#mod_development

1 messages · Page 388 of 1

willow tulip
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Animals excessively existing and dropping your FPS to <1: Less awesome.

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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

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I saw a report just the other week about a dude who named all his chickens unique names and some of them started duplicating

near vessel
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Do chickens still duplicate if they die inside the hutch?

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You'd get like all the bodies dropping outside, then you still have to pull them out

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I just want shit to be fixed

willow tulip
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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.

near vessel
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Nutrition, where like it kinda doesn't really matter at all or something

willow tulip
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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.

willow tulip
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Does simulate rabbit starvation though (eating too much protein without any fats so your body can make carbohydrates from them)

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and attempts to at least make your carbo level matter via a small endurance regen buff/debuff

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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

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So that there is actually some point in having more then 1 food source

near vessel
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Nutrition where the type of food being eaten matters?

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Go figure

willow tulip
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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

near vessel
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Boredom is weird to me, does it affect timed actions?

willow tulip
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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

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At 100% boredom you start getting unhappy IIRC

near vessel
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But actions should... Reduce boredom

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Ahh

willow tulip
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but basically if you just walk outside all your boredom disappears IIRC

near vessel
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I can't remember ever getting bored in game, at least for very long

willow tulip
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thats why

near vessel
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Except for corn stew

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The stew of literal depression

willow tulip
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Basically you only get bored if you sit in your base all day long and never even walk around outside of it.

willow tulip
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Damn near insulting for autistic people too.

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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.

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You'd basically need to find a stable source of a few foods and be unable to just randomly eat stuff you find

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(or at least, get very unhappy about it)

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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!'

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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

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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

near vessel
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Yeah idk why theres a need for boredom and unhappiness stat with food

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I can maybe understand boredom, bland food can suck

willow tulip
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yea I don't get upset with my stew just because I made... a bigger batch of stew.

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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

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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

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that if you add to your meal, cause unhappyness.. cause it already has egg?

near vessel
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Partial eggs

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Partial eggs.

willow tulip
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Yes I always save 1/4th of every egg I crack open and put them back into the egg carton.. BECAUSE IM A MONSTER

near vessel
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Ykw maybe they do need to rewrite cooking from scratch

willow tulip
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Totally how that works, and absolutely I wanted more RSI from now requiring twice as many clicks to feed myself every day.

willow tulip
near vessel
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And nutrition

willow tulip
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they could hire me and have all this work, but im sure the devs absolutely loath me at this point.

near vessel
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Ughhh and then it'll just be implemented anyways like 10 years down the line I bet

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Yeah I keep thinking of things and I'm just realizing that they didn't fully flesh out the systems around animals

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Feels kinda like they were added to b42 just because they said b42 would have them

willow tulip
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and didn't expose ANY of the genetics to the player, even at level 10 animal handling.

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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

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... and the rooster killed any other fertile rooster

near vessel
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They should really remove infertility

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I don't know WHY we would ever need that

willow tulip
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remove the whole genetic system since its basically hidden behind RNG of...everything

near vessel
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Just make it an animal info option or something

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Wanna castrate your bull? Sweet

near vessel
willow tulip
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we seriously don't need genetics in a game where our saves get bricked every month.

near vessel
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But we only ever get 2 variants anyways so ...

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Why

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We don't need it right now

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Do you want black pig or pink pig

willow tulip
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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.

near vessel
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Trick question, no pig

near vessel
willow tulip
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and even if you could butcher them you can't tell if it was big or small because meat is 50% RNG

near vessel
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Because unless they're the exact same breed of chicken you can totally tell

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We should at least have brown eggs

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Idk I just dislike the current animal system

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Its a feature to add features

willow tulip
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its pointlessly overcomplicated and buggy due to never being tested/balanced whatsoever.

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get the BASICS of raising animals working, THEN add features.

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Right now they can't even keep the number of chickens you have straight

near vessel
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Atp they just gotta copy the Minecraft method of animal husbandry lol

willow tulip
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Like, focus on basic loading/saving of data first

near vessel
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Have animals? Get more animals

willow tulip
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and not randomly duplicating animals

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or having them disappear for no good reason

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(with all sandbox options for predators and such turned off even)

near vessel
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Disable animals attacking enclosures too

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Unless they already did

willow tulip
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they do 10,000 damage btw.

near vessel
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Because that's just a bad mechanic

willow tulip
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or something insane like that.

near vessel
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Literally 10k?

willow tulip
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yes

near vessel
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I know it's insane but jesus

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Ehy

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What is the point

willow tulip
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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

near vessel
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This just encourages players to keep them inside generated tiles (indoors)

willow tulip
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yea, Can't build ANYTHING yourself or zombies can wreck it

near vessel
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I have a mod installed for it but that shouldn't even need a mod

near vessel
willow tulip
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building a base is literally a huge DISADVANTAGE in PZ

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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

near vessel
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You can't even set infinite health on buildables

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Which is wack

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Its just increased durability

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Why not make them indestructible

willow tulip
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Yep. And it takes so much resources, your wasting time you could have been put into something else...

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and boarding up windows/etc does NOTHING of value

near vessel
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Players still need doors

willow tulip
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it just delays zombies and makes you stressed as they thump on it (though I think they FINALLY removed that stress BS)

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but maybe they only removed it for fences I dunno

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can't even make good fences

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So once they are wrecked... well, RIP that location.

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Like at least some mods made it where zombies hurt themselfs thumping on stuff so that boarded up windows have SOME value

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but with absolutely 0 defensive structures in the game.. you might as well not even bother.

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do zombies even take damage from barbed wire fences? or is that a player only thing.

near vessel
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I haven't tested barbed wire

willow tulip
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I think maybe I once saw a zombie die from going through a window and landing on broken glass.

near vessel
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Because I know it'll last like 5 zeds

willow tulip
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but I dunno if that actually happened or if it was just a bug

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I honestly suspect its more likely to have been a bug

near vessel
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And barrels are basically paper

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Idk how we don't have spiked barricades

willow tulip
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barbed wire also takes an entire roll of wire to make

near vessel
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I've never seen it

willow tulip
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like, last I checked the reason barbed wire fences exist is because they are CHEAP TO MAKE

willow tulip
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so it might have been at low health already

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definately doesn't happen with full health zombies. iv never seen one just die

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and iv only seen the zombie die after going through a window once in 1000 hours of playtime

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heaven forbid we get any kind information about the zombies health, even as a sandbox option

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they don't have any kinda injured animations, they don't get bloody, or crippled aside from becoming crawlers at random

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Imagine if you could cut off a zombies arm and then beat him to death with it.

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Theres no way to tell a tough/high health zombie from a weak/low health zombie, as the RNG obscures it

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Far too much RNG everywhere, far to little feedback to the player to tell him if hes doing things right/wrong

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and the conga line just makes it impossible to actually pick out a zombie to attack and kill

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also makes it impossibe to actually get surrounded unless a zombie wanders in from off screen

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watching someone kite the same zombies around back and forth is sooooooo boring.

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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)

near vessel
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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

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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

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Because there's no indication of damage

dull moss
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found this gem in my code

vast pier
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placeholder textures

queen oasis
dull moss
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maybe they fixed it by this point

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that's back from when b42 rolled out

vast pier
queen oasis
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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"

vast pier
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also functional as a weapon without a head

rotund hazel
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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?

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or do i have the wrong idea

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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

sharp vine
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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?

vast pier
sharp vine
vast pier
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Yeah if the parent mod is giving errors then you might just need to wait for that to update

sturdy tinsel
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thank you too for this :D

sacred radish
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I spoke to him about it.

jolly thorn
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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?

rotund hazel
silent zealot
red tiger
silent zealot
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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.

bronze yoke
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the code that generates them is included in the game

vast pier
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I wish there were a way to add items to recipes in real time instead of it being on world load

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blocks out a lot of options involving conditional tags

vast pier
silent zealot
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Recipies in general need better lua support

silent zealot
bronze yoke
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in the generation package

toxic burrow
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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.

silent zealot
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What sort of cosmetic change?

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e.g.: skin texture, new outfits, etc.

karmic turtle
silent zealot
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Good news, that is easy to do as a mod.

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That's an example. It's just a few loose textures in \media\textures\Body

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you can get the originals from the games media\textures\Body folder

toxic burrow
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Oh, that’s awesome! Thank you both 🥰 I’ll get those made and the hopefully be back to turn it into a real mod!

upbeat turtle
ashen maple
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Does playerObj:getInventory():AddItem(fullType) transmit an inventory update to the client?

ashen maple
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I think I found it sendAddItemToContainer()

torn igloo
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Does TimedActions has anything like PostComplete(), a function that runs after Complete() for client-side?

neat walrus
slow rivet
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next vine
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does some1 know where the lua for padlock is ?

queen oasis
frank elbow
bright fog
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Also what Omar said above, requests and reports should be sent in #mod_portal

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Not in a google doc like that that no one will use ...

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"They really interfere with mod development" is also quite a huge statement regarding what those are about

timber ledge
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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?

bronze yoke
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yes and yes

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the vanilla ammo system doesn't support it at all but people have implemented it

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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

timber ledge
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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

upbeat turtle
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these animations dont have the translation_data bone spiffo

sharp dirge
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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

bright fog
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Wdym by "adding a model" ?

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Bcs that can refer to many things

sharp dirge
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like changing the player model

bright fog
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No guide on that no

upbeat turtle
sonic needle
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same as making clothing. you just name the model occording to male or female.

sharp dirge
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so i essentially make a character model and tell the game its a shirt i can wear?

sonic needle
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she is a model replacer for instance.

upbeat turtle
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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

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it also needs a texture file with the correct uvs

sharp dirge
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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

bronze yoke
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those mostly just work as clothing, they just do some trickery to hide it from the ui

upbeat turtle
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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 🙂

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clothing can be easily worked with using lua

rotund hazel
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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?

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or does that kinda vary mod-to-mod

cinder storm
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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

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if anything i would really stick with steam collections and such before modpacking

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but if you have to, i dont see a problem with doing so

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though some mods have model and texture folders

frank elbow
rotund hazel
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would I need to remove their individual mod.info files or anything?

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or can i literally just copy paste into one folder

frank elbow
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You can just take the mod folder(s) from Contents/mods

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If any of those modders requested that you change the mod id then you'll have to edit the mod.info

rotund hazel
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okay, sounds good - thanks again!

frank elbow
rotund hazel
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i think thats fine? I just want to lock the mod versions

frank elbow
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Okay cool, should work then

vast pier
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doing it by hand also allows me to easily more change details about it

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each of these bolts are rotated by a random number

tranquil kindle
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I'd honestly do them on texture

vast pier
paper ibex
vast pier
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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)

undone sedge
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someone make compound v that has a super high chance to just kill you

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i beg

buoyant violet
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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.

vast pier
buoyant violet
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anakin dont try it

vast pier
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What do you think about the method I’m going for?

vast pier
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It's all using the same models, with a locational transform to attach it in the right place when a long handle version

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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

near vessel
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We do a little shenanigans

buoyant violet
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I do like it

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I odnt think i have seen modular melees

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Thats cool

round nova
near vessel
vast pier
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I think it's funny that this is what the Fbx file looks like when you import it

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Head sizes will be adjusted to their vanilla counterparts after I have the basics set up.
Still all placeholder

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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.

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I will also be adding a shorter handle version for things like long blades and short blades.

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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

vast pier
cinder storm
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@silent zealot hows WAWA? does the b42.15 patch still matter for it?

vast pier
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starting on resizing

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I don't think grip wraps will be mandatory, but I think I want to make them decrease fatigue

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still haven't done textures

modest oak
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ok i need da ultimate answer to this

cinder storm
modest oak
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WHAT angle is the pz camera angle at

cinder storm
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i would feel its at 90 degrees facing northwest

modest oak
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thats the most incredible part

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its not

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its at some sort of skew

cinder storm
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how

modest oak
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i dont know

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i just know it isnt 45 and 45

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its some weird angle and i need to get to the bottom of this it is ruining my livelihood

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I KNEW IT

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GRAHHH

cinder storm
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you poor modeller

modest oak
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i dont actually even need the camera angle i just want to see how these fuckers animations look at the correct perspective

cinder storm
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remember

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being too curious causes an exception

modest oak
cinder storm
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any mods before march 9th should be taken with some salt

modest oak
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yeah ive heard about that

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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

cinder storm
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42.13 fucked the scripts too

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type got replaced by itemtype

modest oak
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vile

modest oak
cinder storm
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or its the other way around

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i dont really care i find it out when i have to update my mods

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point being its unstable for a reason

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and anyone complaining about their saves not working after an update

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shouldve expected it

modest oak
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truthnuke

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yeah im never too saddened by a save no longer working

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i was usually just doing some bullshit in there anyways

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and if i was playing long term, id just move to 41 and wait for 42 to be fully finished

cinder storm
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i never finish long term saves but on a 42.7-8 save i had heavy progress with bandits

cinder storm
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never again did i touch that save

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never again will i base in a small house west of west point

modest oak
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well i think the first mistake was basing in westpoint drunk

cinder storm
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west point has easier access to the perfect center of the map

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makes travel times easy

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dont you guys love when you leave zomboid inactive for 2 minutes and it just crashes with no exception

modest oak
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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

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i will always respect people who can code and shit because just typing in commands into command prompt was making my brain hurt

cinder storm
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the closest thing to java i ever used was c# and i did not make it past tables

modest oak
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wizardry

bright fog
modest oak
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i love doing that in modelling and shaderwork but when it comes to coding its the bane of my existance

bright fog
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That's fair, to each their own

cinder storm
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game autopauses upon inactivity now

ashen maple
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If I omit description= from my workshop.txt, will it stop being overwritten whatever I update?

ashen maple
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damn lol

bright fog
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Idk if it will break uploading

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But there's no known way to stop the way to stop overriding the description

ashen maple
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So just keep a copy to update it after. Could be worse

bright fog
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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

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The C++ version of the tool allows you to update anything you want

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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

ashen maple
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"description": "./description.bbcode",

Yeah thats so much better. Sick dude I had no idea this was a thing. Thank you sir.

bright fog
ashen maple
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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.

bright fog
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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

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Should be linked in the app README

bright fog
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The Rust rework is a bit new and completely fresh, I changed how the whole process works

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Might miss some elements too

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I mean it does miss some elements tbh

ashen maple
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now I have no idea which version I should use

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rust version? The manifest file seems easy to maintain

bright fog
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The full CLI one is a bit annoying to use

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But more flexible. I definitely plan to add the ability to update specific elements like the previous version

ashen maple
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Yeah then Im making 15 bat files to do stuff

bright fog
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I also plan on creating a manager for the app, so you can manage your mods

bright fog
ashen maple
bright fog
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Yeaaaa the in-game uploader is really not that great 🥲

dull moss
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I mean it uploads the mods, what else its supposed to do? xdd

bright fog
dull moss
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works on my machine

bright fog
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Some people have been reporting constant issues with the uploader, even Slayer himself has issues with it

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Mac users seem to be the most affected

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The uploader doesn't allow you to upload GIF

dull moss
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To be fair it's on them for using Mac

bright fog
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And before a few updates ago it limited you to specific mod preview resolutions

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While technically there isn't a single limitation on resolution, only on the file size

bright fog
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Mac is pretty good for students

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So it's fair that some of them use it

dull moss
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why is it good for students?

bright fog
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Accessible working laptops

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That last a while, have good batteries

dull moss
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accessible?

bright fog
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Yea

dull moss
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Isnt average joe lenovo laptop that works well much cheaper

bright fog
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You cannot deny their laptop are performant

bright fog
dull moss
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ye but then again do you really need top-shelf performance if you;re a student

bright fog
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Depends what you do

dull moss
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windows and/or linux masterrace WICKED

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regardless its offtopic at this point imma go break write my mod

ashen maple
buoyant violet
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but yes the system is done

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here is an example of a way to load a magazine

dull moss
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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

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subsonic is also a banger

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less detection

buoyant violet
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I have done it so each ammo type has any flexibility for stat changes

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example subsonics deal less damage, are quiet but require manual racking

dull moss
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I mean it better have that, otherwise whats the point of different ammo xd

buoyant violet
#

yeah im playing with the system thats I have at hand

upbeat turtle
#

hell yea

buoyant violet
#

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

ashen maple
buoyant violet
#

let me record something

#

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 morrojoy )

#

thats why the first one was jeeted out of the screen haha

ashen maple
#

Sickkkkk.

#

Make it so if you have a silencer the chance to cycle with subsonic is like 85%

buoyant violet
#

for my own sanity its always gonna be cycle manually heh

ashen maple
#

fair XD

vast pier
#

can you modify requiresEquippedBothHands through lua for individual items, or does it only work for changing script params?

knotty stone
#

cant you look up how katana handles it? its 1 and 2 handed right?

vast pier
vast pier
#

am I doing it wrong

bright fog
#

You need to use DoParam

knotty stone
vast pier
#

I want it to be individual items

vast pier
#

not every item of the same type

vast pier
# knotty stone ?

is... is this an ai overview of code I am telling you doesn't work the way you're saying it does

bright fog
#

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);
        }
vast pier
#

so is there no way to set it on an individual item

bright fog
#

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 ?

vast pier
#

Scan a melee weapon for certain conditions and change that param on it if it passes

#

I am working on modular melee weapons

bright fog
#

Bcs the solution is usually to dynamically modify the item script based on the what weapon you hold

vast pier
bright fog
#

It's weird

#

@buoyant violet might know more on that

vast pier
# vast pier

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

buoyant violet
#

whats the catch?

#

making a weapon single hand or double hand via script?

vast pier
#

not specifically no

#

So the sledgehammer has the param
RequiresEquippedBothHands = true,
which removes the option to equip in primary/secondary and forces two handing

buoyant violet
#

ok

vast pier
#

If it's not possible to apply this param to an instanced item, then I will just go with the workaroudn idea

buoyant violet
#

idk what you are trying to do

#

thats what im asking

upbeat turtle
#

tbh, i did something similar to this with my dualwielding mod

#

it's kinda hacky though xd

vast pier
# buoyant violet thats what im asking

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.

upbeat turtle
#

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

buoyant violet
bright fog
#

You can override the isRequiresEquippedBothHands of the Lua side

#

To output whatever you want based on data you stored in the InventoryItem instance

vast pier
#

how ?

bright fog
#

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

buoyant violet
#

you could alter the script for the operation and revert after you are done too

bright fog
#

This also means that any mod which might rely on this same function will get the proper result

bright fog
buoyant violet
#

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

bright fog
#

@bronze yoke do you have a small example of hooking to a Java method Lua sided

bright fog
buoyant violet
#

im curious to see albion example

bright fog
#

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

bronze yoke
#
local index = __classmetatables[ClassName.class].__index

local old_method = index.method
function index:method(...)
    old_method(self, ...)
end
knotty stone
#

if you attach the sledge head, make it a different script item without the parameter?

bright fog
#

Right that

buoyant violet
#

oh shit true, chuck did some java patching in a mod

bright fog
vast pier
#

Unrelated, but does setSwingAnim() just not work?

buoyant violet
#

thats just the animation

vast pier
#

yes I know

#

I meant it fires an exception when I try to use it

buoyant violet
#

some changes were done to animations, check that is not enumerated now

bronze yoke
#

what exception is thrown

bright fog
#

You really need to get using the JavaDocs

vast pier
#

is it not just setSwingAnim("Heavy")

vast pier
buoyant violet
#

its pretty straight forward, just pass the string of the swing animation. I dont think attack animations are enumerated like reloads

bright fog
vast pier
#
local a = p:getPrimaryHandItem()
a:setSwingAnim("Bat")```
this looks like it should work, but doesn't
bright fog
#

Bcs it runs on Item

#

Not InventoryItem

#

setSwingAnim is literally not a thing of InventoryItem

#

It doesn't do what you think it does

vast pier
#

I expected more of my issues to be revolving around desync and improper item stat registration, not a lack of InventoryItem setters

buoyant violet
#

You will learn to find workarounds

vast pier
bright fog
quaint wyvern
#

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

main pasture
shrewd tide
#

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?

quaint wyvern
shrewd tide
#

Alright

#

Time to code it

fleet bridge
#

Needs to be done in the item script iirc

#

Unless they changed it in b42

paper ibex
#

oh yeah, i use my ingame ui debug (like imgui ui tab) for quick overhauls while waiting for the XUI Debugger from TIS..

buoyant violet
#

Like a scope but need to enter a close quarter area? just move it do the side dont remove it yeow

tame veldt
#

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```

bright fog
#

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

tame veldt
tame veldt
bright fog
#

Also I'll tweak the code a bit to remove unecessary elements

tame veldt
bright fog
#
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

buoyant violet
bright fog
jolly thorn
#

what ways do we have to persistently track characters?

jolly thorn
#

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

bright fog
jolly thorn
#

track player characters across sessions. I need it to tie data to them on the server

silent zealot
#

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.

jolly thorn
#

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

silent zealot
#

That sounds like a use case for moddata on the character

#

What issues are you hitting with that?

jolly thorn
#

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

silent zealot
#

Does OnCreatePlayer work better?

jolly thorn
#

it's not available in server context sadly, so no, it doesn't work at all

silent zealot
#

Might be a client side event though

jolly thorn
#

yeah

silent zealot
#

Have the client send a message to the server?

#

...looks like all the useful events are client side.

jolly thorn
#

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

silent zealot
#

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

jolly thorn
#

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

silent zealot
#

What about EveryTenMinutes or Every hour?

modest oak
#

when it comes to custom models, does the skeleton itself need a root bone or does it need a root bone + an empty?

still umbra
#

@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 🙂

still umbra
#

The Scipt gave me .glb files

bronze yoke
#

just use the .glb files, don't rename them to .x or they will not work

still umbra
#

@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?

bronze yoke
#

that should work if you also delete the .x

strong quest
#

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.

bronze yoke
#

of course, everything in the game is in its files

mellow frigate
bronze yoke
#

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

strong quest
main pasture
bright fog
vivid imp
#

Ill leave it up to you, Im fine with it either way

buoyant violet
#

here is the scopes and booster combo on a asval

dreamy quail
#

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

bright fog
still umbra
bronze yoke
#

the translation_data is what moves the character most of the time

still umbra
#

Thanks. I'll try that 👍

buoyant violet
silent zealot
vital moat
#

I do love when that’s an option

upbeat harness
buoyant violet
upbeat harness
stark lion
#

bro fix attachment editor bruh

hollow schooner
#

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)?

bright fog
silent zealot
tame palm
#

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.

wanton arrow
#

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.

shy mantle
# mellow frigate https://steamcommunity.com/sharedfiles/filedetails/?id=3392001801

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.

silent zealot
#

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.

paper ibex
#

i am tired of reloadLua by hands with F11

rotund hazel
#

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

mortal trail
#

does anyone know where the clothes fbx was moved to? I cant find it

polar trail
#

Has anyone figured out if theres a way to tweak values for undiscovered animals dying?

#

Or messed with animals in general

bright fog
bright fog
orchid notch
#

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

bright fog
#

I'd be interested to see if you get the problem

orchid notch
silent zealot
valid belfry
#

Figured I would share some of the action combat I'm working on. Animations WIP, ignore the SG-1 audio at the start lol

vast pier
buoyant violet
vast pier
#

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

buoyant violet
#

Spooky is one of the animation wizards in the community

silent zealot
#

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.

tame veldt
#

preview of WIP sandbox options with customizable section headers, same row toggles, and disabled states

buoyant violet
blissful seal
blissful seal
paper ibex
blissful seal
#

bro you're cookinggg that hot reload isamazing

paper ibex
#

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.

mellow frigate
paper ibex
# mellow frigate 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!
buoyant violet
#

man attachments its time consuming but fun lol

crimson harbor
#

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

valid belfry
#

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.

umbral pelican
#

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)

bright fog
#

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

umbral pelican
#

no error actually 😄

#

it would be nice if it did

#

how do I now set them please?

bright fog
#

Sorry but there's not setBoredom function in the BodyDamage class anymore, so your code must error OR it never reaches that code

umbral pelican
#

thank you

bright fog
#

I just need to find the function to set those

#

player:getStats():set(CharacterStat.PAIN, val)

#

Should be something like that

#

For MP you need to do that server side and trigger a sync

#

That one I think

umbral pelican
#

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)

bright fog
#

Missing parenthesis

#

What are you programming with ?

umbral pelican
#

notepad XD

bright fog
#

yikes

umbral pelican
#

this was originally just a quick edit mod

umbral pelican
#

I decided to add this feature

umbral pelican
#

yeah I know about VSC, I'm an I.T admin for a living XD

bright fog
#

bruh 💀

umbral pelican
#

either way spotted the missing bracket thanks

blissful seal
#

lmao notepad supremacy

bright fog
#

Also I suggest caching getStats

#

Get used to doing it

blissful seal
#

what is ur mod noobsmith?

blissful seal
#

i love it

umbral pelican
#

no one else had done it and the original mod author allowed me to re-use their asset

bright fog
#

Technically a reuse of their assets wasn't necessary

blissful seal
#

10/10

umbral pelican
#

the mod uses their art and model 😄

#

I simply scaled it up and allowed it to be a placeable object with no clothing feature

bright fog
#

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

blissful seal
#

ah technical correctness, it never lands well

umbral pelican
blissful seal
#

lmao he got yo ass

bright fog
#

Yea Nik is an active modder

umbral pelican
#

just tested the mod, my boredom level is sat somewhat flat which is nice, now I just need to balance it. Cheers Sim

blissful seal
#

im in disbelief im not in any server with a miku emoji...

bright fog
#

I have one

#

Not a server tho lol

umbral pelican
#

is that a Frieren Miku

blissful seal
#

im washed dude

bright fog
#

Just a random ass miku emote

bright fog
blissful seal
#

frieku

umbral pelican
bright fog
#

Aaaah

blissful seal
#

idk it might be

#

lmfao

bright fog
#

I haven't watched the season 2 yet

#

So maybe idk

umbral pelican
#

ah, fair. I own all the manga thus far

bright fog
#

It's on my list of mangas to read but because I've already watched the anime it's on my low priority list

umbral pelican
#

feels off topic now that I have fixed my bug, but here

blissful seal
#

i cu with the .hack

bright fog
#

Noice

umbral pelican
#

first manga i ever read, then first I ever owned.

blissful seal
#

thats a good one

bright fog
#

I don't read the big series like those, I prefer some smaller ones

umbral pelican
#

ha, nice try spammer

bright fog
#

The auto mod does its job well at least

umbral pelican
#

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"

bright fog
umbral pelican
#

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...

bright fog
#

Looks interesting

blissful seal
#

whaaaat this is the basis for the edge of tomorrow?

#

thats wild lmfao

umbral pelican
#

yep

bright fog
#

Reminds me of Nihei's work

#

the cover at least I guess

blissful seal
#

oh and theres a movie rendition of the original manga now too

umbral pelican
#

yeah just saw that

blissful seal
#

how many thumbs out of five

umbral pelican
#

manga 4/5

bright fog
#

Looks good, I'll add it to my list of mangas to read

umbral pelican
#

have either of you seen any of FUNA's works? (she make's female characters with cheat abilities in other worlds)

bright fog
#

Nah

umbral pelican
blissful seal
#

ah light novel isekai gotta love it

umbral pelican
#

the manga is great and the anime is somewhat faithful

blissful seal
#

i wish i could save 80,000 gold in another world for my retirement

umbral pelican
#

mod idea?

blissful seal
#

sick mod idea

#

Zomboid Art Online saokiritopeek

bronze yoke
#

SAO is one of my favourites, even though i honestly think it sucks 😅

blissful seal
#

i definitely unironically enjoyed SAO the first time i saw it

bronze yoke
#

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

blissful seal
#

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

umbral pelican
#

I like the premise, enjoyed it when I was younger, much prefer the abridged version by something witty nowadays

bronze yoke
#

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

umbral pelican
#

well except maybe Log Horizon

#

that was a great anime that fell flat

blissful seal
#

its like the cheapest vehicle to go do some fantasy shit without real world building i guess

umbral pelican
#

nah that is truck kun

blissful seal
#

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 😂

blissful seal
#

LFG

upbeat turtle
#

ngl a cryo mod would be hella interesting.. wake up 1000 days later and see the world reclaimed by nature

blissful seal
#

the question is how far do you take it fr lol

#

1000 years? Muldraugh is all chromed out

upbeat turtle
#

entire texture-changes based on the passage of time 😆

blissful seal
#

exactly squidward.

#

just like that episode of spongebob

#

everything shiny

upbeat turtle
blissful seal
#

i love this chrome future

umbral pelican
rich loom
blissful seal
#

the very same

rich loom
#

marrok says he didn't get what you sent

#

I can send you the invite to his discord if you'd like

blissful seal
#

oh for sure yeah that would be sick thank you

rich loom
#

for the Go93 incompatibility

#

sure

umbral pelican
#

thanks for the assist on everything guys off to bed I am

buoyant violet
#

we continue with more attachment points shenanigans

bright fog
buoyant violet
frank lintel
#

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>

polar plover
#

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

pastel wolf
#

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

main pasture
dull moss
#

Fitting

frank elbow
polar plover
frank lintel
#

@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... ^_^

fossil willow
#

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

bright fog
fossil willow
fossil willow
#

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

bright fog
#

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

frank lintel
#

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.

bronze yoke
#

i searched for where you found this and this is to do with compiling java to an executable, which pz doesn't do

frank lintel
#

exactly why I didnt understand why they listed a JVM compile time parameter. plus we already got -debug so -Ddebug seems redundant

bronze yoke
#

you're misinterpreting it

bronze yoke
#

it's not 'these are only ever visible at build time', it's 'in native applications only, these are not visible at runtime'

frank lintel
#

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

brittle swift
#

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.

bronze yoke
#

build 41 or 42?

brittle swift
#

B42, my mod has no support for B41

bronze yoke
#

somodule Base { item WhateverItemYouWant { Tags = mymod:mytag, } }will add mymod:mytag to Base.WhateverItemYouWant

brittle swift
#

Aweome, thanks

umbral pelican
#

think I may have figured it out

umbral pelican
frank lintel
#

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.

haughty bridge
#

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

bright fog
#

But I don't remember exactly how it works, I can find an example I think

soft spire
#

how do i make this onto wearlable in game??

bright fog
#

Check pinned messages

robust briar
#

B41 - GPU Shader Particles.

Been very interesting working these. So many edge cases.

bright fog
#

So cool

umbral pelican
tidal cipher
#

can someone make a better gnomebar mod?

#

thanks

robust briar
upbeat turtle
robust briar
stable cove
knotty stone
#

just discovered that we can use different itemquantities in recipes o.O since when? xD

blissful seal
#

how does shipping java mods work, do you have to distribute .jar's externally or can you package it under media/

bronze yoke
#

you can package them inside a workshop mod if you want, but ultimately the user will have to manually install them

blissful seal
#

i seeee, that's unfortunate

bronze yoke
#

though if your java mod uses a mod loader (e.g. zombiebuddy) then generally only the loader will need to be installed manually

blissful seal
#

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

blissful seal
#

righteous

blissful seal
#

behold, a slightly orange frying pan

blissful seal
quaint wyvern
#

why does require fail randomly with vanilla modules tired there are other mods earlier in the load order requiring the exact same module

bronze yoke
#

it doesn't really matter, requiring a vanilla file doesn't do anything

quaint wyvern
#

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 ggssFacepalm

#

accidentally did setWantKeyEvents = true instead of setWantKeyEvents(true)

modest tusk
#

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)

buoyant violet
tranquil kindle
bright fog
modest tusk
#

I'm not planning to repost his mod

bright fog
#

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

buoyant violet
modest tusk
#

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

blissful seal
#

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

buoyant violet
#

guard dogs?

blissful seal
#

i said what i said

buoyant violet
#

apparently respecting what an author desires about their intellectual property is consider a guard dog

blissful seal
#

eh u can paint whatever picture you like big dog

buoyant violet
#

I said what I said

blissful seal
#

😄 u learn quick

buoyant violet
#

not surprised this stand comes from someone that defends AI left and right

blissful seal
#

oh so u know who i am

buoyant violet
#

I said what I said

blissful seal
#

cool my words are having an impact

#

good to know

blissful seal
#

i mean u convinced them that you werent being malicious so they left u alone, otherwise they would have kept going lol

blissful seal
#

we can keep going long as you like im js this discord gets a little prickly with alot of people

#

weird to watch

blissful seal
#

exactly this lol

modest tusk
#

I still need to talk to snejk tho,do anyone know his discord?

shy mantle
frank elbow
blissful seal
#

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

bright fog
# blissful seal no i got you, and understand how that came across... my bad i poked the bear for...

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

blissful seal
# bright fog The thing really is that you are not the first and you won't be the last to have...

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

bright fog
blissful seal
#

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

modest tusk
#

Sorry if i caused a bit of unnecessary drama here

#

I Apologize to everyone

modest tusk
torn igloo
#

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?

bright fog
#

I'd instead suggest looking into the Java mod loaders that are available

polar trail
#

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

frank lintel
#

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

modest tusk
bright fog
#

The dev is active

modest tusk
#

Thankyou sm,this would definitely helps me a lot in my project

frank lintel
#

also dont see code anymore for the randomization of the helo leaving but then comes back 30 IG minutes later.

tidal nacelle
#

has anyone done a mod adding the Dark Souls Death Screen into PZ yet?

bright fog
#

I think so actually

robust briar
mellow frigate
#

Do some of you know if it is intended that (some) admin functions are off when hosting in debug mode ?

shy mantle
sour island
#

they seem to be switching to a permissions system

#

most likely with scalability and lesser admin roles in mind

shy mantle
#

I still feel like, as the host of a local server, you should just be admin by default, especially in debug mode

strange delta
bright fog
strange delta
#

okay

#

well seems exciting

#

are you waiting for b42 to be fully out to release it?

bright fog
#

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

strange delta
#

thats awesome wtf

bright fog
#

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

quaint wyvern
#

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

blissful seal
#

haha im so bad at shaders but totally inspired by Gravy -- just messing around. I did use Zombie Buddy tho no issues so far.

bright fog
quaint wyvern
#

ah well

blissful seal
#

can you just unset them via the ModOptions api temporarily?

quaint wyvern
#

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

blissful seal
#

oh ahaha thats amazing

quaint wyvern
#

hmm, maybe, seems kinda hacky but might have to resort to that

#

I can block space at least with player:setBlockMovement(true)

#

blocking x might be a non-issue if you need to hold the gameboy/etc while playing