#mod_development
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declaration: package: zombie.core, class: Core, class: KeyBindingList
heh still waiting for 'PrtScr' printscreen to get into that list...
"Unknown GLFW Keycode" 283
Does the concept of tailored armour sound too absurd for the game?
Like having it so that Armour has a "tailored" stat which determines what the weight range of the person wearing it is expected to be
Too skinny or too fat would lock you out from wearing it, or at least would increase the discomfort given
I think it sounds like a really cool idea!
it'd be neat but i don't know how it'd come into play really
If you could tailor armor, or other items to reduce discomfort, that would be pretty sweet
horrors within my comprehension 😭
how does this even happen
I think that would be a good way to do it in a general sense
and would probably work much better gameplay wise
Can you affect discomfort levels on an item on the fly though?
or would it need to replace existing items with a copy
his scale in the animations are 100x bigger than his fbx model lol 🤣
why's it only affecting half his body though 😭
good question lmao 😭
the previous result was him being stretched into infinity xD
tldr: i'm cooking up a compatibility api for non-zomboid models/animations
making progress, but it's also very experimental lol
is it maybe merging multiple animations
isn't animation splicing a thing
and so only some of them are scaled wrong
he's set to a single idle for testing rn
but yee, it needs more code to normalize the data methinks
usually zomboid will just break when it tries loading stuff like this xd
I wouldn't even know where to start tbh, because tailored items would be unique to each character
It would be easy enough to just have a crafting recipe duplicate armor with less discomfort
I think you could store player id onto the clothing item and have it only apply the discomfort bonus when that ID matches
But then thats not really tailoring
this was a previous test with normalized skeleton/meshes across all anims & the model fbx
^^ using a lower poly model
Oh is that possible? I don't mess around much with characters
That would be cool
Or actually, you might be able to store character weight and gender and have the item specific to that
So two male characters weight 80 could wear the same armor
Yea, you could change the item stats when it gets equipped, im sure there is a way to hook equipping items
Oh a neat interaction i thought of, maybe Id cards could be used to store the player’s data before crafting.
This would allow you to tailor clothing for someone whom lacks the proper skills
Maybe not a character id specifically, maybe just a piece of paper that you can use a timed action on to write down your body specifications
To support survival worlds that lack modern trinkets like passports and drivers licenses
Maybe it can give the measuring tape a purpose? Interact with another player with a measuring tape to get their proper fit?
I wonder if that can become a learned "recipe" or something similar, and can be copied down
You’re never gonna believe this
I appealed it, was a bad typo 😭
lmfaoo
If it was a learned recipe then it definitely should auto unlock from like lvl 1 tailoring since body measurements are super important to tailoring irl
I specifically mean for taking measurements
Actual armour fitting would require more
I meant learning different character measurements, and it would become part of your learned information (recipes, agriculture)
But yes it would be crucial
I think it would make more sense to store it on an item instead of individual recipes
Can’t generate new recipes during gameplay afaik
Generated on world load
True
How would this tailoring be effected by tailoring level though?
Maybe increasing complexity of items? From accessories to armor?
Higher tailoring skill = higher % bonus to discomfort
Ah that makes sense
yo can someone make a working fishing boat mod or something so we can travel via water?

lol pretty neat, did you make that?
i assume it doesnt work in 42.17
it’s a cool mod fr. Tcherno made it 
i havent tested it recently tbh, so not sure
yo what the heck, the whole steam workshop UI is different
oh im in some workshop beta wtf
do you know if the latest patch broke a bunch of mods or did stuff transition to 42.17 fine
from what i’ve heard, only a few mods were borked(?) my java mod definitely needed to be updated 
sooo.. what happened to getVehicles()
can someone give me a lowdown on that so I can fix RCP with less braincells as migrains remenants still want to murder me
Cool I love this community 2 more downvotes for RCP because iv had a migraine instead of patching it.
Hope whoever downvoted it never uses my mods again.
Looks like it returns a Set<BaseVehicle> instead of ArrayList<BaseVehicle>
so.. just needs a recompile then...
Yeah I can see why comments are disabled
Hasn't even been a day lol
Yea
im sure i'll get more downvotes for setting CommonSenseReborn as incompatible too but F it. dumbass mod doing stuff not in its description (Against TIS modding TOS!)
be prepared for the 'why is common sense reborn required and where can i get it' comments
Be prepared for my comments being disabled for several months now so I don't give a shit about dumbasses
I haven't touched Common Sense in general, what's wrong with Reborn?
It rockets cars to mach4 like better towing does when used with RCP and you tow something.
Oh, joy
Yea I was wondering why people where complaining to me about that this month
Its not even in their mod description
@sacred radish Just a note but Realistic Car physics is now going to mark your mod as incompatible due to your 'better towing' code being enabled by default and it causing massive issues with towing since RCP actually fixes towing from the ground up.
I'll remove it if your mod detects RCP and automatically disables it reguardless of sandbox setting.
(Also, your 'better towing' isn't listed in the description)
And if my message comes off like an ass its because im suffering from a bad migrain yet still have to update my stupid mods
I swear the next feature I add to my mod is going to be making it delete itself on zomboid version change.
No you don't - you can rest and update them later.
People can live with vanilla driving for as long as it takes.
Have it detect if the version was changed, then spam tf out of the player with dialog boxes "YES I KNOW" lol
Yeah all I did was disable RCP on my server for now
everyone I've let know is totally understanding
Somehow we can read the part that says "Unstable" when we launch the game
I should push a quick update to street smarts that pops up a message "If you post in the mod's comments that this is broken by the recent update without reading all the other comment first this mod will delete your save"
Im not even sure if any of my code runs before the save loads, I'll prob have to abuse that new dialog box that mod uploading uses
"To save your and myself the trouble, every update will delete your savegame."
"to save myself more migrains, every update will delete you"
(Sorry, ran outta room in my steam description)
I'm amazed players don't expect this by now
mods updated now if anyone wants to try it and tell me what I missed -_-
I swear im just going to set it to hidden next update till I bother getting around to it.
Can't downvote what you can't access.
Ok I’ll add in detection and have it turn off the towing when it detects your mod. Give me a couple days to get it done.
Thank you
Hey guys! I've created a jacket for the male model, and want to try and get it into my game, or release it as a mod on the workshop!
it's essentially an import of Dr. Kel's jacket from Voices of the Void, having taken the jacket from his original player model, and resized and the sleeves edited to conform to the body better. Can anyone help me get it as an actual item in game? (credit will go to the original modeler of the jacket if I ever decide to make it into a public mod ofc)
Unless they now make you remove the \ for whatever reason. local REALISTICCARPHYSICS_ENABLED = getActivatedMods():contains("\\RealisticCarPhysics")
(did they change that for getActiveMods()?
Still prefixed with a \
k good.
Hey is papa_chad in here by chance?
@pearl prism Would be my guess ^
@willow tulip RCP seems to be working fine in MP after your update
there are some good tutorials on how to export the the model, should be pinned in here or #modeling
@pearl prism hey military tool kit was throwing up massive errors I did a thing when you fix it lmk ill remove mine or if you wanna just take my fix and use it up to you.
It will need to be vertex weighted against the Zomboid skeleton, and there are a few different config files needed but you can copy a vanilla jacket to use as the base for those.
Yay. now I can go back to the scalding hot bath of doooooom
thank you!
are you reuploading ppl's mods without asking them first..? 😭
That's "make a fixed personal copy but don't share it" time.
Yeah that's not cool
Like its one thing to make a patch that requires the original and only has the changed files to make it run.. Its another to reupload the mod.. its another ENTIRELY to reupload a mod thats 'on lockdown' and expressly forbids any re-uploads forever more.
PS: TIS modding policy is you have to contact TIS before re-uploading another persons mod.
I can understand downloading a mod and fixing it locally to work with the original author
But this is public?
Abandoned and Broken Mods
8.1. In some instances the community will step in where mods created by an absent user have become abandoned – or have been broken for a long time. If and when this occurs we ask the following:
8.1.1. That the Project Zomboid Steam moderation team is informed of your plans, and you have asked for their opinion via a private message, or failing that, an email to info@theindiestone.com.
8.1.2. That EVERY avenue has been explored in terms of contacting the original mod author to ask permission.
8.1.3. That the original mod author’s wishes are respected should they have left directions prohibiting expansion and/or reupload of their mod.
8.1.4. That should an abandoned mod be reuploaded with a working version, the original author is given FULL credit.
it is, its on his profile
Wow, okay
https://steamcommunity.com/sharedfiles/filedetails/?id=3711136148 - the reupload in question
Yeah I'm lookin at it
i appreciate that we all condemn this behaviour but it's probably best we don't have the whole peanut gallery weighing in, they obviously didn't realise they weren't allowed to do that or they wouldn't've pinged the mod author about it
the mod has "on lockdown" in its description...
they should've been more careful but it really doesn't make sense to assume bad intentions here
it's been made clear what's wrong about this already, it's not necessary to have several different people piling on about it when it's almost certainly a genuine mistake
Common sense is technically on lockdown too... though iv no idea if he actually used any of it or if hes just borrowing the name.
no idea, when i saw that mod it didn't seem like it was really the same concept but i didn't look deeply into it
yea I have no idea what his mod actually does because the description seems to be missing a lot of the features considering the sandbox option count vs description
(Technically, TIS modding policy is that mods must describe all their features... RCP at this point is going to have to move its features off to a guide as iv run outta room)
i don't think the intention of that is that you need to have a detailed description of all features, just that mods shouldn't have content that isn't identifiable as part of that mod at all
for example if RCP made unannounced changes to zombie ai, that'd be an issue, but if it's just something to do with cars, you installed a car physics mod man 🤷♀️
Maybe im just bitter because iv been getting complaints for awhile that my mod 'broke towing' when it was really a conflict with his undocumented feature -_-
(heaven forbid anyone try a mod solo before blaming it)
yeah that doesn't seem great
I definitely think the towing should be in the description
But other than that, idk how the author would cover that many features comprehensively
Steam guide
Ah
you get a index and everything.
Summer car has one
RCP has one, its just not linked/finished yet.
(cause.. lazyness. unfinished EVERYTHINGGGG!)
I literally have a mod that is just a dumping ground for all my unfinished stuff so at least SOMEONE can try it out
(inb4 that mod runs outta description space)
I need to figure out why some modded recipes break in MP
you can't use non-base module for recipes or they don't work in MP
there's also bonus mystery reasons why they don't work that nobody's worked out
im PRETTY sure its just the recipe itself, I think you can use non-base output items now?
You can def use non-base output
I have a mod that lets you craft modified ham radios
It works perfectly
Literally why I never bothered with non-base stuff. TIS doesn't use it, so it doesn't get tested... And if it doesn't get tested.. good luck getting it fixed in a reasonable timeframe.
it should just be the recipe itself that has the module issue
Wait I use base items for locksmithing
the items shouldn't matter
K my memory sucks and migrains aint helping so thanks for having more working braincells then I.
i would still stress the 'should's here, there's weirdness with it for sure
Did they fix foraging not working for non base items?
btw: when I say base, I mean 'base module' not basegame/vanilla
it works fine if you put your mod stuff into the 'base' module instead of a custom module
everything works fine in SP so I'll honestly just keep it that way
Btw, do fluids have a module?
checks Oh yes they do...
Don't make non-base fluids btw folks, its not supported by a lot of code -_-;
anything in a Script script does, even if it doesn't use it
stuff like trait definitions don't really belong to any specific module but they're still defined inside of a module block
actually I think I will just make a separate MP compatible version using the Base module
I've had a lot of fun defining perks, traits, and professions tbh
It's very basic but still
im 95% sure that changing your recipes to base won't brick savegames.. unless maybe someone saved while crafting (or you have some kinda long-craft table like the drying rack)
(Unless you have like.. books that unlock recipes or something)
Either way, Id prob leave it as is for B42.16, and change it for B42.17 version
high resolution zomboid dog 
Damnit boy stop digging up the carpet :0
Random thought: have it randomly run up to you after that and drop a bone at your feet
(sometimes a rock)
Or other near-useless item
(maybe only if your.. whatever, friendlyness stat with the animal is high)
sometimes he brings a random pair of shoes out of the player’s safehouse
🤣
just grabs something random off the floor and then runs away from you whenever you get close
after a random amount of time of not being chased it will just drop it or maybe bury it in a little dirtmound container 😛
i just got a cursed idea
Honestly, I don't even care if pets are 'useful' I just want them to do incredibly dumb and annoying things like real pets do 😛
like cats need to randomly knock stuff off your tables
fr
are you trying to read the translations on the server?
Changing back to Base module fixed things
"Yay, 60 more unhappyness points. thanks cat"
the recipes?
yep
good question, idk what it means 💀
I'm new to this
Glad I could help with my dumb rants.
omg
Trying to use getText() in code thats executing server side
Oh, word I'll take a look
Server doesn't have a language (Iv no idea if it loads ANY of the translation files TBH)
Also have no idea how items with custom generated names sync across the game (when clients could have different langauge settings), like when you make an evolved recipe and it renames it
Does a Russian cook end up making Russian named food, or is it always in english?
(Because from what iv seen of the code, custom names don't get passed back through the translator?)
i didn't think mod chat was going to get all philosophical today
yea a couple more braincells stopped hiding in the scalding hot bath and came back online.
grumbles something about hot water tank thermal cutout tripping again for no good reason... or maybe there is a good reason and the thermostat is dying... need to use my NEW SCOPEMETER 900000000000 AND FIND OUT
i feel like i remember food being cook-language-named
arrived today and still havent had time to do anything other then scope its own test output -_-;
i think the b42 dynamic named items though are translated per-client
like the hunk/hotties mags?
i'd have to check how those names are set but the items are spawned on the server so it shouldn't even be possible for them to have a name in any language if it's not client-sided
Yea I very quickly gave up trying to make any of my server console.log have translations lol
"looks like errors are an english-only thing"
I think from the code books get named in the language of whomever finds them OR the "language" set on the server... but it's frustrating trying to figur eout wht is server and what is client
especially when the same code get duplicated , sometimes in both lua and java, for single vs. multiplayer.
AFAIK the server has no langauge... Im not sure if it loads any of the translation files.
i thought it was set in the oncreate which is server only
and yeah, the server doesn't load any translations anymore so it shouldn't be able to give them *any* name if so
which is why i think it's probably just client sided
Yeah, I'm curious about that too. Is there any getLangauge() function we can run serverside to try and find out what it thinks is happening?
yea, id HOPE that they would set it to a 'translation tag' and then use getText client side before displaying
i can confirm that on the server getText never returns anything helpful any time i have tried
just do some print(getText("vanilla translation tag"))
they have a registry for stuff like book titles, magazine topics, etc, don't know what the point of that would be unless they're using that to identify them for translation
yea I tried with UI keys I think once and that was nogo, assumed it was cause server didn't have a UI but didn't try items/etc.
the others do seem to just set the name directly too
Sigh, I bet my basesaver doesn't proper save/load the stupid hottie/hunk mags due to that model override stuff..
more stuff I can't be bothered to test right now.
Wouldn't it just set the name to IGUI_blahblah since server side getText does nothing but pass through unknown tags?
wtf is invProbability: 20
that was my assumption but i don't know when it would get translated in that case
i don't think the inventory ui calls getText on item names
yea I kinda assumed they didn't pass the key back through getText
Now im wondering what evil you can do by giving your items custom names that are translation tags.
actually, if the server didn't have translations, surely this wouldn't work at all?
it's passing arguments into that translation string
if it just returns the original translation string those are all going to be lost
Good point.
maybe the server just doesn't have *mod* translations...?
whats setMagazineName do?
Translation files are loaded via Translator.loadFiles which populates all the maps using a... java thingy I have no idea about.
Iv been kinda wondering if the server maybe loads some translation files, but not the UI translation files since it has no UI
I only tried getText on UI keys
i notice some of these are also setting some metadata about the name in mod data, so maybe some of them are client-sided, but many don't do this at all so that can't be the only mechanism
Like the server loading item translation files makes some sense.. but not UI keys
that might just be for recognising books as duplicates actually
it doesn't have modded item names though
I can't see any isClient or isServer in Translator.java
Welp, time for someone to make a custom item with an onCreate, and toss some prints in the onCreate and such...
and see if vanilla translation keys vs mod keys work
an issue for the horse mod is we use an invisible container item for saddlebag containers, and set its name to the name of the main saddlebag item, but in multiplayer this just results in the translation key since it runs on the server
maybe that's the secret, the server only loads vanilla translation files and not any from mods.
luckily our solution to that problem was 'who cares'
If this is the case, I hate it
If I spend time tracking down why servers will only print my translation keys and not the name, just to find out it just doesn't do that
Nuked
it definitely doesn't work for mods, the only thing in question here is if it works for vanilla too, which this code seems to indicate it must
I'll take my wins where I can, and just tell users I'll fix it later (I won't)
facepalms
5 more of my brain cells just committed suicide.
Wound infection damage.. only occurs if you have a fever.. but infections don't cause fevers... And 'this is fine and might be changed sometime down the line when we rewrite the entire system' ... Just like the tell me for butchering.. and vehicles....
'can't fix this, we need to rewrite the entire system to justify removing an if statement or adjusting things'
why don't infections cause fevers
Kinda just tells me that they changed these sandbox settings for all the defaults.. but never once tested them
those usually go hand in hand
Because that would 'require a rewrite of the entire health system' to add... apparently.
why wasn't it,,, already in there
Locksmithing MP update, hurray
excuse me while I go find my head bashing rock.
in the past i used a mod that dealt damage while infected and one bad spawn showed me why that wasn't interesting at all
so without a health rework i can't say it's much of a loss
Can't wait for EHR to add it in
but then why adjust the defaults for game modes at all
if you've established basic medical supplies? just get rid of the infection
If you haven't? just die i guess 🤷♀️
also, some poor sap is gonna die outta the blue when he gets a fever + infected wound and has no idea why
fevers already hurt you
I feel like 1 infection shouldn't kill you, especially just replacing the bandages with clean ones should keep most infections at bay... right now though its pointless to change bandages, hell, its a negative to change dirty bandages because you bleed more
Ok then its extra useless.
PS last I checked the code it only does damage at sickness level 4 -_-;
Arnt you already dead by then?
If you aren't, you're about to be
So literally a pointless sandbox option that was never tested
but hey, they changed it in this glorious game balance update. shrugs
they changed like a hundred other things
And how many of those did they test?!
my guess is someone was going through the sandbox presets and went 'infection damage is off by default? that sounds dumb!' and turned it on
Or are they just waiting for an invariable flood of complaints if they get it wrong?
i promise you it didn't take hours of consideration and work to implement a change to the default sandbox settings
The infection should get worse until you get a general systemic infection, with associated moodle - at that point it's spread beyond the injury site. Which I guess is what fever is supposed to be.
Yea, if you leave dirty bandages on it should increase in 'infection' and do more and more damage
iirc dirty bandages prevent your wound from healing
My cousin died from an infected tooth, my Ex's mother has an artifical heart valve because of a dog bite... infection that spreads is nasty
like, if you at least TRY to keep bandages clean (and maybe wash yourself once in a blue moon), infections shouldn't be a big deal at say, 1.0 infection damage
Nope
There definitely need to be more feedback before moving to "and now you die" though lol
Dirty bandages just slows it down
at 10.0 infection wound damage, basically not having alcohol/steralized bandages should be a near death sentence.
Otherwise literally no downsides
but 1.0 should be like 'Just do your best to change as needed'
'and try not to get like, 3+ infected wounds'
Ideally we would also see infections in different regions having different effects, and on different wound types
scratched hand? big deal
once I understood the mechanics I felt SOOOOOOO dumb ever wasting time steralizing bandages in a pot
lacerated torso? die
There are so many things that would hugely benefit from a quick half-assed balance pass, that are just ignored. Like calories on food, it's just a table of numbers to change.
"No we have to rewrite the entire food system from scratch to change any of those"
it's a really big table of numbers to change that can result in a way more annoying system than we have now if done poorly
I still do that for the role-play.
I clean bandages because it feels good
to be honest i would just remove nutrition as it is now, nothing interesting about it at all, but i get why they're hesitant to drop features that are mostly fine
I disabled nutrition.
Seriously. And the whole animal genetic system should get dropped too
hunger meter is OK, nutrition system is ass.
at least get butchering working correctly before you bother giving animals 20+ genes that nobody can see ANY effect of ingame
this reminds me
wasted development time on features nobody will ever notice
when will character names be displayed in mp
What about all those people playing 20 years long saves breeding slightly better cows! /s
I wanna see my friends named Butt Humdinger or Cheesy Fart
More like "What about all those people wondering why their eggs never hatch because their 1 rooster that killed every other rooster is infertile and there is 0 way to tell that"
With a few hundred years of selective breeding cows could have almost as much meat as rabbits!
Literally impossible they cap everything to prevent that.
Get some dayz devs on this
It can pretty much only get worse.
Cow? Have 10 billion steak
And only the genetic defects are really noticable.
Noooooooooooooooooo my dreams of a full sized steak are crushed!
Realistic Butchery, from Moons mods, makes everything based on GASP animal weight.
(And then displays animal weight on the animal info panel, with different accuracy depending on animal handling skill)
Butchering a cow shoudl be balanced by "how do I store all this meat" not "I got enough beef for lunch"
When my masochism game has realistic useful features
Yea, and the meat going off, and maybe some system where 1 food != set for life
Like give meat so many calories (and less hunger) that you get FAT if all you do is eat meat
then its a major downside to eat nothing but cow for 2 months straight
(aka, my realistic calories mod)
i honestly don't really get why farming is being balanced around months-long cycles unless there's some major gameplay changes planned
Realism when it hurts the player, unrealism when realism benefits the player
Month long cycles in a game that bricks your save every real life month, long before most players can get a crop to harvest.
This is the way
when the unstable build is unstable
Im honestly considering one of those calender mod things that makes it so months only have 7 days or something.
then id be able to at least see winter for once.
imagine playing the game 
instead of getting bored by month 2 (90 HOURS OF PLAYTIME in vanilla)
doing what to the game?
Is that a new type of modding?
keep in mind the game is balanced around speedup
Nah this bitching about it is far funner.
that's one of the reasons why multiplayer can be so miserable
😆
mechanics like books are not designed to be played in real time
so the theoretical 90 hours is really a lot less than that
Farming is so much better with a 4x to 10x speedup.
But I love sitting watching my character do nothing for 1/2 an hour while he reads a book and im unable to go AFK because I could die in 10 seconds of lapse of attention
but it's still too long
its peak PZ gameplay!
i recommend everyone just crank the book reading speed up in multiplayer
I do that in singleplayer!
I crank it up in singleplayer too
I set mine to 0.1 I think
book reading is not a fun part of the game.
wheres my speedreader +500% read speed trait?
I've done it with vanilla, I don;t need to prove to myself I can do that again
you can just hit the speed up button in singleplayer though, that's what the mechanic is designed around -- an in-game time cost rather than a real time cost
a lot of mechanics just don't translate to multiplayer sadly, sleep is another
which, in combination, makes the idea of in-game time cost pointless
I would kill for an admin power to set the date
Idea: DND downtime system
you get so much 'abstracted away' time per day to do things that would othewise take forreverr
most survival games that bother to have sleep mechanics tend to just have it be 'you have to press e on a bed and wait twenty seconds' rather than strongly tying it to daytime/nighttime
the other approach is making it exclusively for timeskip and not be treated as a need at all
Like you could read books in realtime.. Or you could spend an hour of your 'downtime' on them, instead of spending an hour.. dunno, cooking or crafting something complex.
this would give you a resource cost for reading while allowing it to be 'instant' to the player.
i wanted to make a mod that would let the server time speed up if every player was performing a reasonable action but it ended up being too annoying
Set nighttime brightness to max in sandbox, install a dug mod that includes meth, play a 24/7 game.
I think there was a mod specically for sleeping that did that
Set DayLength to real time, never leave your desk
Yea im not thinking accelerating time, but just basically 'fade to black, pretend time passed and you did the thing, it cost you X magicstat numbers"
with usable barrels mod, I once found a barrel of spiffo juice.. it restores fatigue
that mod is called vanilla
I mixed it with vodka and never slept or ate a thing for a whole month.
wtf is spiffo juice
It's not a mod thing
I assume.
It's a vanilla thing. (not to beconfused with being a vanilla flavored thing)
the problem with sleep speed up is players' sleep schedules don't sync up (even in singleplayer it's weird) so you end up not able to take advantage of it, and then you actually have to wait on a black screen for 30 minutes
Again, virtualized downtime could fix that.
Like you get 12 hours a day to split between sleeping, crafting, reading, cooking or whatever else should realistic take more then 10 minutes ingame
to be used to 'accelerate' those tasks
...simple syrup has zero calories.
(maybe still costs food/water to use downtime, so you'd have some reason not to use it and instead loot)
this feels like something that belongs in a completely different kind of game
as PZ gets more and more complex we should honestly be looking to take ideas from existing roleplaying systems -_-
dating sims. but yes. also date-a-zombie!
"Project Zomboid converted to D&D system"
unfortunately, it's 5e
Nat 1 attack role, you drop your axe
because people always convert things to D&D that really do not fit.
2.5e or bust
Nah, TIS would impliment like 2.5E or some oddball system like that.
not even 3.5
3.X is open gaming license
i think there is a huge amount of people for whom D&D is the only roleplay game that exists so making anything into a roleplaying game necessitates making it D&D
OSR is old enough you can just do it.
baldurs gate 1 but it's pz
D&D isn't the best RPG, but it's the best marketed RPG by a huge margin
oh man i almost brought up the kotor games like fucking darth nihilus isn't in the chat with me
Hi yes hello
but those games are some very good rpgs built on 3.5e
Still though, wouldn't insta-reading a book a day, or half a book or something be better then just... standing there in MP? -_-
Especially since standing there in MP you'r like, well I finished my FIRST skill book.. TIME TO READ ANOTHER YAYYA when do I get to play again?
What if you had a separate reading fatigue stat
And it recovers every day, but allows you to just insta read
Or just have books give straight up XP
i don't love how important books are to leveling in general
I think books are great, but they're not functioning like real skill books or textbooks would
I would greatly prefer flat XP gains up to a certain level, after which you just get an xp boost
It could be explained as "book knowledge" vs. "experience"
my main defence of them is all we have some fond memories of sitting around the fire with a couple friends reading books
Especially at higher levels, its what 18x EXP?
the downtime is definitely an important part of these games
Im also STILL annoyed that someone thinks 25% is 'normal'
even if they change nothing just tweak the UI on that one page so that it display +300% and not +75%
i would honestly not even try to reason with the way it's displayed in game, it's not just misleading it's wrong
the values it gives don't add up even for a 25% base
Yea, +75% does NOT mean 3x in ANY WORLD.
whoever coded that needs to go back to grade 3 math class
it's not that
it's just that even if you do it like you're 'supposed to', 25 + the value%, it's literally still wrong
'normal' should be 100%... because 100% is.. complete.
even if they literally change NOTHING about how XP works, just change the UI display of the +%
id be so happy
the game displays +75%, +100%, +125%, the true multipliers are 0.25, 1, 1.33, 1.66
Same thing with the generators.. why is 0.1 the new default when it was 1? all they had to do was fix the bug in the UI but instead they... changed how fuel consumption works to make the UI correct?
it's just wrong, there's no way to interpret it that leads you to the right conclusion
a lot of people love the 'um actually it's a base of 25% and you're adding to that percent' but that's only 'accurate' for the first +75%, after that even that's wrong
Anyone, in any reality that doesn't have black holes forming constantly, does not believe that +75% means 1x
Ugh thanks I hate it even more now.
(25 + 100)% != 133%
Then we have car horsepower numbers. I mean who doesn't recall the 400~800HP family car in 1993?
and the 1160kg stepvans
... with 370HP
to be fair for most of us that is undetectable nerd shit 😅 and from what i know the horsepower values in-game don't really mean much
i remember specifically that high horsepower vehicles aren't actually better at towing
I thought it was the opposite? Since base game doesn't have torque
Unless that was only B41
Yea im saying toss a /4 into the UI or something, at least be MILDLY realistic
that is because towed cars have the brakes fixed on, and then to fix that... they magically set the towed vehicles to be lighter
gives me a freaken aneurism to look at that code.
from what i remember the best vehicles for towing are sports cars just because they're faster
i definitely remember heavy duty vehicles are awful at it
this.engineForce = (float)(enginePower * (0.3F + this.vehicleObject.engineSpeed / 30000.0));
this.engineForce = this.engineForce - this.engineForce * (speed / 200.0F);
boolean towingBurntVehicle = false;
if (this.vehicleObject.transmissionNumber == TransmissionNumber.Speed1 && this.vehicleObject.getVehicleTowedBy() != null) {
if (this.vehicleObject.getVehicleTowedBy().getScript().getPassengerCount() == 0
&& this.vehicleObject.getVehicleTowedBy().getScript().getMass() > 200.0F) {
towingBurntVehicle = true;
}
if (speed < (towingBurntVehicle ? 20 : 5)) {
this.engineForce = this.engineForce * Math.min(1.2F, this.vehicleObject.getVehicleTowedBy().getMass() / 500.0F);
if (towingBurntVehicle) {
this.engineForce *= 4.0F;
}
}
}
if (this.vehicleObject.engineSpeed > 6000.0) {
this.engineForce = (float)(this.engineForce * ((7000.0 - this.vehicleObject.engineSpeed) / 1000.0));
}
if (trainSlowDriver) {
this.engineForce *= 0.75F;
if (speed > this.vehicleObject.getMaxSpeed() * 0.6F) {
this.engineForce = this.engineForce * ((this.vehicleObject.getMaxSpeed() * 0.75F + 20.0F - speed) / 20.0F);
}
}
if (trainFastDriver) {
if (speed > this.vehicleObject.getMaxSpeed() * 1.15F) {
this.engineForce = this.engineForce * ((this.vehicleObject.getMaxSpeed() * 1.15F + 20.0F - speed) / 20.0F);
}
} else if (speed > this.vehicleObject.getMaxSpeed()) {
this.engineForce = this.engineForce * ((this.vehicleObject.getMaxSpeed() + 20.0F - speed) / 20.0F);
}
just... PAIN
oh and now you get 1.5x HP in 1st gear.. because thats how gears work.
Oh and 4x engine power if your towing a burnt vehicle
why? because chassies with no wheels have more friction then a dragster tire
Does that just make your engine more powerful if you have speed demon? Is that what slowdriver and fastdriver are?
even though if you've ever seen a car crash, it skates along the ground for a long ass distance because steel on pavement = low friction
kinda why we put rubber on our wheels!
Yeeep
And you get even more pwer if you.. somehow exceed the vehicles max speed?
the codes so bad I just deleted it all when I wrote RCP
took me less than a month to rewrite all the keyboard->physics layer in my spare time.
To be honest I don't know why Sunday driver and speed demon are even in the game
RCP just adjusts it to be how fast you apply/release the gas. at 1 point it should do next to nothing
See, that makes sense
not drop 40% of your horsepower
(in a game with a HUGE fixed drag, meaning a small loss in power = HUGE loss in top speed)
To be fair there's other debilitating traits that are just 1-3 points
Or used to ve
So that just needs to be looked at
sunday driver just outright makes already bad towing nearly impossible and gets you stuck offroad
For more than like 10 seconds
the trait balance has always been a complete mess, it's only really been looked at very recently
the trait balance has always been a complete mess, it's only really been looked at very recently
i'm sure we all know there's plenty of negative traits that don't really do anything
FTFY.
I love SOTO for this reason
Random balance wtf: Why do bath tubs all have 100L of clean water in them!?!?
did every single person put the plug in and leave it running before leaving their house to get bit that morning?
No wonder the water system fails, everyone left their bathtub running!
Isn't this supposed to be some kinda... survival game where water matters?
rain collector barrel: Am I a joke to you?
i don't think so
'dangerous' water is infinite and not really dangerous at all and safe water is also insanely abundant
I don't think water is meant to be a struggle tbh
Would be nice if there was some setting so that natural ponds/rivers where like.. Extra toxic.. only usable for washing clothes
Like, Extinction mode should have SOME kinda water worries
IRL boiling water only gets it to 'well the bacteria won't kill you, but the industrial waste runoff sure will' levels
if you've been playing pz long enough you'll know the cycle that tainted water becomes insanely lethal for like two patches each year and then it gets nerfed to do nothing again
rofl. Who ever drinks tainted water?!? Except maybe by accident
i mean you can, it doesn't do anything to you
also, PZ health system: your either dead or fine. Nothing really cripples you or makes life painful
except for two patches a year where it instantly kills you
once you start losing HP your basically dead from whatever it was
but the rest of the year it doesn't do anything
no systems like over encumbered where <X> limits your HP to 50%, or wrecks your endurance, or has any other kind real side effect
in the current build it is literally impossible to die from drinking tainted water
Killing the player isn't the only thing you can do to him... You could cripple him and let the zombies (and his own actions) finish him off.
in highly specific circumstances it can expediate your death but it is way more specific than you can imagine
I assumed it was like eating some burnt toast in that it would basically kill you outright with no way to cure except that one herbalism trait
Maybe that's part of the planned health system rework, real illnesses like dysentery
We love dysentery
'system rework' that is always talked about but never arrives for any system./
drinking tainted water just gives you sickness but it's capped to below the level that actually hurts you
So what's the POINT
Drink water with cowpoop in it? fine
Eat overcooked egg? death!
This feels like how Prone to Illness is basically free points
the only time it can ever harm you is if you get poisoned by something else and then drink tainted water, and the only effect that has is you reach the serious level of poisoning from the other thing faster and therefore potentially spend more time at that stage
yea I think the only downside is you can't test mushrooms safely by eating 1/4
I don't think I've foraged a single mushroom
I actively tell everyone I see playing the game to throw them away if they don't have the herbalism or whatever trait
you usually get the magazine before you need to worry about it anyway
you are not desperate for food in pz
they only have like 70cals anyway, so you'd need to eat 30+ a day to survive.
all of cooking is for fun
for pain you mean
i enjoy it 😅
RSI from trying to cook in zomboid
I enjoyed erasing the entire system and replacing it with something worthwhile
And a great way to kill negative statuses
Behold, the stew of magical unending happiness and entertainment
... Somehow
to each their own
Bacon gauge FTW.
I really need to give that mod a proper release somday.
Its pretty much done just need to make some stupid thumbnail for it
and maybe figure out whatever PZ has broken since I last updated it
Part of moons mods if anyone wants to give it a try. (yea I know, nobody here plays PZ)
Cleaned it up a bit since that gif but haven't made another gif yet -_-;
@near vessel $5 says its cause he hasn't found the volume option for tire skids
And at this point I can think of no better punishment then having to use vanilla PZ car physics.
no seriously its what everyone has said. that or the steering not being quite like vanilla. (At least thats a valid complaint, even though I added like 5 steering settings in mod options)
But again, you'd have to know the mod options menu exists to find either of those.
Except fully adjustable in sandbox options :0
You'd have to know it was there
Weather also changes traction, and tire condition
most people arnt used to tire condition mattering.. whatsoever.
because even though vanilla PZ has friction settings for tires, and gathers them all up, modifies them by tire condition... it then throws all that work out the window once it gets passed into the C++ layer]
Likely because 0% condition tires have like 0 traction (as coded in vanilla, I ignore all their math) and thats not realistic at all so they disabled it all instead of tweaked it to work properly (0% tread tires IRL are like 50% traction, and even that is like being on ice)
Vanilla PZ also has rain affecting traction, but then doesn't use the result of those calcs
Welcome to zomboid where we unfeatured your features
Yep... HP adjustments don't work. tires condition/quality don't work. brake condition hardly matters because spacebar applys 8x braking force to all tires.
basically its almost impossible to tell a 10% condition car from a 100% condition car in PZ other then the 10% condition car dies sooner from crashes
The biggest problem I have with vanilla driving is you just can't coast your vehicle
For SOME reason
2 reasons, actually!
First: every vehicle has a constant 'stopping force' that applys massive amounts of drag at all times
Second: the brakes are applyed at 20% strength as soon as you release the W key
(And towed cars always have both active at all times)
I pretty much scaled RCP's coasting to mimic how well my 2L pickup truck coasts IRL.
(though I have seen some automatics that have effective engine braking, its kinda rare, and its a function of the ECU locking up the torque converter and cutting ignition/fuel)
What's the point of having an auto brake when there are binds for braking??
But more to the point, all the 'drag' in RCP is based on rolling friction and aerodynamic resistance calculations
That's a really weird thing to have
so at low speeds you can coast a very long time (especially with fully inflated tires), while at higher speeds you'll deaccelerate a little faster
I love that
I mean just the fact you can coast at all was a huge win
Oh right, I forgot to ask. Is fuel tanks and tires taking damage when running over zeds an RCP or vanilla feature?
Or neither?
I've noticed I'll go for a drive then oops no more tires and my gas tank is ruined
Vanilla
I can't touch much of that without overriding BaseVehicle, a 4000 line monster that is partially responsable for saving/loading cars to disk too.
Oh god yeah no fuck that
(BCP has bricked some peoples saves on PZ update because of that)
yea, theres 2 different bugs they added to car damage recently in MP that cause that massive damage when running over zeds
one: every client connected sends their own damage packets to the server when it observes a collision (server doesn't run car physics at all)
two: No cooldown on damage so 1 collision can result in 1~6 damage events
Combined you get RNG of 1~10x damage if you have just 2 players online.. and gets worse from there.
RCP at least lets you rescale the damage applied to the engine however you wish.
I'll be honest I haven't even played with my RCP sandbox options and I really gotta
I've been wrecking cars
Its the one mod I liked how it came out of the box
Thanks.
I did actually play test a lot of those settings since you can't just expect random values to work out lol.
let me ask here main chat aint helpful
I need to gather some info from players
do you guys normally play at what screen refresh rate?
165hz
75
60hz since thats all my anchient samsung TV does.
I'll be rocking 1080p60hz until AI learns how not to waste the entire worlds supply of GPUs and vram.
144
75 as well
thank for the inputs fellas
oj so I need to stop worrying much about below 60
I found the hard cap in 60 fps is about
im trying to make the system be able to reach to 1440 rpm on refresh rates and above
60 currently is capped at 1200
its not like I want to make my weapons reach that RPM but its cool that my framework can support those rpms 
guys im not winning 
My monitor only does 59.95Hz.
RIP, you got 0.05hz stolen from you.
165hz
Good
Don't worry my child. I will have your rpms accurate
Good because if my weapons are off by 0.08% due to my refresh rate I'll leaving nasty comments on the mods steam page saying "MOD IS BROKEN AND DOES NOT WORK" but refusing to elaborate!
MARRIAGE? RUINED!
...I wonder what the typical variation in fire rate is for automatic weapons. I bet it's a lot higher than 0.08%
Yeah its all approximations
Weapons in bad conditions tent to have slower rates due to springs being worn out
Also if they are over gas or under gas
Oh no
Don't give me ideas
Or they go the opposite way, something breaks and they mag-dump at hyperspeed
was thinking of making the M590 standalone
Simulation the recoil spring wear is excessive for a zomboid game!
Nice enough to deserve a sstandalone release IMO
I added a spread logic to my RPM logic, so the longer you press the faster the weapon will reach its max spread, (its an optional system) but that way bipods make more sense
Messing with some CC license models I found on sketchfab
Don't mind the texture, simply placeholder at the moment
The thing most interesting about this model set I found, is that this appears to be a socket wrench ?
I thought it was a carpenter's hatchet at first.
I thought this because I own a carpentry hammer/hatchet
https://github.com/4hp-4int/pz-test-kit idr if you asked for the repo or someone else but i did get this uploaded and have been using it across both of my more advanced mods
this also inspired me to add a Lua-REPL that runs server side... (not included in either repo) but if folks wanna see that i wil lspend time getting it uploaded as well
the server side lua repl lets me eval arbitrary lua, and echo it into the logs, this allows me to server-side reproductions of complex issues that occur... I also got a bit carried away and implemented Dual-VM support, so you can do offline multiplayer testing
pz-test-kits has been generalized if folks wanna use it but im not putting it out there as some kinda official thing ima maintain for folks i made it to improve my modding workflows if folks think it useful, we can build it out together for all i care
^ interms of practical examples of shit ive built/done with this workflow I was able to get a working capacity override with item transfers built via regression testing with the test kit -- so reproduced the bug with offline tests, introduced the fix, ran tests to validate the regression, then did a live online reproduction viz the lua-repl kit
I'd be careful they're not super high poly. Maybe decimate a bit in blender if they are
anyone knows why getPlayerMoveDir was removed from IsoPlayer in B42.17 ? The parameter playerMoveDir still exists it just is not available from lua anymore.
local dir = player:getDir() ?
I do not know if getDir can give something else than the cardinals and also if this is movement or orientation.
you mean this with cardinals right?
yes. e.g. I am not sure we can get angle values half way between N & NE.
I used getForwardDirection instead of getPlayerMoveDir and the job seems done. But it is flagged as deprecated so I am not confident.
Thx.
hey i was just wondering how easy it would be to make a simple mod that makes flashlight a kinda spot light you can place on the ground like the lantern mod
i code for darktide mods which is lua + c++
single player maybe not terrible? MP sounds like work hahah
oh no looool
syncing visuals for clients is prolly the trickiest part, if you can like get the core functionality working
okay ive never done that before because darktide modding is strictly only client sided
i can start small and see how it goes
yeah and if you design it work with mp first itll be easier.
yeah ik, no plans to keep it as high poly as it is
I definitely see nothing wrong here, let me just throw this straight into the game with 0 editing
the high definition screw incident lol 😂
Lemme just throw this in the game real quick bro
sending it like this so you can back and forth compare
the way that 1.4k faces is still a lot for zomboid 😭
I think I will just have to live with it being higher poly than vanilla
waiter, more geometry please 🤣
but yeah, so long as there aren't too many of them being rendered at once, it shouldn't be too bad per say
a while back we tested what the upper limit actually is with rendering that stuffs. i think(?) the highest poly model we got in game was around 1.3mil lmao
the concern with higher poly models is usually style clash, not performance
you have to get to a truly ludicrous complexity to actually affect even decent hardware
Haha... Yeah that's gonna be some poly reducing. I think decimate is the right modifier but I'm a blender novice myself
But yeah, it probably won't hurt performance if it's only a couple thousand polys unless someone collects 100 of them to scatter around base. Even then a good GPU won't flinch
The way custom animations work for the Zomboids, is through replacing their existing ones right? Can you not really fully add custom animations? And animsets
you can't add a new animset, but you can add a conditional override for every node to the original animset
Ahh, would there be any sorta plans FOR fully custom animations
you can accomplish fully custom animations like that, it's just really tedious
i've gotten the impression that we might be able to do more wrt animsets when animzed (internal animation scripting tool) releases
I was thinking of testing waters for Finisher animations on downed Zeds akin to State of decay, that requires both actors to follow in sync animations though like dragging corpses
Ooo i cant wait for that 🔥
yeah you'd need to use grappletech for that, which unfortunately is not moddable at this time
Damn, hopefully on Stable release!
you need an actionstate with the grapple property but actionstates just aren't moddable - *maybe* you could find a way to piggyback the corpse dragging stuff but that sounds complicated if it even works
Yeaah, if i find other modders that HAVE done stuff like this already I’ll most likely experiment with it
For now though sounds like It would be easier (and a helluva lot less of a pain to maintain) waiting for stable release and all its tools n goodies
I should clarify that this is technically 6 separate models, so overlapping faces is expected
@mellow frigate hey I shot you a dm question no rush on it but it was an ask I had. Ty
im cooking up an api for it 
right now it only works with animals, but will be building it for players/zeds next
Yo this looks sick

for ref there. that dog is 100% not compatible with pz, in a normal sense. but all the safety stuff has values to prevent problems
Love your truemodelz mod btw, even if it hates me in return lmao
yep, even his texture is non pz compatible
Can someone help me overtime or point in direction for adding a mod that adds or replaces songs for project zomboid?
i had to use a custom shader to get it to render
Cause I’m gonna make a mod with a bunch of new songs of mine
ehh i just didnt bother converting it to a lower map value
limitation makes for progress or whatever
go find the .bank file
inside is all the sequential music the game uses.
Okay, but how would I turn this into a mod? Any idea?
I’ve never made a mod in my life…
go download someone elses mod that does this, to get the basics for folder layout etc
Alright, I’ll try it out later.
you can't actually do this through the modding api, music mods require people to manually replace their .bank file with yours
correct ^
I needa learn to do bank files for an Classic RE sound mod. But that is so
Tedious
the games music isnt off/on and blends to each track using FMOD
the issue there is, if you dont make the new files in a new bank, exactly similar. the cutoff...is quite harsh
Oh thanks!
does anyone know how to make map mod work
im using dirk's tutorial and that template doesnt seem to work
for b42*
i was on vacation fk is there anything new in 42.17 that is different then 42.16 ? i mean did it break mods or no ?
no
there are always breaking changes, but nothing major this time
okay im gonna try it
you're more likely to get help in #mapping
okay
thats dope
they changed some sandbox options for presets that don't actually do anything unless your already dying of sickness.
so you can now... die faster if already dying.
Tis be like: Yo I heard you like dying so I made it so you can die while you die
TIS taking "this is how you died' a bit too seriously as the game's core design philosophy
Good news: my first thought was "Is that a dragon?!??" so that's well done
does anyone know if its possible to change the offset x/y/z of an isospriteinstance? I can see it has setScale but no way to set any of the offsets
Not sure, but could you just add more boarder around the image to offset it?
(alpha 0)
trying to think of something in vanilla thats very offset when placed...
walls are kinda offset?
@willow tulip Im tryin to adjust the farmcrop sprites to appear like they're "on" my hydroponic trays
lightswitches I think are tiny, maybe they have an offset?
Oh, mmmm
Im trying to play with scaleAspect to see if I can scale them over lol
The right thing to do was set the offset's in AttachExistingAnim
Does anyone know how to exclude raw meat in the autocook mod
Placing an item on floor vs. table
Does it not do that automatically depending on what you are cooking? e.g.: no raw meat in salad, but raw meat in stew?
True, that provides some kinda offset by height
Hopefully it's an offset and not a "the tilesheet has seperate tiles for a TV based on height from ground"
IIRC thats actually an issue with the evolved recipe being set wrong
some mods basically allow uncooked food to be added to certain things, but then don't set the food item to be cookable -_-
(or maybe autocook didn't pay attention to that)
I've never noticed because raw meat goes in the freezer so can't be used for cooking directly.
if (itemFood.isbDangerousUncooked() && !itemFood.isCooked() && !InventoryItemFactory.<InventoryItem>CreateItem(this.resultItem).isCookable()) {
in checkItemCanBeUse of evolvedRecipe.java
I set up all ingrediants so I can stand in one place and click "auto make salad"
Or so I can use your cooking mod without moving at all to make -100 hunger bowls of super salad
IIRC, isCookable is actually slightly different from... actually being cookable
...or NaN bowls sometimes
pretty sure I fixed all the nan nonsense.
but if you can reproduce it, I'll gladly fix it.
considering I had to rewrite half of evolved recipe just to make that mod...
Meta employees are up in arms over a mandatory program to train AI on their mouse movements and keystrokes Cool, soon we can have AI do all the work of prompting AI /s
I can't wait till stockholders realize how much more money they could make if they replaced those multi million dollar CEO's with AI. While AI sucks I really can't imagine it being much worse then current CEO's at.... coming up with unworkable bullshit.
It put a raw meat in a Sandwich
But I guess I could just grill it
sandwiches are cookable so they are valid raw+dangerous raw ingredient targets.
although I pitty the fool who puts raw bacon into a grilled cheese and tries to grill it.
When youtube puts a poorly done cover of one of your fav songs into your random playlists
Okay, Im able to adjust the x,y of an AttachExistingAnim. But Im getting weird depth issues with the sprites drawing behind the isoobject they're attached too. Playing with the zbias doesnt seem to do anything. Is there a way to maybe force the depth of a sprite?
I want to say theres some kinda Y offset you can use for that?
try messing with setRenderYOffset()
do note its quite possible this gets reset/recalculated on loading a save.
But yea, its used to offset stuff placed on tables so I suspect it plays with the depth factor
only knows about this since BaseSaver... technically should be using it but doesn't because lazy atm
(And all the weirdness fixes itself once you reload the save anyway)
its an IsoObject property so should apply to most things?
Might have to split your hydroponics into 2 isoobjects?
Or maybe you could give your planter its own depth texture that fixes things?
(or fixes things after the renderYOffset screws things up for it?)
🧐📝 more things to try. Playing with setRenderYOffset() didnt do much besides making the planter go nuts at -10.0f.
I just dont get why zBias on AttachExistingAnim doesnt fix it.
Im so far in the weeds now I just want to get it working out of spite.
Because like most things TIS doesn't use in vanilla Lua...
public void AttachExistingAnim(
IsoSprite spr, int offsetX, int offsetY, boolean looping, int finishHoldFrameIndex, boolean deleteWhenFinished, float zBias, ColorInfo tintMod
) {
spr.tintMod.r = tintMod.r;
spr.tintMod.g = tintMod.g;
spr.tintMod.b = tintMod.b;
spr.tintMod.a = tintMod.a;
spr.soffX = (short)(-offsetX);
spr.soffY = (short)(-offsetY);
spr.animate = spr.hasAnimation() && spr.currentAnim.frames.size() > 1;
spr.loop = looping;
spr.deleteWhenFinished = deleteWhenFinished;
this.addAttachedAnimSprite(spr);
}
it doesn't get used -_-;
BRO
Yea sorry.
XD nah its better to know
Yea 😛
I forgot to test BaseSaver 
doh.
I've been trying to make a good lockpicking minigame
I do see a renderDepth public member of isoSprite that takes an XYZ
hows that going?
what in the ever loving...
if you click 'livestock zone #2' the menu disappears like you click cancel
BUT if you click anywhere else in the window, it does nothing.
(except for yaknow, the cancel button)
a bug so tiny im sure TIS will file it under "More bug reports we ignore from Black Moons"
It's been difficult lol, I've gone through a couple iterations, reducing complexity
Down the line I'm going to try and replicate the thief system, but for now I want to make sure my intentions work
Basically I just need to take the time to figure it out
Nice
Im trying to get the livestock zone system to work for save area
and by that I mean im totally not just copying the entire damn file and starting from there, nooo definately not.
Appears to be because if you click on a ISLabel, when you release the mouse button, onMouseUpOutside will get called on the parent
Im sure thats totallly intended yeppp.
but NOT onMouseDownOutside when you first click it. cooool
great feature 10/10
Now, do I actually report the cause, and get ignored because they hate it whenever I report the cause
Or just report that clicking that ONE TINY AREA screws things up and let them figure it out
thereby wasting their time.
Lol, might as well report the cause tbh
It'll probably be overlooked as minor though
Nah, they ignore basically every report of mine that includes any kind of diagnosis or fix.
So screw them, they can waste their time trying to figure it out.
Not like they are gonna fix it, or any of the 90 other bugs iv reported anyway.
And if they don't ignore it, they just say they have to rewrite the entire system to... impliment the 1 line fix I provide.
(or that they won't fix it, because they will some decade rewrite the entire system)
See: butcher hook
See: HP only affecting vehicles in reverse but not forward when set by vehicle:setEngineFeature (Something vanilla uses)
See: Vehicles sinking into the ground when overweight (or just turning at high speeds)
See: Wound infection damage factor.
Like for example: https://theindiestone.com/forums/index.php?/topic/94089-42163-infection-damage-does-nothing/ posted by me, ignored
Exact same issue, posted by someone else who didn't even follow the bug reporting format gets replied to https://theindiestone.com/forums/index.php?/topic/94305-wound-infection-damage-factor/#comment-468063
Totally not making me bitter! honestttt.....
And of course, they reply to him "oh we can't fix that, we have to rewrite the entire health system first!"
The dev priorities confuse me ngl, I can't tell what they are rn
Other than the super game breaking stuff like the random nudity
Get the entire playerbase to quit by bricking their saves every month.
And by adding as many new and completely weird bugs as humanly AI possible.
Yea I dunno how that one passed by the 'testers' other then... they combat zombies even less then I do as someone who hasn't played since B42.14?
Actually that reminds me, what causes the vehicles to sink into the ground when you unload then reload the area?
Stuff that would be detected by anyone playing, like the fact cows give you 1/2 the calories of a rabbit.
Sometimes you don't even need to leave the area just switching between interior/exterior
they forgot a return true in carController or somesuch to properly turn physics on/off on load
It seemed to effect some more than others, but yeah idk
Unless
Unless they test combat in god?
💀
its basically the only change in carController.java from B42.15 to B42.16
even god mod is dumb and broken. It stops hunger but not thrist.. Do you know what stops thirst?
INVISIBILITY!!!
And they released 42.17 wtfff
Why TF would invisible stop thirst
My point exactly.
Means you have to start a zombie free world to test thirst effects if you want to take HP damage from them
(or teleport yourself somewhere zombies can't reach I don't know)
Yeah you can teleport, remove zombies, or enable zombies don't attack
But still very silly
Its about as annoying as not starting in admin as 'host' on a server, and then automatically being forced into god mod and noclip/etc when you do force enable admin access level (Yay for more typing EVERY TIME I NEED TO TEST MY MOD) screwing over your weight/nutrition level/removing all wounds/etc
PZ is also the only game iv ever seen where I can get a file mismatch error with the dedicated server running on my own PC, launched 10 seconds ago requiring manual work to fix
(and the only game iv seen copy the entire steam workshop folder over, wasting disk space)
Yeah I'd like to know why lua checksum breaks even if you literally have all the files
I was wondering wtf was going on when I first ran dedicated
Build 43, DoLuaChecksum enabled in singleplayer
NPCs delayed to Build 44 to focus on Black Moon'sbug reports.
...actually that would be a good decision
fix some technical debt
If they could take a build to just go over the game with a fine toothed comb I wouldn't mind that at all
Even if they just do the easy to fix systems, that would be nice.
Like butchering... replace it with something really simple that works based on percentage of animal weight
none of this bizzare convoluted logic
And I agree with everyone saying scrap genetics for animals
I literally want 0 new features in PZ. Modders can add new features. I want the EXISTING FEATURES TO %#@^%TING WORK FOR A CHANGE
Literally they have pages of logic for how much 'meat' an animal makes, including tons of genetic derived values (BUT NONE BASED ON ANIMAL AGE OR WEIGHT besides baby/adult) AND THEN APPLY 50% RNG just so you have no hope in hell at ever figuring out if that animal had good genetics or not
Oh and then putting an animal on the butcher hook bugs the values they do use (that was reported with a fix for B42.11, by multiple people by now) that reduces an animal to 20% of the intended yeild or so, because animal size is applied 3 times over to the meat yeild.
Animal size.. the value that is otherwise clamped to 0.9 to 1.2 for every animal in existence (But hardcoded to be set to 0.6 if your butcher on the butcher hook)
and initial animal size is calculated like this:
AnimalSize = ComplexMath
AnimalSize = MoreComplexMath that doesn't use the result of the first complex math
AnimalSize = 0.1f
ALL IN THE SAME FUNCTION!
Prob because whoever was writing all that complex math couldn't figure out why it was constantly set to 0.9f all the time, and then just... GAVE UP and left all that trash code in there and commited it
Yes I don't have a gif that explains it that wouldn't get me banned.
And yes, the code wasn't even commented out.
That was my next question
Version: 42.11.0 Mode: Singleplayer Server settings: N/A Mods: None Save: New Save Create or compare any two vehicles with different HP but the same weight. If you force edit one to have 4000hp, another to have 400hp and another to have 40hp, the 4000hp car reverses up to 30mph very quickly, the ...
float var17 = this.vehicleObject.getEnginePower(); var17 = this.vehicleObject.getScript().getEngineForce();
Good news though, they FINALLY CHANGED THAT in like B42.16
.... to float var17 = this.vehicleObject.getScript().getEngineForce(); likely because their code linter screamed at them that they where being dumbasses.
yaknow, they got rid of the correct code and kept the broken shit.
Oh, and they refuse to fix that 1 line bug because 'we're going to rewrite cars someday'
Meanwhile, RCP can be backported to B41 with like only 10 lines change, mainly to do with keyboard/joystick input.
(I tried once. but couldn't be bothered to fix the keyboard input stuff at the time because B41 sucks)
Been 8 months and I can't even get them to fix single line bugs that affect vanilla features when I give them the exact line of code to delete.
(And iv straight up told several devs about this issue, only to be blocked by one of them for getting angry about nothing getting fixed)
Idk why they don't batch together more fixes into each update
IDK why they keep adding more bugs instead of fixing any of the current ones.
Pushing bad code that even basic code linters can tell is wrong.
I want to take a look eventually and see how unoptimized everything is
... and then deleting the correct code when the code linter screams at them
About not using the return value from a function
I have low hopes for what I will see
the fact they have entirely seperate functions for cars going forward VS reverse is pretty telling.. and then ANOTHER function for going forward that isn't even used anywhere.
Yes that is how every trait is handled.
Because, if they had some kinda generic callback system for traits, then modders could easily make their own!
Oh that reminds me
I was looking for a specific OnCreate the other day
Found out it's been moved to java
Which is fine, no biggie but still
Effort
And the OnTests are still in lua
yea they moved it all to Java for type safety. I don't really mind that, whatever, just annoying to have to decompile the game to get examples of how on earth your supposed to write your own, at least it still goes through LUA you can override it (A good system!)
(see im not always negative, I'll compliment the good systems whenever I see them)
B42 lighting: AWESOME.
Yeah Im using it for my car key copying, it works perfectly fine
B42 crafting: Awesome!
