health of whatever

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Or stats I don't remember

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One day I'll make the list of sync commands

bleak remnant
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i guess the server does get what the client sends

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but it don't save

bright fog
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Client sends ?

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Client shouldn't do anything here

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You should be changing the player stats and health server side, and call a sync command on that player from the server to send the latest health info

bleak remnant
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client sends stuff to the server to validate

bright fog
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What ?

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The client shouldn't be sending shit

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The client shouldn't control anything here

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No validation expected from the client

bleak remnant
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you walk > server recives the information from the client

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something like this

bright fog
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They receive the sync call and that's it and the game handles it

bleak remnant
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but like

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everything is in the server

sleek belfry
#

Friends! I installed a mod and its files contain a Russian translation. I have Russian language selected in the game settings, but the mod is in English. The author claims it's in Russian and works fine. What could be the problem? Please help.

bright fog
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Bcs the translation system changed in B42.15

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Tell the dev to update their translation files to the new json format

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probably the reason

sleek belfry
bright fog
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What version are you playing ?

sleek belfry
bright fog
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Can you show the files please ?

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The translation files

sleek belfry
bright fog
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I will not be checking myself in those files sry, feel free to show them later

sleek belfry
outer crypt
#

Interesting change in 15... I get the Id but not the WorkshopID now...

code:
Jukebox.modInfo = getModInfoByID("TrueMusicJukebox")
print("True Music Jukebox Detected: " .. Jukebox.modInfo:getId() .. "/" .. Jukebox.modInfo:getWorkshopID())

output:
True Music Jukebox Detected: TrueMusicJukebox/

bronze yoke
#

if you're using a local version of the mod for testing, that doesn't have a workshop id, it's not a workshop mod

outer crypt
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Thank you, guess that makes sense. So once I upload the update it should correct the problem.

outer crypt
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Do you know if translation files still need to be in a certain format like UTF-8 after this json change?

bronze yoke
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they should all be utf-8

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regardless of language

outer crypt
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yup just found it... thank you "For Build 41, most language use different encodings. Since Build 42.15.0, all languages use UTF-8 encoding."

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I see now why they made the changes, that alone was a nightmare

dull moss
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Yep

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Big W

bright fog
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Yup

silent zealot
wintry tree
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It actually was able to help me write the if statement but yeah, it never would've worked without your help

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So thanks again for your help

silent zealot
silent zealot
wintry tree
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I'm not sure really. Albion says that occupation specific optional traits and not supported at this time. So what I've done is insert a dummy trait to any occupation that is not the occupation I want to make a specific trait for, then I'll make the dummy trait mutually exclusive to the occupation specific trait. I'm in the process of doing that now. Problem is that the dummy needs ui name and description. I can point to an empty entry in the json but it creates a blank box in every classes trait screen. Not the end of the world and I can remove the trait once they enter the game I was just hoping to make it look seemless during character creation.

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sorry. I use class, occupation, and profession interchangibly sometimes. Annoying habbit

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It also makes it not particually expandable, if I wanted to do it for multiple occupations and needed multiple dummy traits I'd insert a blank box each time

willow tulip
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@sour island rofl at looking at your own modID

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Btw, don't use equality checks. Use it in math ops ๐Ÿ˜›

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Like if you need the number 10? Well, thats just 432262235-modID!

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Actually hmm, I guess divisions would be harder to find/replace. Likely confuse the hell outta AI too

wintry tree
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Actually, it does not work currently because I've managed to insert the fake trait into all occupations including the one I don't. So there's something wrong with the if statement.

willow tulip
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Not with the number 10 mind you... but if you need some other number like 17 or don't mind weird decimal fractions...

keen adder
#

Hello, I want to develop mods for b 42.15.2 but I have no knowledge for that yet. Is there any guide or a way to learn that?

wintry tree
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Okay, now it's working. Occupation needed to be assigned to a global variable.

bright fog
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For the most part

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Just read the Modding wiki

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Pratically everything in that is just complete bullshit

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I don't get this trend of copying the PZWiki into shitty docs like this that:

  • no one will use
  • is factually wrong on so many aspects
  • when you can contribute to the PZwiki if you actually have something interesting to say
#

Let's not even start on your bullshit mod about dragging a specific folder in your game install

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You basically fed a LLM a mod goal and it spit out so much wrong shit, and yet you're not even capable of telling if it's wrong or not, then you end up writting a documentation when you're not even capable of making a mod yourself

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Like jeez the more I read that page the more stupid shit I find

fleet kite
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Lol

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so yeah, I did not spend the time writing it myself

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but I worked on it until it works, I do this for a living actually

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I debugged it myself and it fucking works

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so shove it up your ass

bright fog
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All that just to link at the end the wiki pages, which are reviewed by many modders in comparison to your AI generated doc which is just straight up wrong every 2 words

fleet kite
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add it or dont add it, go fuck yourself loser

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last time I waste my time on this server, whoever ownes it should get rid of fucking losers like yourself my man

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go fuck your mother

bright fog
bronze yoke
#

i have no idea about your mod, but more than half of the information in this document is just wrong, the frustration may seem excessive but we have been seeing lots of ai-generated 'documentation' recently of the same quality

sonic needle
#

oh he left already lmao

bright fog
#

Yea he left

#

Let me just delete that bullshit doc seriously, disgusting stuff that's starting to seriously annoy me people doing that shit

sonic needle
#

some stolen valor type deal that felt like

bright fog
#

Like what the fucking fuck is that

sour island
#

Well, glad he took that well

#

Lmao the 3rd step isn't critical, but should be a warning for on-going saves.

#

Seems like the LLM flip flopped between if it was important or not

#

(not sure why it would think B42 made this a thing though)

silent zealot
#

Glad I looked away for that stupid drama. Why spend time and energy insulting everyone and getting banned when you can just leave?

#

What controls which bits of hair show when a hat (or hoodie is this case) is worn?

#

I've copied the hatcategory and masks over

#

But it still behaves differently to the vanilla hoodie.

sour island
#

Idk, there's a few cases of people doing this - and instead of just keeping it to themselves (if they're trying to format info into something they can understand) they try to share it out

silent zealot
#

(this is a personal update of sevral items from Britas, not something I will release)

#

I wonder if reliance on AI to format things makes it harder for them to deal with other information formats?

sour island
#

But everytime when they're told they're publishing wrong information they get defensive lol - as if they made it shrug

silent zealot
#

Should we modernize the wiki by adding a header with "That's a good question; it's great that your looking for information on mod structures, that's what a real dedicated programmer does!"

#

"Your mod isn't broken; it just has soem challenges and trying to resolve those is the right thing to do"

sour island
#

But I guess if one did make it they'd actually want constructive feedback? There's some psychology puzzle here for sure

silent zealot
#

I wonder if it's the "sure I made AI spit iot out, but I spent 15 minutes on a promptt and 30 minutes uploading it so I feel my hard work is what created it!"

sour island
#

I think the wiki already has antiAI measures but I don't know the extent or effectiveness

silent zealot
#

There's no effective way to stop AI grabbing info from the wiki, maybe it has something to help against AI content posting?

sour island
#

There's also cases of people feeding mods into LLMs and publishing them

silent zealot
#

Yuck... bad enough to feed books in and republish them, at least that's the sort of thingg an LLM can do.

#

"ChatGPT please rewrite this a bit so it looks like my own work" lol

sour island
#

Basically - and one guy did expand a bit on it atleast

#

The other guy tried fixing a problem that I don't think is real

silent zealot
#

ChatGPT told them they were correct

#

It's bad at reinforcing what you already think, that's actually a big danger for anyone with e.g.: psychosis or a delusion looking for medical help. But also for peopel convinced teh zOmboid wiki is... something... I'mnot clear exactly how it wasn't good enough

silent zealot
#

Nope, both set to "nohair" (which does not explain why there is still hair from the hoodie)

#

Unless another mod is overriding the hoodie definition...

sonic needle
#

change nohair to Group01

#

you will see what it does

#

the only difference would be modded hairs.
they may not use standard logic for it

silent zealot
#

it's mods.

sonic needle
#

good lord

silent zealot
#

I know!

#

everyone wants their own hoodie...

sonic needle
#

make a custom one with a new guid lmao. why ruin the common one

#

for them, i mean

silent zealot
#

I assume they do it so hair shows with the vanilla hoodie.

#

Not sure why Frockin' redefines it though

bronze yoke
#

it doesn't, it just references it

#

fluffy hair is the only override here

silent zealot
#

ah, it has to reference it to include in outfits.

#

that makes sense

bright fog
silent zealot
#

Perfect.

sour island
#

What in the world kind of scam is this?

#

<@&671452400221159444> (?) I'm not sure what this is but surely sharing a financially tied account is against any sites TOS

willow tulip
# left plank thanks

New mod? If so welcome to the madhouse! Here is your tazer with extra large capacity battery. hands tazer crudely duct taped to a car battery If not, sorry I didn't notice you till now ๐Ÿ˜›

left plank
#

I have been thoroughly maddened in my time here

willow tulip
#

Ahh.. Just haven't noticed you then, my bad

brittle warren
polar prairie
#

if i do color variants like this do i still have to set each individual in the scripts as a new item like VSS_wood & VSS_camo and stuff or can i do it better somehow?

silent zealot
#

No, you can have multiple texture files for one item

#

Once upon a time you could not, so very old guides may require seperate items.

polar prairie
silent zealot
#

Look at a vanilla example, like screwdriver.

#

IconsForTexture = Screwdriver_Blue;Screwdriver,

#

WeaponSpritesByIndex = Screwdriver;Screwdriver_Red,

#

screwdriver and screwdriver_red are seperate model definitions:

    model Screwdriver
    {
        mesh = weapons/1handed/Screwdriver,
        texture = weapons/1handed/ScrewDriver_Blue,
        attachment world
        {
            offset = -0.01 0.087 0.0,
            rotate = 0.0 0.0 0.0,
        }
        attachment Bip01_Prop2
        {
            offset = -0.0082 0.0092 0.0023,
            rotate = -23.1106 -82.1167 -20.0092,
        }
    }

    model Screwdriver_Red
    {
        mesh = weapons/1handed/Screwdriver,
        texture = weapons/1handed/ScrewDriver_Red,
        attachment world
        {
            offset = -0.01 0.087 0.0,
            rotate = 0.0 0.0 0.0,
        }
        attachment Bip01_Prop2
        {
            offset = -0.0082 0.0092 0.0023,
            rotate = -23.1106 -82.1167 -20.0092,
        }
    }
#

and there are two icons for teh texture.

#

Warning: do NOT reduce the number of options after publishing your mod!

#

If you had a red screwdriver, and then they removed that option, on load there will be an index out of range error and the entire chunk will reset.

polar prairie
#

ty!

pale merlin
#

anyone else's getText not finding the text after updating to json?

polar prairie
pale merlin
wooden stratus
#

pop the _EN off the filename

pale merlin
#

when did that change?

wooden stratus
pale merlin
#

thanks!

wooden stratus
#

no prob, was an easy one to answer XD

silent zealot
#

If people deactivate the mod it's fine.

#

The issue is only when an item is saved with a texture index that does not exist.

#

If the item does not exist at all, it just gets removed

polar prairie
#

i just have to link the color variants to the base item script. then it should be all set.

#
item VSS_forest
{
    InheritsFrom = Base.VSS,
    DisplayName = VSS (forest),
    Texture = VSSforest,
    WeaponSprite = VSS_forest,
}
#

trying this new now but not sure if it's the proper way.

sonic needle
polar prairie
sonic needle
#

either check the wiki, or check a mod, or check the base game files

#

( wiki or mod is best bets there. )

polar prairie
#

do you know any mod with color variants?

sonic needle
#

of an item? actually not really. i havent even tried that method myself

pastel wolf
#

yeah like clothing?

#

for clothing and I believe items, what you can do is specify different textures for them

polar prairie
#

for a rifle. but i'm too stupid to do it, it seems.

#

for this

pastel wolf
#

basically you just make three versions of the same gun

#

VSS plain, VSS winter, VSS forest for example

#

and lower the spawn rights appropriately

#

i know clothing can take multiple texture choices but im not certain weapons can, because all the weapons that DO seem to have multiple varients (think the handmade looking and synthetic handled hatches you come accross) are just two identically stated hatchets called hatchet

#

if there are any basegame weapons that call multitple textures, i'm not sure

polar prairie
#

ok. i just duplicate the base item to 3 in total.

#

then it will work. other methods not sure.

solid helm
#

Pvp mod idea?

silent zealot
silent zealot
polar prairie
#

i just duplicate the item 3 times and set the textures.

silent zealot
#

But if you think there's a PvP mod in there, break it down into specific things the mod would do.

silent zealot
pastel wolf
#

oh yeah crap! i completely forgot about those

#

then in that case its an issue of just using WeaponSpritesByIndex = Screwdriver;Screwdriver_Red,

silent zealot
#

(Theblue/black crowbar, the forged crowbar is a different model because it is bent 4-sided bar stock)

#

and

IconsForTexture = Screwdriver_Blue;Screwdriver,
pastel wolf
#

which means those will also apply to the icon, in order since its by index

silent zealot
#

And then you just need two models defined... I pasted that a while ago.

pastel wolf
#

IE make the first both be for the plain varient of the gun, the second iconand weaponsprite be the snow camo, and the third for the woodland, etc etc

silent zealot
#

Each model definition is identical apart from the texture used.

solid helm
polar prairie
#

is there any tag for "keep attachments and stuff for weapons"? like if you convert a gun into a new one from a mod.

silent zealot
silent zealot
#

I expect the usual option for things like "MyGun" to "MyGunFoldedStock" is to create an entirely new item and copy everythihng relevent over.

#

Same way hood up/hood down clothing makes a new item... except the "copy relevent stuff over" for weapons isn't in the vanilla game so you need to add that.

polar prairie
silent zealot
#

You'll want to do something with an OnCreate = function

#

shotgunSawnoff for example:

polar prairie
#

i only found InheritAmmunition

silent zealot
#

(that onCreate is in java, you'd make one in LUA... or maybe you could actually just use that one

#

I'd trying copying the saw off shotgun recipe OnCreate first, see if that does everything you need and then worry about making your own.

polar prairie
#

ok thank you.

silent zealot
#

...I'll confess that I skipped this for the sawed off carbine mod and if you had attachments on your gun... now you dont.

polar prairie
#

this mod is from you? it's very nice.

silent zealot
#

I'm Nepenthe on Steam

#

Thanks!

#

I like to make individual guns for niches that the huge weapon packs ignore.

pastel wolf
#

yeah! guns filling niches, yippeee

polar prairie
#

oncreate shotgun stuff didn't do anything. but with InheritAmmunition at least the magazine stays

#

just for curiosity i will try InheritAttachments

#

nope, tried some variants. but it's ok.

polar prairie
pastel wolf
#

Hrmm, what might be the best way to add in documents to the game? specifically in world documents, one can read, can written-in documents even spawn? or would my best bet be trying to use the newspaper system to make documents one can read?

silent zealot
#

Look at newspapers, advertising fliers etc... there have been a lot of improvements to literature in B42 and looking into the existing items that display something on the screen is a good starting point

polar prairie
#

btw, how do you guys do the small icons that are 32x32? whenever i scale something down - it looks like trash.

silent zealot
#

I try to hack up vanilla icons if possible

polar prairie
silent zealot
#

But scaling down is best used only as a starting point to make pixel art

willow tulip
#

unpack the .pack files

silent zealot
#

Or use the wiki if you just want one or two, since the icons are on the item pages

willow tulip
#

95%+ of vanilla textures are in .pack files

naive gulch
#

how do i make a custom background for my project zomboid menu?

polar prairie
#

good to know.

silent zealot
willow tulip
#

Note: loose files don't override files in .pack

silent zealot
willow tulip
#

also example mod using it:

naive gulch
naive gulch
#

from the workshop

willow tulip
polar prairie
#

one more thing you could help me with: i want to increase KI5's getIn/getOut vehicle time but cannot find it. somebody know by chance which file it would be?

naive gulch
#

i think i figured it out

pastel wolf
#

i seem to be having issues with transparency :/

#

Namely, things having a bit of transparency just making things behind it completely invisible

silent zealot
#

Is that a transparent shield? I think I can make out legs, but it's hard to tell

#

And I can see some upper body I think

pastel wolf
#

so it seems to cause issues with the upper body

#

legs are fine weirdly

knotty stone
#

Maybe ask mrdanny or the author of vanilla vehicles animated, they have transparent windows, they could have some insight

past radish
#

Maybe a mask issue?

pastel wolf
#

i mean maybe

#

Another more worrying issue arose

#

I tried to adjsut the weight painting on my pants that were causing clipping but something didnt go right

#

and i have weirdly become a pants person

#

what the hell

#

its like, the female body with the texture of the pants I made?!

#

which am not able to fix, what the hell

#

AH

#

okay nevermind, easy fix

#

note to self dont try to export your entire scene lest the pantsman curse befalls you

frozen walrus
#

does anyone know how to make a custom tv channel

buoyant violet
knotty stone
tranquil kindle
shrewd tundra
tranquil kindle
#

When I got time I'll see what makes transparency work and not work at some point

red tiger
shrewd tundra
red tiger
#

PvP was stunted by build 40 / 41 logical changes from networking design

shrewd tundra
#

There are like 25 24/7 PVP servers worldwide

red tiger
#

I tried to make anti-cheat fight the lighting exploit running around in 41 but just didn't have enough time to proof it.

bright fog
#

I'll be removing your message

red tiger
#

Felt relevant because of context but do you fam

bright fog
#

Now for a more personal note, but criticizing their work in a channel that is supposed to be about asking and reporting stuff to them is kind of bold
#mod_portal message

red tiger
#

It's me saying I understand what I'm asking is a tall order and I don't expect them to do it.

#

Stop reading me in bad faith. I'm not here to cause waves.

past radish
#

Crazy coming from you. Anyways here is some weapons

polar prairie
keen adder
# bright fog Just read the Modding wiki

Thanks bro!

Now I have a totally functional mod. But there's one problem.
Inside PZ in the Workshop section, when I try to upload the mod to the Workshop, it says there's no preview.png but I can clearly see both the icon and the 2 posters I chose in the mod activation list.
Could you help me pls?

I renamed the main poster as preview.png to see if it works it but still doesn't

bright fog
keen adder
#

Oh I get it, I suppose there's another location for the workshop preview.png

keen adder
#

Thanks bro

#

Ok it's done now, I tried developing a simple mod to empty car seats from outside of them. I really needed that and didn't find one

red tiger
#

<@&671452400221159444> Scam Spammer

left plank
#

thank ya

vast pier
#

unless it's not a thing in b41 ?

bright fog
#

Yea that's a thing

#

You can open the car door

keen adder
bright fog
#

Next to a car door, hold V

keen adder
#

Oh so, that's new to me hahahahaha

#

Never paid attention to that

#

So, useless mod

#

At least learned how modding works

vast pier
#

I do think it's a little odd that all the seats/doors on a car can be full and instead of the game prompting you to open the door it simply just tells you that it's occupied

#

I think it would make sense for a check on all the door side seats, and then it opens the door if all of them are occupied

paper ibex
red tiger
#

I was merging my typings compiler with the same one that powered Umbrella.

paper ibex
#

but Umbrella is lua only

red tiger
#

But I'd know how to and get that setup.

red tiger
#

Two key interests I have with TypeScript and PZ are UI / UX / JSX Factories and type-failure in compile lifecycle.

#

This led me down a rabbithole of things for like 4 years that I needed PZ to have to put that all in place.

#

haha

#

But no one really seemed to agree with my idea of how to improve modding through the use of compiled TypeScript.

paper ibex
#

ikr

#

Umbrella is already a good serve for lua coding

red tiger
#

Most people here copy/paste code. They're not coders. I am. My views and priorities don't align with the greater community.

#

If we had something like Luau then TypeScript would be redundant haha

#

That info doesn't help or answer your question.

paper ibex
#

I mean with TypeScript we can control how the lua code generated, cut off the comment or even add noise if want. Keep the sanity stable lol

red tiger
#

I could upgrade and modernize PipeWrench.

#

Being active this is definitely an item I could look at.

#

I activated in light of the reflection API situation because it affected one of my spin-off projects, ShadeHammer.

paper ibex
#

Yeah, i would love to see how that project reactive again, when u have time for it.

#

Me also have an idea of TypeScript but no bandwidth to dive

red tiger
#

Heh yeah I'd love to share this technology with the community again

#

I ultimately want to give JSX utilities this technology too.

#

For HTML and CSS-like abilities.

#

I'd love to see the infinite amount of UI mods that could spawn alone from TypeScript-powered Shader UI mods.

paper ibex
red tiger
#

Lol I was trying

#

But a primitive alternative with flexbox and percentage vs numeric properties in place of HTML + CSS would work too.

paper ibex
#

i have the same thought about that css like

#

but the shadehammer project mean it is java mod ?

#

java mod for development and then generate-able to vanilla lua code will be the best imo

red tiger
#

I was working within the previous limits to produce those videos.

#

But that's fine. I would rather do java modding to add API to implement in Lua.

#

I both agree with the changes made for security reasons AND agree that these changes I want should be made inside the engine AND I'd rather make these changes and release the patch.

paper ibex
#

yeah, it is a bit sad when we are working on the mid breaking changes without protection lol

#

outdatedunstable is not a recover-able branch

red tiger
#

Well now I can go ham on my own API for shading at least. :)

#

It was fun trying to work around the limits.

#

Found some stupidly deep and technical ways to get it going.

#

haahaha

#

I think I spent like 30 hours or something simply trying to effectively target and wrap undocumented and deeply exposed API calls to make it all work.

paper ibex
#

hope u get all of the best work, im back to my debug cycle

bleak remnant
#

how do i talk with one of the developers? my mod got deleted and when i reached steam, they said that it was a decision of the developers

#

(Steam moderation of the Project Zomboid Workshop)

#

But the problem is, they didn't explain why

bronze yoke
#

dm the spiffo bot

bleak remnant
#

So yeah, no i figured out why

#

i used a mechanic very similar to starving zombies using his code as a reference

#

he took my mod down

#

and he is mad

bronze yoke
#

i saw that code, it wasn't 'used as reference' it was copy pasted in its entirety

bright fog
#

Then your mod deserves to be taken down

#

Respect other modders or don't be respected

bleak remnant
#

the mechanic is indeed the same.

#

his code wasn't a framework at the time

#

he said that i could use his code as a reference

bright fog
bleak remnant
#

i will remove that and add the mod again tomorrow

#

Not justifying

#

I don't really want credits i just want to recreate the necroa

#

the thing is

#

i talked to him before

#

he had my steam

#

i offered him to post my mod if he wanted to

#

because i really don't care about my name being in it

#

I like the mod the way it is right now, if that was the problem, then i would give him 100% of the credits i don't care honestly

bright fog
#

None of these are reasons to steal code

#

Doesn't matter

bleak remnant
#

"steal"

bright fog
#

You can give your life to him, become his slave, give him your house, it literally doesn't matter because he owns that code and decides what he wants to do

bright fog
#

Stop making yourself excuses of why you are in your rights, when you clearly aren't

bleak remnant
#

i made my mod feeding code to the ai

#

I looked something that would fit and glued it toguether. Seeing how it work inside

#

a side project

bleak remnant
bright fog
#

Make your mod unique

#

And don't just feed it through a LLM to make the code look different

#

Make your own code

#

Learn from others sure, but don't just copy pasta code

bleak remnant
#

i kinda did that

#

literally

#

what i thing happened is that the llm went online and found his code

#

i asked See this mod, something like this, it behaves like this

#

And it gave me that

#

Shit, now i feel bad.

bright fog
#

Learn from your mistakes

#

Your mod is still there

#

Just you fucked up on some parts, fix those mistakes and you'll be good

bleak remnant
#

Ok, i see

#

it is a shame that it took this long to happen, the mod was going somewhere

paper ibex
#

never depend on anyone else' code lol

#

if u see the function is good, and dont want to copy that, build the more unique and structured

#

by your hands or whatever

#

till it good to be a framework function i guess

bleak remnant
#

De fato, ele poderia ter abordado a situaรงรฃo de uma maneira melhor, mas ele estรก certo nessa situaรงรฃo.

bright fog
#

The more you keep repeating yourself that, the more you are a problem in this community

bleak remnant
#

i am not denying that he is right

#

dam it is in portuguese

bright fog
#

Then why do you keep repeating that he could handled the situation better

dusky thistle
#

He believes he wasn't sufficiently notified.

#

He was.

bleak remnant
#

sup

bright fog
#

YOU should have handled the situation better

bleak remnant
#

i know

#

i am not saying @dusky thistle is wrong or have done anything wrong

bright fog
#

Then again, why do you repeat that "he could have handled the situation better" ? Why are you blaming HIM ?

bright fog
#

Then why such a remark about him ?

bleak remnant
#

again

#

not about him

#

in the desciption of my mod i said that i was willing to change anything if one of the creators didn't like

#

and i am

#

that is the point

#

He is in his right to do it

shy mantle
#

something something being proactive

bleak remnant
#

I will be removing that feature and reuploading the code tomorrow

#

again @dusky thistle I am sorry

#

I really am

#

what i am doing is 100% for the game

#

i didn't mean to stole your code

#

that is about it i guess

#

i just don't know if my mod is going to trend again

#

That is something i will need to pay more attention too

bright fog
#

You will be fine

#

If you make a good mod well presented, it'll be fine

bleak remnant
#

i know, i will say this again, but PLEASE don't look at this as me trying to put the problem on Ryuku's back

bright fog
#

I did not say anything about that now

silent zealot
#

Don't worry about getting subscribers/trending/etc, it will happen or it wont... Zomboid modding is small enough that you're not getting lost is huge piles of other releases.

bleak remnant
#

A warning before a straight removel would be the optiomal solution here. I am not saying that he is wrong or anything, please, don't see it like that.

silent zealot
#

Treat the whole thing as a learning experience.

bleak remnant
#

i was on the metro when i saw that it was removed and i spent the whole after noon trying to figure out why

silent zealot
#

For example, you've learned you don't always get a polite removal request.

bronze yoke
#

optimal for you

dusky thistle
#

You were warned, over a month ago.

bleak remnant
shy mantle
bleak remnant
#

that is why i was so cinfused

#

and i am SORRY

#

again

#

i didn't meant to

silent zealot
#

K15 isn't a modder, he's some sort of hyper-evolved car-creating machine from the future.

#

I mean his work looks utterly amazing and high detail, but he does all that using only 512x512 textures.

#

Us humans should not be comparing ourselves to that.

shy mantle
#

Does he live off his kofi tips, where does he find the time lol

#

Also, I meant that like, the 100 vehicle mods taking up multiple pages on the workshop, it's funny

silent zealot
#

I prefer that to one vehicle megapack.

shy mantle
#

He could totally do 2 megapacks, 1 for every vehicle and 1 for every lore friendly vehicle. Anything else would require individualization

#

He already has them organized as such, just not available as a single mod

silent zealot
#

I'm sure there's a modpack for everything, though I don't know if he maintains that

shy mantle
#

Definitely does, every new car added gets added to the lists

silent zealot
shy mantle
#

He also randomly adds new vehicles to existing mods sometimes

sonic needle
bleak remnant
#

funny how it got to this point. 50k views and 6k subs for the first mod

#

Do you think it can trend again?

silent zealot
#

Yes, it can. But don't worry about this.

bleak remnant
dusky thistle
#

It'll be fine, it's an original idea. Just don't use anyone elses work, and move away from AI.

shy mantle
#

Anyone know the difference between "Cumulative" and "Current" subscribers? The number is so close, but not the same

silent zealot
#

It's hard to predict the "market" for mods, and you're not earning money, so just make mods you enjoy making.

bleak remnant
#

what do you think about using an external software to control stuff in the game?

bronze yoke
bleak remnant
bronze yoke
#

the gap would be people who have unsubscribed from the mod

shy mantle
silent zealot
shy mantle
#

Alright so new question lol, what's the dif between "Current", Total Unique", and "Cumulative" subs

silent zealot
#

Personally I don't want external stuff controlling my game without a very good reason. DFHack and Cheat Engine are the only tools I can think of that really apply though

bleak remnant
#

dynamic hordes

#

Survival bases, dynamic horde fights

#

dynamic migration

#

stuff like this

silent zealot
#

Why does this need to be external?

#

Why not have whatever logic you need done in a LUA mod?

bleak remnant
#

It would be very hard to make in game.

silent zealot
#

Why?

#

As in, why is it harder to write the logic in LUA than in whatever else you'd use?

bleak remnant
#

it is a metaverse basically

silent zealot
#

And no matter what you need to write all the code to interface with the zomboid systems.

bronze yoke
silent zealot
#

Look into metagrid

bronze yoke
#

i'd ignore the actual numbers on that, they just seem inaccurate

silent zealot
#

And how Zomboid "simulates" stuff when it's not in the active cell via metagrid & quickly updating stuff to account for time passing when it does get loaded.

bronze yoke
#

for example i've noticed that the chart literally always says you've lost ('cumulative') subscribers in the last day, no matter what time of day you check it at

shy mantle
#

Yeah, I don't understand that chart at all, and only thought about it now

bleak remnant
silent zealot
#

There is absolutely no way you can simulate the world map at once, the computing power needed would be immense and it's wasted when no-one can see it. Instead you do the meta-things, and make note of what updates to apply if an area gets reloaded later.

silent zealot
bleak remnant
bleak remnant
#

i didn't think it was possible but it is

silent zealot
#

Well go ahead and throw your supercompuetr cluster at it then.

#

Simulate the entire map at once.

bleak remnant
#

bro

#

it won't really render anything

silent zealot
#

And then kill Zomboid giving it millions of updates to apply

bleak remnant
#

when you got close

#

the code spawn stuff around using coordinates

#

something like this

#

you can read a json in real time and make a code to execute it

#

i was spawning zombies using an external interface

silent zealot
#

I'm not clear what you're actually trying to do, but " I will render the whole map and use the software the render the end of humanity all simulated" feel like a huge overreach in terms of what is feasible.

#

So, good luck if you think you have a feasibel way to do this that is easier than just making a mod.

bleak remnant
#

Nothing will be rendered really, it will be a 2d interface that will use coordinates to work dynamically

#

once the player is in range of one of those events

#

the code inside the mod would provide the coordinates that is written inside a json to the game

#

so you will be only loading that chunk with the stuff happening inside that space

#

since it is a 2d software it won't really be that bad to run

#

what do you think?

silent zealot
#

I still have no idea how using the external software is a benefit here.

bleak remnant
#

Ok.. wait, i will try to draw here, sorry for taking this much of your time, but i really need someone's opinion on thsi

silent zealot
#

My opinion is still "learn about the metagrid and make a lua mod" ๐Ÿ˜›

bleak remnant
#

Ok, imagine that those circles have a x population inside it. It will start like week one, nothing really changes, but as time passes, the population will get sick and the zombies will start to replace this populations. Since this will be an external software, i can shape this the way i want. The way this will comunicate with the game is with a json file that will be constantly writing the corninate of things inside, i can make this in a way that won't be that tuff to run. you can make zomboid reads a folder with the json in it and translate to specific things inside the game

#

So, the json is updated in real time, the same way it is with the player x, y position

silent zealot
#

Since this will be an external software, i can shape this the way i want.

Again, why can this not be done in a LUA mod?

bleak remnant
#

when i player gets in range of one of the things that is happening in real time in the 2d software it renders

silent zealot
#

Again, have you looked at IsoMetaGrid?

bleak remnant
#

Well

#

i guess why not

#

so no external software then, but what do you think about the idea?

silent zealot
#

And I'm confused about talk of repacing population with Zombies. Thethe game is 100% zombies, 0% population and adding in NPcs is non-trivial.

#

A mod that adds more events that trigger in certain locations is a good idea.

bleak remnant
silent zealot
#

With the "does it triugger" logic being either random or a simple simulation... from the player persepctive there likely isn;t any difference there.

bleak remnant
#

i didn't mentioned it

#

but all the locations of npcs will also be mapped

silent zealot
#

You could probably make your mod require bandits and then spawn bandits. ( Be warned the bandits approach is confusing and janky and likely not easy to work with, because of all the limitations of Zomboid.)

bleak remnant
#

So no npc is ramdom

bronze yoke
#

i feel like you're putting the cart before the horse here

bleak remnant
bleak remnant
silent zealot
#

You're throwing a huge number of challenges on top of your mod idea here... persistant NPCs when Bandits is having to do a huge amount of hackery just to make transient NPCs exist...

bleak remnant
silent zealot
#

Start with something easier as a proof of concept, like wandering packs of racoons.

bleak remnant
#

it might not work, but if it work it would be insane

silent zealot
#

Have the emergency radio report where packs have been sighted

bleak remnant
silent zealot
#

Did you get do it once and see it could work, or did you actually follow it through to the point it was a viable mod to release?

#

Why waste all this effort on things the player has to stumble into randomly on a massive map?

#

Give them pointers to help them find stuff... but that's jumping ahead. (Or not, if you already have this mod working.)

bleak remnant
#

it would constantly be uptating the json file that the mod reads

#

once the player gets clothe enoth to the coordinates

#

it would force a zombie to spawn

#

atho the zombie were always random and not persistent

silent zealot
#

I'm just gonna leave this really useful Java class that controls zombies not loaded in the current cell here.

bleak remnant
#

i was testing if it was possible to controll stuff like that with a json file

bleak remnant
#

and easier since i woudn't have to be opening the game over and over again to be checking if the updates i did really work

#

i would only have to translate the coordinates

#

But i understand why you are relutant

#

it is uncommon to to this approach

silent zealot
#

Harder because you need to convince anyone who wants to use it to also run your software.

bleak remnant
#

and it might be not optimal

bleak remnant
#

And that is my concern as well

silent zealot
#

Well, you know the solution. You just don't like it.

bleak remnant
wintry tree
#

Hello. I'm looking for something on the wiki and not really finding it. The selected traits window pulls from some list to display the traits? Does anyone know the name of this list?

#

Gemini says it's named "listboxSelected". Would feel better running this by human intelligence.

brittle warren
#

i am on build 41 though may be different for your case.

wintry tree
#

Thanks, I'll look. I am on b42 though

brittle warren
#

C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens\CharacterCreationProfession.lua path for ya

wintry tree
#

I'm looking at it now...very carefully there's a lot here

#

I think it's listboxTraitSelected

brittle warren
#

I think so too ๐Ÿ˜„

#

                    -- add a good trait
                    self.listboxTrait.selected = ZombRand(#self.listboxTrait.items)+1;
                    self:onOptionMouseDown(self.addTraitBtn);

                    -- add a bad trait
                    self.listboxBadTrait.selected = ZombRand(#self.listboxBadTrait.items)+1;
                    self:onOptionMouseDown(self.addBadTraitBtn);
wintry tree
#

Thanks, that was helpful. I'm trying to make a profession trait invisible.

brittle warren
#

Np, glad I could help! We've both learned something lol ๐Ÿ˜„

wintry tree
#

I just hope removing the trait from this list doesn't break things like mutual exclusivity? Not sure how the game uses that.

brittle warren
#

Yes im not sure either, but i wouldnt remove it entirely.. the way i would go about it is making a mod to overwrite it but yeah I would probably stray away from removing it entirely I wish I could be more help ๐Ÿ˜„ i have no idea on character customization

#

Which profession trait are you trying to make invisible?

wintry tree
#

It's a custom one.

brittle warren
#

Ahh okay yeah deinitely not sure on that lol I would definitely check and look into other mods that maybe add/remove traits might help more then the raw game file but i do believe those are the lists you are looking for

wintry tree
#

Yeah...this is much more complicated than traits and occupations mods. I would need to get an actual coder intersted in what I'm doing since I can't find a reference. But I think most people are probably satisfied with sandbox settings approach.

#

Just going to drop this in here. I've made occupation specific optional traits (with Dr.Stalker's help). But it creates an ugly problem with the UI that I don''t know how to solve. If any coder is interested in helping, shoot me a message. Thank you.

#

I will continue to try but..you know lol

silent zealot
#

If you want to make occupational-only traits that the user can't select just make them cost 0.

#

0-cost traits do not show on either the positive or negative trait list.

#

But I don't think that's your exact use case, from memory you wanted a cost and limited traits to certain professions only as an option.

#

Which falls into the "this should be an east 10 minute job oh wait nevermind give my a UI coder and a week" category of task scheduling

wintry tree
#

Lol, yeah. It's beyond what I'm currently capable of. Chepel has offered to take a look but they said they haven't messed with the traits part of the UI. I'm also not sure it'll work anyway. I can't figure out how to hook into listboxTraitSelected

#

I'm mean I'm not sure it won't break something if I do get it to work. Right now I'm just trying to focus on hooking into listboxTraitSelected.

#

I have a plunger next to my name now

#

It's so representative of my struggle right now. Like having a turd that won't flush.

#

The occupation specific optional traits work but it creates a problem with the UI

#

If I put it into my mod and release it. It might confuse people or enrage people with ocd

silent zealot
#

Why do peopel keep making open world sandbox games that need a good modding community to thrive in Unreal Engine? It's a horrible engine for modding without proper official modding tools, which often never get released.

#

In other news I was just looking at HumanitZ.

#

Enoght modding support to set up an unreal project, but still limited to replacing files only.

blissful seal
#

any gotchas with adding a required dependency to an existing mod? Will I temporarily break subscribers, or will Steam auto-download the library for existing subs?

full star
#

Hi guys

#

Question

#

How do you make a like mod house

#

I wanna make the mystery shack from gravity falls

tough crater
#

Question, if I edit an existing models UV whether a Vanilla model or a Modded model and export it and overwrite the asset will this break the model in game?

silent zealot
silent zealot
#

Also, be aware that Zomboid is very fussy about the exact setup of models in blender. If you just import from .X or .fbx and export to .fbx without changing anything it will probably break.

tough crater
silent zealot
#

I wouldn't even try exporting to .X

#

(also yes, both are fussy and .X is worse in my experience as well as being old and unsupported)

tough crater
#

I appreciate the help, hopefully it works

#

I just fear it doesn't break my save but i'll make sure to backup the old model

silent zealot
#

Worst case the model replacement doesn't work, so you just make a new model definition and change the items model to that.

#

Backup your save.

tough crater
#

Yeah for sure

silent zealot
#

I once made a typo in a piece of clothing and turned every car on the map into a wreck.

tough crater
#

I'm a little new when it comes to the models part, for textures it's easy to replace them but models not so much

silent zealot
#

Then there was the time I made every pair of underpants in Kentucky vanish.

tough crater
#

Nah that reminds me of when I made my first mod and everytime I would wear the clothes, everything would dissapear

#

like the house, the trees everything in my radius

silent zealot
#

And then one time I wanted a black canteen to match my outfit and reality twisted and reset my safehouse to its original state before I filled it with stuff.

tough crater
#

๐Ÿ’€

silent zealot
tough crater
#

Bro did you do a backup

tough crater
silent zealot
#

I use rsync to backup, very quick since it just copies updated files

tough crater
#

I see I see, never heard of that method

silent zealot
#

Also helpful if a game update breaks things, but usually it's me testing mods that breaks things

#

Robocopy on windows, rsync is Linux name but I keep calling the windows one rsync

tough crater
#

It took me hours just to make a pants mod with arctic camo, like it was so confusing to do

silent zealot
#

Imagine having a proper stealth system so Camo actually mattered

tough crater
#

That'd be a game changer

#

I literally retexture most camos and then theres that one thought

#

Camos dont even work

#

Zomb just looks in the forest while I'm wearing a full forest camo fit

silent zealot
#

I'm not sure how stealth is meant to work in B42 to be honest. I gave up and just lure zombies away with the JS2000 zombie attractor.

tough crater
#

and just "oh there he is"

silent zealot
#

To be fair, their eyeballs rotted away so it's not clear how they "see" us

tough crater
#

I haven't tried B42 yet. I'm still hooked on my save from B41 with many mods

tough crater
#

I guess they have ultra hearing of some sort

buoyant violet
#

how we looking

bright fog
buoyant violet
#

finish adding the first version attachments this will def be fun

mellow frigate
#

Hi, is getCore() returning nil or invalid stuff a thing to take care of for a strictly lua mod ?

bronze yoke
#

that shouldn't ever happen

buoyant violet
#

yeah I have been using core no problem here

vast pier
#

Anyone know how to modify "bagsfillexception" on items ?
It seems the function was moved to java, and I'm not seeing anyone else messing with it so I don't know where to start

#

Asking as I want to modify the sewing kit's accepted items

#

I noticed that other items like wallets and keyrings use
AcceptItemFunction = AcceptItemFunction.Wallet,
AcceptItemFunction = AcceptItemFunction.KeyRing,
But sewing kits don't have this param ?

main pasture
#

At least I could put pretty much anything into it

vast pier
#

Doesn't the bagsfillexception tag cause it to limit what could be put in it

vast pier
main pasture
#

Not sure what it actually does

vast pier
#

Maybe I'm making up a problem in my head, I'll test in a minute, but I'm pretty sure "bagsfillexception" at least used to be what triggered limited insertions

#

I could be wrong

#

If it doesn't limit the inventory, then I'm confused about why I couldn't put scissors in a sewing kit the other day

#

max item size maybe ?

#

That might be it

#

I'm a doof lmao

#

I think I'll change that to instead be an AcceptItemFunction instead, as I feel it's absurd to not be able to put scissors into a sewing kit

main pasture
#

I can put any vanilla item that fits into it, but not one from my mod

vast pier
#

The max item size is 0.3, I'm just a doofus and didn't notice

#

It's not a whitelist, it's a size limit

main pasture
vast pier
#

It's actually really funny that the sewing kit has this limitation, but you can put a crowbar in a fanny pack

wintry tree
#

Thanks @silent zealot and @jolly thorn . With your help I was able to get the occupation specific optional traits working without the weird ui issue. Very grateful.

vast pier
#

Working on an update for my mod called KeyRinger, and I think the name is gonna sorta lose its meaning with the update.
As it's not just gonna be keyrings and wallets, but probably a lot of other small storages that should fit specific items, but don't and vice versa

#

It's so odd going back to one of the first mods I ever made, and realizing how poorly it's written lmao

#

Like wdym I had it checking for individual specific items in your inventory when you spawn, instead of just checking for the tag lmao

buoyant violet
#

Maybe someone will help me find a solution to this. In my mod I am making ammunition variants to regular ammo. Example 555 subsonic. Armor piercing and 223 as a civilian version

The problem that I have found is that if the ammotype is not a item script we get the crash to menu error.

I have come up with this silly genetic item only for the porpuse to avoid the crash.

Any other way to create one possible item to hold them?

#

Oh I could make the same ammo item script have the ammotype

lyric kraken
#

Thinking of making a Muslim mod where you have to pray 5 times a day or you start getting a debuff

dry narwhal
#

@blackmoons

silent zealot
#

Not every property can be changed on a single item

#

And the workaround would be lots of duplicated magazines, one for each ammo type

#

Then changing the weapon to use the magazine type you want through whatever interface you come up with to manage this

sharp meadow
#

Quick question, because I am either stupid or blind.. I found the .lua that contains the script for Generators as an inventory item, but I can't seem to find the file containing the isActivated() information.. does anyone know where that may be located now?

buoyant violet
#

adding the ammotype directly into the bullets its fine

#

and I avoid doing unnecesary items

#

I do ammotype sets on the fly on operations so weapons and mags can have dynamic ammo changes

#

I do wonder do, why not having the ammoType into a script causes the tracer bug

#

the tracers will give away the ammo change on per shoot on how they got loaded

green 556 blue 223 and yellow is the subsonic which requires to be rack on each shoot

#

realize the quality is so low we dont see the blue tracer lol

blissful seal
lyric kraken
silent zealot
#

And Christians get punished for violating the rules in the bible? So if you wear a cotton/polyester T-shirt, you die.

quasi jewel
#

Yo is there something wrong with my script here for a chainsaw Weapon? I used the base spear as reference though it has no model in my hand and I cant swing it

silent zealot
#

Did you make your own model or are you using the existing chainsaw (which has a model but is not a finished weapon)

#

I didn't look at the script, but the description sounds like a model or texture issue.

#

Also, check the logs, search for items name and the name of the texture file and the model file

quasi jewel
#

using my own model, i swapped

item BlackChainsaw
{
DisplayCategory = Weapon,
ItemType = base:weapon,
Weight = 5.5,
Icon = BlackChainsaw,
WeaponSprite = FireAxe,

    AttachmentType = BigWeapon,
    RequiresEquippedBothHands = true,
    TwoHandWeapon = true,

    Categories = base:weapon;base:axe,
    SubCategory = Axe,
    Tags = base:choptree;base:cutplant;base:hasmetal,

    ConditionLowerChanceOneIn = 40,
    ConditionMax = 12,

    CritDmgMultiplier = 2.0,
    CriticalChance = 20.0,
    DamageCategory = Slash,

    DoorDamage = 25,
    TreeDamage = 45,

    MinDamage = 0.5,
    MaxDamage = 1.05,
    MaxHitcount = 2,

    MinAngle = 0.72,
    MinRange = 0.60,
    MaxRange = 1.25,

    MinimumSwingtime = 0.82,
    Swingtime = 1.05,
    SwingAmountBeforeImpact = 0.02,

    KnockBackOnNoDeath = true,
    KnockdownMod = 1.2,
    PushBackMod = 0.8,
    UseEndurance = true,

    IdleAnim = Idle_Weapon2,
    RunAnim = Run_Weapon2,
    SwingAnim = Spear,

    BreakSound = BreakMetalItem,
    HitSound = BatHit,
    ImpactSound = BladeHit,
    SwingSound = HC42_BlackChainsawSwing,
    EquipSound = AttachItem,
    UnequipSound = PutItemInBag,

    MetalValue = 80.0,
}

}

When i changed WeaponSprite = FireAxe,

and that seems to work so not sure why my model doesn't

knotty stone
#

Make sure the scale is right maybe it's just so big that you can't see it

willow tulip
#

@mellow frigate Neat, hows recut work?

mellow frigate
willow tulip
#

Realistic Car Physics does the same thing for tire friction ๐Ÿ˜›

mellow frigate
willow tulip
#

oh

#

I just rewrite the vehiclescript per-frame because reasons.

silent zealot
# quasi jewel using my own model, i swapped item BlackChainsaw { DisplayCategor...

so not sure why my model doesn't

Presumably a problem with your model... or rather a it's a perfectly good model but does not support Zomboid's quirks.

A few things to check

  1. you exported the FBX with a single object selected and Export Selected Only ticked
  2. there is exactly one material used in this object
  3. the scale in blender shows as 0.01 for X Y and Z
  4. there is nothing in console.txt about not finding the model or not finding the texture
willow tulip
#

cursed reasons.. but good cursed reasons.

silent zealot
#

I had to change the default friction sett8insg because there was so much tire squeeling.

#

though when the accelerator is an ON/OFF switch it's hard to smoothly accelerate from still

willow tulip
silent zealot
#

But I found a porsche to use as a temporary vehicle, it was raining... the burnouts were INSANE

willow tulip
#

Try taking slow driver for a change, it now only reduces how fast you apply throttle.

quasi jewel
# silent zealot > so not sure why my model doesn't Presumably a problem with your model... or r...

ERROR: General f:2624, t:1773809592414> ExceptionLogger.logException> Exception thrown
java.lang.NullPointerException: Cannot invoke "String.indexOf(int)" because "name" is null at ScriptManager.getItemName(ScriptManager.java:1215).
Stack trace:
zombie.scripting.ScriptManager.getItemName(ScriptManager.java:1215)
zombie.core.skinnedmodel.ModelManager.addStaticForcedTex(ModelManager.java:1482)
zombie.core.skinnedmodel.ModelManager.addStatic(ModelManager.java:1478)
zombie.core.skinnedmodel.ModelManager.addEquippedModelInstance(ModelManager.java:878)
zombie.core.skinnedmodel.ModelManager.DoCharacterModelEquipped(ModelManager.java:863)
zombie.core.skinnedmodel.ModelManager.ResetCharacterEquippedHands(ModelManager.java:744)
zombie.core.skinnedmodel.ModelManager.update(ModelManager.java:1076)
zombie.gameStates.IngameState.updateInternal(IngameState.java:1563)
zombie.gameStates.IngameState.update(IngameState.java:1293)
zombie.gameStates.GameStateMachine.update(GameStateMachine.java:65)
zombie.GameWindow.logic(GameWindow.java:389)
zombie.GameWindow.frameStep(GameWindow.java:806)
zombie.GameWindow.mainThreadStep(GameWindow.java:579)
zombie.MainThread.mainLoop(MainThread.java:68)

got this one now

willow tulip
#

Yea, rain drops friction a lot

silent zealot
#

yeah, a lot of modded stuff boost HP up a lot to try and make things drivable in vanilla physics

willow tulip
#

snow even more

willow tulip
#

I also wanna make a mod that just makes every KI5 mod appear as 1 mod when you go to enable it/scroll past it in your mod UI ๐Ÿ˜›

#

Like just 1 checkbox for every Ki5 mod your subscribed to, Maybe some kinda setting file somewhere if people wanna be silly and not use every Ki5 mod they.. explicitly subscribed to? but whatever.

silent zealot
willow tulip
#

No translation key?

silent zealot
#

I mean of course I do.

#

but some people might have bad taste and not want that.

willow tulip
#

but it will start with them all enabled because screw clicking them all

#

KI5: Spaceballs, the merchendice.. I mean, unified mod version.

bronze yoke
willow tulip
#

Still, I think there is a market for a mod that does nothing more then compact the 70 odd Ki5 mods on your mod menu so you don't have to constantly scroll past them every time you wanna enable a new mod

#

that, or just changes the sort order so every KI5 mod appears last

#

Like don't get me wrong.. I complain cause I love em.. Just wish I didn't have to scroll past em every time I touch the mod menu.

bronze yoke
#

i imagine most people who have this issue use every ki5 mod anyway

willow tulip
#

(because huge vehicles don't play well in PZ)

#

and some of the sports cars I know im prob never gonna use because I feel truck capacity rules all

vast pier
#

LOG : General f:0, t:1773810052630> java.security.InvalidParameterException: Error: Capacity is not a valid parameter in item: Wallet
What do you mean capacity isn't a valid parameter in the base game wallet

quasi jewel
#

Finally got it working but prolly needa fix its stuff in blender

vast pier
#

the changes will still translate into the game

quasi jewel
#

You mean the script file or actual blender lol

vast pier
#

in blender

quasi jewel
# vast pier in blender

Type shit, most annoying part so far is figuring out how its position ingame compared to in blender

vast pier
#

you don't need to close the game to make changes

#

new textures will require a reload I think

#

but not models

inner blade
#

How hard would it be to make a packing mod? I've had a little experience with the coding but since I've seen how mod's are made now I'm curious how hard it would be now.

quasi jewel
#

Finally got it working

#

Dont remember if there was. Way to change how its positioned specifically when attached though, looks weird when on your back lmao

willow tulip
#

... TIL I can't type standing up, something about my muscle memory doens't work at all of my wrists are bent too far.

inner blade
#

It's an oldy but I loved the concept.

willow tulip
#

Depending on how much manual labor you feel like doing, and how good you are automating tedius manual labor.

inner blade
#

Considering I only dabbled with Python to make a old mod that adds different colored screwdrivers, Eh?

willow tulip
#

I mean.. if you like string parsing. its pretty easy to do that for.. everything.

#

else its hours and hours and hours of low level tedius bullshit that anyone could do their sleep if they could manage to sleeptype

inner blade
#

Figured, I know it'll just be a lot of copy paste bs, but the little neurons in my brain want to do it.

willow tulip
inner blade
#

That's the part that'll end me.