#mod_development
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if I wanna be real evil.. I'll add the IBM computers in. they WERE pretty common
in some ways they were nice, they had good on-board video I think
I always kinda laughed that it would 'enable me to use my printer if I didn't have a screen'
which was like otherwise something you never got. But they also wanted their own fancy slot types - no ISA for you
and the expansion cards for those things were rare spawns
struggling to remember what that slot was called
I'll look it up when I need to lol
Random fun fact: Dot matrix printer ribbons can be refilled very successfully with bic pen ink
I don't think I ever bought a ribbon, just stole pens from school to refill it
I'm thinking printers are a big stretch goal.. mostly because there's tons of dos software that prints, and if we wanna make this fun, we'll somehow get the actual printed images to appear in game like newspapers and stuff do
was fun watching the color drift from blue to purple to red depending on what I refilled it with recently
but I have no idea where to start on that idea
I feel like at some point a lot of printing was just text? and that could just be printed to regular ingame paper
(editable even?)
No we need to print out the contents of that hottiez cd
lol
I literally had one when I was a kid lmao
found it in my dad's shareware collection.. it was filled with 256 color pictures of bikini women
and I was too young to give a shit haha
placeholder: it just displays PC LOAD LETTER whenever you try to print.
For now, V1.0's goals: Working MP syncing Dosbox, Computer build UI, All the core PC parts XT through early Pentium, big ass collection of freeware / shareware, and proper item placement and PC randomization
that sounds like more then enough to be absolutely amazing
If you ever wanted to add maintence, you could require replacing/repairing psus with capacitors (Electronics parts?) and motherboards
(presumably, generator power would cause some faster degration.. but thats OK when there are offices filled with computers and your only using 1)
hard drives/disks failing would be... a little too painfully realistic LOL, so maybe keep it to just hardware failures that don't cause data loss
(or at least make it sandbox options so us softcore folks don't need to inconvicene the hardcore folks in their persuit of ultimate pain)
"Sure, you found the disk... but how much of it is corrupted?" - Cursed 10 year later run
(or real life for any actual 1990's computer user)
"READ ERROR: (R)ETRY, (A)BORT, (F)AIL?"
Imagine those like, powerplant mods, where you gotta restart the powerplant.. EXCEPT FIRST YOU GOTTA FIND A WORKING COPY of the damn control software.
And reconfigure the IRQ's
after finding a replacement hard drive
I feel like you need some kinda backapi to PZ
even if your not technically supporting gwbasic and stuff.. something like, the lpt or comm ports are wired back to lua
Modders can use that kinda basic bridge to do anything, and its realistic in that.. well, back in the day people just abused lpt/comm to do any thing ๐
Iv seen a pic/avr programmer using the comm status pins as programming pins for example ๐
And even made a programmer that will do avr AND pic microcontrollers off LPT (needs an external 12v supply for pic but yea)
(basically just a tristate buffer, a transistor and some capacitors/resistors to filter signals)
But im pretty sure for example just writing a byte to the correct address would output it on the LPT (and toggle the strobe line?)
so you could have that callback to LUA with every byte written
let the mods figure out what the thing plugged into the LPT port is supposed to do
be it.. a security system, light control, whatever.
actually gwbasic is freeware.. microsoft did that in like 2020. too bad they didn't do qbasic as well
Gwbasic is good enough
qbasic is cooler for sure, but gwbasic is finnee
imagine getting to write gwbasic programs to peek/poke at motion detectors and light/alarms
if there's something I can do that lets other people make mods interact.. like some way i can have dos a shell command that triggers some kind of event other mods catch, I'd totally go for it
the nerdpocolypse dream!
LPT thingys
like I love the idea to have to use computers to get power stations working, but I doubt anyone would try to do it. especially since my mod requires the java thing - I dunno how many people are willing to set that up to even use it
Like for one
LPT ports can just be abused as generic 8 bit input/outputs
like, you want 8 switches to a PC? you can just sorta.. directly correct em to a LPT port and read em
same with controlling stepper motors, regular motors, lights, etc as outputs
oh, I did that one time, but on an rs232
exactly.
and if I try to explain what I was doing I'll sound insane again
so its realistic that you could just.. connect room lights, motion detectors, etc right to a PC via LPT
people really did back in the day, at least factory automation stuff
something about research of light transfer through multilayered polymers
infact SOME people even made custom ISA cards because back then the protocol was so simple and slow you could protoboard that stuff
you'd think the physics dept would shell out for like a DIO card? no, I used rs232.
lol
My $200 laser engraver shits RS232->usb bridge errors when I turn on/off my extraction fan.
odd you'd mention lasers.. I was measuring one's frequency
the more things change, the more they stay the same ๐
bigass laser fired through bigass electromagnet then through polymer material into requency sensor and I was trying to get its frequency
but seriously.. interface with mods, even if its as fake ISA cards or something would be sooooooo coooll
Thing I'd need to do for that is to somehow get at serial and lpt pins from dosbox
which i'm sure is possible
Like, imagine setting up pressure plates and like.. some kinda RFID detector
but definitely not gonna be trivial. I can technically mod dosbox too but I'm trying to keep it a clean git clone
Pressure plate + no RFID = STABBY
Pressure Plate + RFID = NO STABBY
and then someday someone hacks your base computer in MP and bhwabhahah.
PZ afaik doesn't really have trigger mechanisms or logic.. like you can't wire a bomb to a switch or something
if I were modding PCs into minecraft you could do things like redstone interface
theres a kinda lack of hooks into stuff that base defenses might want, like 'zombie enters isocords x,y,z'
detection or weaponized defenses.
I can only imagine how current mods would do it and its inefficent as hell.
Jab is looking for cool API's to add to zomboid
or more realistically some way to collect parts and wire together sensors, automations, lights, generators, and so on
Exactly.
it would be amazing to have actual basebuilding MEAN something in zomboid
besides 'a place to store my stuff'
I don't see anything stopping a mod like that from working
actual active defenses, even if they require resources, at least you didn't have to deal with that stupid zombie rattling your fence/door/whatever.
keep in mind you've got global moddata you can use.. you just need to track everything the player puts down, hooks up, and have some lua timer keep the whole thing updated with ticks
right now bases are dumb because they don't kill zombies, they just delay them slightly at 0 cost to the zombie.
realistically if its just zombies you make a big hallway and put a sharp spinning blade on a motor or something lol
they'd just walk into it.. nothing more advanced needed
and zombies don't attack your base anyway
at a certain point even barricading your windows is pointless
let alone building defenses
Sure, but the spinning blade needs resources to repair and stuff at least.
true and it'd "clog" eventually
Depends on respawn settings but yea, its honestly much more of an RP factor
yeah the age old problem. Honestly if there's one mod zomboid needs more than anything else it's proper migration mechanics
I would kill for 'boid' zombie mechanics
where they try to maintain a slight distance from eachother and move as a 'force'
oh you mean like the flocking algorithm?
become a wall, surround you.. instead of congaline to death.
they have NUMBERS, they need to learn to use it to restrict your movement
even if the concept is just 'durrr I don't like being next to fellow zombie'
right now migration is just zombies redistributing themselves throughout a cell. The algorithm needs to become hierarchical and function as like a quadtree instead
then you can get it working world wide without horrible performance
(plz talk @bronze yoke lol I wanna hear your input)
i was just thinking that part of the reason why the zombie simulation is so efficient is probably down to them not being designed to really do anything at all
Did you see the guy multithreading them?
yeah but he was using ai and nothing he said made sense
so i don't know what to take away from that at all
thing is you can totally move millions of zomboids around algorithmically without even needing like a compute shader or anything. or even threads
.. sads -_-;
you just need to simulate things differently at distance
I did say before I'm mostly an algorithms guy...
they almost never even have to think about where their goal is, and most of the time they don't need to think about how to get to it either
Yea I mean it should be a reasonable thing to multithread, especially if you can ignore zombie/zombie collisions
oh you don't do collisions at all. you group things
(just have them dislike being next to eachother and they should basically try to collision avoid automatically.. and currently it seems like they have 0 collision so.. its not any worse?)
there's 1000 zomboids in this distant cell... cluster em and just move the clusters around. zero collision, instead use movement penalties depending on terrain
Oh I meant local cell behavior
when player gets closer refine the simulation, declustering until you're down to individuals
congaline of death is sooooo dumbbb
99% of the time zombies are either idle or walking directly to a point, and that point is usually just the player's position, there's no thinking involved at all, no wonder it runs so well
I wanna see wall of flesh (terraria) in zombie form.
this is just off the top of my head. I'd normally spend a week or two going over a big system like this before I did implementation work
FORCE me somewhere, don't let me double back, try to surround me on the edge
If I were king of the world I'd have a REAL cdda mode implemented instead tho lol
imagine if 200 zombies lined up like 3 deep as a ) wall
and came at you.
you engage any of them? your so dead.
In CDDA, bites don't infect or guarantee death. And it's turn based, you can think about your next move for an hour if you want without anything happening ... But the game is WAY harder
Because the stuff you run into in that game is really, really, really bad.
lol theres like, 300 lines of 'turn based' code in PZ that does nothing
Trying to hide in a house? Yeah a skeletal juggernaut is dismantling the house. the 2nd floor just collapsed. hopefully you weren't i nit
..or below it
lol
was watching a youtuber play CDDA once... he's trying to hide and sleep in a bed on the 2nd floor. Mobs follow his scent trail and gather below him on the 1st floor. one can reach the ceiling and punches a hole through it. Another mob has long arms, reaches through the hole... The player wakes up suddenly being grabbed and dragged out of bed into the floor hole with about 100 undead on the first floor just below.
that's how mean CDDA can be
Glad I never played that game
zomboid.. only has one enemy. At best it has sprinters
you die in zomboid normally due to a clear sequence of mistakes (usually stemming from overconfidence), or due to a lack of patience
this is why i expect a lot of people to get really angry about npcs
the game currently offers basically no resistance to anything you want to do
it's going to be interesting when they add other agents to the world who can actually harm you
tbh I could care less if npcs are ever added.
if you can randomly get shot and insta from far offscreen and there's no mechanic to handle things safely? Then I'm modding them right back out lol
i would not assume they would implement them in such a boring way
and I really don't want to wait the 3-4 years it'll take for them to be added in some build
i promise you they want the game to be fun ๐ญ
I believe that, but i'm not sure they even understand why the game currently is fun...
but even with a reasonable implementation, a lot of people are probably going to take issue with the game not being a complete power fantasy anymore
zomboid has no linear path to follow down.. nothing telling you what to do. you can do whatever you want, but it's also not some endless creativity game like minecraft.
a lot of players, they find some food, get a house, get a bit safe.. get bored and quit
zomboid is never going to appeal to that kind of player.
other players find goals
that's the whole crux of it... they figure out what they're going to do. rather than the game telling them to go beat the boss mob or whatever. they pick something and do it
and zomboid gets boring the moment you can't think of any more goals
i don't really agree, if on mass people find it hard to find goals, that is a game design issue
A lot of people don't want to find things.. they want to be told. that's just how people are - but not everyone
the heart of a sandbox game is that there are many goals to seek out and you are not forced to take a particular one, but what most people experience is feeling like there are none
absolutely tons of people love being left to their own devices
like I haven't played much since B41 ... but one of my favorite mods was the one that broke all the vehicles so none of them worked
because I hate that you can find a working car with gas and a key on day 1 or 2 almost every time
the core of this issue i feel is that there's nothing you need, and very little benefit to having done anything
I wanted the car itself to be a goal.. and the GOOD car to be a very long term goal. So I actually have to level mechanics and electrical if I want cars going.
that gives me a huge tree of goals to complete heh
yeah that's exactly what i'm saying
a goal is quite weak if you don't have a reason to actually do it
its also why I think they dont' fully understand why their game is fun.. if they did, you wouldn't need a mod for that - it'd be a sandbox option since years ago
in vanilla zomboid, you don't have much reason to do anything -- grinding up a 'perfect' car doesn't feel any different from a car you found at the start of the game, both kinds of farming are pointless because you'll never be short of food anyway and the food you get from it isn't 'better' in some way, etc
those things are still technically goals you can have, but for a sandbox game i feel it's a failing to not give me any reason to pursue them
its also why I loved that trait* mod that let me start with burns all over me or broken legs
early game goal of getting myself healed...
and other mods that make infection deadly, so I'm forced to use things like cologne on wounds before they go bad
i wonder if its possible to get the concept of the excavation mod and the east & south stair mod implemented into vanilla zomboid, it'd be beautiful to have an official version cuz as a builder me love things like easy to make custom basements, tunneling, stairs that go all ways, and maybe even one day to see a spiral staircase in zomboid
Project summer car can do that if you adjust the spawn settings (sandbox options)๐
Sometimes I just like to put the settings to easy, find a nice RV, and drive around the country until I've visited every major town and explored a bit. I always hit the same obvious places (gun stores, hardware stores, book stores etc) but also pick random houses and areas I've not looked at before.
What I really miss are the early days of getting into crazy situations that never happen now because you learn how to avoid them. Like driving a car onto the highway outside Rosewood in the middle of the night during a storm slowly bleeding to death thinking "I just need to drive a bit to get away from the densly packed zombies to patch myself up" except it was B41, the highway was hull of zombies and before long I had no headlights or windscreen from impacts and there was no-where I could pause at all.
But that sort of disaster is prevented by better planning (and also by B42 having much better zombie spawning on highways)
Question: is this a good idea or a stupid one: a mod that add's Skiff's pistol from Stalker 2 to the game, except the mod is called <YourNameHere>'s pistol and you start with one already in your hand, favorited, and renamed to firstNames's Pistol.
It's functionally an M9 with a smaller clip, so not unbalanced.
...unless I go for the pre-patch version which was the best gun in the game due to a bug with the 9mm ammo's armor penetration.
is it worth it to develop mods in B41 instead of B42 there is more documentation and help with making mods in B41 but they might get out of date a bit to soon
There isn't more documentation for B41 modding ๐
The whole modding wiki is oriented towards B42 only bcs I'm not going to lose my time making documentation for a dying version of the game
And I invite you to this same philosophy for modding in general, don't lose your time learning modding with a version of the game that is outdated, which will force you to relearn a shit ton of aspects
And this is becoming particularly true as the recent versions of B42 have reworked major systems of modding which are completely different than B41
Most recent one being the translation files format
Registries, recipe scripts, mod structure
Timed actions, networking
Of course if you specifically want to make a mod for your B41 server or smthg like that, go on, but if you are not forced to mod on that version, then don't bother
hmm okay thanks for the advice
making this work in MP was kinda magic
sadly when the weapon is first created and not fired the slide is not seen by other players
How do you do the slide animation?
And... how do you get it to sync so well.
I had issues with gun models and reloading in MP that I gave up on after finding out the vanilla doublebarrel had the same problem
I wonder if PZ will someday go the Minecraft route and stop developing singleplayer alltogether. In Minecraft singleplayer you just join your own local server without you noticing. I think this would make a lot of sense for PZ, so both them and modders wouldn't have to develop two systems simultaneously
doubt
its all based with a timer using time
but soon we will have this available with the framework for others to use
it supports both attachment or model swaps
You don't develop 2 systems in PZ. If you correctly write a MP mod it will work in SP
in SP you run both server and client folders
problems currently occur cuz how much has been shifted to server authority from client
will take time to adjust 
Yeah it's less impacting for modders, but currently there are functions that are called in SP that never get called in MP, which is what I was referring to. And you don't know which functions are impacted until you test both SP and MP.
As for the PZ devs taking a whole year to implement MP in B42, maybe focusing on MP only would improve this.
Oh your point in developing mods for MP first does prove my point
how exactly?
Well if they would focus on MP only and there would be no "singleplayer", it would reduce dev time
no? Correctly done MP mod will work in SP. If a mod author does separate SP logic and then tries workarounds to make MP work, that's mod author adding dev time, not the game devs?
But ye I guess it could be somehow streamlined
But then again the game is in development so wcyd
Yes, if its correctly done in MP it will work in SP. Thats why I say the PZ devs maybe could do as well. Currently they create SP first and then add MP afterwards
Yeah, if they get MP working first it should automatically work with only a single player. I only know Minecraft is doing it this way. Short term it introduced a lot of issues in MC, but I think it could be beneficial in the long run
It would simplify the codebase a lot if singleplayer was just hosted multiplayer without anyone else being allowed to join.
But there is a loooooot of work before the game is ready for that
@willow tulip Did something change with the sound hp/weight overhaul? ```function W900OverhaulRCP()
-- Mod does not need to be dependent on Realistic Car Physics being installed:
local REALISTICCARPHYSICS_ENABLED = getActivatedMods():contains("RealisticCarPhysics")
print("W900 Overhaul: Realistic Car Physics detected: " .. tostring(REALISTICCARPHYSICS_ENABLED))
if REALISTICCARPHYSICS_ENABLED then
local carData = require "Realistic_Car_Overhaul_Data"
-- Engines sounds can be specified this way.
-- Engine Volume = engineSoundBias + Throttle * engineSoundMultipler. Same for exhaust. Allows engine sound to change with throttle.
-- the values here relate to Sound script names in Realistic Car Physics. You can add your own sound files for your vehicles.
-- Its mainly just here to show you how to do it. Engine1 through Engine4 are also predefined for you to use.
carData.engineValues["EngineW900_new"] = {engineSound = "W900_Engine", engineSoundRPM = 2500, engineSoundBias = 1.4, engineSoundMultipler = 0.5,
exhaustSound = "W900_Exhaust", exhaustSoundBias = 0.2, exhaustSoundMultipler = 0.8,
crankSound = "W900_EngineStart", startSound = "W900_EngineCrank", engineTurnOff = "W900_EngineTurnOff"}
--Use real life values here for horsepower and weight (kg). Note that 1 horsePower is equal 4 vanilla pz horsepower.
--Most vanilla vehicles have 70~250hp in this overhaul, and 800~3000kg weight.
--engineSound relates to the key used in carData.EngineValues[]
--Kenworth W900
carData.vehicleValues["Base.SemiTruck"] = {horsePower = 150, weight = 8164, cargo = 200, engineSound = "EngineW900_new"}
carData.vehicleValues["Base.SemiTruckLite"] = {horsePower = 150, weight = 6864, cargo = 100, engineSound = "EngineW900_new"}
carData.vehicleValues["Base.SemiTruckBox"] = {horsePower = 150, weight = 8364, cargo = 750, engineSound = "EngineW900_new"}
--Kenworth W900 Military
carData.vehicleValues["Base.SemiTruck"] = {horsePower = 200, weight = 8164, cargo = 200, engineSound = "EngineW900_new"}
carData.vehicleValues["Base.SemiTruckBox"] = {horsePower = 200, weight = 8364, cargo = 750, engineSound = "EngineW900_new"}
-- Trailers
carData.vehicleValues["Base.SemiTrailerVan"] = {weight = 3140, cargo = 1500}
carData.vehicleValues["Base.SemiTrailerVanCattle"] = {weight = 3140}
carData.vehicleValues["Base.SemiTrailerCistern"] = {weight = 4140}
carData.vehicleValues["Base.SemiTrailerLowBed"] = {weight = 5210}
end
end
Events.OnLoad.Add(W900OverhaulRCP)``` isnt working anymore
Mod hasen't been updated since B42.15 came out so no
then why ๐ข
maybe they changed how getActivatedMods():contains works? dunno
nah its true in the print
is realistic car physics working?
yes, vanilla cars are all working
Dunno then.
they changed a bunch of security stuff in B42.15.3 so dunno
any stack traces or anything?
nope
so whats happening ingame?
trucks weight hp and sound istn changed, but vanilla cars are
if u got a mod bug report, usually there are descriptions on mod page on where you should submit a bug report. This is usually not a place, just sayin
Did you change what module your vehicle is in or something?
nah, its now working, but not rly sure what it was, i didnt change the name of the Box and semi to _mil, but that shouldnt have made a difference to declare it twice
Yea, the 2nd setting should just override the 1st
the on load event was just experimental and iam not using it anymore
ah.
PS I dunno if it matters but I just do it in the main script body.
instead of using an event.
will we able to shove cars anytime soon with rcp? you need to move a vehicle atm to be able to move it with another car
(Code has to execute client side, but prob should execute both server and client side)
yea with the event it was not working at all
Iv considered looking into what TIS broke but its prob something in baseVehicle -_-;
I had HOPED that TIS would have fixed it in B42.15...
without rcp its working tho
(the shoving is a vanilla issue started in B42.14)
Seriously?
yea i think i saw a patchnote about it too
sighhh..
Fixed parked cars not moving when bumping them with another car
now I have to go see what they changed.
Oh I see what they changed now. meh.
will fix soon then.
thanks for the heads up, fixed it for next update (that will prob just be this lol)
np, avid enjoyer of your mod and glad that it will be fixed ;D
I mean whats the point in being 10000kg if you can't toss the smaller cars around like ragdolls?
Any B42 mod collections that are vanilla base with week one and npcs?
mmmmmmm glu
Is there a tutorial I can watch for modding a Jumpscare noise replacer? My friends requested a few custom jumpscare sounds for our private b41 playthrough, and I would like to try and get them implemented as a mod.
shoot me a ping if there are any specific resources I should be looking at.
(I did already google, I couldn't find any articles on how to mod this specific feature)
The best way to know how to do that is to look at mods that do that
Download the mod, look through its files and see how they do it
I'm unfamiliar with the file structure
I tried doing so with a splash text loading in mod, but I couldn't get the audio to work a few years ago
Bookmarked, thank you
ty
I'm looking for the id of the jumpscare mod I installed so I can compare file structure and just look at what it does
I figured that part lol. I really appreciate the support.
๐
alright, seems easy enough. Just need to change the sound files and the callouts for the sound files.
anything I need to change to make it work in MP?
Probably not no
hey , could someone help me with setting up the item's model? I'm struggling with adding it's mesh and texture.
this is the scripts.txt:
model GCrowbar
{
mesh = ATG/GCrowbar,
scale = 1,
static = true,
texture = GoldenCrowbar,
attachment Bip01_Prop2
{
offset = 0.0142 0.0401 0.0000,
rotate = -23.3606 21.2788 37.5386,
scale = 0.8280,
}
}
module Base
{
item GoldCrowbar
{
DisplayCategory = ToolWeapon,
mesh = Crowbar,
MaxRange = 1.25,
WeaponSprite = GCrowbar,
MinAngle = 0.75,
Type = Weapon,
MinimumSwingTime = 3,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.02,
Categories = Blunt,
Weight = 2.4,
ConditionLowerChanceOneIn = 70,
PushBackMod = 0.5,
SubCategory = Swinging,
ConditionMax = 20,
MaxHitCount = 3,
DoorDamage = 10,
SwingAnim = Bat,
CriticalChance = 35,
CritDmgMultiplier = 6,
DisplayName = Golden Crowbar,
MinRange = 0.61,
SwingTime = 3,
HitAngleMod = -30,
KnockdownMod = 0,
Icon = GoldenCrowbar,
RunAnim = Run_Weapon2,
BreakSound = CrowbarBreak,
DoorHitSound = CrowbarHit,
HitSound = CrowbarHit,
HitFloorSound = CrowbarHit,
SwingSound = CrowbarSwing,
TreeDamage = 0,
MetalValue = 150,
CriticalChance = 40,
CritDmgMultiplier = 2.5,
MinDamage = 0.6,
MaxDamage = 1.25,
BaseSpeed = 1,
TwoHandWeapon = TRUE,
WeaponLength = 0.4,
AttachmentType = BigBlade,
Tags = Crowbar;RemoveBarricade,
}
}```
Are those defined in a module ?
um , i dont think i've set one
up. not sure how to either
You might also be interested in watching my video about Scripts
what file is a sprite? is it a 3d model or something else
it's a model script
the term 'sprite' is for legacy reasons when the game was more 2d, it should really be 'model'
good to know ๐
The model should also be part of a module. (Base, etc) Move up the module Base { to be above it.
And if you're using Base, prefix your itemname with a unique string so it becomes something like AutumnGoldCrowbar so there is no risk of conflicting with another mod/new vanilla item also called Base.GoldenCrowbar
Also you might be interested in setting up ZedScripts with VSCode
https://pzwiki.net/wiki/ZedScripts
another day another issue, we cant force a value into a tickbox in mod options right? like if there is another tickbox that does the same thing in an in game UI i would like to update the values if they get changed
You can set values of tickboxes yes
It's all Lua sided
Guys, could anyone by any chance give me a hint on how you're supposed to get a file's GuID for clothing mods? (b41)
Many thanks to whoever answers
Progress for today... I've added the keyboard and mouse, CPU and RAM models
I'm up to 10 models in total... All that's left on my list is a disk case and some floppy disk texture variations
You generate them
so i tried your advice and there is progress , however the crowbar is in this position and textureless. when held , it also is invisible (or out of bounds).
Oh, thank you very much.
Sorry to bother but... Could you maybe also explain how
ConditionMax and ConditionLowerChance work?
Is it a percentage from 0 to 100 or a fixed value from x to y? What's the limit for them?
afaik conditionmax is a set value , CLC is a percentage. higher percentage means less chance it takes durability damage
if that's not what you mean then i can't help , i started modding like yesterday
the chance for durability to reduce on hit is 1 in condition lower chance
so 1 in 2, 1 in 3, etc
how the fuck do i set a model's texture if it's not like this ๐
you need a , at the end of every line
the .png extension also should not be included
basic problems require basic solutions i suppose
nope , same result
did you orient and scale it properly in blender before exporting to \fbx?
Zomboid is very fussy about these things
What is the path to your texture? That will look for GoldenCowbar.png directly in media/textures
no subfolders
and check console.txt because there is likely an error abouit not being abel to find GoldenCRowbar.png
and finally, for textures you need to quit and restart after changingg things, not use reload lua
And finally finally the candy-striped crowbar actually looks pretty cool.
i desperately need someone to make a mod that allows you to close curtains on stairs like these
christmas mod will go hard once i finish this one
jokes aside tho , the textures (both weapon's texture and icon) are in textures folder.
As for the mesh , i copied the .X mesh from PZ itself.
You don't need to copy the model file if you are not changing it, just use the vanilla crowbar model.
oh , that's good to know
so for this , it's just
mesh = crowbar?
I thin ki see your problem.
Copy that whole thing, change the model name, and add a texture line.
which script did you find that in?
media/scripts/generated/models_weapons.txt
I like to have a VSCode window with media and decompiled java open to use as an easy to search reference
thank you almighty fox man ๐
i shall see whether it works asap , i'm not home rn.
Is your texture just this, but with different colors?
no resizing/cropping/etc
Since that's the texture designed for the vanilla crowbar model
yeah , i recolored it to be gold.
honestly it feels lazy just recoloring a weapon with boosted stats and calling it a "mod"
i'll get to balancing it when i get to it tho
Good to know, does it accept floats ? I had documented already it takes integers
Where is your texture located ?
like i said , textures folder.
no subfolders
Give the full path
media > textures > GoldenCrowbar (the texture)
Was it you yesterday who forgot to add a module ? Did you do it this time ?
And are you refering to the model script with the full ID
yeah , i added the model itself into the module
Show the full scripts
i'm not home right now , i'll ping you and send the script ASAP.
module Base {
model GCrowbar
{
mesh = Crowbar,
scale = 1,
static = true,
texture = GoldenCrowbar,
}
item AutumnGoldCrowbar {
DisplayCategory = ToolWeapon,
MaxRange = 1.25,
WeaponSprite = GCrowbar,
MinAngle = 0.75,
Type = Weapon,
MinimumSwingTime = 3,
KnockBackOnNoDeath = TRUE,
SwingAmountBeforeImpact = 0.02,
Categories = Blunt,
Weight = 2.4,
ConditionLowerChanceOneIn = 70,
PushBackMod = 0.5,
SubCategory = Swinging,
ConditionMax = 20,
MaxHitCount = 3,
DoorDamage = 10,
SwingAnim = Bat,
CriticalChance = 35,
CritDmgMultiplier = 6,
DisplayName = Golden Crowbar,
MinRange = 0.61,
SwingTime = 3,
HitAngleMod = -30,
KnockdownMod = 0,
Icon = GoldenCrowbar,
RunAnim = Run_Weapon2,
BreakSound = CrowbarBreak,
DoorHitSound = CrowbarHit,
HitSound = CrowbarHit,
HitFloorSound = CrowbarHit,
SwingSound = CrowbarSwing,
TreeDamage = 0,
MetalValue = 150,
CriticalChance = 40,
CritDmgMultiplier = 2.5,
MinDamage = 0.6,
MaxDamage = 1.25,
BaseSpeed = 1,
TwoHandWeapon = TRUE,
WeaponLength = 0.4,
AttachmentType = BigBlade,
Tags = Crowbar;RemoveBarricade,
WorldStaticModel = GCrowbar
}
}```
@bright fog this is the script and essentially all i can give you until i get home
Nvm the model already appears so the problem is texture wise
well , the texture itself is only a recolored version of the original.
Yea I'm not meaning the file itself, should be fine as long as it's a png
noted
We'll see how it behaves once the model definition is redone to match the vanilla crowbar.
@bright fog @silent zealot thanks for the help , it works as intended :)
Nice!
the only problem is it still stands like this when on the ground , but i think it'll be fine
Shame we can't do actual metallics
maybe one day we'll get vanilla gold weapons. until then i'll use my mod for these
hey , any other gold weapons i should make?
For now i'm adding:
Gold Crowbar
Gold Fire Axe
Gold Hunting + Kitchen Knife
Gold Frying Pan
Gold Machete
Gold Katana
Possibly some gold firearms?
I may or may not be looking into calculating HTML elements again, this time in Java. ๐
elaborate , i live under a rock
HTML + CSS support for UI/UX is my dream goal.
i see
I was able to get partially there before Reflection was removed from non-debug. I started a Java patch and am looking at my options.
Thank you. It was GPU-projected and rendered.
I could graft a WebKit service wrapper but that's too much for simply calculating components..
More important things to work on for now.

If we do then they will probably be simultaneously heavy and also weak lol
shot in the blue but, anyone got a brilliant idea what could cause this? its my military boxtruck which is an excactly copy of the normal one, but the military version is suiffering from this behavior
Headlights are only on when doing burnout or ramming xD
How about acceleration and deceleration?
only on impact or a quick flash when stopping
I've had issues when working on the original high beams mod where headlights would move below the ground when vehicle tilted
dont know if the table support z offset will have to test
Any vehicle mods? It's almost like the flickering that should be affecting the dashboard affects the lights
I don't think it's the same thing I was seeing. But... Try the right click ->debug -> launch vehicle into air to see if that shows anything interesting
yea when its airborne theres light
I spoke to the Marketing department, they suggested calling them."impact detection lights" and charging extra
...maybe it is getting weird with the ground... Which is sitting off it's a copy of a vanilla vrhicle
i mean the taillights are working fine
but i think i will have to adjust the model offset maybe
its the only different value
yea that was it
Or, make it an exact copy of the vanilla truck with a different name, confirm that is ok, then change it piece by piece into your version until it breaks
the drip factor tho
Gold plating isnt going to be weak either
But... Gold bar -> solid gold crowbar
Weighs a lot more, reduced durability
i was thinking more gold plating rather than an actual gold crowbar.
in the mod gold weapons weigh 0.2 more than their original counterparts , but have boosted durability and min-max damage
Exact same model as gold plated, but you know it's genuine gold all the way through!
I mean as an extra option in your mod, since it wouldn't need much work to include
Sure it's useless for anything other than bragging rights
But... solid gold crowbar!
๐ค
maybe solid gold weapons could be powerful but fragile?
glass cannons per se
anyway
Yeah thatโs what I meant lol, not plating
The problem with a glass cannon is that a steel cannon will always out perform
wouldn't it be funny if a gold bar could be used as an improvised weapon
Minecraft gold tools be like
Hello there, has someone here already made an analysis on what is taking most of the game loading time and what could be done to reduce it ?
my uneducated guess would be the parse and init of many script and lua files, but since we are on the topic, whats better in runtime, one huge fbx file where you for example have 50 weapons or 50 small fbx?
A crowbar made out of gold sounds like the worst crowbar ever, and that makes it the best
Hi folks! It seems getModFileWriter is writing client-side, not server-side, even when invoked from a server script. Is that intended?
if it's writing client side, your code is not running on the server
But what if the code is defined under ./42/server/*.lua? That isn't per se a guarantee to have it executed server-side?
it isn't no
Client executes everything in /server/ because.... Bad reasons
(Yes I have no idea what shared is for then)
Oh damn. Do we have some function to check if we are actually server-side?
isServer(), but in most cases you will prefer not isClient() as that's still true in singleplayer
I will vouch for not isClient() approach
Thanks a lot!
Curious what the difference is there. Like a host+play vs dedicated server thing maybe?
no, there's no significant difference between hosted and dedicated at all
all hosted does is launch a dedicated server in the background and connect to it
it's not a single instance client and server or anything like a lot of people assume
the benefit to checking not isClient() is just that most serverside code also wants to run in singleplayer
I'd imagine that the in-game simulation will move in a way where all games are simulated servers.
if you don't then isServer() is the way to go but that's pretty rare
I wonder how hard it would be to transmit failed checksums for individual files to servers on login attempt reports.
Context on that would be helpful in seeing what's changed. It can signal cheaters faster.
All is working now! Omg there was a very weird behavior. I'm not 100% sure, but apparently calling getModFileWriter on the server script, if the client was also calling it, prevented the files from being written on the server. With this modification, it's working properly
if not isClient() then
Events.EveryTenMinutes.Add(onEveryTenMinutes)
Events.OnClientCommand.Add(onClientCommand)
Events.OnServerStarted.Add(onServerStarted)
end
It's super weird because even the server-only events were being intercepted by the client lol
I think shared runs earlier in the process list ?
Yep
Thatโs what I remember being told around least
99.9% sure thats not a thing.
Shared -> Client -> Server
I think thats the order
I was thinking of naming this mod "All That Glitters" , thoughts?
I think Midas could be good too
Hm , i can add Midas Gloves , essentially upgraded Leather gloves
King Midas trait that turns every item you pick up into a gold bar
If the zombies dont kill ya, dehydration and starvation will
can someone please explain the new way to add body locations easily, without any rocket science stuff y'all doing here ๐
i tried it, but i'm not sure what it does cuz it doesn't add any items
i've searched bodylocation here on discord and everyone says something else lol
It adds a bodylocation slot.
like here this seems very complicated, while the canteen thing is very compact
registries.lua:
NEPBODYLOC_CANTEEN = ItemBodyLocation.register("nep:canteen")
a lua fule in shared:
local group = BodyLocations.getGroup("Human")
group:getOrCreateLocation(NEPBODYLOC_CANTEEN)
what does nep stand for here nep:canteen ?
You can't use "base" so you need to have your own namespace
It can be literally anything... except base.
aight thanks
It stops multiple mods having the same name for things and causing issues.
I prefix things with "Nep" short for "Nepenthe", you could prefix with uwu
Then in the item scrript: "BodyLocation = nep:canteen"
did anything about attachment change too, cuz this was some additional holsters mod
that mod changes an existingg item, you could also use "BodyLocation = nep:canteen" in a new item's screipt
equip attach slots are three levels of confusing.
this is all confusing af to me anyways lmao
You don't need them to add a body location, only if you want new attachments locations
What do you need the new bodylocation for?
the body locations are for the new additional holsters, and then the attachment locations are for the guns in those holsters
it throws an error about that file in shared, even tho it's literally the same way that other mod did it
What is the error
ERROR: General f:0, t:1774565528609> ExceptionLogger.logException> Exception thrown
java.lang.reflect.InvocationTargetException at DirectMethodHandleAccessor.invoke(null:-1).
idk what i should paste here
Caused by: java.lang.NullPointerException: Cannot invoke "Object.equals(Object)" because "this.id" is null
zombie.characters.WornItems.BodyLocation.isId(BodyLocation.java:69)
zombie.characters.WornItems.BodyLocationGroup.getLocation(BodyLocationGroup.java:32)
zombie.characters.WornItems.BodyLocationGroup.getOrCreateLocation(BodyLocationGroup.java:40)
the argument you are passing to group:getOrCreateLocation is nil
either a typo or something wrong with your registries.lua
i checked, there are no typos, and the registeries.lua is just like here, so idk what's the issue
don't i need some additional lua file like a BodyLocationsTweaker i saw in some other mod?
Nope. That was something for earlier B42 compatibility IIRC
What folder is your registries.lua in?
in media
...post the full error
oh great, i think just me being blind was the issue, i had a typo in the registries file name lol
yea, that'll do it
yup no errors now, thanks lol
i checked, there are no typos
i had a typo
I'd laugh more if I hadn't done this countless times myself.
@forest mortar are you the author of https://steamcommunity.com/sharedfiles/filedetails/?id=3692796577 ? (Realistic Car Physics KI5 Patch)
Also, โค๏ธ when my mod gets a mod!
That's nice.
Is anyone aware of a way to get the actual WorldSoundManager.WorldSound instance involved in an OnWorldSound event? The class is technically exposed, but I can't find any part of the API that gives me visibility on it. Specifically I want to check the flags so I can filter out sounds that only bother animals.
IDK if its intentional or not but idle cars for example are pulsing out 80-radius world sound events that only bother animals, and I really don't want to have to just close my eyes and pull a
if instanceof(source, "BaseVehicle") and radius >= 80 then --[[ skip]] return end
My final mesh.. the floppy disk case.
As for where the rest of my decoration went.. into the ether because I corrupted the chunk and zomboid regenerated it lol
do NOT place an item, then go change its item definition to be a container.
zomboid will become very angry
I still have one somewhere
Hey, is there any way to include more info in an item definition? Like with this
item Motherboard386
{
ItemType = Normal,
DisplayName = 386 Motherboard,
DisplayCategory = Electronics,
Icon = Motherboard,
Weight = 1.0,
StaticModel = Motherboard386,
WorldStaticModel = Motherboard386,
Tags = PZDos:Part;PZDos:Motherboard,
}
I'd REALLY like a way to list slots on the motherboard by required tag names. Like slots = [Cpu386, Simm30, Isa16, Isa16, Isa16, Isa16, Isa8, Isa8]. Then any item that has tag PZDos:Cpu386 can go in that first slot. This would help so much before the coming explosion of hundreds of parts to manually create heh...
I could do this by making more tags, like PZDos:SlotCpu386 but then I need separate mappings somewhere of slot tag -> part tag. It's just messier
This is gonna sound odd, but WeaponParts might work for this
I was reading there was some kind of custom properties in B41.. but this is coming from an AI so grain of salt
not 100% certain if they can be attached to items that aren't ItemType = Weapon,
is the mod for b41 or b42
B42 only
but B41 is much easier to find information about.. a lot of it carries over. A lot does NOT haha
Well I mean this sincerely, IF you can put WeaponParts on ItemType = Normal then it might be your best bet for storing computer parts on the item
WeaponParts are persistent items, meaning they keep their data when attached.
They are attached to the item through the model definitions, and have their MountOn set in their itemscript
All of this sounds perfect for computer parts
setModelWeaponPart is behind a this.itemType == ItemType.WEAPON guard in zombie.scripting.objects.Item
I think you can make up anything you want and it will go into modData
but I'm not 100% sure on that
you can, we usually tell people not to though
Isn't that only important for rendering models though?
You can use weaponparts without models
each item's mod data is part of the save file so it's bloat, for something that doesn't vary per instance just something like a lookup by item type is better
According to gemini you can add something like this to an item txt definition:
item Motherboard386
{
ItemType = Normal,
DisplayName = 386 Motherboard,
DisplayCategory = Electronics,
Icon = Motherboard,
Weight = 1.0,
StaticModel = Motherboard386,
WorldStaticModel = Motherboard386,
Tags = PZDos:Part;PZDos:Motherboard,
// This is where your custom data lives
CustomProperties
{
MySpecialTier = 5,
IsLegendary = true,
ElementalType = Fire,
InternalID = "Unique_001",
}
}
and that's why we tell people not to use ai for modding pz
I don't trust ai code
Ignore AI, listen to Albion
I still feel like my recommendation of weaponparts could be perfect
That's why I'm asking... If I could just add a couple strings with comma separated tag names that would lead to a solid design here
there's no support whatsoever for custom blocks in scripts, custom properties go to mod data as stalker says but blocks don't do anything
Why not? Is there a problem doing that?
I'll look into weaponparts as a last resort.. It sounds hacky =\
I feel like I'm one of the only people who have outside of the box experimented with weapon parts
It's relatively new due to B42 making weapon part slots not limited
well -- i'm not certain whether they do nothing or cause a script load error that will literally crash the game in debug mode
I've already tried adding things like "Thisisnotavalidname = fun; testing," and it did NOT crash
I don't really have a way to confirm it.. maybe something I could type in the lua console?
yes, custom properties are added as default mod data, but custom blocks don't do anything (or crash)
Gemini's block didn't crash.. but yeah, no way to see it yet
so I can't confirm if it did anyhting. guessing not
mod data is instance state so it's saved per instance, multiple instances saving identical data is wasteful -- if it's something that can vary then using that to set the default value is okay, but if it doesn't vary then it's better to use something other than mod data
usually that alternative is a lua table, something like this```lua
local myCustomPropertiesByItem = {
["Module.Item"] = {
a = 1,
b = true,
}
}
local a = myCustomPropertiesByItem[item:getFullType()].a
@albion it should throw an InvalidParameterException
if it can change then you have to use mod data to implement that and there's no downside to doing so
I am already using custom mod data for storing computer info, like which filesystem is on which computer
but what I really need is some way to put that in my item def
anything you put into an item script that is not recognised is added as default mod data
You could just make a lua table with the info you need
and use the itemtype as a key
item MyItem {
MyProperty = 5,
}
so item:getModData().MyProperty will be equal to 5
i'm mostly just trying to illustrate that if it's not something that you would need to be using mod data for anyway (any value that changes along with a specific instance of the item), it's wasteful to use mod data for this
What if you want to solder on an extra RAM slot? /s
I got it to work!
OMG I just realized you could add a Download More RAM feature that increases the ram of the DosBox instance
@vast pier @dry stone You can define a weaponpart with basically anything you want for mountOn. It resolves it to an item, not a Weapon.
item Motherboard386
{
ItemType = Normal,
DisplayName = 386 Motherboard,
DisplayCategory = Electronics,
Icon = Motherboard,
Weight = 1.0,
StaticModel = Motherboard386,
WorldStaticModel = Motherboard386,
Tags = PZDos:Part;PZDos:Motherboard,
test = "this",
blah = "fun",
}
Then type this command in the lua console: local md = getPlayer():getPrimaryHandItem():getModData(); for k,v in pairs(md) do print(k.." = "..tostring(v)) end
Result in pic
Are there any data storage concerns for an item with a lot of attachments? say like, 10 attachments
@vast pier @dry stone You can't actually attach them though, the CanAttachCallback and OnAttachCallbacks can only be invoked with HandWeapons
The downside is every instance of the item stores that, butt if there will not be a lot of the item that won't be a problem.
lol.. I somehow had this run through my head when I was doing the RAM model last night
b41 stored the attachments as just item type strings, i think b42 now stores the whole items...? if it does store the items, yes
You were absolutely correct here
the test is proof, the two unique things I put in there both appear when I dump the item's mod data
It does, I know this as I use the physical item attachments on specific things to store stuff like durability
It stays persistent when moved around through the attachWeaponPart function
I wanna clarify it's not using placeholder attachments, it's putting modData on those attachments
yeah in that case it's not great, one weapon with 10 attachments would essentially be 11 items
i'm not convinced it would be *that* bad though
My gun mod does this lol
if you have 200 nails in your inventory that's 200 items and that doesn't cause problems
MAX_ATTACHMENT_COUNT = 100, incidentally
that said, the explicit reason they added so much packing stuff in b42 is just because it tricks players into optimising their saves by reducing item count ๐
Worst bug I have seen happen from this so far is a texture bug. The gun became white on the ground but was fine when being held
it's inconsistent, may be a Vram issue on my end specifically
So here's my plan.. on like a motherboard, I'll put a custom thing in my item definition like:
`PZDosSlots = "Cpu386, Simm30, Isa16, Isa16" .. I'll just split it by commas in LUA and then it's an array of tag names that can be installed in each listed part slot.
Beard once told me during a bug report that my PC shouldn't even be able to launch to menu, let alone run around with high zombie pop (I responded with a video of me running around Louisville mall)
My pc is 14 years old
The transfer times are honestly WAYY more of a reason to do so then the tiny space savings too
But mainly, its just freaken cool
especially now that the boxes just get magiced into existence, unlike IIRC B41 actually needed items to box stuff up in?
(for what little B41 allowed you to box up)
Its honestly a pretty good solution, a nice expansion might be allowing 100 boxes of nails to be consumed by use quanity or something, or let you extract 10 or open box or something.
it did not
would also let half full boxes of nails spawn
I must be thinking of hydrocraft then?
Honestly, why aren't boxes treated as drainables ?
I can't think of a reason not to
Maybe I should make a mod for that
We don't even find 'nails' or indivual bullets enough for it to matter that they exist
Nails are prob the worst offender, but 50 boxes of ammo could honestly be drainables too
the problem with that currently is the game very strictly expects resources to be items
you can't really make a recipe that wants 4 loose nails or x% of a box
Yea, you'd have to convert the recipes to just use one instead of the other
i've seen hints around the codebase that that might be something they're working on but it's one of those things where it's not complete enough for me to really know what i'm looking at just from names
there is something about detaching 'resources' from items but that could mean a lot of things
also we've seen with the crucible that code that draws from item uses (especially from multiple items) is very buggy atm
for example it could just be a replacement for the very rigid system they use to measure an item's metal content rather than anything to do with what i just said
why not?
wouldn't the use delta just need to be 0.01
meaning each use is 1 nail
so in recipes it would use 4 whole nails, or 4% of a box
the recipe system just doesn't support 'x items or x% of a drainable'
would 4 individual nail items not be equal to 4 consumptions of a 0.01 delta ?
yeah but currently you'd need two separate recipes to do that
Really ?
and that's only to make craft recipes support it, it just wouldn't scale well to say the least
I thought recipes treated use delta percents as individual uses of an item ?
there's a flag ItemCount that uses the entire item instead, no?
ok you're right i have no idea what happens if you do that
xd
Something is very wrong if I'm correct about something that you're unaware of
what calamity is about to occur
unless you're being sarcastic
ideal to me would be only allowing loose nails but automatically taking one out of the box before crafting, but that would probably be really annoying to implement
Is there a particular reason you'd want it that way instead of just implying the character does this?
you'd probably just want the item system as a whole to understand that a box of nails really contains 100 fake nails which can be produced on demand, but that becomes a whole mess this late on
like if i have a timed action that requires nails for something, i probably want the same behaviour for that, and that'd be tricky without just duplicating the 'box is actually 100 nails' functionality everywhere
behold.
duck tape
(it's just tape crafted from cotton/burlap)
Original duck tape developed during ww2 was made from cotton duck cloth, which is basically canvas.
Hence why it was called Duck Tape
It later became duct tape as it stopped being made from duck cloth, and was used for sealing ducts (who would have guessed)
How do timed actions like that handle drainables ?
Cuz stuff like tape, and glue are some vanilla drainables that I think this would apply to
any idea that 'timed actions' as a whole do anything is mistaken
it's barely a system at all
every timed action reimplements the exact same stuff, even item usage
it's persistently the system that bugs me the most to mod, you have to do *everything* yourself
Truly the "do it yourself if you're so smart" functionality
how do timed actions handle items? depends on the action, the item and who wrote it
Dude it's spring time, why is there a fire weather watch at night where I am
shouldn't it be rainy and windy rn
fym it's dry enough for fire
welcome to the future
#KillAllBillionares
how does ConsolidateOption = , work
ik there's
ConsolidateOption = ContextMenu_Merge,
but is there anything beyond that ?
lol and usally incorrectly if it has to cross 2 items for the usage
(most would just refuse to recognize the item)
I thought "Duck tape" was a typo until i googled it lol
.
I'm too slow, I just glanced my discord window to see the last message. It's late and I'm sleepy! more excuses here
The cloth type is only a visual difference
Idk if 6 strips is high enough for the value, but it can only be made using bone glue, so I don't think it's a huge deal
all it's really used for is turning 2 uses of adhesive into 4
PSA: Duck tape was not, and should never be used on ducts.
It degrades very quickly if misused for such.
Aluminum foil tape is used for ducts, and that stuff is AMAZING
the adheasive on it is strong enough to rip stuff apart before the tape or adheasive gives up
shhhhhhhh (You really shouldn't use bone based adhesive on ducts either because moisture and heat will degrade it)
The fabric (and plastic backing of modern) duck tape also degrades quite quickly
like 1~5 years before its nothing but fabric loosely hanging on.
this gives me an idea for a renewable resource that has the same repair power as epoxy tool repair
am I gonna implement it? nah, I'm lazy
but it would be neat
Yea, the aluminum foil tape is pretty A++ for repairs
Honestly blacksmithing is easy enough and cheap enough to basically obsolete repairs
Mmm yes let me smith my wooden baseball bat
.. Smith whatever tools you need to carve unlimited wooden baseball bats
(epoxy is only used for repairing metal tools in game)
also WHY is epoxy only used for improvised metal weapons ?
Yea metal baseball bat is the only thing on that list I would ever epoxy
the rest id just.. make a new one
Whoever has actually made an engine parts maul needs to be spanked
Well actually, the recipes also allows RepairWithTape tagged items
but
shut up
Also, try my mod realistic combat, if you'd like the mauls to be remotely usable and not use like 16x more stamina then a baseball bat
WOW fiberglass tape is fuckin useless lmaoo
fym it can't be used as normal tape
It's not even like it's a good use either
Maintenance 4 lets you do the exact same recipe, WITHOUT THE TAPE
I think those tags mean it can be used with either?
... yea if its only using 2 rags then.. yeaaa...
lower XP but whatever
nope, it says each of instead of one of ๐ฉท
you need epoxy AND fiberglass tape
Yea but it can fix anything that can be fixed with tape OR epoxy
yeah I said that here lol
apparently epoxy + rag = epoxytape. totally how that works.
also can you fix stuff with epoxy without the rag if it just has fix with epoxy tag?
I was just saying fiberglass tape sucks donkey balls in terms of use
if so, wtf is the rags for? -_-;
Although TBH, Im kinda tempted to try epoxy + denim to repair stuff IRL
ignore the fact you can't use leather strips ??? only cotton or denim
sure I have some fiberglass cloth somewhere but... Denim!
leather wouldn't let the epoxy really soak in
I feel like rags/denim + epoxy would basically be a composit material like fiberglass
I don't think you could realistically repair these weapons with an epoxy rag anyway
Prob better then typical fiberglass, because most fiberglass is polyester resin, while epoxy is... i forget resin.
..epoxy resin?
gameplay wise it doesn't make sense for leather strips to be ignored
Realisticly, how do you even damage a bucket full of cement on the end of a steel pole anyway?
If you're only ever hitting zombies, it should be relatively untouched
other than like, the pole maybe
or your wrists
yea Id bet on it even getting through several doors
thud.. thud.. thud.. 2 hours of thudding later "HERES JOHNN... oh.. they left already.."
If we think too much about it, there's not a whole lot of reason why the mauls can't be used as sledgehammers
yeah sure the sledgehammers would be less tiring, and better at it overall
but I can't imagine a cement bucket maul NOT putting a hole through a brick wall ?
maybe I'm just stupid
idk
Pretty much only reason is responsability to not sledgehammer entire towns
Me screaming at my friend to use the sledge responsably because we can't replace walls/etc and lots of stuff can be just taken apart with a torch or whatever -_-
Yes my skill in picking friends is low

also why does the sledgehammer icon have a ballsack
the modern additions don't have this quirk
Like I've held a sledgehammer head in my hand before, a bucket full of cement would be several times heavier
People tell me I complain about things a lot, but I always try to explain to them that it's out of passion and wanting things to be improvied, not out of malice and bitterness
I also try to not complain about things without offering solutions/alternatives
If the concern is purely just "breaking" progression, then make it so using improper sledgehammers to be slower, and more damaging to the item.
generally just more inefficient due to their added weight and poor shape preventing good force distribution
(Devs will never do this because it means you could get a sledgehammer through welding levels instead of blacksmithing)
Yea, I picture it as degrading to the item and leaving you exhausted, but viable in a pinch
the idea of breaking progression being possible in a "realistic" apocalyptic survival game is a bit silly in and of itself
If it's too realistic then "breaking" progression gets easier, so you have to make it unrealistic to pad out progression time
It romanticizes improvising supplies and planning ahead, but being too good at improv means you think of things that make the game too easy
ugh I'm just yapping at this point
I just wanted to show off my duck tape lmao
I think the biggest thing to take away from this conversation is... why hasn't anyone made this into a mod yet ?
Nah, welding is a tough skill to level with limited propane resources
blacksmithing is basically limited only by fire starting sources
Block maul is lvl 1 welding iirc
shrugs could be adjusted. but yea
It affects the context menu translation lookup for merging items. ContextMenu_Pour_into is the default, if the value is set then the set value is used instead.
Is a sledgehammer even needed for "progression" these days? Since you can disable security shutters with a welding torch.
So a sledge is just for the "destroy" option that is honestly far more useful for playing The Sims and making a nice base than anything else.
Did you also add ducks?
hahahaha
Add an option to reskin chickens and update the translation strings to "duck"
Mmm yes my survival crafting mod that adds in bone glue, craftable paintbrushes, a new type of tape, craftable umbrellas, andโฆ. Renames chickens to ducks.
Sounds about right
Fun fact! did you know that before steel was invented, umbrellas used bones for their joints? Primarily whale bones
You can turn wood into wood charcoal, and you don't need to use a fire source for the blacksmith setup. You do for the furnace and kiln though.
But with enough wood charcoal you can go from zero to ten by taking bars, cut them into half bars, cut those into quarter bars, cut those into chunks, forge back into bars.
Same for the boning in corsets. Which is literally called "boning"
Sounds like something a blacksmith would make his apprentice do when business is slow
mind in gutter
I want umbrellas to be craftable using sheets/denim/hide/leather/tarp but my current issue is I donโt know what material should be used in making the sheets/denim waterproof
wax + denim
Wax. Oh wait....
It should be something wilderness survival friendly
tarp should already be waterproof.
waxed denim is basically oldschool canvas tarp
Add beehives to foraging
Well yes wax is the logical solution, but wax doesnโt exist in vanilla
Beehive -> Wax + Honey. Honey -> Sugar (if needed)
maybe see if you can sting em a couple times for picking it up too
Iโm trying to not add items that are minimal uses
So invent wax. And beekeeping. And soybeans -> soywax.
Just to make an umbrella.
Hair gel?
Glue?
Candles?
Epoxy?
candles! that's good, at least if you don't need them to be craftable without urban scavenging
I was thinking about this.
Because I already made bone adhesive
Which uses the glue tag
I'd go with that over adding wax, unless you want to add other uses for wax like... making candles that no-one uses?
I kinda wish we had a mod that was just a framework of items for intermod compatability (And so small mod authors wouldn't need to invent ways to get random items that should but don't exist)
And so small mod authors wouldn't need to worry about the model/icon for so many items
Like a "community resource pack" of common stuff?
yea
The waterproofing is for the sheets/denim
hide/leather/tarp afaik should be waterproof regardless
Doesn't add it by itself t othe world (Except maybe if a mod registers its 'using them' it could add it to loot tables?)
That's me!
@forest mortar Sweet!
I think it would have to be that way, otherwise if two authors add "wax" now there are double spawns
So you beat me to a mod I was very slowly working on :0
Id love it if you could change the format around a little to how I kinda hoped people would override things
Also, it could include .22 ammo and .50 BMG and pretty much every other round in one consistent place instead of every gun mod doing their own thing
Filler items are not new to zomboid.
We have measuring tape which has 0 uses.
And calipers which are strangely only used to make wrenches ??
Yea I love that the devs put in tons of items that have no current uses but might (or mods might take advantage, like summer car uses toothbrushes)
Okay but why arenโt calipers a melee weapon
they just m,ake it so there is stuff in places that shoudl have stuff in them
Because if you hit something with it you ruin the calibration
Could say the same about other improvised weapons
No other files required, the existing realistic car physics lua will take care of all the patching
Right, but measuring tools have specific laws and useage frameworks.
(although I guess I might need to change that containes() for b42.15 to not have the \ )
Now if those calipers had a sticker on them saying "FOR REFERENCE USE ONLY" that would be different
I'm sure I can do that, I'll take a look later
Just because the world is ending doesn't mean you can slack off on ISO 9001 compliance!
Have it โbreakโ after one or two hits, where it then turns into a melee weapon that canโt be used for the calibration recipe without being repaired
But yea, If you have seen my comment, I also kinda want a mod to show other modders how easy it is to add RCP support
Calibrate them zed heads
Imagine wanting to forge a wrench but you can't because you used your calipers to stab a zombie while hunting for metal
(and potentially, even add new engine sounds if you felt like poking at that at all!)
@forest mortar I mean feel free to keep the structure of your data file the same. I just think adding directly to the list is simpler. If you have any feedback on the process do go ahead! I tried to make it moddable by others but didn't write any instructions on that yet -_-;
I was gonna write a W900/RCP patch mod to show off how to do it, but then @knotty stone added RCP changes right to his mod.
Ideally, id love KI5 himself to adopt the changes to damnslib or something so he'd have his own control over it all.
iso9000 precision stabbing
Bonus to crit rate if your weaposn are calibrated.
lol bet
@forest mortar But basically the jist of it is local carData = require "Realistic_Car_Overhaul_Data" gives you a table you can add to, without having to do any other work
(more compatible if other mods add/change stuff. or if I do)
I've just seen it, added you on steam.
Yeah your way sounds simpler TBF!
Yea I wanted to make it easy so others could do it.
Great mods btw, I was a huge fan of my summer car and PZ has always been as much a car game as it is a zombie survival one whenever my mates and I play it haha
Thanks!! I was hoping to see some more mods that did the overhaul data so it was really cool to see your mod pop up!
saves me from having to look up the rest of the KI5 cars too lol.
Might wanna double check the mini and charger etc, the extremes of the HP/weight ratios.
Internally, what happens is 'overhauled' HP is multipled by 4 to make a 'vanilla' hp
so a 200HP car has 800 'vanilla' hp
while a 100HP car has 400hp
I felt this went well with 1990's car's being very often in the 100~200hp range.
(and most vanilla cars is 400~800hp)
Basically the point was to make the mechanic HP display actually look sane
and actually have different cars drive differently.
but I recommend not giving a <2000kg car over 300hp lol.
600hp in real life for my favorite KI5 vehicle:
(or do, I dunno!) but mainly every american car had like, 5~10 engines available, so you can kinda pick and choose HP values for a lot of things.
I think thats also like 12000kg or something so yea ๐
really cool at smashing stuff but still no huge acceleration
I once got to do donuts in a vehicle with 4000 brake horsepower.
Was doing IT work on that tug while a trainer was onboard, there was a wait before a ship was ready so I got to spin around in the middle of Botany Bay.
I think the trainer appreciated that when his laptop was infected with gay porn malware I just fixed it and didn't ask questions/judge
@forest mortar But yea, for 95% of cars, stock weights should work fine, just pick a reasonable engine from the list that wikipedia says they where available in lol.
(but extremely heavy cars may cause issues for other cars hitting ragdolls nearby)
Ok fair enough. I gave the mini 500 hp in testing and that was quite fun lol
hahahaha.
Yea, also the friction settings if you do that :0
next update will restore car collisions btw.
500HP mini? Fast and Furious '93: The Kentucky Job.
lol
Kinda wanna readjust zombie/plant collisions to not depend on mass while im updating RCP though.
(in vanilla.. the slowdown from hitting zombies/plants increases with your car mass, so that heavy vehicles are slowed down the same as light ones..)
I... don't get why.
I ignored it at the time since cars only had a spread of 800~1400 mass and it hardly mattered much, but now with RCP overhauling masses into the 600~10000 range it just bugs me -_-;
That makes no sense and I think most people woudl approve of it being changed.
Right? -_- heavy cars are slower.. but that slowness should at least come with... mass.
An ultralight sports car and a 12 tonne truck should behave very differently when hitting a small bush.
so i've been making a gold bar , I have an .X model of it in media > models_X , do i need to write a specific path?
as in models_X/GoldBar
Not using the vanilla gold bar?
but no, if you put the modle directly into the models folder you don't need to give it a path
BTW> you can use .fbx instead of .x, which has far better support and in my experience is a lot more reliable.
Blender doesn .fbx natively, .X needs extra script and there are different versions and it's all just weird
Very important: you need to rename the model, as "GoldBar" is already a vanilla item & model definition.
media/scripts/generated/models_items.txt
isn't it a B42 item tho? or am i stupid? because the mod i'm making is made for B41.
in that case, no conflict.
i'll use my custom model just in case
Though it's still good practice to ensure unique names
Otherwise another mod that adds GoldBar will conflict
Like the time my assault rifle turned into marijuana because the gun modder careated Base.AK47 The Gun and the drug modder created Base.AK47 the Marijuana Strain
honestly does anyone even play b41 atp
Some people do because they want stability, but IMO if you want stability you don't get new mods.
And I expect there are established Multiplayer servers that are still on B41
Butt for modding, I personally consider it a dead end.
shit
But if you play B41 and want a mod, go for it.
i mean until B42 is stable i'll keep the mod B41.
and until i figure out how to port it to b42 itself.
oh yeah , gold katana too :)
For your mod to go to B42 it's probably just:
- New folder structure
- Redo all recipes with new structure
- some changes to item scripts, nothing major
- redo translation files to json format (very easy)
And you'll be able to make use of thing like the vanilla ability to melt down gold from gold items (jewlery etc) with pre-made gold items as crafting ingrediants
perhaps
The models & textures won't change
actually i think it would be better to make separate B41 and B42 versions
Entirely possible, you can even package them together in one mod and B41 reads one set of files/B42 another
true. the b41 one could use custom gold , while b42 could use the vanilla one. though AFAIK gold bars are very easy to obtain in B42.
i'll just make the crafting of gold weapons more skill-demanding and expensive
ยฏ_(ใ)_/ยฏ
lvl 6 metalworking , katana + 5 gold bars sounds reasonable imo
If people install your mod they want to be able to make use of it so don't make it needlessly hard.
i'd make it more mid-late game
Is the gold plated katana aany better, or just gold colored?
boosted durability , crit chance/damage and min/max damage thresholds
it's about 1.75X better than the original in most of the aspects , except the weight
Well approximately no-one will see that given that getting a katana is already stupidly hard.
They are rarer in B42 due to expanded loot pools.
and the other gold weapons?
what other gold weapons?
well , the knife , fire axe , etc.
there are no gold weapons in vanilla
pardon , i misunderstood the question
There are craftable gold cups, maybe plates, cutlery and... hurricane lanterns.
Not sure if those ever show up in the world, I've not seen any.
should i make the gold weapons natural spawns or make gold bars simply a rare find for crafting them
Up to you, either works.
And there is the sneaker clever modder choice: make it configurable in sandbox options
Then you don't need to work out what is best for everyone, just have OK defaults and let everyone adjust to taste.
well , yeah , but i'm going more into a grind-ish type of obtaining gold weapons.
something that can be obtained easily if enough effort is put
but like i said , i'll get to it when the time comes
so i came up with this:
100 Money can be exchanged at an ATM for a gold bar , though i'll have to boost wallet/money spawn rates on zombies in B41. as far as i know , money doesn't spawn in zombies' wallets on B41.
i think i've done something wrong. i'm trying to make an improvised weapon from the gold bar itself , but not the model nor the texture appears
improvised weapons , no? pens , that kind of thing
OK, that's what I wanted to check - B42 uses a tag system so there are multiple tags in improvised weapons
Next up: type
is a pen a weapon in B41?
that type is critical because it defines the java class used for an item
i think so , i found it items_weapons
Also, warning: if you change the type then all existing instances of that item are destroyed on next game load.
noted
...which is how I made all the underpants in Kentucky vanish overnight.
local florida man steals all of underwear from kentucky
but still , what's the solution?
If you want it to be a weapon, you need to make it category weapon.
And have other appropriate properties, but you can look as something like a wrench to see all those.
Then you need teh model to have correct position/scaleing/rotation so it shows up in the hand correctly.
Did you make the model for this goldbar or is it an existing Zomboid model?
If it's an existing one, may or may not work if they only ever intended it as a world item... but try it and see
i took it from the internet and converted it into an .X file , i cannot use blender
well , i'm pretty sure "Improvised" is a category
I probably meant type or itemtype weapon
Whatever B41 uses
But look at existing vanilla items to see what they use
There are other programs that can use .fbx, but blender is best known for Zomboid and the one most tutorials are for/most of us can advise on
When it comes to generating. X, if it doesn't work the first bit of advice will be to use .fbx instead
.X is old and depreciated
i'll see what i can do
this icon looks awful ngl
looks like a sponge
I have no idea what you guys talking about, but if I had to guess, looks like a can of sardines (although a bit bright and plastic looking), soap, gold ingot or a small container. Idk if that untainted opinion helps
There , much better
so there is progress , now it shows the damage and durability , but when i attempt to equip it the game crashes ๐
i changed the type to "Weapon" , but kept the category.
oh yeah , and the model was converted into .fbx .
What version of the game ?
You are now rihanna
anyone know what function to call to mechanically medical check someone in b41?
why has no one made a mod that adds dusty texture to furniture and objects yet? simply no one has had this idea until today, is that it?
Or it's not as simple as you think lmao
is there any way i could get the actual moodle width? having a hard time trying to get the moodle ui instance. looping through UIManager only gets me the clock, speed controls and timed action bar, and getting the value from the options only returns the option number.
use UIManager.getMoodlesUI(playerIndex) to get the player's MoodlesUI instance
since moodle rendering is weird and special i can't guarantee getWidth()'s result will actually be accurate
thank u anyway, ill test that and come back to u soon
you wouldn't happen to also know if there is a function call that opens the medical check menu for checking another player?
i don't
it'd probably be faster to open up the vanilla lua for medical check and just see what it does at the end
where can I look at that without decompiling the game?
it's lua, it's not compiled
you can just open up your game files and go to media/lua
oooh cool oki will look there
yeah x/width seems to work perfectly fine when changing the size in options, thanks for that! took me more time than i want to admit to find the typo though ๐ its getMoodleUI for reference ๐
found it. its ISMedicalCheckAction:new(character, otherplayer)
Probably a bad model, but check console.txr for clues.
To confirm if the model is causing crash, replace the model with a vanilla model that works (i.e.: copy the vanilla model to you mod and rename it to whatever the gold bar model is)
I'm playing Crimson Desert (because obviously I love sandbox games with janky UI, questionable design decisions and zero story...) and it's crazy how there are half a dozen different approaches to try and mod the game and from the comments players are cool with:
- DLL overide hacks
- ASI Injectors
- unsigned executables Windows tells you not to run
- batch files with embedded powershells scripts that bypass executionpolicy
- ignoring malware warnings on random downloads that Nexus mods blocked for being suspicious
- Replacing entire game files just to change two bytes
And yet they act like installing python is so scary that no-user should ever be asked to do that.
alright then.
I mean, as someone who's last mod was based on SKSE which is straight up putting me into SkyrimVR's memory space, I'm cool with that. And with python being terrifying --- literally the past few days, one of the biggest python packages just got caught stealing all SSH keys, cryto wallets, etc etc... Python is way less secure than your average DLL mod because who knows what's in that dependency tree.
I'd still rather have python and a script I can look at.
Especially since the executables are all compiled python
Imagine you're an evil hacker, hell bent on stealing and causing harm. Do you go for the python package with 12 billion daily downloads, or for a tiny little known mod for a game...
Both!
damn, you really min-maxxed that reply..
hahaha
If you have a malicious python package then compiling that into an executable for people to run while clicking Go Away Windows Defender isn't going to help...
.like my real point here is python is legit kinda "watch out, no really". I say this as someone who likes python and uses it a lot

i knew I was forgetting something!!!!
