#mod_development
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๐๐
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.
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
I'm sorry just after writing this I realized I didn't actually test if this change from true to false would work... and it didn't ๐ญ
so now I have to find out how to make the zombies ignore this object, I would want them to treat it as a rock, just always pathing around it. Not sure if it can both be that and retain the regular Tent functionality.
tent:setBlockAllTheSquare(true) sound more that it needs to be false
so they can just walk over it atleast ^^
Yeah AI told me that would be best solution as well, but I'm stubborn. I want them to recognize it as part of the environment. ๐ I guess I hit the modding limitation straight from the get-go, where making interactable objects ignored by zombies is actually really complicated.
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
you could check older zomboid version why zombies were ignoring tv's
dont trust the ai without testing
yea and try to point it to https://demiurgequantified.github.io/ProjectZomboidJavaDocs/ to look for real methods
package index
setIsThumpable is the right way, you just need to test first
Where is the set thumpable call located ?
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
Steam\steamapps\common\ProjectZomboid\media\lua\server\Camping\camping_tent.lua
I'm not talking about the file
I'm talking about the function it is called in
as I said I'm uninitiated so I'm just guessing what you mean ๐
addTentObject(grid, sprite, modData)
or the function is the whole thing up until the
end
?
bro get your hands dirty then
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.
whats the new translation format added in .15, the mod migration guide in the patch notes show nothing
There's an example mod too that was shared
Did you follow the mod structure wiki page ?
so far as I can tell
๐
oh hell yeah
@bright fog Oh you've changed your name.
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
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?
In 1963, everyoneโs 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 ATFโs 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 rifleโs 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
I do think it would be interesting to have a distinction between the USA Fals and Peacekeeper's Fals
But then you would need a new ammo type,,,
You don't need to justify mods... If I install a British Paratrooper Uniform mod then it means I want British paratrooper uniforms in my game.
my understanding (which might be fairly flawed) is that fals were pretty darn uncomon in the us?
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
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.
So "feels plausible" IMO is more important than "historicaly accurate"
I'm pretty sure my Sawed-off carbine mod would violate a lot of laws. ๐
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...
My excuse is im canadian so we dont have any guns so, most of my understanding comes from cultural osmosis
I'm Australian, similar sort of thing.
yipppee commonwealth
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.
i mean yeah, its fully plausible , which is good enough for me
and its a cool, historically accurate bit of drip
and allows for some fun, niche filling guns to show up
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
My stance on the more uncommon stuff is, it should be saved as like a high tier crafting reward maybe
a skilled meth fueled kentuckian gunsmith could probably approximate something LIKE the jackhammer! but an actual one? too rare
WA 2000? G11?
same with like, masterkey shotguns, ACTUAL masterkeys were manufactered in the low hundreds
but ANY enterprising kentuckian could saw off grandpa's old js-2000 and make an underbarrel with some metalwork skills
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
Just saw down your JS-2000 and duct tape it to your M-16. Instant Masterkey.
yeah exactly
thats more fun to me
leaving the wackier stuff to be like, high tier crafting rewards
but, regardless british paras will be further down the line
I've got more relevant and contemporary fits to model!
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.
with lots of overrides and hacks and manual work you'll need to work out for yourself i'm afraid
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
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?
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.
Ugly but easy way: have "Profession: MyJob" and "Profession: MyJobWithTrait"
Sorry If I'm not understanding, you're suggesting creating two different versions of the occupation?
Yes, since AFAIK there is no way to make an optional trait only one profession can take.
So you'd probably have to do a bunch of LUA stuff to the UI to make that happen/
Try this: get the professions with x=CharacterProfessionDefinition.getCharacterProfessionDefinition(CharacterProfession.FIRE_OFFICER) and then use x:addGrantedTrait(<CharacterTrait>)
Thank you much. I'll try
How difficult would it be to add in a new skill type for crafting n' stuff
I want to make an engineering skill
I think the hardest part will be making it feel useful
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
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?
I was gonna just follow the uh, crafting skill design
I'm planning to link some vanilla recipes to it, and some skill related stuff.
I'm mainly going to be using it as a crafting skill for different mods I have planned.
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
It would be nice it skills were not 100% independant.
Like getting aiming 10 should also earn you some XP in gunsmithing
Mastering Long blunt has to help with shoirt blunt and axes
etc
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
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
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
Ideally this skill could be used by other mods for things like handmade guns, explosives, or machinery
Or just anything that feels more "Engineering" based than it does "Maintenance/Cars/Electronic/Smithing/Welding"
I'm thinking of stuff like, clocks, watches (classic/mechanical), crossbows, generators, gun parts
improvised weapons
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.
I like the logo
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.
...at least that's what I'll tell myself o avoid hgaving to redo the animations.
It's likely that I'll be working on a modding API extension patch tomorrow for exposing Lua API.
I'm calling it hollywood edition.
You have good marketing sense with media.
Are you also modeling and texturing these?
In accordance with hollywood logic, the longer time between shots with fancy twirl == more damage
Some of my guns I made from scratch, some I found on sketchfab with a CC license and reworked for Zomboid use.
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
Nice.
The original relied of fancy stuff like "normal map" and "metallic map" and "rendering engine built with this century's technology" to look good.
I'm going to fall back into modeling for a bit since I paid for a subscription to Substance Painter again.
Yeah PBR
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
I wish that PZ would support 3D world tile models.
It's doing a weird half-assed job with some world placables, I think.
It needs to be a fully 3D rendered environment in isometric view IMO.
Liek when you place a radio now it's the 3D model, not the does-not-match-the-3d-model texture.
Too much rework to be feasible I think.
but it would be great if they magically convereted to Unity or Unreal using isometric 3d.
100% correct. I'd argue it'd be a better way to go. Good knowledge for competitors heh
PZ is the only one in its genre atm
I was about o ask... what else is trying for the isometric zombie game genre?
I wish someone was lol
More ways to be creative and mod.
Ever since things started going 3D the game visually lost identity which I was sad about but I get why
Vein feel like "Zomboid, but in First person" is their design goal.
Hahah yeah ofc, hence the isometry.
Fake 3D 2D sprite vs Full 3D in Isometric projection.
Was interesting to see massive context menu trees can actually work when you aim at a specific item instead of an entire tile.
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.
Game would look best with a Z-axis rotating camera but that won't happen haha
So we could see zombies hiding behind walls and vehicles? NEVER!
People are not touchy on lore when it's about mods
Yeah, I still want to keep things believable at the very least
some will, some dont. You should not care
Do what you want
like, im aware some people have like, 2b running around in the game but like, from a vanilla + perspective, I want to keep consistent
plus it could be fun to write some military transcript items here and there
Speaking of realism:
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
try allProfs = CharacterProfessionDefinition:getProfessions()
Thank you for the suggestion. It's giving me a different error now. I'll work on that error now
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?
do you have a registries.lua?
Yeah
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);
I expect that addGrantedTrait() wants a trait, not a string that is the name of the trait
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.
Sorry if this is a stupid question. I put this line in registries.lua?
omg...it's working @silent zealot Thank you so much!
No probs! Caught me out too when they changed it.
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 "Iโm being straight with you:
I am hallucinating specific Build 42.15 technical details." LOL
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.
Man there's gotta be a way. I swear some classes have hidden traits
occupations*
anyone know a mod that fixes the sync in multiplayer between the players?
u are basically training your ai assistant by giving it enough data. This require more searching and prompting. iirc, it takes anywhere within a week to a month.
PZ is follows low fantasy zombie lore iirc. Like The Walking Dead
To make it more believable than just low fantasy, I use drugs to explain the dream. Or something like The Zone (Far Cry bliss, OH pollution zones, ...)
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. ๐ ๐
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.
Nope you have to deal with it for now
That's a problem the base game is having
Just use a normal % and next update they'll have fixed it
Thanks for the info! Did the devs say that they'll fix?
What do you think lmao ???
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
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.
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,
}
}```
or do I need to manually addSound() when playing this to attract the zeds
The sound itself, the distance that zombies hear is defined by a function that creates a sound that zombies will hear, but that's not the sound itself too
Im making an Applied Energistics style mod for zomboid
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?
There's a tooltip parameter
https://sirdoggyjvla.github.io/pz-scripts-data/blocks/item.html
But it also depends what kind of tooltip you're trying to do
If it's just text, then this
it's just text - like an item description.
Then tooltip
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.
I gotta go to bed lol. I've been up all night
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)```
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?
Haven't looked into it but you probably can hook onto sledgehammer destroy action or sth
And check if tile is ur tile
hook into ISDestroyStuffAction. Thats what i did to create the Manipulation Authority Framework
Is it ok to flex here for a minute? I have been through a marathon 10 days to rewrite what was originally one of my first pz projects. Really pleased with how its come along. Feedback is appreciated.
https://steamcommunity.com/sharedfiles/filedetails/?id=3685690481
I am Having a problem with persistence on multiplayer
i make a code to infect that character
Need to do it server side in B42
it infect the character and when i leave and go back the character is not infected anymore
i did
otherwhise the infection woudn't even apply
You forgot to sync it ?
i guess i haven't? let me check here
Should be send... smthg player health of whatever
Or stats I don't remember
One day I'll make the list of sync commands
Client sends ?
Client shouldn't do anything here
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
client sends stuff to the server to validate
What ?
The client shouldn't be sending shit
The client shouldn't control anything here
No validation expected from the client
They receive the sync call and that's it and the game handles it
basically it
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.
Bcs the translation system changed in B42.15
Tell the dev to update their translation files to the new json format
probably the reason
files are already json
What version are you playing ?
42.15.2
Unfortunately, I'm not at my computer right now. I can send you a link to the mod.
I will not be checking myself in those files sry, feel free to show them later
Okay. I'll show you the translation files later.
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/
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
Thank you, guess that makes sense. So once I upload the update it should correct the problem.
Do you know if translation files still need to be in a certain format like UTF-8 after this json change?
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."
I see now why they made the changes, that alone was a nightmare
Yup
Don't trust AI on anything Zomboid specific. It will make up all sorts of stuff.
It actually was able to help me write the if statement but yeah, it never would've worked without your help
So thanks again for your help
There's no built-in support for hidden traits, so you'd need to redo UI code to stop those traits from showing up.
If you just want them hidden at character creation you coudl have them added when the player loads into the game world, but they will show on the character screen.
And.. if it has to be hidden from the user are traits the correct way to do it?
UTF-8 was only published in January 1993, so it's a new six-month old technology in Zomboid terms so it makes sense they stuck with unique regional encodings. /s
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.
sorry. I use class, occupation, and profession interchangibly sometimes. Annoying habbit
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
@sour island rofl at looking at your own modID
Btw, don't use equality checks. Use it in math ops ๐
Like if you need the number 10? Well, thats just 432262235-modID!
Actually hmm, I guess divisions would be harder to find/replace. Likely confuse the hell outta AI too
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.
Not with the number 10 mind you... but if you need some other number like 17 or don't mind weird decimal fractions...
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?
Okay, now it's working. Occupation needed to be assigned to a global variable.
Same as pre 42.15
For the most part
Just read the Modding wiki
Pratically everything in that is just complete bullshit
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
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
Like jeez the more I read that page the more stupid shit I find
Lol
so yeah, I did not spend the time writing it myself
but I worked on it until it works, I do this for a living actually
I debugged it myself and it fucking works
so shove it up your ass
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
add it or dont add it, go fuck yourself loser
last time I waste my time on this server, whoever ownes it should get rid of fucking losers like yourself my man
go fuck your mother
I do this for a living actually
I'd love to see your clients feedbacks my dude
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
oh he left already lmao
Yea he left
Let me just delete that bullshit doc seriously, disgusting stuff that's starting to seriously annoy me people doing that shit
some stolen valor type deal that felt like
Like what the fucking fuck is that
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)
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.
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
(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?
But everytime when they're told they're publishing wrong information they get defensive lol - as if they made it 
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"
But I guess if one did make it they'd actually want constructive feedback? There's some psychology puzzle here for sure
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!"
I think the wiki already has antiAI measures but I don't know the extent or effectiveness
There's no effective way to stop AI grabbing info from the wiki, maybe it has something to help against AI content posting?
There's also cases of people feeding mods into LLMs and publishing them
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
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
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
M_hatcategory
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...
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
good lord
I assume they do it so hair shows with the vanilla hoodie.
Not sure why Frockin' redefines it though
Both, there's anti scrapping measures and I believe AI generated text detection (tho not sure)
Perfect.
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
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 ๐
Unfortunately for the guess, I've been here for 5 years now lol
I have been thoroughly maddened in my time here
Ahh.. Just haven't noticed you then, my bad
#1482963070111191103 message I hope these tools help someone in their pz modding journey ๐ฅณ
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?
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.
nice. do you know how to do it?
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.
ty!
anyone else's getText not finding the text after updating to json?
maybe i just add it the safe way then and add 3 items. then it should be more safe for ppl if they deactive the mod?
pop the _EN off the filename
really... okay i'll give that a go thanks. same for all languages i assume?
when did that change?
iirc it was just with the overall json switch in 42.15.0
yeah so in the example mod they did remove the _EN, but failed to mention it in the "Updating translation files" section
thanks!
no prob, was an easy one to answer XD
Do it as one item with mutliple textures
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
i have problems with it. do you have some minutes to help via dm?
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.
dear lord not even close
ouch. how to?
either check the wiki, or check a mod, or check the base game files
( wiki or mod is best bets there. )
do you know any mod with color variants?
of an item? actually not really. i havent even tried that method myself
yeah like clothing?
for clothing and I believe items, what you can do is specify different textures for them
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
ok. i just duplicate the base item to 3 in total.
then it will work. other methods not sure.
Pvp mod idea?
Vanilla screwdriver or canteen is an easy example.
I wish items could inherit like that!
i just duplicate the item 3 times and set the textures.
Not to me, it's just... a tree with dead bodies.
But if you think there's a PvP mod in there, break it down into specific things the mod would do.
Screwdriver, crowbar, probably a few other weapons.
oh yeah crap! i completely forgot about those
then in that case its an issue of just using WeaponSpritesByIndex = Screwdriver;Screwdriver_Red,
(Theblue/black crowbar, the forged crowbar is a different model because it is bent 4-sided bar stock)
and
IconsForTexture = Screwdriver_Blue;Screwdriver,
which means those will also apply to the icon, in order since its by index
And then you just need two models defined... I pasted that a while ago.
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
Each model definition is identical apart from the texture used.
Just a random thought but maybe a mod that makes these random trees spawn that you can hang corpses from ? Just thought it was interesting and reminded me of this game ๐ sorry to interrupt
is there any tag for "keep attachments and stuff for weapons"? like if you convert a gun into a new one from a mod.
No worries about interupting, just that "this should be a mod!" isn't immediately actionable in a lot of cases, getting people to think about what the mod should actually do is a way to occasionly get someone to start modding.
How are you converting it?
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.
with a craftingrecipe.
You'll want to do something with an OnCreate = function
shotgunSawnoff for example:
i only found InheritAmmunition
(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.
ok thank you.
...I'll confess that I skipped this for the sawed off carbine mod and if you had attachments on your gun... now you dont.
this mod is from you? it's very nice.
I'm Nepenthe on Steam
Thanks!
I like to make individual guns for niches that the huge weapon packs ignore.
yeah! guns filling niches, yippeee
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.
i put it out now. works fine but as said, had to duplicate the item so there are 3 in total.
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?
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
btw, how do you guys do the small icons that are 32x32? whenever i scale something down - it looks like trash.
I try to hack up vanilla icons if possible
i cannot even find them in the folder.
But scaling down is best used only as a starting point to make pixel art
unpack the .pack files
Or use the wiki if you just want one or two, since the icons are on the item pages
95%+ of vanilla textures are in .pack files
how do i make a custom background for my project zomboid menu?
good to know.
There is at least one mod that does this, check how they did it. I'd assume it's a simple image replacement, with two images for base & lightning. Possibly cut into pieces because Zomboid likes to do that to big files sometimes.
Note: loose files don't override files in .pack
dunno if this still works but: https://steamcommunity.com/sharedfiles/filedetails/?id=3405199543
Do you have to put them in your own .pak to override?
also example mod using it:
where do i access my mod files
from the workshop
shrugs
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?
i think i figured it out
i seem to be having issues with transparency :/
Namely, things having a bit of transparency just making things behind it completely invisible
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
Maybe ask mrdanny or the author of vanilla vehicles animated, they have transparent windows, they could have some insight
Maybe a mask issue?
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
does anyone know how to make a custom tv channel
Maybe take a look at these how its done
https://steamcommunity.com/sharedfiles/filedetails/?id=2847406722
https://steamcommunity.com/sharedfiles/filedetails/?id=2850170557
applying stats on the go, we got suppressors

That's what I meant with transparency
Your mod is going to revolutionize the whole PvP community
When I got time I'll see what makes transparency work and not work at some point
Is PvP even functioning in 42?
Yeah XD
PvP was stunted by build 40 / 41 logical changes from networking design
There are like 25 24/7 PVP servers worldwide
I tried to make anti-cheat fight the lighting exploit running around in 41 but just didn't have enough time to proof it.
@red tiger
#mod_portal message
The channel is about asking for features or reporting things to TIS, don't use it for advertisement of your own modding projects, use #1478418176516558880 for that
I'll be removing your message
k
Felt relevant because of context but do you fam
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
Dude, that's not critique.
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.
Crazy coming from you. Anyways here is some weapons
holy shit. that's a lot
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
Those are not the same things
Oh I get it, I suppose there's another location for the workshop preview.png
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
<@&671452400221159444> Scam Spammer
thank ya
You can already do this by opening the car door in game
unless it's not a thing in b41 ?
opening how?, I saw no option for that
Next to a car door, hold V
Oh so, that's new to me hahahahaha
Never paid attention to that
So, useless mod
At least learned how modding works
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
it is fun for the DIY
any chance you guys will update this ? https://github.com/asledgehammer/PipeWrench
Maybe. I never really saw traction or interest.
I was merging my typings compiler with the same one that powered Umbrella.
but Umbrella is lua only
But I'd know how to and get that setup.
Umbrella was a union between me, albion and Omar to make lua typings. My java typings generator was a rewrite of what made pipewrench typings.
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.
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.
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
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.
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
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.
it is a genius idea and a challenge
Lol I was trying
But a primitive alternative with flexbox and percentage vs numeric properties in place of HTML + CSS would work too.
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
Not before I have to now hook into Java to overcome the changes to reflection API.
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.
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
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.
hope u get all of the best work, im back to my debug cycle
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
dm the spiffo bot
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
i saw that code, it wasn't 'used as reference' it was copy pasted in its entirety
You stole someone's code ? --'
Then your mod deserves to be taken down
Respect other modders or don't be respected
i feed his code to an ai to extract the part of eating bodies and it becoming a skeleton. there is not that much to change. Nhumm... i used the name of several Author in the description, i forgot to add his. He is right on this one
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
Adding his name or not, if you use his code and he didn't allow you to, then he's in his full rights to take it down
I see the mistake
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
Bro, everything is stealed. i steal your code to make my zombies
"steal"
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
Yea but in my case I literally don't give a shit if you do since I made my Zomboid Forge and TLOU Infected mods open source
Stop making yourself excuses of why you are in your rights, when you clearly aren't
Indeed.
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
So, in your opion, what should i do then? keep going or drop it off as it is?
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
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.
Learn from your mistakes
Your mod is still there
Just you fucked up on some parts, fix those mistakes and you'll be good
Ok, i see
it is a shame that it took this long to happen, the mod was going somewhere
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
De fato, ele poderia ter abordado a situaรงรฃo de uma maneira melhor, mas ele estรก certo nessa situaรงรฃo.
Again, you have no rights to tell people who you stole from "that they could have handled the situation better"
The more you keep repeating yourself that, the more you are a problem in this community
Then why do you keep repeating that he could handled the situation better
sup
YOU should have handled the situation better
Then again, why do you repeat that "he could have handled the situation better" ? Why are you blaming HIM ?
I am not blaming him
Then why such a remark about him ?
Bro, like, i guess that is the way we say it here so let me try to make it more understandable
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
something something being proactive
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
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
I did not say anything about that now
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.
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.
Treat the whole thing as a learning experience.
i was on the metro when i saw that it was removed and i spent the whole after noon trying to figure out why
For example, you've learned you don't always get a polite removal request.
optimal for you
yes lol
You were warned, over a month ago.
yes
Unless you're competeing with KI5, who individualizes his now over 100 vehicles mods ha ha
I know, i feed the link of your mod to an llm and explained how it work. It straight up copy it and i didn't check
that is why i was so cinfused
and i am SORRY
again
i didn't meant to
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.
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
I prefer that to one vehicle megapack.
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
I'm sure there's a modpack for everything, though I don't know if he maintains that
Definitely does, every new car added gets added to the lists
Better to screw up making a mod and have it taken down than vibe code your way into a lawsuit.
He also randomly adds new vehicles to existing mods sometimes
to be fair i told ryuku to send that lad to hell lmao
indeed
funny how it got to this point. 50k views and 6k subs for the first mod
Do you think it can trend again?
Yes, it can. But don't worry about this.
Can i ask your opinion on something else i am working for this mod?
It'll be fine, it's an original idea. Just don't use anyone elses work, and move away from AI.
Anyone know the difference between "Cumulative" and "Current" subscribers? The number is so close, but not the same
It's hard to predict the "market" for mods, and you're not earning money, so just make mods you enjoy making.
what do you think about using an external software to control stuff in the game?
cumulative is every (unique) subscriber you've ever had, current is the number of people currently subscribed
Indeed brother, i am sorry that things got to this point
the gap would be people who have unsubscribed from the mod
I thought "Total Unique" would be that?
I think that's not very practical, but is possible in some ways... can you be more specific?
Alright so new question lol, what's the dif between "Current", Total Unique", and "Cumulative" subs
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
I guess you have never plyed DCS, but there is something called DCC. It basically is a dynamic campain generator. I will be soon doing something very similar to Necroa Outbreak. I will render the whole map and use the software the render the end of humanity all simulated and translated to the game
dynamic hordes
Survival bases, dynamic horde fights
dynamic migration
stuff like this
Why does this need to be external?
Why not have whatever logic you need done in a LUA mod?
It would be very hard to make in game.
Why?
As in, why is it harder to write the logic in LUA than in whatever else you'd use?
It is too big for that. imagine you being in rosewood while louisville is having is population massacred
it is a metaverse basically
And no matter what you need to write all the code to interface with the zomboid systems.
oh the chart? no i have no clue what that measures
Look into metagrid
i'd ignore the actual numbers on that, they just seem inaccurate
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.
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
Yeah, I don't understand that chart at all, and only thought about it now
I will be using and interface like the one you have in this website https://b42map.com/
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.
That's a one-off static export of data from Zomboid, not reallya pplicable here.
The is the thing, brother, you won't simulate anything on zomboid
i already tested it, i could apply commands using json
i didn't think it was possible but it is
Well go ahead and throw your supercompuetr cluster at it then.
Simulate the entire map at once.
And then kill Zomboid giving it millions of updates to apply
not needed as well, it will just be an interface with coordinates
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
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.
Nhum... ok, i guess i am not clear enogh. Sorry, let me try again
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?
I still have no idea how using the external software is a benefit here.
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
The number of dimensions is not a good way to judge how complicated/compute expensive something is.
My opinion is still "learn about the metagrid and make a lua mod" ๐
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
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?
when i player gets in range of one of the things that is happening in real time in the 2d software it renders
Again, have you looked at IsoMetaGrid?
Nhum...
Well
i guess why not
so no external software then, but what do you think about the idea?
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.
the same way it is possible with bandits or with that mod that requires you to change stuff in the java files (atho i wont do it this way)
With the "does it triugger" logic being either random or a simple simulation... from the player persepctive there likely isn;t any difference there.
it kinda does, i remember when i was playing week one inside an old house outside the city and a bunch of cowboys appeard out of nowhere and starting breaking stuff
i didn't mentioned it
but all the locations of npcs will also be mapped
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.)
So no npc is ramdom
i feel like you're putting the cart before the horse here
i would rather make my own that do the same thing, and no, i will check this time so it won't be stolen
that is why i am asking for opinions
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...
that is why this is a project to make in the long run
Start with something easier as a proof of concept, like wandering packs of racoons.
it might not work, but if it work it would be insane
i did
it works
Have the emergency radio report where packs have been sighted
what do you mean?
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.)
i basically made it like this, inside the 2d software (that i made as a demonstration before i erase it) it would be getting the coordinate of a zombie. Inside this, it would move. So, it woulg go from x10 y10 to x20 y10. That is inside the mod
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
I'm just gonna leave this really useful Java class that controls zombies not loaded in the current cell here.
declaration: package: zombie.iso, class: IsoMetaGrid
i was testing if it was possible to controll stuff like that with a json file
let me save this
the reason why i am not approaching this way is because this will be way more than just zombies
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
Harder because you need to convince anyone who wants to use it to also run your software.
and it might be not optimal
Yes that is the problem
And that is my concern as well
Well, you know the solution. You just don't like it.
yes i know
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.
I'm not too sure on this either but i would say, check into CharacterCreationProfessions.lua
i am on build 41 though may be different for your case.
Thanks, I'll look. I am on b42 though
C:\Program Files (x86)\Steam\steamapps\common\ProjectZomboid\media\lua\client\OptionScreens\CharacterCreationProfession.lua path for ya
I'm looking at it now...very carefully there's a lot here
I think it's listboxTraitSelected
I think so too ๐
-- 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);
Thanks, that was helpful. I'm trying to make a profession trait invisible.
Np, glad I could help! We've both learned something lol ๐
I just hope removing the trait from this list doesn't break things like mutual exclusivity? Not sure how the game uses that.
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 ๐ i have no idea on character customization
Which profession trait are you trying to make invisible?
It's a custom one.
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
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
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
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
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.
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?
They won't auto download it no
Hi guys
Question
How do you make a like mod house
I wanna make the mystery shack from gravity falls
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?
Mapping! The mapping channel probably has everything stickied.
That's just a model replacement. Will work (provided your model works with the existing texture/you replace the texture as well)
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.
Is that just when exporting to .fbx or it's also the case when it's exporting to .X aswell?
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)
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
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.
Yeah for sure
I once made a typo in a piece of clothing and turned every car on the map into a wreck.
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
That's willd
Then there was the time I made every pair of underpants in Kentucky vanish.
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
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.
๐
Just call it "realistic blindfold"
Bro did you do a backup
This would piss me off if I didn't backup bro
I use rsync to backup, very quick since it just copies updated files
I see I see, never heard of that method
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
It took me hours just to make a pants mod with arctic camo, like it was so confusing to do
Imagine having a proper stealth system so Camo actually mattered
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
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.
and just "oh there he is"
To be fair, their eyeballs rotted away so it's not clear how they "see" us
I haven't tried B42 yet. I'm still hooked on my save from B41 with many mods
Looool
I guess they have ultra hearing of some sort
how we looking
Gucci
Hi, is getCore() returning nil or invalid stuff a thing to take care of for a strictly lua mod ?
that shouldn't ever happen
yeah I have been using core no problem here
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 ?
Sewing kit doesn't seem to limit what it can store, so you could add the AcceptItemFunction parameter to it and create the function you want
At least I could put pretty much anything into it
Doesn't the bagsfillexception tag cause it to limit what could be put in it
b41 or 42?
Doesn't seem like it. It is also present in other containers. B42.15.2
Not sure what it actually does
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
I can put any vanilla item that fits into it, but not one from my mod
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
Ah. Didn't know you could limit that. Makes sense
It's actually really funny that the sewing kit has this limitation, but you can put a crowbar in a fanny pack
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.
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
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
Thinking of making a Muslim mod where you have to pray 5 times a day or you start getting a debuff
@blackmoons
Check the java code to find out if anmotype on an InventoryItem (not HandWeapon) is saved per item or falls back to script
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
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?
can confirm that my little solution works
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
dont stop there add a religion skill line ๐
Prayer level gives invisible armour which scales with the level
And Christians get punished for violating the rules in the bible? So if you wear a cotton/polyester T-shirt, you die.
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
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
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
been just messing around with this for a bit
Make sure the scale is right maybe it's just so big that you can't see it
@mellow frigate Neat, hows recut work?
mod data storing and some event hooks to override at specific times (mostly reload)
So, works by the fact that a player can only use 1 weapon at a time?
Realistic Car Physics does the same thing for tire friction ๐
no, it uses the InventoryItem mod data
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
- you exported the FBX with a single object selected and Export Selected Only ticked
- there is exactly one material used in this object
- the scale in blender shows as 0.01 for X Y and Z
- there is nothing in console.txt about not finding the model or not finding the texture
cursed reasons.. but good cursed reasons.
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
yea it was sorta balanced for vanilla, but due to how torque converters work (and to make the throttle responsive), you almost always chirp the tires in 1st, and many mod cars have crazy HP to weight ratios
But I found a porsche to use as a temporary vehicle, it was raining... the burnouts were INSANE
Try taking slow driver for a change, it now only reduces how fast you apply throttle.
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
Yea, rain drops friction a lot
yeah, a lot of modded stuff boost HP up a lot to try and make things drivable in vanilla physics
snow even more
My KI5 rebalance if I ever finish it will be epic, lol
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 ๐
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.
No idea how you get a null value for name since name comes from the "item itemanmehere" that is part of the item script.
No translation key?
You need to account for the optional vehicles that are seprate mods; I want a delorean, but do I also want the back to teh future delorean?
I mean of course I do.
but some people might have bad taste and not want that.
I aint got no damn clue
FINE it will have some kinda stupid KI5 mod sub-configuration menu
but it will start with them all enabled because screw clicking them all
KI5: Spaceballs, the merchendice.. I mean, unified mod version.
remember that joining a server automatically subscribes to every mod they have regardless of whether you want to use it or not
whats joining a server. You think I have time to play other peoples servers/mods?! (I mean I guess that is why your reminding me of this, because you know I don't.. ๐ข )
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.
i imagine most people who have this issue use every ki5 mod anyway
basically, I do like 90% of them, mainly leave out like the firetruck and weird military stuff
(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
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
Finally got it working but prolly needa fix its stuff in blender
lmao, very common issue.
You can change the object transform values instead of changing the size in editor mode
the changes will still translate into the game
You mean the script file or actual blender lol
in blender
Type shit, most annoying part so far is figuring out how its position ingame compared to in blender
overwriting the fbx file will update the model in game in real time
you don't need to close the game to make changes
new textures will require a reload I think
but not models
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.
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
Elaborate what you mean by packing mod
... TIL I can't type standing up, something about my muscle memory doens't work at all of my wrists are bent too far.
Between easy and extremely tedius and extremely hard but quick.
Depending on how much manual labor you feel like doing, and how good you are automating tedius manual labor.
Considering I only dabbled with Python to make a old mod that adds different colored screwdrivers, Eh?
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
Figured, I know it'll just be a lot of copy paste bs, but the little neurons in my brain want to do it.
So like, tell more neurons in your brain to get excited about making a python program that spits out scripts in mass to make those recipes and items
That's the part that'll end me.