#mod_development
1 messages · Page 388 of 1
I don't know how they managed that and apparently neither do they because its still a problem to this very day, despite them adding random functions to try and mask the bug instead of fixing it
I saw a report just the other week about a dude who named all his chickens unique names and some of them started duplicating
Do chickens still duplicate if they die inside the hutch?
You'd get like all the bodies dropping outside, then you still have to pull them out
I just want shit to be fixed
shrugs
I haven't bothered with chickens since long before I wrote my realistic cooking mod because it takes 30 eggs a day to survive, and cooking 30 eggs a day into evolved recipes is pure repeative stress injury.
Nutrition, where like it kinda doesn't really matter at all or something
decided at this point only the people who suffer through my inane rants get to use my mods, so I don't release any of them from moons mods pack.
yea I rewrote nutrition too. Needs more playtesting and feedback and I still have some minor issues with how to balance weight loss while still consuming fats
Does simulate rabbit starvation though (eating too much protein without any fats so your body can make carbohydrates from them)
and attempts to at least make your carbo level matter via a small endurance regen buff/debuff
also, rebalanced meats and stuff such that if you ate NOTHING but meats to satsify hunger, you would get fat (same with milk), because they give more calories then you need to survive per hunger
So that there is actually some point in having more then 1 food source
Also briefly had a boredom system where if you ate the same food over and over your character would get bored of it and complain. but was kinda pointless with how pointless boredom is
Boredom is weird to me, does it affect timed actions?
at least added some RP factor. Might readd it to my nutrition overhaul mod and have it factor into some kinda 'health' factor that provides other buffs/debuffs
At 100% boredom you start getting unhappy IIRC
but basically if you just walk outside all your boredom disappears IIRC
I can't remember ever getting bored in game, at least for very long
thats why
Basically you only get bored if you sit in your base all day long and never even walk around outside of it.
that was always dumb too, I deleted that 'feature' in realistic cooking -_-
Damn near insulting for autistic people too.
Honestly considered adding a 'autistic' eater trait to my food mod that would make you unhappy if you didn't eat the same couple things all the time.
You'd basically need to find a stable source of a few foods and be unable to just randomly eat stuff you find
(or at least, get very unhappy about it)
that'd prob be how id die in a zombie apocolypse: Plenty of food in neighbors houses but its all 'eww Iv never even tried that but im pretty sure I wouldn't like it!'
Realistic cooking instead works basically by always adding happyness to all foods, but the amount of happyness scales down with how much of an ingredient you add (via exponent factor), so like adding 10x of an ingredient only gets you like 3x happyness
so to get the MOST happyness outta your food you want to either make small batches (takes longer, presumably you put more effort into prep and stuff) or add multiple ingredients
Yeah idk why theres a need for boredom and unhappiness stat with food
I can maybe understand boredom, bland food can suck
yea I don't get upset with my stew just because I made... a bigger batch of stew.
and that goes back to the 30 egg issue.... you'd have to make 15+ meals outta it (for 1 days calories) to avoid unhappyness
EXCEPT with high cooking skill, you don't even use an entire egg per 'ingredient' so you now end up with a bunch of leftover.. partial eggs
that if you add to your meal, cause unhappyness.. cause it already has egg?
Yes I always save 1/4th of every egg I crack open and put them back into the egg carton.. BECAUSE IM A MONSTER
Ykw maybe they do need to rewrite cooking from scratch
Totally how that works, and absolutely I wanted more RSI from now requiring twice as many clicks to feed myself every day.
Literally what Realistic Cooking mod is
And nutrition
Literally what Realistic Nutrition is
they could hire me and have all this work, but im sure the devs absolutely loath me at this point.
Ughhh and then it'll just be implemented anyways like 10 years down the line I bet
Yeah I keep thinking of things and I'm just realizing that they didn't fully flesh out the systems around animals
Feels kinda like they were added to b42 just because they said b42 would have them
yea, Who on earth wrote a complicated genetic system and then didn't even bother to test if butchering worked correctly?
and didn't expose ANY of the genetics to the player, even at level 10 animal handling.
literally the only visible effect is 20% of players complain their eggs don't hatch because they have NO CLUE WHATSOEVER that thier rooster is infertile
... and the rooster killed any other fertile rooster
remove the whole genetic system since its basically hidden behind RNG of...everything
I like the idea of genetics in the vein of appearance
we seriously don't need genetics in a game where our saves get bricked every month.
But we only ever get 2 variants anyways so ...
Why
We don't need it right now
Do you want black pig or pink pig
Its not like you can tell what chicken layed what egg, or how many, or whatever. or if it dies young, or is fat, or thin, or whatever.
Trick question, no pig
You see that's something they actually should implement in the game if they do genetics properly
and even if you could butcher them you can't tell if it was big or small because meat is 50% RNG
Because unless they're the exact same breed of chicken you can totally tell
We should at least have brown eggs
Idk I just dislike the current animal system
Its a feature to add features
its pointlessly overcomplicated and buggy due to never being tested/balanced whatsoever.
get the BASICS of raising animals working, THEN add features.
Right now they can't even keep the number of chickens you have straight
Atp they just gotta copy the Minecraft method of animal husbandry lol
Like, focus on basic loading/saving of data first
Have animals? Get more animals
and not randomly duplicating animals
or having them disappear for no good reason
(with all sandbox options for predators and such turned off even)
they do 10,000 damage btw.
Because that's just a bad mechanic
or something insane like that.
Literally 10k?
yes
so they can wreck your shit and make you regret ever taking that stupid bull home, just before it gores you and ends your run
This just encourages players to keep them inside generated tiles (indoors)
yea, Can't build ANYTHING yourself or zombies can wreck it
I have a mod installed for it but that shouldn't even need a mod
I hate that too
building a base is literally a huge DISADVANTAGE in PZ
Because nothing you ever build is going to be 1/10th as good as just boarding up some windows in the shittyest house you can find
You can't even set infinite health on buildables
Which is wack
Its just increased durability
Why not make them indestructible
Yep. And it takes so much resources, your wasting time you could have been put into something else...
and boarding up windows/etc does NOTHING of value
Players still need doors
it just delays zombies and makes you stressed as they thump on it (though I think they FINALLY removed that stress BS)
but maybe they only removed it for fences I dunno
can't even make good fences
So once they are wrecked... well, RIP that location.
Like at least some mods made it where zombies hurt themselfs thumping on stuff so that boarded up windows have SOME value
but with absolutely 0 defensive structures in the game.. you might as well not even bother.
do zombies even take damage from barbed wire fences? or is that a player only thing.
I haven't tested barbed wire
I think maybe I once saw a zombie die from going through a window and landing on broken glass.
Because I know it'll last like 5 zeds
but I dunno if that actually happened or if it was just a bug
I honestly suspect its more likely to have been a bug
barbed wire also takes an entire roll of wire to make
Definitely a bug
I've never seen it
like, last I checked the reason barbed wire fences exist is because they are CHEAP TO MAKE
I think the guy had already been fighting that zombie and ended up running away
so it might have been at low health already
definately doesn't happen with full health zombies. iv never seen one just die
and iv only seen the zombie die after going through a window once in 1000 hours of playtime
heaven forbid we get any kind information about the zombies health, even as a sandbox option
they don't have any kinda injured animations, they don't get bloody, or crippled aside from becoming crawlers at random
Imagine if you could cut off a zombies arm and then beat him to death with it.
Theres no way to tell a tough/high health zombie from a weak/low health zombie, as the RNG obscures it
Far too much RNG everywhere, far to little feedback to the player to tell him if hes doing things right/wrong
and the conga line just makes it impossible to actually pick out a zombie to attack and kill
also makes it impossibe to actually get surrounded unless a zombie wanders in from off screen
watching someone kite the same zombies around back and forth is sooooooo boring.
they have 0 ability to force you to go somewhere you don't wanna go, the player has 100% of the ability to lead them... anywhere he wants. (And yet people still look at me like iv grown 3 heads when I tell them to try and lead the zombies... away from the thing they wanna loot)
I personally set every zombie stat to random honestly, but I recognize that having no indicator for which zombies are what (other than their speed) is not the greatest
And maybe tough zombies wouldn't necessarily look different, but I have no way of knowing how many times I gotta whack a randomly assigned tough zed before it goes down
Because there's no indication of damage
infinitely more helpful than my gibberish
ye but the funny part was that petting animal is a timed action that doesn't call perform() on self for some reason 
maybe they fixed it by this point
that's back from when b42 rolled out
I mean, I wrote out 3 timed actions a week or so back and 100% forgot that everything was done in complete now. it was an easy fix after the long, arduous task of "wtf is wrong with this"
hey all, looking to add a variant vehicle kinda like the VanSeats_Mural that are already in game - is this as simple as doing something like table.insert(ProfessionVehicles.VanSeats_Mural, "Base.VanSeats_Custom") (not the actual name) along with a vehicle .txt to define the textures?
or do i have the wrong idea
I did some digging before asking here, but a lot of the resources I found were more related to modeling/texturing custom cars - i'm just looking to add a vanilla retexture basically w/ similar spawn rates as existing rare vans
So im currently trying to make a patch for the Week One (MP) and i already did it for 42.16 and now 42.17 is out and the required mod im using is Bandits (42.16) i think, its not updated since i lasted checked today. Would I have to also update bandits mod before updating the week one (MP) mod?
Depends on if it needs to be updated for the new build or if it functions fine
From what im reading the bandit mods are causing alot of errors so something might be broken in what "my" mod is depending on to work. (The mod wasnt originally built or created by me btw)
Yeah if the parent mod is giving errors then you might just need to wait for that to update
thank you too for this :D
I spoke to him about it.
so, I wanted to get a player's character object that just joined to assign an id so that I can tie some data to it, settled on OnCreateLivingCharacter, but the problem is, at that point the character doesn't have moddata it seems, returns just an empty table. What are my options?
if anyone's curious, the answer was yes! super convenient to just be able to add it to an existing variant group
If only the concept of inheritence existed for scripts other than vehicles!
Agreed. I planned to add a tool that compiled inheritence models of items.
I wonder how much inheritence the TIS devs have, since a lot of scripts are now in a "generated" subfolder which makes me think they are no longer managing that mess by hand.
the code that generates them is included in the game
I wish there were a way to add items to recipes in real time instead of it being on world load
blocks out a lot of options involving conditional tags
example being if I make a function that applies a tag to a weapon whenever you add a specific attachment, it wouldn't get picked up by recipes that use that tag
Recipies in general need better lua support
Where does the script generator live? I'm curious to have a look.
in the generation package
Hi y’all, hope you’re having a good day! Looking to make my very first mod for PZ, just a simple cosmetic change right now for the zeds. Is anyone able to help point me in the right direction? It’s for a B42 MP Server I’m working on! I can do the art and such, I just don’t know where to start looking for the files I need.
I'd believe it would be skin texture @toxic burrow
Good news, that is easy to do as a mod.
That's an example. It's just a few loose textures in \media\textures\Body
you can get the originals from the games media\textures\Body folder
Oh, that’s awesome! Thank you both 🥰 I’ll get those made and the hopefully be back to turn it into a real mod!

Does playerObj:getInventory():AddItem(fullType) transmit an inventory update to the client?
No
I believe not
I think I found it sendAddItemToContainer()
Does TimedActions has anything like PostComplete(), a function that runs after Complete() for client-side?
for my timed action that needs to run something client side after finishing I send a server command
https://docs.google.com/document/d/1BzrtS6VaSGM8znGuwvklgQzRy9t-0ykAkI4oHA1mesw/edit?tab=t.0#heading=h.ow4cyhthbk3b Please correct these errors. They really interfere with mod development.
Fishing handler Problem: The fishing handler function is invoked as a callback function from onEquipPrimary event. The first parameter of the callback function type is IsoGameCharacter. So it is not correct to expect this parameter to always be of the IsoPlayer class. If the callback function rec...
does some1 know where the lua for padlock is ?
lua/shared/TimedActions and there's 2 actions I know of, ISPadlockAction.lua and ISPadlockByCodeAction. I think the "locked" checks are in lua/client/ISUI/ISInventoryPage.lua
You should put this in #mod_portal & maybe format it as a regular message if possible
The fishing thing, doesn't make any sense to check that the player is ... a player bruh
Also what Omar said above, requests and reports should be sent in #mod_portal
Not in a google doc like that that no one will use ...
"They really interfere with mod development" is also quite a huge statement regarding what those are about
random question, not seeing any currently, so I'm hearing that it's probably not possible with something involved and how it's programmed, but is anybody ever played around with a mod that lets you have different kinds of ammo for different weapons? hot loads that do more damage but increase degradation, armor piercers, wadcutters that pierce less ammo but do more damage, slugs for shotguns, heck, dragon's breath rounds?
looking at what little of the code I've looked at and thinking about it... I'm betting it's not possible because it's locked to the actual guns themselves?
yes and yes
the vanilla ammo system doesn't support it at all but people have implemented it
i'm not sure of a currently released mod that does that (but i'm sure there are some), i know marz's unreleased one does it though
okay, cool, ill look again when i get a chance, want to look at the code to see what they had to mess with. Im thinking it might be a good path for an idea ive got for a magic system mod
is there a guide on how to add models to the game at all? i want to try and add my sona to the game but i have no idea how or where to start
like changing the player model
No guide on that no
the easiest way to go about that is making it like a clothing item. for actual model replacements, zomboid api is very particular with what it likes
same as making clothing. you just name the model occording to male or female.
so i essentially make a character model and tell the game its a shirt i can wear?
she is a model replacer for instance.
yee, to elaborate on what Ash is saying, if you use the zomboid skeleton and weighting its feasible to do legit model replacements. if everything is solid, renaming it "MaleBody" or "FemaleBody" will override the vanilla model
it also needs a texture file with the correct uvs
oh i dont mean like changing the model into a model from a different game i meant like changing the model like those anthro mods and how they made their sonas
those mostly just work as clothing, they just do some trickery to hide it from the ui
im not too sure how those exact mods go about it. but im assuming they use either the male/female body replacement, or just the clothing technique. id recommend looking at one of them to see how it works 🙂
clothing can be easily worked with using lua
hey all, quick q - I want to "modpack" a selection of mods into a single one (and got permission from all modders involved) so that auto updates didn't happen - for use w/ dedicated server. Is there any more to this than combining all the client/server/shared folders and any config files?
or does that kinda vary mod-to-mod
really depends on what you'd like to do
i havent made any modpacks myself so have some salt with this but combining all of the folders could have some problems if you dont know what you're doing
if anything i would really stick with steam collections and such before modpacking
but if you have to, i dont see a problem with doing so
though some mods have model and texture folders
Instead of trying to merge the mods as described you can just put all the mod folders into a workshop item. Workshop items can contain multiple mods
excellent, thank you so much!
would I need to remove their individual mod.info files or anything?
or can i literally just copy paste into one folder
You can just take the mod folder(s) from Contents/mods
If any of those modders requested that you change the mod id then you'll have to edit the mod.info
okay, sounds good - thanks again!
To clarify though: to the game these will still be considered separate mods. If that's problematic then the advice differs
i think thats fine? I just want to lock the mod versions
Okay cool, should work then
I am fully recreating the meshes by hand with the sketchfab models as reference.
I have reduced it by a significant amount
doing it by hand also allows me to easily more change details about it
each of these bolts are rotated by a random number
I'd honestly do them on texture
I could, and I may change it to that in the future, but I like this for now
Upgraded PZ Studio to support template-driven development and symlinks to reduce boilerplates.
https://marketplace.visualstudio.com/items?itemName=escapepz.pzstudio
Keep it DRY! 😀
I am doing my best to design it to be compatible with vanilla weapon heads
(The sizes will be adjusted to match their vanilla counterparts, still W.I.P)
is this a lightsaber
someone make compound v that has a super high chance to just kill you
i beg
In another day of implementing shit that no one as Marz to do it but still fun.
Spread affected by moodles, the exhausted or tired you are the worse the automatic control of yout weapon will be the more you hold down.
the M60 was a great example cuz is meant to caused exhausting on use due to heaviness. so I can get my character tired for the showcase.
this looks so good
No, if you click on the images you’ll see it’s handle models
looks like a lightsaber to me
anakin dont try it
🙄🙄🙄
What do you think about the method I’m going for?
For reference, they are designed to have both long and short versions of every head.
(Some tool/weapon heads will be too heavy to reasonably use one handed though.)
It's all using the same models, with a locational transform to attach it in the right place when a long handle version
I still have not decided how I will be handling tool tags yet, but I would like for the head to retain all of its recipe uses as its vanilla counterpart would have
We do a little shenanigans
Its a meme sugar cakes
I do like it
I odnt think i have seen modular melees
Thats cool
Maybe do green space dependant on a skill
Its currently dependent on the Locksmithing skill also introduced by the mod. Stress and Panic will also make the timing harder
Yes very good
I don't think I have either, so I have a hunch I'm going to have to figure a lot of this out on my own
I think it's funny that this is what the Fbx file looks like when you import it
Head sizes will be adjusted to their vanilla counterparts after I have the basics set up.
Still all placeholder
This isn't all of the vanilla tool heads, it's just the ones that I think will go noticed if missing.
It currently does not include the rake heads, or scythes.
I will also be adding a shorter handle version for things like long blades and short blades.
And then another handle version specifically for stone tools and some spear heads.
They are meant to be lodged in the wood, and will need a different model to represent that
I know that this part is going to be the hardest to figure out, but will be the least time consuming to implement once I have the first version made
@silent zealot hows WAWA? does the b42.15 patch still matter for it?
starting on resizing
I don't think grip wraps will be mandatory, but I think I want to make them decrease fatigue
still haven't done textures
also, street smarts
ok i need da ultimate answer to this
WHAT angle is the pz camera angle at
its isometric
i would feel its at 90 degrees facing northwest
how
i dont know
i just know it isnt 45 and 45
its some weird angle and i need to get to the bottom of this it is ruining my livelihood
I KNEW IT
GRAHHH
you poor modeller
i dont actually even need the camera angle i just want to see how these fuckers animations look at the correct perspective
what if you... wanted to play new pz unstable update with mods... but indie stone said..
42.15 fucked the translations
any mods before march 9th should be taken with some salt
yeah ive heard about that
im only on the modelling side of mod making but i can imagine that constantly changing item names and whatnot will fuck over some of the coder side of things
vile
actually vile
or its the other way around
i dont really care i find it out when i have to update my mods
point being its unstable for a reason
and anyone complaining about their saves not working after an update
shouldve expected it
truthnuke
yeah im never too saddened by a save no longer working
i was usually just doing some bullshit in there anyways
and if i was playing long term, id just move to 41 and wait for 42 to be fully finished
Not really
i never finish long term saves but on a 42.7-8 save i had heavy progress with bandits
then i died to one sucker who ran over my fence
never again did i touch that save
never again will i base in a small house west of west point
well i think the first mistake was basing in westpoint 
west point has easier access to the perfect center of the map
makes travel times easy
dont you guys love when you leave zomboid inactive for 2 minutes and it just crashes with no exception
java moment
had to interact with java for the first time ever to recompile a minecraft mod and it literally took me like 10 minutes because everyf ucckin version wasnt compatible for some reason
i will always respect people who can code and shit because just typing in commands into command prompt was making my brain hurt
the closest thing to java i ever used was c# and i did not make it past tables
wizardry
You just have to put time fucking over with things to learn how things work
i love doing that in modelling and shaderwork but when it comes to coding its the bane of my existance
That's fair, to each their own
game autopauses upon inactivity now
If I omit description= from my workshop.txt, will it stop being overwritten whatever I update?
No
damn lol
Idk if it will break uploading
But there's no known way to stop the way to stop overriding the description
So just keep a copy to update it after. Could be worse
My suggestion is to use Steam Uploader, tho the new version forces the description to a specific file, so you still need to update that file but it's easier than this shitty description parameter in the workshop.txt file
The C++ version of the tool allows you to update anything you want
I asked the question on the steamworks Rust binding which I used to make the new version of the tool why they force the description to be updated too when uploading. I might look into later to modify that binding myself to not force it so you can upload whatever you want
"description": "./description.bbcode",
Yeah thats so much better. Sick dude I had no idea this was a thing. Thank you sir.
That will link to a file in your project which holds your current description
Wayyy better than dealing with description= and by the extension Im guessing I can use bbcode. But yeah, ideally not having to provide a description would be amazing.
You can technically use any extension, as long as it's a text file. I suggest using the bbcode extension to add a bbcode language to vscode
Should be linked in the app README
Was exactly my plan.
That version of the tool allows you to chose what to upload:
https://github.com/SirDoggyJvla/Steam-Uploader
The Rust rework is a bit new and completely fresh, I changed how the whole process works
Might miss some elements too
I mean it does miss some elements tbh
now I have no idea which version I should use
rust version? The manifest file seems easy to maintain
Yea
The full CLI one is a bit annoying to use
But more flexible. I definitely plan to add the ability to update specific elements like the previous version
Yeah then Im making 15 bat files to do stuff
I also plan on creating a manager for the app, so you can manage your mods
Basically 
Soo sick. This is already a huge uplift.
Yeaaaa the in-game uploader is really not that great 🥲
I mean it uploads the mods, what else its supposed to do? xdd
If it even fucking worked in the first place 💀
Some people have been reporting constant issues with the uploader, even Slayer himself has issues with it
Mac users seem to be the most affected
The uploader doesn't allow you to upload GIF
And before a few updates ago it limited you to specific mod preview resolutions
While technically there isn't a single limitation on resolution, only on the file size
Agreed but still
Mac is pretty good for students
So it's fair that some of them use it
why is it good for students?
accessible?
Yea
Isnt average joe lenovo laptop that works well much cheaper
You cannot deny their laptop are performant
Gl with the battery
ye but then again do you really need top-shelf performance if you;re a student
Depends what you do
windows and/or linux masterrace 
regardless its offtopic at this point imma go break write my mod
Yeah we deploy Lenovo laptops to our users, they're definitely not holding up like a mac book.
oh boy if I tell you
but yes the system is done
here is an example of a way to load a magazine
funny how in most of the shooters more pen = better ammo and here in zomboid we'll be going from other end, most flesh dmg = best round xddd
subsonic is also a banger
less detection
I have done it so each ammo type has any flexibility for stat changes
example subsonics deal less damage, are quiet but require manual racking
I mean it better have that, otherwise whats the point of different ammo xd
yeah im playing with the system thats I have at hand
hell yea
I dont want to reinvet the wheel either, but I do want an incentive
I brought back the 223 for 556x45 rifles just to make it a civilian round that is more abundant but does less damage
also makes your rifle lose condition less faster
new vegas coded
ahaha
Ive never seen subsonic portrayed so accurately.
let me record something
you have freedom on how to load the magazine (or weapon)
look at the second shoot how its racking after, thats due to the subsonic
im applying custom stats as teh loaded bullet is detected
so its pretty fun dynamic system, within zomboid limits
(also pretty stupid detail but I made it so the "more loaded" ammunitions fly futher away when hot brass is detected
)
thats why the first one was jeeted out of the screen haha
Sickkkkk.
Make it so if you have a silencer the chance to cycle with subsonic is like 85%
for my own sanity its always gonna be cycle manually heh
fair XD
can you modify requiresEquippedBothHands through lua for individual items, or does it only work for changing script params?
cant you look up how katana handles it? its 1 and 2 handed right?
Yea
No that's just how most 2handed weapons work by default.
requiresEquippedBothHands is specifically for sledghammers and railroad spike removers
item:requiresEquippedBothHands(true) doesn't seem to work
am I doing it wrong
Idk what you expected with that because that's just incorrect API wise
declaration: package: zombie.scripting.objects, class: Item
You need to use DoParam
?
doesn't that affect every item of that type though
I want it to be individual items
Yea
is... is this an ai overview of code I am telling you doesn't work the way you're saying it does
requiresEquippedBothHands is literally unused
I mean it's not unused, but it does nothing
if (this.isTwoHandWeapon() && !this.isRequiresEquippedBothHands()) {
item = layout.addItem();
item.setLabel(Translator.getText("Tooltip_item_TwoHandWeapon"), 1.0F, 1.0F, 0.8F, 1.0F);
}
so is there no way to set it on an individual item
That's the only place where that is ever used
So requiresEquippedBothHands basically does nothing and only touches on the label for some reasons
What's your goal here ?
Scan a melee weapon for certain conditions and change that param on it if it passes
I am working on modular melee weapons
Bcs the solution is usually to dynamically modify the item script based on the what weapon you hold
won't that affect everyone though
I need to make it so if the weapon has the sledgehammer head, it requires both hands
Otherwise you can one hand a sledge
Which is not ideal
I have a work around in mind if I can't do that though
Additional placeholder melee with that condition specifically
not specifically no
So the sledgehammer has the param
RequiresEquippedBothHands = true,
which removes the option to equip in primary/secondary and forces two handing
ok
If it's not possible to apply this param to an instanced item, then I will just go with the workaroudn idea
tbh, i did something similar to this with my dualwielding mod
it's kinda hacky though xd
I am trying to toggle
RequiresEquippedBothHands
on an individual item.
But there's no setter for it, so the closest possible would be a DoParam on the entire script item, but I don't want it to affect every single item of the same type.
Just the one being held.
i have it run code where it overrides the contextmenu options based on item IDs. say for example "equip in both hands" is replaced with "Equip In Primary"
this works on instanced items
I mean
That's Lua
so that was my question, do be able to change if its two hands or not
You can override the isRequiresEquippedBothHands of the Lua side
To output whatever you want based on data you stored in the InventoryItem instance
how ?
I have to find back how you can override Java methods called Lua side, but also do know this will not override any Java call. That's only a problem for the tooltip here, which is why you can use that
you could alter the script for the operation and revert after you are done too
This also means that any mod which might rely on this same function will get the proper result
That might not be necessary here
I havent given much thought but, let me think cuz its true there is no setter but that should not stop it from making it possible
@bronze yoke do you have a small example of hooking to a Java method Lua sided
Considering the only important calls of isRequiresEquippedBothHands are fully Lua sided, you can simply hook to that
im curious to see albion example
I know that's a thing and in this case this sounds perfect until TIS starts using that method more Java side, which then you'll be fucked
albion most definitely knows how to do that, I remember Burryaga showcasing that as an example, tho gl finding that shit back, last time I saw that was almost over a year ago lmao
But that's something you can do, rarely useful but in rare cases like that
local index = __classmetatables[ClassName.class].__index
local old_method = index.method
function index:method(...)
old_method(self, ...)
end
if you attach the sledge head, make it a different script item without the parameter?
Right that
Thank you
oh shit true, chuck did some java patching in a mod
I'll add that to the wiki page of Lua API
Unrelated, but does setSwingAnim() just not work?
thats just the animation
some changes were done to animations, check that is not enumerated now
what exception is thrown
Bcs that's not how you use it
declaration: package: zombie.scripting.objects, class: Item
You really need to get using the JavaDocs
is it not just setSwingAnim("Heavy")
I do use them
its pretty straight forward, just pass the string of the swing animation. I dont think attack animations are enumerated like reloads
Ok but the example you gave above wasn't that 😅
local a = p:getPrimaryHandItem()
a:setSwingAnim("Bat")```
this looks like it should work, but doesn't
Bcs it runs on Item
Not InventoryItem
setSwingAnim is literally not a thing of InventoryItem
It doesn't do what you think it does

I expected more of my issues to be revolving around desync and improper item stat registration, not a lack of InventoryItem setters
No coding progress yet, but the head pieces are (mostly) vanilla sized now
is there a way to kill a zombie without the death sound effect playing? I'm trying to reanimate a corpse and then kill it within a few ticks silently
MaybesetDoDeathSound(false) before killing it. Worked for players at least
Here's a question, i am new to mod making in PZ, but anyway, i need to rotate the gun on 180 degrees or?
Or like that?
ahh, yeah, that worked. not sure how I missed that
Guide that gives you insight on gun modding
You can't change swinganim
Needs to be done in the item script iirc
Unless they changed it in b42
oh yeah, i use my ingame ui debug (like imgui ui tab) for quick overhauls while waiting for the XUI Debugger from TIS..
Like a scope but need to enter a close quarter area? just move it do the side dont remove it 
Here’s a simple client-side way to hide recipes in B42. Make sure to replace EXAMPLEMOD with something else: ```lua
require "Entity/ISUI/CraftRecipe/ISHandCraftPanel"
local hiddenRecipes = {
["craftRecipeNameHere"] = true,
["CraftTwine"] = true,
}
local function hideRecipe(recipe)
local name = recipe and recipe:getName()
return hiddenRecipes[name] == true
end
local function filterRecipes(recipeList)
local filteredList = ArrayList.new()
for i = 0, recipeList:size() - 1 do
local recipe = recipeList:get(i)
if not hideRecipe(recipe) then
filteredList:add(recipe)
end
end
return filteredList
end
if ISHandCraftPanel and not ISHandCraftPanel.EXAMPLEMOD then
ISHandCraftPanel.EXAMPLEMOD = true
local oldRefreshRecipeList = ISHandCraftPanel.refreshRecipeList
function ISHandCraftPanel:refreshRecipeList(forceRefresh)
oldRefreshRecipeList(self, forceRefresh)
local recipeList = self.logic and self.logic:getRecipeList()
if recipeList and recipeList.getAllRecipes then
self.logic:setRecipes(filterRecipes(recipeList:getAllRecipes()))
end
end
end```
That's cool, tho considering what the solution does, I'd appreciate if you made that a framework
Because people spamming that patch and stacking hooks might make things not good performance wise in the future
I'll still add that to the wiki as this shouldn't be too much of a problem in the near future
Also aren't there some recipes that will appear in the context menu ?
Or I guess they still haven't readded anything like that
I considered it, but was unsure if I should.
That I don't really know, could look into it
Definitely do so
Also I'll tweak the code a bit to remove unecessary elements
awesome, thank you!
local hiddenRecipes = {
["craftRecipeNameHere"] = true,
["CraftTwine"] = true,
}
local function hideRecipe(recipe)
local name = recipe and recipe:getName()
return hiddenRecipes[name] == true
end
local function filterRecipes(recipeList)
local filteredList = ArrayList.new()
for i = 0, recipeList:size() - 1 do
local recipe = recipeList:get(i)
if not hideRecipe(recipe) then
filteredList:add(recipe)
end
end
return filteredList
end
local oldRefreshRecipeList = ISHandCraftPanel.refreshRecipeList
function ISHandCraftPanel:refreshRecipeList(forceRefresh)
oldRefreshRecipeList(self, forceRefresh)
local recipeList = self.logic and self.logic:getRecipeList()
if recipeList and recipeList.getAllRecipes then
self.logic:setRecipes(filterRecipes(recipeList:getAllRecipes()))
end
end
Marking the UI as already patched by your mod is useless
Because that Lua script will only be ran a single time
If it's ran multiple times, that's on you and how you implement that hook
Sharing here too cuz I feel a lil proud of all this system in he framework
what ways do we have to persistently track characters?
Wdym ?
well, some kind of id for player characters, or players at least
right now the best I could manage is to assign something to character's moddata myself, but it's too wonky. With OnCreateLivingCharacter setting moddata doesn't really work and I had to resort to iterating over the list of online players on tick to set it there. And then there's the need to sync it to the player as well. None of this seems sane to me
I don't get it, track what ? You can already access players at any time, so what's more you need ? Why do you add a mod data variable on tick or when the character appears ?
track player characters across sessions. I need it to tie data to them on the server
I'm pretty sure one of the getName/getID functions for a character returns the steam username, is that the sort of thing you're after?
Otherwise... what do you mean by "sessions" - you mean someone logging in to a server with a character, logging out and logging back in to use that same character?
I need it to tie data to them on the server
Maybe expanding on this a bit will make it easier to suggest ways to do it.
yeah, I thought about using names or steam id, but the former can be changed and the latter is only available for steam servers. I'm not sure how to expand on it, it's pretty simple: I have some data I want to tie to a character. So that the character has that data. And I can use it later. Across sessions means between server restarts in this case, so persistent
That sounds like a use case for moddata on the character
What issues are you hitting with that?
Seems like a waste, too much data to store it on the character, plus it seems to sync automatically, so I'm storing it in global moddata instead (on the server), for now. Should probably just be writing it to a file. There's no issue, I'm simply looking for a way to persistently identify the character. Right now I'm just storing an id in the character's moddata, but can't really find a good entry point. As I wrote, the OnCreateLivingCharacter event seems to be too early, as moddata there doesn't really work, at least I wasn't able to make it persist
hence me just filtering new character on tick to assign it there
which seems like a waste also
Does OnCreatePlayer work better?
it's not available in server context sadly, so no, it doesn't work at all
Might be a client side event though
yeah
Have the client send a message to the server?
...looks like all the useful events are client side.
nah, what would that accomplish? With the amount of time it would take to send the messages back an forth, on tick way doesn't seem like a waste anymore
though I do send the id to the client
I can't believe there are no persistent ids for characters. They are serialized, right, they are tied to the players internally somehow
hell, even the players themselves, not seeing any ways to track them besides usernames or steam ids
Why is time so criticial? And the reason to avoid onTick unless it's essential is so you are not putting needless load on the server running by making a bunch of API calls ~60 times a second to do nothing 99.998% of the time
sure that's true, but I'm yet to find a better entry point, so. Time is not critical, but juggling race conditions and deferring everything doesn't seem like a good design to me
I don't wan't to use onTick, but I'd rather take a minor performance hit than complicate things for no reason
What about EveryTenMinutes or Every hour?
when it comes to custom models, does the skeleton itself need a root bone or does it need a root bone + an empty?
@all Hi. Iam did some Animation in Blender but im struggling to get them into the game. Do i have to convert the output File (.glb)? I just renamed them the *.X 🙂
i used this as a guideline: https://github.com/Paddlefruit/ProjectZomboid_CommunityRig/blob/main/README.md
Contribute to Paddlefruit/ProjectZomboid_CommunityRig development by creating an account on GitHub.
The Scipt gave me .glb files
just use the .glb files, don't rename them to .x or they will not work
@bronze yoke Thanks.
Can i just replace a .x file with a .glb to test it? or is it better to create a new mod to test animations ingame?
that should work if you also delete the .x
One question! Do you know if the game files include the pose for the player character holding a two-handed weapon? I'm developing a joke mod and wanted to start an animation from that model.
of course, everything in the game is in its files
yes.
you can view all animations ingame from the Animation Viewer available in Debug mode.
editing animations is rough but if you just need the pose as a starting point that will be fine, you can use zomboid asset converter to convert the animations into something editable
I used it a couple of times to see if I could use one of those animations, but I couldn't find one. I wanted the model to start from and create an animation.
Very nice work! btw you have your EOTech mounted backwards
@vivid imp never realized you named your rig "Community Rig", do you want me to rename that on the Wiki ?
Ill leave it up to you, Im fine with it either way
lol thank you I miss that when mass producing the scopes hahaha
here is the scopes and booster combo on a asval
guys mod support is kinda not used so can anybody tell me if the several loops are actually used or if the normal full music is the only part used without the loops
@tame veldt https://pzwiki.net/wiki/Dane's_Library
I added a walk Cycle to the game but the charakter moves very slowly and it shows that the animation walk_slow is active. Do i have to animate the Translation_Data in blender? Or do i have to change the speed in the .xml? Thanks for the help in advance 🙏 https://youtu.be/nYbGwhysaho
the translation_data is what moves the character most of the time
Thanks. I'll try that 👍
Now you gun is more versatile than before
That's like trying to run away in a nightmare.
Will this mod have a setting to make the weapons that spawn lore friendly? IE: guns that were made in 93 only spawn
I do love when that’s an option
what mod?
My own (unreleased/wip)
we'll wait
bro fix attachment editor bruh
hallo
i have a question about distribution lists
is there any way to make some items always spawn in a container (but only one of each)?
Nor directly with the distribution lists
As in, a specific container in a specific location in the world? And using an existing container, not a custom map with a new container category added just for this purpose?
Can only pre generated basements be used now? Is there any other way for players to manually generate through special actions or commands while online? And allow access to the basement without restarting the server.

PZ doesn't seem to have the concept of mining caves.
I mean, basements are pretty new to the game, since they only arrived with b42, not counting the mod that was available before.
Maybe at some point in the future we will be able to dig our own basements. We'll see.
I want to add, they've done something with underground areas in the latest update. It seems basements now have more walkable space if you destroy the walls and walk around in the void. Placing objects above basement void areas also makes dirt pillars show, so they might actually be working on adding something like this? Why else show the dirt wall pillars if you're not supposed to go beyond said basement walls.
Basements are part of maps, so maybe a map addon can add new basements.
Each maps's basements.lua gets loaded (e.g.:)\media\maps\Muldraugh, KY\basements.lua
So if you can figure out how to make the map things with names like this:
You can load in new ones. Probably.
local api = Basements.getAPIv1()
api:addAccessDefinitions('Muldraugh, KY', procedural_basement_access)
api:addBasementDefinitions('Muldraugh, KY', procedural_basements)
api:addSpawnLocations('Muldraugh, KY', procedural_basement_spawn_locations)
I assume during the map making process you can define pre-made, "always putt this basement here" basements as well since a lot of those are commented out in basements.lua but obvioulsy they do load somehow, so I assume that is from being part of the world map.
i am tired of reloadLua by hands with F11
hi, where can I find the game's code related to dynamic item names, like photographs/book titles? I'd like to add a specific photo variant to a vehicle loot table and wondering if that's possible
I saw that there are some onCreate<itemtype> functions - maybe I could detect whether the item is getting created in a specific container, and set its name there somehow? I also wondered how that would interact with the localization json stuff, if at all
Idk for photos, but fliers see this
Tho that guide is outdated
does anyone know where the clothes fbx was moved to? I cant find it
Has anyone figured out if theres a way to tweak values for undiscovered animals dying?
Or messed with animals in general
@orchid notch hey this you right ?
https://github.com/PZ-Wiki-Modding/ZedScripts/issues/18
Hello, Multiple block references found for '[namehere]' for parameter 'worldstaticmodel'. Make sure duplicate block references ('module.id') are not present. I seem to be ge...
Yup that's me
Interesting! I see you had gotten back to me. I was doing some yard work today
I'll have to take a look when I can here in an hour or so
I'd be interested to see if you get the problem
Sure thing
You can't add a specific variant to a loot table, because the loot table will have a base item like Base.Photo and that item's OnCreate function is what sets up the variation (change name, maybe change the texture)
Easiest option would be to add a new item that is the specific photo you want, then put that in the loot tables.
Figured I would share some of the action combat I'm working on. Animations WIP, ignore the SG-1 audio at the start lol
Do you make your own animations ?
the wizard Spooks
of course
Something I've been interested in is the implementation of HEMA animations as you level your skills, so knowing you can do this sort of thing with the combat is neat
Spooky is one of the animation wizards in the community
Zomboid ARPG?
Puts on Godly Ballistic Vest of the Whale and grabs his King's Crowbar of Haste
Also, that is immesly cool and I have a lot of respect for people that manage to do anything with the Zomboid animation system without going insane.
preview of WIP sandbox options with customizable section headers, same row toggles, and disabled states
my mod adds ARPG-style items, you can literally get that kind of crowbar 😂
goddamn this is so badass dude
bro you're cookinggg that hot reload isamazing
that gif is not about intro lua HMR 😅 just a show case for UI inspector, the game engine supports update some lua data on the fly.
Is this fully automatic or must it be tuned for each UI ?
it read UIManager to get all the windows UI to inspect, changing values, dump the ui trees and it details value to txt file,
you can understand what you can see, like UI tree when launch pz with -imgui flag but with more advanced and handy features
simple:
- resize the window
- oh hey this window's size is good looking for me, what is the window size that i can apply in my code?
- dump the window details
- oh nice, this is the window size i want, no need guessing and reloads the game just for simple good looking window size!
man attachments its time consuming but fun lol
Hi guys, new to modding. I am attempting to use AI to help me build a very basic mod but it is running me in circles. Where exactly do I put my local mod in File Explorer? Is it in Users\xxxx\Zomboid\mods, or in Workshop? This is what it tells me and I can nver get it to allow me to enable it, always a Red X
- About AI: https://pzwiki.net/wiki/Getting_started_with_modding#Warning_on_AI_usage
- The answer to your question: https://pzwiki.net/wiki/Mod_structure
Thank you very much!
Ye it's certainly doable. Right now I just use a toggled stance, but unlocking with skill advancement makes a lot of sense. Eventually I'll cook up some sandbox options so people can just decide for themselves how they want the ARPG abilities to be accessed.
Sticking with Zomboid's default combat would involve less work animation side and is still a really satisfying system imo. Directional sequenced attacks are also viable, as you can see in this clip that uses vanilla anims.
You can see that neutral is a regular swing, fwd is pommel -> uppercut, l/r is alternating side attacks, and bwd is overhead/thrust.
just finally fixing my mod and I thought I'd add a feature to make the character less bored if the item was detected on the ground, I've managed that but cannot figure out why the stats are not applying (build 42 debug latest)
this is the code i'm using
local bd = player:getBodyDamage()
local stats = player:getStats()
bd:setUnhappiness(bd:getUnhappiness() - 40)
bd:setBoredom(bd:getBoredom() - 60)
stats:setStress(stats:getStress() - 32)
Those stats are not set this way anymore
In fact, if you try running these, they should throw an error if I'm not mistaken
Sorry but there's not setBoredom function in the BodyDamage class anymore, so your code must error OR it never reaches that code
If I remember right you use those enums:
https://demiurgequantified.github.io/ProjectZomboidJavaDocs/zombie/characters/CharacterStat.html
declaration: package: zombie.characters, class: CharacterStat
thank you
I just need to find the function to set those
declaration: package: zombie.characters, class: Stats
player:getStats():set(CharacterStat.PAIN, val)
Should be something like that
For MP you need to do that server side and trigger a sync
declaration: package: zombie.Lua, class: LuaManager, class: GlobalObject
That one I think
okay, will account for that
thank you
look about right now?
I've removed the unnecessary variables and just used the exact functions
player:getStats():set(CharacterStat.UNHAPPINESS, -40
player:getStats():set(CharacterStat.BOREDOM, -60)
player:getStats():set(CharacterStat.STRESS, -32)
notepad XD
yikes
this was originally just a quick edit mod
I decided to add this feature
yeah I know about VSC, I'm an I.T admin for a living XD
bruh 💀
either way spotted the missing bracket thanks
lmao notepad supremacy
what is ur mod noobsmith?
i love it
no one else had done it and the original mod author allowed me to re-use their asset
Technically a reuse of their assets wasn't necessary
10/10
the mod uses their art and model 😄
I simply scaled it up and allowed it to be a placeable object with no clothing feature
Yea but it could have been an addon mod, or at least for the B41 version. You can access other mods assets by requiring the use of that other mod too
It's fine since you got the authorization anyway, but just so you know
ah technical correctness, it never lands well
what's funnier was that he saw me asking questions here initially and #mod_development message
lmao he got yo ass
Yea Nik is an active modder
just tested the mod, my boredom level is sat somewhat flat which is nice, now I just need to balance it. Cheers Sim
im in disbelief im not in any server with a miku emoji...
is that a Frieren Miku
im washed dude
Just a random ass miku emote
I don't think so lol ?
frieku
Aaaah
ah, fair. I own all the manga thus far
It's on my list of mangas to read but because I've already watched the anime it's on my low priority list
feels off topic now that I have fixed my bug, but here
i cu with the .hack
Noice
first manga i ever read, then first I ever owned.
thats a good one
I don't read the big series like those, I prefer some smaller ones
ha, nice try spammer
The auto mod does its job well at least
but yeah I own the "all you need is kill" manga for it's unique story
that being that it inspired the film "edge of tomorrow"
I don't know what that is
All You Need Is Kill is a Japanese science fiction light novel by Hiroshi Sakurazaka with illustrations by Yoshitoshi Abe. The book was published in Japanese by Shueisha under their Super Dash Bunko imprint in December 2004, and was later released in English by Viz Media under their Haikasoru imprint. All You Need Is Kill follows a soldier named...
Looks interesting
yep
oh and theres a movie rendition of the original manga now too
yeah just saw that
how many thumbs out of five
Looks good, I'll add it to my list of mangas to read
have either of you seen any of FUNA's works? (she make's female characters with cheat abilities in other worlds)
Nah
Saving 80,000 Gold in Another World for My Retirement (Japanese: 老後に備えて異世界で8万枚の金貨を貯めます, Hepburn: Rōgo ni Sonaete Isekai de 8-Man-Mai no Kinka o Tamemasu) is a Japanese light novel series written by FUNA. The series originated on the Shōsetsuka ni Narō website, before being published in print with illu...
ah light novel isekai gotta love it
the manga is great and the anime is somewhat faithful
i wish i could save 80,000 gold in another world for my retirement
mod idea?
SAO is one of my favourites, even though i honestly think it sucks 😅
i definitely unironically enjoyed SAO the first time i saw it
for sure, but i was like thirteen when i first saw it so i don't really give my opinions from back then much credit
the taste changes, but I'll keep a soft spot for it 😂
i certainly wasn't ready for the onslaught of additional SAO's and now, every other anime being an isekai
I like the premise, enjoyed it when I was younger, much prefer the abridged version by something witty nowadays
i find it weird with how popular isekai is these days that not much has really gone for the same angle as sao
most of the isekai i see around game worlds seems to forget that it is set in a game most of the time
its like the cheapest vehicle to go do some fantasy shit without real world building i guess
nah that is truck kun
even with a game u have to like make lore and rules and stuff
the last good one with a game world that was actually realized was shangri-la frontier
but the stupid character design for the mc kills me 😂
zomboid cryo mod? 
LFG
ngl a cryo mod would be hella interesting.. wake up 1000 days later and see the world reclaimed by nature
the question is how far do you take it fr lol
1000 years? Muldraugh is all chromed out
entire texture-changes based on the passage of time 😆
even the zombies are chromed out 😆
now you need to replace the zombie jump scare sounds with "FOR IMMORTUM JOE"
you're the sauced carts dev right?
the very same
marrok says he didn't get what you sent
I can send you the invite to his discord if you'd like
oh for sure yeah that would be sick thank you
“witness me!!” 😆
did the https://pzwiki.net/wiki/EveryTenMinutes break? was using ontick on original code but was too overpowered, but now code is not even running now.
thanks for the assist on everything guys off to bed I am
we continue with more attachment points shenanigans
little lever video to close the night
anyone familiar with pz's startup params/args? trying to make head or tails of some of the -D options like -Ddebug which kinda makes no sense java wise...?
cuz well both -Ddebug and -Dsoftreset don't comply with usage for -D<system.property>=<value>
Hello!
I need some help. Does anyone know how to properly sync the custom names in MULTIPLAYER? this thing is giving me headaches!
item:setName(item:getName() .. " (" .. getText("IGUI_CustomName") .. ")")
item:setCustomName(true)
item:syncItemFields()
I'm doing this but the item name always set to "Item (IGUI_CustomName)", as for the SP in the other hand it is created perfectly fine "Item (Custom Name)"
Code is running in shared folder btw
Haven't worked on zomboid mods for a little bit, but im getting back into it, going to work on police pack 2
Though some other careers might be fun to do after all the police stuff, professional driver might be fun, and improved baseball uniforms might be fun
Localization can be only done on the client, not on the server (it just returns the key). And zomboid doesn't seem to support localization with a key embedded in a custom name. You can set a custom name on the client and sync it to others, but it won't be localized to their language
he is back
This is hilarious, the moment I open this chat I get this song queued on Spotify and I see your gif
https://open.spotify.com/track/4Yjbqe9nolqxyr6F90OnBu?si=e_o-R4PiTz2Svd5_BRdwNg

Fitting
-Ddebug is equivalent to -Ddebug="" iirc. This may be undocumented behavior
Yeah, sounds about right. I just went for hardcoded custom name (english) in MP and left the translated custom name for SP.
That's the doc we have of those
@bright fog that was kinda the point. they are invalid likely Im editing the wiki. just wondering if anyone else noticed that those arent even valid JVM arguements ignoring the fact its not evne a runtime thing thats at 'compile time' so was hoping someone could verify this.
wish I could look thru the exe and find the params in there... ^_^
So I have a question about the b42 mapping tools, I want to do a project but if it's not transferrable from the modded tools to the new tools (hopefully coming out soon) I don't really want to bother
I copied this question from the mapping channel since it's lowk dead
That page hasn't seen a proper revision of what launch arguments are available in a while
It will be fine
Wait could you elaborate
Like
So if I do a map and learn all of this stuff I can import it to the new mapping tools when they come out god willling
The community edition of the tools, and even Alree's tools, dorectly implement the official tools
The B42 official tools are already available, they are simply not compiled and distributed by TIS officially
But you can compile those yourself technically
The community edition tools directly fork the official tools to provide compiled and improved tools
And even if the official tools don't directly open your map file, there will most definitely be converters created by someone in the next weeks of the official tools release
Well guess I'll try and test'm I been working on that page actually a tiny bit just when reading official doc's explaining -D this way... kinda got me headscratching so figured people who code regularly would maybe grasp what this is saying...
`For example:
-D<system.property>=<value> will only be visible at build time. If this system property is accessed in the native executable, it will return null.`
cuz to me build time is when you compiling not a runtime executable option.
i searched for where you found this and this is to do with compiling java to an executable, which pz doesn't do
exactly why I didnt understand why they listed a JVM compile time parameter. plus we already got -debug so -Ddebug seems redundant
you're misinterpreting it
Дзякуй брат
it's not 'these are only ever visible at build time', it's 'in native applications only, these are not visible at runtime'
okay understanding it now. I'll just have to hard test it see if they actually valid or maybe something left over from 41.x.y
Question, is there anything for items like how recipes have the override flag for editting vanilla entries or does modding vanilla items work differently than recipes? I'm looking to expand some functionality of my mod & need to add some tags to existing vanilla items that don't have them but wasn't sure how to go about editting vanilla items.
build 41 or 42?
B42, my mod has no support for B41
in b42 you can just create another item script with the same name with nothing but the extra tag and it'll add that tag
somodule Base { item WhateverItemYouWant { Tags = mymod:mytag, } }will add mymod:mytag to Base.WhateverItemYouWant
Aweome, thanks
evening all, so about the every ten minutes function, happy to take any other methods to stop my mod from making boredom disappear too rapidly
think I may have figured it out
mod all sorted https://steamcommunity.com/sharedfiles/filedetails/?id=3551703162&searchtext= if anyone like's miku too!
Sorry NS, was me in the wrong channel thought ya posted this in the 42_chat. MB.
dang suggested channels constantly scrolling my left sidebar up and down.
now this isnt nessecarily zomboid related. but more of a lua thing
for emmylua
Does anyone know how to make a abstract type with ... for a function and how to pass the types that would go there instead
since in luau there is
type fn<t...> = (...t) -> ()
not exactly this but you get the idea
such as in the case of a signal
By using T if I understood right what you meant
But I don't remember exactly how it works, I can find an example I think
how do i make this onto wearlable in game??
That item is way too detailed for PZ's style tbh. But if you really want to, there's guides on how to make clothing items
Check pinned messages
B41 - GPU Shader Particles.
Been very interesting working these. So many edge cases.
So cool
it's alright, just glad I finally got it to work, ended up using a counter to only apply every 2nd iteration (every 20 minutes) and realised I was not doing a negative on the boredom but setting it lol.
Oops.. left the car running
shaders are hella fun once they get working 
I've had reshader for a while. But I wanted like, in-source replacements enhancements. So this java-modded shaders
I was lowk expecting it to explode or some shit
just discovered that we can use different itemquantities in recipes o.O since when? xD
how does shipping java mods work, do you have to distribute .jar's externally or can you package it under media/
you can package them inside a workshop mod if you want, but ultimately the user will have to manually install them
i seeee, that's unfortunate
though if your java mod uses a mod loader (e.g. zombiebuddy) then generally only the loader will need to be installed manually
ah that sorta solves it in my eyes then
i think a java mod would be fun, id just make an addon for my existing mod -- inspired by all the folks doing shader stuff
righteous
ok ok
why does require fail randomly with vanilla modules
there are other mods earlier in the load order requiring the exact same module
it doesn't really matter, requiring a vanilla file doesn't do anything
so I'm trying to have a UI window eat escape so it closes the window instead of opening the pause menu. I'm wondering if I'm missing steps here
I have an object that derives from ISCollapsableWindow with setWantKeyEvents(true), isKeyConsumed(key) is defined to return key == Keyboard.KEY_ESCAPE, and onKeyRelease(key) does the closing. But those two functions are never called when I hit escape
never mind, I typoed 
accidentally did setWantKeyEvents = true instead of setWantKeyEvents(true)
Do anyone know Snejk's discord? couldn't find it
I need to talk to him about his KEE(im currently porting it to 42.17)
You are not allowed from reposting his mod, he has made it clear
That's why i need to talk to him ,i wanted to ask if i can use his method for my standalone mod
I'm not planning to repost his mod
What method ?
As long as you don't reuse his code, you can do whatever you want
He doesn't own the game API, only the code he has written
So it's on you to not copy pasta his code
You can use it as a reference on how to do X and Y, that's usually completely fine
your wording here makes it as if you are porting KEE 
Yes i successfully ported it by fighting the java compilation error and the api fuckery
But that's entirely for educational purposes, I'm studying the method
Like i said i never planned to repost his mod
i myself planning to create my own mod, 'RTS PZ 'but ofc before that i need a reliable npc framework
That's why i studied several npc mods
Kee wasn't working for 42.17 so yeah i had to port it
i hope u guys understand
i think you've sated the mod guard dogs here 😂 idt its a big deal
this place is kinda like the mafia sometimes I swear lol
guard dogs?
i said what i said
apparently respecting what an author desires about their intellectual property is consider a guard dog
eh u can paint whatever picture you like big dog
I said what I said
😄 u learn quick
not surprised this stand comes from someone that defends AI left and right
oh so u know who i am
I said what I said
i mean u convinced them that you werent being malicious so they left u alone, otherwise they would have kept going lol
Wdym?
we can keep going long as you like im js this discord gets a little prickly with alot of people
weird to watch
Wdym?
exactly this lol
I still need to talk to snejk tho,do anyone know his discord?

I can acknowledge that there are plenty of people in the community who come across as abrasive (imo it comes down to low levels of patience—among programmers soft skills aren't exactly the priority for many). I hope you can acknowledge that discussing how “prickly” this place is not long after referring to people as “guard dogs” is a bit silly
no i got you, and understand how that came across... my bad i poked the bear for sure. The thing is I got mad respect for literally everyone here, everyday someone does something that makes my jaw drop. At the same time it feels hard to have a "different" opinion here but I'll own my piece. I'm sorry and I hope we can come to understand each other in time
The thing really is that you are not the first and you won't be the last to have opinions that are different. The problem is that you often only see the cases where we get defensive against "opinions" that really aren't and not the cases where we actually learn someone's opinion and they expose good arguments for or against our ideas
The other problem is that often these kind of arguments are brought against us as "you are wrong, I am right and you can kindly fuck off", like okay sure but of course we're going to be defensive about it especially with this kind of attitude.
Marz said it all and you try to be smart about it, but he has expressed that defending the intellectual rights is the reason why we act towards people that repost mod. Add onto that that if we let other modders we interact with do that, what's stopping them from going after our mods reposting our own intellectual properties. Of course we are going to defend Snejk and be so called "guard dogs" like you love insulting us with, if it's also about us.
You have yet to express proper arguments of why not respecting Snejk intellectual property is a good thing, only insulting us in response. And you are not the first doing this kind of thing, and then we look like a mafia when really it's just random people like you who come drop some idiotic "bombs" and then scream everywhere "haha modding community bad boys".
Now it's not like I went after @modest tusk like he's an horrible monster and should leave. It's not fine reposting his work but it's usually completely fine learning from it, doing your own, there's no problem with that. But the word "porting" like Marz explained is that it means updating the mod to the new versions, so yea if that wasn't your plan that was badly expressed, that's fine we clarified that, there wasn't any aggressive behavior from anyone about it
@modest tusk now about contacting Snejk, I know I've seen him in the modding Discord previously, he might still be there, or even around here
thats the thing i wasn't expressing an argument at all, i dont disagree with protecting intellectual property, my point was that the way you go about it, aggressive, passive agressive or otherwise comes across unfavorably sometimes. I apologized, like I said, I have a lot of respect for everyone here and the way I expressed my feelings about the above wasn't right. If you wanna dismiss whatever I'm saying I can actually live with that, two things can be true
No we're good man, but yea you are not the first, you won't be the last. We ourselves are not perfect about our opinions, I am in fact not perfect when it comes to aggressivity, I have my fair share of points in that.
I'd consider the interactions we had above with Patrick were chill. By text some stuff can come out aggressive when there really wasn't anything like that.
for sure we are good in my book, that in particular wasnt anything i can agree. More of a pent up frustration from me leaking out
Yeah i admit it,i sound like i was actually going to entirely port and post it on that first message😅
Sorry if i caused a bit of unnecessary drama here
I Apologize to everyone
I've searched on several modding server and Pz related servers but i just couldn't find it,i guess I'll just give up and continue with my project
Anyone made a git runner for java modification, that will download and decompile latest b42 java, merge .patch files, compile the affected files and merge the compiled output to create the modified .jar then post it on release?
To auto update Java mods ?
I'd instead suggest looking into the Java mod loaders that are available
Does anyone know where to look for what settings do in the files?
I wanted to know how much livestock stat settings got reduced value wise
can someone double check Helicopter.java for me and verify make sure Im reading the code right that the helo only hangs around for a IG hour now?
if (this.hoverTime + this.searchTime > 60.0F) Is kinda obvious that its doing a 60min countdown just want to make sure before I update the wiki page for it
Wait wtf,i just knew this exist
I feel like I just discovered the wheel
I've been doing that entire decompile-patch-recompile loop manually for every update.
Yea it's a tool that is starting to get a lot of traction, might become a wide spread Java mod loader
The dev is active
Thankyou sm,this would definitely helps me a lot in my project
also dont see code anymore for the randomization of the helo leaving but then comes back 30 IG minutes later.
has anyone done a mod adding the Dark Souls Death Screen into PZ yet?
I think so actually
Added cigarettes to my particles mod
Do some of you know if it is intended that (some) admin functions are off when hosting in debug mode ?
Still need that "/setaccesslevel username admin", even in debug mode, it's a little messy
thx
they seem to be switching to a permissions system
most likely with scalability and lesser admin roles in mind
I still feel like, as the host of a local server, you should just be admin by default, especially in debug mode
pretty cool
do you have a link to your mod?
That's not out yet, and that's a Java mod
He's literally working on it man lol
Give him some time holy
Also it's a Java mod and he uses his own Java mod loader, and from my understanding his tool allows him to compile the mod files for every versions of the game when you load them so they stay up-to-date
thats awesome wtf
Yeaaaaaaa I'd rather see it using Zombie Buddy since that's getting popular 😅
But his system is still very interesting, would be nice combining it with the abilities from Zombie Buddy
wish there were more Java mods so we got more tooling and more advanced magic
though lately I've been obsessed with mini-games through lua
on an unrelated note, it seems X and space aren't properly consumed in UI key events?
I can eat escape and p so they don't propagate, but space/x still cause the character to shove and to rack their gun
haha im so bad at shaders but totally inspired by Gravy -- just messing around. I did use Zombie Buddy tho no issues so far.
My guess is that they might not have normalized keybind handling, so maybe those keybinds are not handled the same as the others ?
ah well
can you just unset them via the ModOptions api temporarily?
I've been tinkering with tetris from the Turbo Game mod and adding features for private use, so I put in hard drop, piece holding, and rotating both ways, and space/z/x are usually used for those
oh ahaha thats amazing






