#mod_development

1 messages · Page 387 of 1

frank lintel
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well they ack'd its existence already said it should get updated next patch which Im glad they got such a quick response on this so I doubt I need to go even deeper into it. but thanks for the info on these ghonna bookmark'm now for later ref

near vessel
frank lintel
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heh still waiting for 'PrtScr' printscreen to get into that list...

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"Unknown GLFW Keycode" 283

vast pier
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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

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Too skinny or too fat would lock you out from wearing it, or at least would increase the discomfort given

near vessel
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I think it sounds like a really cool idea!

bronze yoke
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it'd be neat but i don't know how it'd come into play really

near vessel
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If you could tailor armor, or other items to reduce discomfort, that would be pretty sweet

upbeat turtle
vast pier
vast pier
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and would probably work much better gameplay wise

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Can you affect discomfort levels on an item on the fly though?

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or would it need to replace existing items with a copy

upbeat turtle
vast pier
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why's it only affecting half his body though 😭

upbeat turtle
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tldr: i'm cooking up a compatibility api for non-zomboid models/animations

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making progress, but it's also very experimental lol

vast pier
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isn't animation splicing a thing

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and so only some of them are scaled wrong

upbeat turtle
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he's set to a single idle for testing rn

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but yee, it needs more code to normalize the data methinks

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usually zomboid will just break when it tries loading stuff like this xd

near vessel
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It would be easy enough to just have a crafting recipe duplicate armor with less discomfort

vast pier
near vessel
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But then thats not really tailoring

upbeat turtle
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this was a previous test with normalized skeleton/meshes across all anims & the model fbx

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^^ using a lower poly model

near vessel
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That would be cool

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Or actually, you might be able to store character weight and gender and have the item specific to that

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So two male characters weight 80 could wear the same armor

willow tulip
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Yea, you could change the item stats when it gets equipped, im sure there is a way to hook equipping items

vast pier
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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

vast pier
near vessel
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I wonder if that can become a learned "recipe" or something similar, and can be copied down

vast pier
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I appealed it, was a bad typo 😭

near vessel
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lmfaoo

vast pier
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I specifically mean for taking measurements

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Actual armour fitting would require more

near vessel
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But yes it would be crucial

vast pier
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I think it would make more sense to store it on an item instead of individual recipes

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Can’t generate new recipes during gameplay afaik

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Generated on world load

bright fog
near vessel
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True

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How would this tailoring be effected by tailoring level though?

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Maybe increasing complexity of items? From accessories to armor?

vast pier
near vessel
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Ah that makes sense

upbeat turtle
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cooking up shader stuffs now cathappy

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doggo is no longer an eldritch horror xD

tight dock
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yo can someone make a working fishing boat mod or something so we can travel via water?

tight dock
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i assume it doesnt work in 42.17

upbeat turtle
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it’s a cool mod fr. Tcherno made it spiffo

upbeat turtle
tight dock
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yo what the heck, the whole steam workshop UI is different

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oh im in some workshop beta wtf

upbeat turtle
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yeee

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it’s something new steam is trying out

tight dock
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theres this one too but doesnt work in MP sadly

tight dock
# upbeat turtle yeee

do you know if the latest patch broke a bunch of mods or did stuff transition to 42.17 fine

upbeat turtle
near vessel
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True Mooozic and Realistic Car Physics got reamed

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That's all I know of for now

willow tulip
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sooo.. what happened to getVehicles()

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can someone give me a lowdown on that so I can fix RCP with less braincells as migrains remenants still want to murder me

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Cool I love this community 2 more downvotes for RCP because iv had a migraine instead of patching it.

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Hope whoever downvoted it never uses my mods again.

near vessel
willow tulip
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so.. just needs a recompile then...

near vessel
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Hasn't even been a day lol

willow tulip
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Yea

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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!)

bronze yoke
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be prepared for the 'why is common sense reborn required and where can i get it' comments

willow tulip
near vessel
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I haven't touched Common Sense in general, what's wrong with Reborn?

willow tulip
near vessel
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Oh, joy

willow tulip
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Yea I was wondering why people where complaining to me about that this month

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Its not even in their mod description

willow tulip
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@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.

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I'll remove it if your mod detects RCP and automatically disables it reguardless of sandbox setting.

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(Also, your 'better towing' isn't listed in the description)

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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

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I swear the next feature I add to my mod is going to be making it delete itself on zomboid version change.

silent zealot
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People can live with vanilla driving for as long as it takes.

near vessel
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Yeah all I did was disable RCP on my server for now

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everyone I've let know is totally understanding

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Somehow we can read the part that says "Unstable" when we launch the game

silent zealot
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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"

willow tulip
near vessel
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"To save your and myself the trouble, every update will delete your savegame."

willow tulip
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"to save myself more migrains, every update will delete you"

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(Sorry, ran outta room in my steam description)

near vessel
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I'm amazed players don't expect this by now

willow tulip
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mods updated now if anyone wants to try it and tell me what I missed -_-

near vessel
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Every update, 90% of B42 mods get updated

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Time to test it on my server

willow tulip
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I swear im just going to set it to hidden next update till I bother getting around to it.

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Can't downvote what you can't access.

sacred radish
reef flume
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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)

willow tulip
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Unless they now make you remove the \ for whatever reason. local REALISTICCARPHYSICS_ENABLED = getActivatedMods():contains("\\RealisticCarPhysics")

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(did they change that for getActiveMods()?

near vessel
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Still prefixed with a \

willow tulip
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k good.

sacred radish
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Hey is papa_chad in here by chance?

willow tulip
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@pearl prism Would be my guess ^

near vessel
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@willow tulip RCP seems to be working fine in MP after your update

silent zealot
sacred radish
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@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.

silent zealot
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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.

willow tulip
upbeat turtle
silent zealot
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That's "make a fixed personal copy but don't share it" time.

near vessel
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Yeah that's not cool

willow tulip
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Doesn't even require the original mod -_-;

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so also contains all the art assets

near vessel
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literally a reupload

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yikes man

willow tulip
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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.

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PS: TIS modding policy is you have to contact TIS before re-uploading another persons mod.

near vessel
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I can understand downloading a mod and fixing it locally to work with the original author

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But this is public?

willow tulip
#
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.
willow tulip
near vessel
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Wow, okay

willow tulip
near vessel
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Yeah I'm lookin at it

bronze yoke
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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

willow tulip
bronze yoke
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they should've been more careful but it really doesn't make sense to assume bad intentions here

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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

near vessel
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That's a fair take

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It's hardly the first mod to do it either, unfortunately

willow tulip
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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.

bronze yoke
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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

willow tulip
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(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)

bronze yoke
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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

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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 🤷‍♀️

willow tulip
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(heaven forbid anyone try a mod solo before blaming it)

bronze yoke
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yeah that doesn't seem great

near vessel
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I definitely think the towing should be in the description

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But other than that, idk how the author would cover that many features comprehensively

near vessel
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Ah

willow tulip
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you get a index and everything.

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Summer car has one

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RCP has one, its just not linked/finished yet.

near vessel
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Oh I forgot about the one for summer car

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I love steam guides

willow tulip
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(cause.. lazyness. unfinished EVERYTHINGGGG!)

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I literally have a mod that is just a dumping ground for all my unfinished stuff so at least SOMEONE can try it out

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(inb4 that mod runs outta description space)

near vessel
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I need to figure out why some modded recipes break in MP

willow tulip
near vessel
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rip

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locksmithing mod DOA for mp

bronze yoke
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there's also bonus mystery reasons why they don't work that nobody's worked out

willow tulip
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im PRETTY sure its just the recipe itself, I think you can use non-base output items now?

near vessel
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You can def use non-base output

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I have a mod that lets you craft modified ham radios

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It works perfectly

willow tulip
# near vessel locksmithing mod DOA for mp

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.

bronze yoke
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it should just be the recipe itself that has the module issue

near vessel
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Wait I use base items for locksmithing

bronze yoke
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the items shouldn't matter

willow tulip
bronze yoke
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i would still stress the 'should's here, there's weirdness with it for sure

willow tulip
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Did they fix foraging not working for non base items?

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btw: when I say base, I mean 'base module' not basegame/vanilla

near vessel
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Oh, I understand

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Yeah I don't use base module

willow tulip
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it works fine if you put your mod stuff into the 'base' module instead of a custom module

near vessel
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everything works fine in SP so I'll honestly just keep it that way

willow tulip
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Btw, do fluids have a module?

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checks Oh yes they do...

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Don't make non-base fluids btw folks, its not supported by a lot of code -_-;

bronze yoke
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anything in a Script script does, even if it doesn't use it

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stuff like trait definitions don't really belong to any specific module but they're still defined inside of a module block

near vessel
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actually I think I will just make a separate MP compatible version using the Base module

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I've had a lot of fun defining perks, traits, and professions tbh

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It's very basic but still

willow tulip
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(Unless you have like.. books that unlock recipes or something)

near vessel
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Nah none of that

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I'll work with the original version then

willow tulip
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Either way, Id prob leave it as is for B42.16, and change it for B42.17 version

near vessel
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Would I have to change my registries?

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Eh I test first

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ye olde fuck it we ball

upbeat turtle
willow tulip
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Random thought: have it randomly run up to you after that and drop a bone at your feet

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(sometimes a rock)

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Or other near-useless item

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(maybe only if your.. whatever, friendlyness stat with the animal is high)

upbeat turtle
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🤣

willow tulip
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lol

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Ohhhhh, don't forget keepaway, especially if friendlyness stat is low

willow tulip
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just grabs something random off the floor and then runs away from you whenever you get close

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after a random amount of time of not being chased it will just drop it or maybe bury it in a little dirtmound container 😛

upbeat turtle
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i just got a cursed idea

near vessel
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omg if you could play tug of war

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that would be incredible

upbeat turtle
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0.01% chance for the dog goblin animation on fence jump

willow tulip
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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 😛

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like cats need to randomly knock stuff off your tables

upbeat turtle
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fr

willow tulip
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maybe bring you a random dead bird

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or rat

near vessel
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When the translation file works in SP but not MP

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In other news

willow tulip
near vessel
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Changing back to Base module fixed things

willow tulip
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"Yay, 60 more unhappyness points. thanks cat"

willow tulip
near vessel
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yep

near vessel
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I'm new to this

willow tulip
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Glad I could help with my dumb rants.

near vessel
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omg

willow tulip
near vessel
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Oh, word I'll take a look

willow tulip
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Server doesn't have a language (Iv no idea if it loads ANY of the translation files TBH)

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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

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Does a Russian cook end up making Russian named food, or is it always in english?

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(Because from what iv seen of the code, custom names don't get passed back through the translator?)

bronze yoke
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i didn't think mod chat was going to get all philosophical today

willow tulip
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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

bronze yoke
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i feel like i remember food being cook-language-named

willow tulip
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arrived today and still havent had time to do anything other then scope its own test output -_-;

bronze yoke
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i think the b42 dynamic named items though are translated per-client

willow tulip
bronze yoke
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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

willow tulip
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"looks like errors are an english-only thing"

silent zealot
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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

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especially when the same code get duplicated , sometimes in both lua and java, for single vs. multiplayer.

willow tulip
bronze yoke
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i thought it was set in the oncreate which is server only

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and yeah, the server doesn't load any translations anymore so it shouldn't be able to give them *any* name if so

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which is why i think it's probably just client sided

silent zealot
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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?

willow tulip
bronze yoke
willow tulip
bronze yoke
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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

silent zealot
willow tulip
silent zealot
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So that's the java onCreate for Hottiez

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and it calls Translator.getText

bronze yoke
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the others do seem to just set the name directly too

willow tulip
# silent zealot

Sigh, I bet my basesaver doesn't proper save/load the stupid hottie/hunk mags due to that model override stuff..

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more stuff I can't be bothered to test right now.

willow tulip
willow tulip
bronze yoke
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that was my assumption but i don't know when it would get translated in that case

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i don't think the inventory ui calls getText on item names

willow tulip
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Now im wondering what evil you can do by giving your items custom names that are translation tags.

bronze yoke
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actually, if the server didn't have translations, surely this wouldn't work at all?

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it's passing arguments into that translation string

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if it just returns the original translation string those are all going to be lost

bronze yoke
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maybe the server just doesn't have *mod* translations...?

willow tulip
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whats setMagazineName do?

silent zealot
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Translation files are loaded via Translator.loadFiles which populates all the maps using a... java thingy I have no idea about.

willow tulip
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I only tried getText on UI keys

silent zealot
bronze yoke
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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

willow tulip
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Like the server loading item translation files makes some sense.. but not UI keys

bronze yoke
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that might just be for recognising books as duplicates actually

bronze yoke
silent zealot
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I can't see any isClient or isServer in Translator.java

willow tulip
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Welp, time for someone to make a custom item with an onCreate, and toss some prints in the onCreate and such...

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and see if vanilla translation keys vs mod keys work

bronze yoke
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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

silent zealot
bronze yoke
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luckily our solution to that problem was 'who cares'

near vessel
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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

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Nuked

bronze yoke
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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

near vessel
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I'll take my wins where I can, and just tell users I'll fix it later (I won't)

willow tulip
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facepalms

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5 more of my brain cells just committed suicide.

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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....

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'can't fix this, we need to rewrite the entire system to justify removing an if statement or adjusting things'

vast pier
willow tulip
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Kinda just tells me that they changed these sandbox settings for all the defaults.. but never once tested them

vast pier
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those usually go hand in hand

willow tulip
vast pier
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why wasn't it,,, already in there

near vessel
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Locksmithing MP update, hurray

willow tulip
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excuse me while I go find my head bashing rock.

bronze yoke
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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

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so without a health rework i can't say it's much of a loss

near vessel
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Can't wait for EHR to add it in

willow tulip
bronze yoke
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if you've established basic medical supplies? just get rid of the infection
If you haven't? just die i guess 🤷‍♀️

willow tulip
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also, some poor sap is gonna die outta the blue when he gets a fever + infected wound and has no idea why

bronze yoke
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fevers already hurt you

willow tulip
willow tulip
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PS last I checked the code it only does damage at sickness level 4 -_-;

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Arnt you already dead by then?

near vessel
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If you aren't, you're about to be

willow tulip
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So literally a pointless sandbox option that was never tested

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but hey, they changed it in this glorious game balance update. shrugs

bronze yoke
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they changed like a hundred other things

willow tulip
bronze yoke
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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

willow tulip
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Or are they just waiting for an invariable flood of complaints if they get it wrong?

bronze yoke
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i promise you it didn't take hours of consideration and work to implement a change to the default sandbox settings

silent zealot
willow tulip
bronze yoke
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iirc dirty bandages prevent your wound from healing

silent zealot
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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

willow tulip
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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

silent zealot
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There definitely need to be more feedback before moving to "and now you die" though lol

near vessel
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Dirty bandages just slows it down

willow tulip
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at 10.0 infection wound damage, basically not having alcohol/steralized bandages should be a near death sentence.

near vessel
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Otherwise literally no downsides

willow tulip
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but 1.0 should be like 'Just do your best to change as needed'

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'and try not to get like, 3+ infected wounds'

near vessel
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Ideally we would also see infections in different regions having different effects, and on different wound types

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scratched hand? big deal

willow tulip
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once I understood the mechanics I felt SOOOOOOO dumb ever wasting time steralizing bandages in a pot

near vessel
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lacerated torso? die

silent zealot
willow tulip
bronze yoke
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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

silent zealot
near vessel
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I clean bandages because it feels good

bronze yoke
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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

silent zealot
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I disabled nutrition.

willow tulip
silent zealot
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hunger meter is OK, nutrition system is ass.

willow tulip
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at least get butchering working correctly before you bother giving animals 20+ genes that nobody can see ANY effect of ingame

near vessel
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this reminds me

willow tulip
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wasted development time on features nobody will ever notice

near vessel
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when will character names be displayed in mp

silent zealot
near vessel
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I wanna see my friends named Butt Humdinger or Cheesy Fart

willow tulip
silent zealot
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With a few hundred years of selective breeding cows could have almost as much meat as rabbits!

willow tulip
near vessel
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Get some dayz devs on this

willow tulip
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It can pretty much only get worse.

near vessel
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Cow? Have 10 billion steak

willow tulip
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And only the genetic defects are really noticable.

silent zealot
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Noooooooooooooooooo my dreams of a full sized steak are crushed!

willow tulip
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(And then displays animal weight on the animal info panel, with different accuracy depending on animal handling skill)

silent zealot
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Butchering a cow shoudl be balanced by "how do I store all this meat" not "I got enough beef for lunch"

near vessel
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When my masochism game has realistic useful features

willow tulip
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Like give meat so many calories (and less hunger) that you get FAT if all you do is eat meat

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then its a major downside to eat nothing but cow for 2 months straight

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(aka, my realistic calories mod)

bronze yoke
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i honestly don't really get why farming is being balanced around months-long cycles unless there's some major gameplay changes planned

near vessel
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Realism when it hurts the player, unrealism when realism benefits the player

willow tulip
near vessel
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This is the way

bronze yoke
willow tulip
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Im honestly considering one of those calender mod things that makes it so months only have 7 days or something.

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then id be able to at least see winter for once.

upbeat turtle
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imagine playing the game drunk

willow tulip
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instead of getting bored by month 2 (90 HOURS OF PLAYTIME in vanilla)

silent zealot
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Is that a new type of modding?

bronze yoke
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keep in mind the game is balanced around speedup

willow tulip
bronze yoke
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that's one of the reasons why multiplayer can be so miserable

upbeat turtle
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😆

bronze yoke
#

mechanics like books are not designed to be played in real time

#

so the theoretical 90 hours is really a lot less than that

silent zealot
#

Farming is so much better with a 4x to 10x speedup.

willow tulip
bronze yoke
#

but it's still too long

near vessel
#

this is why i enabled sleep in multipla yer

#

just spam that bitch

willow tulip
#

its peak PZ gameplay!

bronze yoke
willow tulip
silent zealot
#

I crank it up in singleplayer too

near vessel
#

I set mine to 0.1 I think

silent zealot
#

book reading is not a fun part of the game.

willow tulip
#

wheres my speedreader +500% read speed trait?

silent zealot
#

I've done it with vanilla, I don;t need to prove to myself I can do that again

bronze yoke
#

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

near vessel
#

I would kill for an admin power to set the date

willow tulip
#

you get so much 'abstracted away' time per day to do things that would othewise take forreverr

bronze yoke
#

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

willow tulip
#

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.

bronze yoke
#

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

silent zealot
#

Set nighttime brightness to max in sandbox, install a dug mod that includes meth, play a 24/7 game.

silent zealot
near vessel
#

Set DayLength to real time, never leave your desk

willow tulip
willow tulip
bronze yoke
willow tulip
#

I mixed it with vodka and never slept or ate a thing for a whole month.

near vessel
#

wtf is spiffo juice

silent zealot
#

I had to look it up

silent zealot
#

It's not a mod thing

willow tulip
#

I assume.

near vessel
#

No I will NOT drink Spiffo's juice

#

No matter how much he asks

silent zealot
#

It's a vanilla thing. (not to beconfused with being a vanilla flavored thing)

bronze yoke
#

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

willow tulip
#

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

silent zealot
#

...simple syrup has zero calories.

willow tulip
#

(maybe still costs food/water to use downtime, so you'd have some reason not to use it and instead loot)

bronze yoke
#

this feels like something that belongs in a completely different kind of game

willow tulip
#

as PZ gets more and more complex we should honestly be looking to take ideas from existing roleplaying systems -_-

willow tulip
silent zealot
#

"Project Zomboid converted to D&D system"

bronze yoke
#

unfortunately, it's 5e

willow tulip
#

Nat 1 attack role, you drop your axe

silent zealot
#

because people always convert things to D&D that really do not fit.

near vessel
#

2.5e or bust

willow tulip
#

not even 3.5

silent zealot
#

3.X is open gaming license

bronze yoke
#

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

silent zealot
#

OSR is old enough you can just do it.

near vessel
#

baldurs gate 1 but it's pz

silent zealot
bronze yoke
#

oh man i almost brought up the kotor games like fucking darth nihilus isn't in the chat with me

near vessel
#

Hi yes hello

bronze yoke
#

but those games are some very good rpgs built on 3.5e

willow tulip
#

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?

near vessel
#

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

bronze yoke
#

i don't love how important books are to leveling in general

near vessel
#

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"

bronze yoke
#

my main defence of them is all we have some fond memories of sitting around the fire with a couple friends reading books

willow tulip
bronze yoke
#

the downtime is definitely an important part of these games

willow tulip
#

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%

bronze yoke
#

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

willow tulip
#

Yea, +75% does NOT mean 3x in ANY WORLD.

#

whoever coded that needs to go back to grade 3 math class

bronze yoke
#

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

willow tulip
#

'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

bronze yoke
#

the game displays +75%, +100%, +125%, the true multipliers are 0.25, 1, 1.33, 1.66

willow tulip
#

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?

bronze yoke
#

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

willow tulip
#

Anyone, in any reality that doesn't have black holes forming constantly, does not believe that +75% means 1x

near vessel
#

Hey did 42.17 remove locking doors?

#

I didn't even realize the option is just gone

willow tulip
bronze yoke
#

(25 + 100)% != 133%

willow tulip
#

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

bronze yoke
#

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

near vessel
#

I thought it was the opposite? Since base game doesn't have torque

#

Unless that was only B41

willow tulip
willow tulip
#

gives me a freaken aneurism to look at that code.

bronze yoke
#

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

near vessel
#

Don't you pull your horse trailer with a corvette?

#

I know I do

willow tulip
#
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

near vessel
#

Does that just make your engine more powerful if you have speed demon? Is that what slowdriver and fastdriver are?

willow tulip
#

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!

willow tulip
#

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.

near vessel
#

To be honest I don't know why Sunday driver and speed demon are even in the game

willow tulip
willow tulip
#

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)

near vessel
#

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

willow tulip
#

sunday driver just outright makes already bad towing nearly impossible and gets you stuck offroad

near vessel
#

For more than like 10 seconds

bronze yoke
#

the trait balance has always been a complete mess, it's only really been looked at very recently

willow tulip
bronze yoke
#

i'm sure we all know there's plenty of negative traits that don't really do anything

willow tulip
#

FTFY.

near vessel
#

I love SOTO for this reason

willow tulip
#

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?

bronze yoke
#

i don't think so

#

'dangerous' water is infinite and not really dangerous at all and safe water is also insanely abundant

near vessel
#

I don't think water is meant to be a struggle tbh

willow tulip
#

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

bronze yoke
#

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

willow tulip
bronze yoke
#

i mean you can, it doesn't do anything to you

willow tulip
#

also, PZ health system: your either dead or fine. Nothing really cripples you or makes life painful

bronze yoke
#

except for two patches a year where it instantly kills you

willow tulip
#

once you start losing HP your basically dead from whatever it was

bronze yoke
#

but the rest of the year it doesn't do anything

willow tulip
#

no systems like over encumbered where <X> limits your HP to 50%, or wrecks your endurance, or has any other kind real side effect

bronze yoke
#

in the current build it is literally impossible to die from drinking tainted water

willow tulip
#

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.

bronze yoke
#

in highly specific circumstances it can expediate your death but it is way more specific than you can imagine

willow tulip
near vessel
#

Maybe that's part of the planned health system rework, real illnesses like dysentery

#

We love dysentery

willow tulip
bronze yoke
#

drinking tainted water just gives you sickness but it's capped to below the level that actually hurts you

near vessel
#

So what's the POINT

near vessel
#

This feels like how Prone to Illness is basically free points

bronze yoke
#

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

willow tulip
near vessel
#

I don't think I've foraged a single mushroom

willow tulip
bronze yoke
#

you usually get the magazine before you need to worry about it anyway

#

you are not desperate for food in pz

willow tulip
#

they only have like 70cals anyway, so you'd need to eat 30+ a day to survive.

bronze yoke
#

all of cooking is for fun

willow tulip
bronze yoke
#

i enjoy it 😅

willow tulip
#

RSI from trying to cook in zomboid

near vessel
#

Cooking is def fun, especially in mp

#

Its a nice roleplaying op too

willow tulip
near vessel
#

And a great way to kill negative statuses

#

Behold, the stew of magical unending happiness and entertainment

#

... Somehow

willow tulip
#

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 -_-;

willow tulip
#

@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.

near vessel
#

That would be hilarious lmao

#

Idk why a car feeling like a car would be a bad thing

willow tulip
#

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.

near vessel
#

Maybe the traction

#

Different surfaces, different traction

willow tulip
near vessel
#

You'd have to know it was there

willow tulip
#

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

near vessel
#

Welcome to zomboid where we unfeatured your features

willow tulip
#

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

near vessel
#

The biggest problem I have with vanilla driving is you just can't coast your vehicle

#

For SOME reason

willow tulip
#

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)

near vessel
#

What's the point of having an auto brake when there are binds for braking??

willow tulip
#

But more to the point, all the 'drag' in RCP is based on rolling friction and aerodynamic resistance calculations

near vessel
#

That's a really weird thing to have

willow tulip
#

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

near vessel
#

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

willow tulip
#

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.

near vessel
#

Oh god yeah no fuck that

willow tulip
#

(BCP has bricked some peoples saves on PZ update because of that)

near vessel
#

Its just overtuned then, I'll wait for TIS to change it

#

I haven't used BCP actually

willow tulip
#

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.

near vessel
#

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

willow tulip
#

Thanks.

willow tulip
buoyant violet
#

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?

viral zinc
#

165hz

dusky quiver
#

75

willow tulip
#

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.

knotty stone
#

144

cinder light
#

75 as well

buoyant violet
#

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 morrojoy

#

guys im not winning pain

silent zealot
willow tulip
buoyant violet
buoyant violet
silent zealot
silent zealot
#

...I wonder what the typical variation in fire rate is for automatic weapons. I bet it's a lot higher than 0.08%

buoyant violet
#

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

silent zealot
#

Or they go the opposite way, something breaks and they mag-dump at hyperspeed

sonic needle
#

was thinking of making the M590 standalone

silent zealot
#

Simulation the recoil spring wear is excessive for a zomboid game!

#

Nice enough to deserve a sstandalone release IMO

sonic needle
#

waiting on framework to be able to do so

buoyant violet
vast pier
#

Messing with some CC license models I found on sketchfab

dull moss
#

That's like installing V12 into a Kia or sth

vast pier
#

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

blissful seal
#

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

dry stone
mellow frigate
#

anyone knows why getPlayerMoveDir was removed from IsoPlayer in B42.17 ? The parameter playerMoveDir still exists it just is not available from lua anymore.

mellow frigate
knotty stone
#

you mean this with cardinals right?

mellow frigate
#

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.

knotty stone
#

well deprecated doesnt mean useless 😄

#

i will leave you that maybe it helps xD

mellow frigate
#

Thx.

paper rain
#

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++

blissful seal
#

single player maybe not terrible? MP sounds like work hahah

paper rain
#

oh no looool

blissful seal
#

syncing visuals for clients is prolly the trickiest part, if you can like get the core functionality working

paper rain
#

okay ive never done that before because darktide modding is strictly only client sided

#

i can start small and see how it goes

blissful seal
#

yeah and if you design it work with mp first itll be easier.

vast pier
vast pier
upbeat turtle
vast pier
#

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

upbeat turtle
#

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

bronze yoke
#

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

dry stone
#

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

quasi jewel
#

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

bronze yoke
#

you can't add a new animset, but you can add a conditional override for every node to the original animset

quasi jewel
bronze yoke
#

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

quasi jewel
#

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

bronze yoke
#

yeah you'd need to use grappletech for that, which unfortunately is not moddable at this time

quasi jewel
#

Damn, hopefully on Stable release!

bronze yoke
#

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

quasi jewel
#

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

vast pier
sacred radish
#

@mellow frigate hey I shot you a dm question no rush on it but it was an ask I had. Ty

upbeat turtle
#

right now it only works with animals, but will be building it for players/zeds next

humble knot
upbeat turtle
sonic needle
#

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

quasi jewel
upbeat turtle
humble knot
#

Can someone help me overtime or point in direction for adding a mod that adds or replaces songs for project zomboid?

upbeat turtle
#

i had to use a custom shader to get it to render

humble knot
sonic needle
#

limitation makes for progress or whatever

sonic needle
humble knot
#

I’ve never made a mod in my life…

sonic needle
#

go download someone elses mod that does this, to get the basics for folder layout etc

humble knot
#

Alright, I’ll try it out later.

bronze yoke
#

you can't actually do this through the modding api, music mods require people to manually replace their .bank file with yours

sonic needle
#

correct ^

quasi jewel
#

I needa learn to do bank files for an Classic RE sound mod. But that is so
Tedious

sonic needle
#

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

upbeat turtle
#

testing a dragon model xD

quaint wren
#

does anyone know how to make map mod work

#

im using dirk's tutorial and that template doesnt seem to work

quaint wren
eager vigil
#

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 ?

quaint wren
#

no

bronze yoke
#

there are always breaking changes, but nothing major this time

eager vigil
#

okay im gonna try it

bronze yoke
quaint wren
#

okay

fast walrus
willow tulip
#

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

silent zealot
#

TIS taking "this is how you died' a bit too seriously as the game's core design philosophy

willow tulip
#

this is how you double dog died

#

no takebacksies!

silent zealot
ashen maple
#

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

willow tulip
#

(alpha 0)

#

trying to think of something in vanilla thats very offset when placed...

#

walls are kinda offset?

ashen maple
#

@willow tulip Im tryin to adjust the farmcrop sprites to appear like they're "on" my hydroponic trays

willow tulip
#

lightswitches I think are tiny, maybe they have an offset?

ashen maple
#

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

dusty pivot
#

Does anyone know how to exclude raw meat in the autocook mod

silent zealot
silent zealot
willow tulip
silent zealot
#

Hopefully it's an offset and not a "the tilesheet has seperate tiles for a TV based on height from ground"

willow tulip
#

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)

silent zealot
#

I've never noticed because raw meat goes in the freezer so can't be used for cooking directly.

willow tulip
#

if (itemFood.isbDangerousUncooked() && !itemFood.isCooked() && !InventoryItemFactory.<InventoryItem>CreateItem(this.resultItem).isCookable()) {

#

in checkItemCanBeUse of evolvedRecipe.java

silent zealot
#

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

willow tulip
#

IIRC, isCookable is actually slightly different from... actually being cookable

silent zealot
#

...or NaN bowls sometimes

willow tulip
#

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.

dusty pivot
#

But I guess I could just grill it

willow tulip
#

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

ashen maple
#

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?

willow tulip
willow tulip
#

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

ashen maple
#

I'll play with it now, tyty.

#

Im losing my mind

willow tulip
#

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?)

ashen maple
#

🧐📝 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.

willow tulip
#
    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 -_-;

ashen maple
#

BRO

willow tulip
#

Yea sorry.

ashen maple
#

XD nah its better to know

willow tulip
#

Yea 😛

near vessel
#

I forgot to test BaseSaver stressed

near vessel
#

I've been trying to make a good lockpicking minigame

willow tulip
willow tulip
#

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"

near vessel
#

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

willow tulip
#

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

near vessel
#

great feature 10/10

willow tulip
#

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.

near vessel
#

Lol, might as well report the cause tbh

#

It'll probably be overlooked as minor though

willow tulip
#

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

willow tulip
#

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.

#

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!"

near vessel
#

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

willow tulip
#

And by adding as many new and completely weird bugs as humanly AI possible.

willow tulip
near vessel
#

Actually that reminds me, what causes the vehicles to sink into the ground when you unload then reload the area?

willow tulip
#

Stuff that would be detected by anyone playing, like the fact cows give you 1/2 the calories of a rabbit.

near vessel
#

Sometimes you don't even need to leave the area just switching between interior/exterior

willow tulip
near vessel
#

Unless

#

Unless they test combat in god?

#

💀

willow tulip
#

its basically the only change in carController.java from B42.15 to B42.16

willow tulip
#

INVISIBILITY!!!

near vessel
#

Why TF would invisible stop thirst

willow tulip
#

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)

near vessel
#

Yeah you can teleport, remove zombies, or enable zombies don't attack

#

But still very silly

willow tulip
#

Yea its just a huge bag of

silent zealot
#

Obvioulsy.

willow tulip
#

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

near vessel
#

But it works fine for dedicated lol, so that's fun

#

Make it make sense

willow tulip
#

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)

near vessel
#

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

silent zealot
#

NPCs delayed to Build 44 to focus on Black Moon'sbug reports.

#

...actually that would be a good decision

#

fix some technical debt

near vessel
#

If they could take a build to just go over the game with a fine toothed comb I wouldn't mind that at all

silent zealot
#

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

near vessel
#

Aw I like having genetics

#

I love complexity

willow tulip
willow tulip
# silent zealot none of this bizzare convoluted logic

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!

near vessel
#

... Why TF is there just a random 0.1f

#

What's the POINT

willow tulip
near vessel
#

But

#

That's like

#

That's git practice 101

willow tulip
#

And yes, the code wasn't even commented out.

near vessel
#

That was my next question

willow tulip
#
#

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)

near vessel
#

Idk why they don't batch together more fixes into each update

willow tulip
#

IDK why they keep adding more bugs instead of fixing any of the current ones.

near vessel
#

Fix one bug create another

#

Because of bad practices lol

#

And pushing bad code

willow tulip
#

Pushing bad code that even basic code linters can tell is wrong.

near vessel
#

I want to take a look eventually and see how unoptimized everything is

willow tulip
#

... and then deleting the correct code when the code linter screams at them

#

About not using the return value from a function

near vessel
#

I have low hopes for what I will see

willow tulip
near vessel
#

I expect a lot of if pyramids

#

Like a LOT

willow tulip
near vessel
#

...

#

Why

willow tulip
willow tulip
# near vessel Why

Because, if they had some kinda generic callback system for traits, then modders could easily make their own!

near vessel
#

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

willow tulip
#

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.

near vessel
#

Yeah Im using it for my car key copying, it works perfectly fine

willow tulip
#

B42 crafting: Awesome!

near vessel
#

It just took a minute to realize I had to decompile the game

#

Animals existing: great

#

Animal related systems: badddd