#mod_development

1 messages ยท Page 395 of 1

cosmic iris
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lmao

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Thats the point of mods

drifting ore
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We already have a mod that adds a diabetic mode: 1 insulin per day or you die ๐Ÿ˜„

cosmic iris
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Dont think i Would Even use it but

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For people who want to rp

red zinc
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I find stuff like that would be proper disadvantage traits. -15 trait for diabetic

cursive roost
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it really sucks, there's another zombie game where a main character has that trait

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she needs a shot every day and there's only 49 in the entire game

drifting ore
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Oh... FeelsBadMan

red zinc
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Make it -20 then ^^

drifting ore
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I think it is -12

red zinc
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Extra hungry and thirsty together is -12 too

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And hungry is fucking annoying

drifting ore
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lol yup

red zinc
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Im not sure what the negative effects are, when agitated, but im smoker and never find ciggies

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And if you have them, you basically have to be a chain smoker

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So i walk around hungry and pissed off

drifting ore
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bad aiming, I don't think you can sleep

red zinc
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Wow. Thats nasty in SP i guess

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In MP sleep is mostly off anyway

drifting ore
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ya

red zinc
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Bad aiming kinda sucks in pvp

drifting ore
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Bad aiming sucks even in pve ๐Ÿ˜ฆ

red zinc
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But otherwise i use an axe anyway^^

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Only just got onto a server with more guns now

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But have to say i prefer it if ammo is rarer

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Preferrably i want ppl to think about shooting around twice, because it will draw more zombies

drifting ore
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Yeah. I don't enjoy having crates full of guns and ammo D:<

red zinc
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But i see that guns allow ppl to empty out a town easily

drifting ore
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They work, and they can be useful, but if you have too many of them people can easily find them and create a mess in a server

kindred bear
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Wait does Oz meds have the diabetic thing on it already

vocal wigeon
winged lotus
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Ohohoh wow this seems really interesting, I'll sure give it a try later ๐Ÿ˜ƒ

silent mural
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Hello, does anyone know how to get contents of unequipped bag?

stark fable
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Reinstall windows

empty lagoon
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@silent mural I'm pretty sure you can access to contents of a bag without equipping it by dropping it on the ground.

silent mural
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@empty lagoon we're talking about modding. Don't forget about it

empty lagoon
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What?

  1. Rude.
  2. How on earth was that question related to modding?
silent mural
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@empty lagoon you have a list of items, one of them is bag. How will you get it's contents?

for i=1, items:size() do
local item = items:get(i-1);
...
end```
placid delta
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if items:get(i-1).getItemContainer ~= nil then local innercontainer = items:get(i-1):getItemContainer():getItems(); for q=0, innercontainer:size() do local itemFromInnerContainer = innercontainer:get(q); print(itemFromInnerContainer :getType()); end end

silent mural
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@placid delta getItemContainer()...
I'll check it. Thank you.

strange pond
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Hello everyone ! I'm facing an issue to play a sound in the game (a loud sound). I use getSoundManager():PlayWorldSound("scream", squareNoiseSrc, 1, 50, 1, true); but the consol show this message :

MISSING in .bank scream

I tried fscream but it didn't work too... Where can I get the list of the sound available ?
For information, the sound I want to play is used to call zombie, that's why it need to be loud ๐Ÿ˜ƒ

still vale
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So is there any good Mods Which is about Farming/Base building?

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Im pretty new to PZ

placid delta
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Idk why but, I see that missing sound in bank message in console all the time but the sounds still play. I think you can just ignore it

strange pond
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@placid delta the sound didn't play, I forgot to tell it ! :/
I found those sounds (fscream and scream) in SoundBank.lua but the corresponding lines are commented (shoveling is in this file too but the sound is playing).

strange pond
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So obviously, there are some sounds in SoundBank.lua which don't work. I found an other which is working ! Thanks ๐Ÿ˜ƒ

vocal wigeon
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Has any of you ever tried to edit IsoZombie.class? After decompiling it has things such as:
spanLeft = spanRight = 0; in it and won't recompile. How did they get it compiled in the first place, with such things still in it?

winged lotus
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Is it possible to use IsoBarricade.AddBarricadeToObject(object, player) without a player ? (Create a fake IsoPlayer / an other function that works without needing player / etc... ) I checked the javadoc but it soen't even have a trace of the AddBarricadeToObject method

vocal wigeon
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there's also public static IsoBarricade AddBarricadeToObject(BarricadeAble to, boolean addOpposite) which does not need a player?

winged lotus
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Oh sweeet ! I'll definetly try this one, I'll tell you if it worked ๐Ÿ˜ƒ

winged lotus
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Wow, well... it worked ๐Ÿ˜ฏ

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Hah, thanks a lot it's been a pain this whole day. I still get super wierd bugs though like sometimes it does'nt baricade / since I make the server launch this code, sometimes it feels like the transmitCompleteItemToClients doesn't works but hey, thats still a huge help. Thanks ๐Ÿ˜ƒ

strange pond
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@vocal wigeon thanks a lot ! We work together and it was a very bad day ^^ How did you find this method ? She doesn't figure in the Javadoc at projectzomboid.com/modding/ :/

vocal wigeon
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Decompile the game

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look through source code

empty lagoon
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How does one go about decompiling the game?

vocal wigeon
dusty cairn
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Anyone around who would be willing to help someone with no idea what they are doing to install some mods for a server? :/

red zinc
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hey guys, did anyone ever encounter a problem where people were not able to forage?

red zinc
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initially none of us could, now its only one dude (the admin). reinstalled the game, made a new character and everything, deleted player files on client and server... what else to do?

mystic cape
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This might sound silly, but are you sure you're able to forage where you're attempting to forage?

drifting ore
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Yeah you can't forage in some areas

mystic cape
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I can remember the first time I tried foraging, I was so confused by it.

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At first I didn't actually know it was an action you had to take. ๐Ÿ˜‚

drifting ore
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lol

cosmic iris
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@placid delta Hey dude, im playing with the survivor mod you have and when people get attacked they dont attack zeds back, they just stand there. Is this a bug or something?

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Ohhh, and how do you make it so you dont spawn with a wife?

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I know you said something about it before

placid delta
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Do the zombie.zip thing in the desc and then there won't be much survivors freezing in place due to pathfind failing

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Settings file set wifespawn = false

cosmic iris
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Thanks pal

dusty cairn
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So I know im asking alot of questions here but im very new to zomboid modding lol We are trying to use the new denver and phoenix mods on my server, and for some reason ONLY have acess to phoenix for some reason. Like we dont even have access to the vanilla map.
Anyone know what could be causing that? and how we could fix it?

red zinc
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i hope people are already pondering about mods for proper postapocalyptic cars

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madmaxish and steampunk

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stuff like this

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with woodgas engines

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they dont bring you far but they run on wood

nimble spoke
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Is the author of Farmoid around?

red zinc
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could someone come up with recipies for extracts from medicinal herbs? Ginseng for example. 5 ginseng for one bottle of extract... reducing weight a little and need to click less to restore endurance would make this plant useful

feral eagle
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They're not light enough already? ๐Ÿ˜

strange pond
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Hi guys ! I've written a server-side code in Lua to disallow connection after 1 day survived. I set the option Open to false but I don't know how to trigger the reload of all the options by the server. Someone did know how to do that ? :)

I use getServerOptions():getOptionByName("Open"):setValue(false); to change the option value.

bold drum
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@strange pond Try this code

ServerOptions.instance:changeOption('Open','true');

this method does not require do reloading.

bold drum
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and "changeOption" method maybe required do init.

ServerOptions.instance:init();
strange pond
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Thanks @bold drum I give it a try !

drifting ore
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Is Nolan here?

rocky wave
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How on earth do you use workshop mods on a dedicated server?

odd saddle
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WorkshopItems= and Mods= in servertest.ini

rocky wave
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That downloads the mods to the wrong place?

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doing that puts mods in \steamapps\workshop\content\108600\steammodid\mods[modname]

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they should go on \Zomboid\mods

drifting ore
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They work fine from there as long as your steam client is on

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The game loads mods exclusively from /Zomboid/mods when steam is off, otherwise it reads at least two other directories looking for them.

rocky wave
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This is on a dedi, everything is done through steamcmd

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so no steam on the box

nimble spoke
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does anyone know a mod that allows you to control weather?

odd saddle
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this is the method I used on my dedi and it works fine

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clients need to suscribe to the mods on the workshop

rocky wave
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does your dedi have steam installed on it though?

odd saddle
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steamcmd

rocky wave
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hmm

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what am I doing wrong them as the mods download fine they just dont get used in the server

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they are set correctly in the config

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if I copy the files out to Zomboid\mods the mods work so the files are fine

odd saddle
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are you sure they are set correctly?

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after WorkshopItems= you need to enter the mod id not its name

rocky wave
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WorkshopItems=503640135;520512517

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I assume they are all correct or they would not have donwloaded when I started the server

odd saddle
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this is strange

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check in your server-console.txt if the mods fail to load somewhere

lunar rock
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'Allo, all. I've a question: Is there a way to add items that can be put into cooking recipes? In that I mean I would like to be able to add opened cans of Beans and Potatoes and the like to stews, as they would normally be able to.

red zinc
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is there a way to preserve players and zombies skins separately?

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id like to live a cnnibalistic lifestyle and would like to show it ^^

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also pants and jackets made from players skins

earnest quartz
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any use survivors mod? if food in bag > bag dropped / given to survivor to carry > does survivor take from it for food? or just food directly dropped?

drifting ore
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I'm not too sure

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but food directly dropped works

placid delta
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They will eat food from their bag equipped

earnest quartz
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@placid delta just me or no longer infinite pickup of bags? heheh

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my dude ran off and got lost somewhere though ๐Ÿ˜ฆ

placid delta
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Must have saw a ghost zombie

earnest quartz
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@placid delta bug? "Follow" order no longer following me, instead switches to the new "control npc directly' thing ๐Ÿ˜ƒ (new install just returned from couple months break)

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i do like the control directly bit ๐Ÿ˜ƒ

granite linden
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I need some help. Im kinda confused on all the tutorials and stuff.

I generated a map using ZOIDMAP and all the images and stuff for that map are sitting all in one folder on my desktop. I then converted it to a zomboid map (using the "BMP to Tx-something option). But I dont know what folders and files to select. And plus, I cant seem to fidn the folder for the third directory box asks for... can someone please specify what i need to do

cosmic iris
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I need some help here

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With the "Hydrocraft/ORGM Ammo Crafting"

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There is this one guy who says it does not work in MP

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i have no idea how to help him

earnest quartz
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aside from the quick stab of "is it installed on the server side and not just his client?" no clue ๐Ÿ˜›

cosmic iris
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Well, he figured it out himself. He forgot the restart the server X)

earnest quartz
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welp i was technically right

red zinc
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^^

vernal ferry
lusty folio
lusty folio
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Ah, it has to be approved by mods first, sorry.

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Ok, it seems it's been approved so that's fine. ๐Ÿ˜ƒ

red zinc
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LOL :D

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Good one

prime coral
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Ahah, made me laugh! ^^

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@lusty folio Is it MP compatible?

royal chasm
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hi guys, I need a mod for my server multiplayer.
I wish I could make the walls of the safezones indestructible. Is there a way to do it?

short shell
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Yea Repair them. Lol jk. Atm I'm not sure if there is a mod for that right now.

nimble spoke
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@lusty folio Now we need the boner moodle

royal chasm
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ehi guys, how do i disable mods autoupdates on my server?

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๐Ÿ˜„ by the way, thank you blackbeard

red zinc
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make your own mod out of them maybe and separate from the developers builts?

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you could just throw them all together in one mod for your ownpurpose and none of those would then update until you update your own release

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@royal chasm

tame pasture
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@red zinc thank you, this gave me an idea! I've been doing some dev work offline from steam and I needed one of its mods to help me. I'm going to pull the files out of its workshop folder and make a local mod from it so it will load in-game without steam ๐Ÿ˜ƒ

red zinc
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yes you can do that

lusty folio
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@prime coral - "Is it MP compatible?"

Hey, yeah I don't see any reason it wouldn't be, but I haven't tested it. It just updates the book items so I don't see anything that would affect MP capability.

red zinc
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should be similar as the other book renaming mod

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im wondering about what would happen if you ran both

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Getting wet for carpentry volume 1?

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If i wanted to include Items from Hydrocraft into my custom loot tables, but in principle wanted to keep hydrocraft updated, could i then just copy hydrocrafts items over into my mod folder?

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names of the items would be the same, so i guess one item definition would overwrite the other

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wouldnt knwo which one comes out top

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but the recipies should remain as they are defined in hydrocraft anyway, wouldnt it?

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how could i influence though which item definitions it should prefer?

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can i maybe just import the items names somehow, just to add them o my loottables?

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hmm and how would i prevent it to use the loottable in hydrocraft then?

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hm crap... is it really not possible to even reference another mod somehow without copying it entirely??

royal chasm
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so, to make a mods pack, I just have to download the mods I want from workshop, and then put all the mods folders (from workshop folder) into 1 folder?

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@red zinc

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as i did for my pack of maps

tame pasture
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Go a little deeper into each folder until it reveals the name of the mod, grab all those folders... then put them in the mods folder on the server

royal chasm
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so if I make a map, or a mod, i don't need to upload it on workshop, to let people download it. I just need to put it inside the server mods folder ๐Ÿ˜ฎ

tame pasture
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You'd have to ask for permission from the mod authors of it was okay to include the mod in a pack. Having it on the workshop gives greater exposure of your mod/map and helps to prevent piracy by limiting their ability to use mods. It's up to you if you want to put a mod/map on the workshop, just make sure you have done the right thing regarding giving credit where due... If you're wanting to give this modpack which includes the map + mods for clients who play on your server, then you could always put the files on google drive, and link it to your regulars so all they need to do is extract the files to the right folders

royal chasm
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understood

tame pasture
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If your server is private, then you probably won't need permission btw

red zinc
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Is woldren right though, that the mod doesnt need to be on steam and clients will also download directly fromservers?

vocal wigeon
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@royal chasm Why do you even want to disable auto-updating mods?

royal chasm
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because, i remember, sometimes server sayd: The server mod version does not match with the one on workshop. So every time, i had to update manually the mod on the server and people can't join until that

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if i use this method, putting the mods in Mods Folder as Rekkie sayd, i could avoid all these issues

vocal wigeon
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Do workshop mods not update when a server restarts?

red zinc
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They do but you have to restart the server

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If you have your own mod you can update whenever you want

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With zomboid thats ok, because its not huge loads of data

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But the downside is, that if everyone does it that way, people have multiple cooies of the same file. Its practical but not beutiful i guess

stark fable
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Throwed a link with the permission of the author

lusty folio
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Can I ask... did I do the right thing in the creation of my Lewd Literature mod, because as far as I can tell, each entire item gets redefined.

Is there a way to redefine just one variable like the shown name, or does it have to be the entire item like I've done?

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@red zinc Dunno if it was just a joke, but it definitely won't say "Getting wet for carpentry volume 1", since the entire display name variable (and in my case, the entire item definition) gets overwritten. It'll use the names from whichever mod it decides to load last.

I didn't know there was another book renaming mod? That sounds nice.

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Could you point me towards it? It was what I was planning on making at first, but then coming up with dirty puns proved more fun, so I just went with that.

earnest quartz
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in spawnpoints.lua i want to add a place for lumberjack to start, what do i call the prof? tried lumber and lumberjack got nada

red zinc
cursive roost
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@lusty folio I think you can just overwrite the translation

stark fable
lusty folio
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@cursive roost Overwrite the translation? I'm not sure what that means.

cursive roost
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@lusty folio check the media/lua/shared/Translate/* files for the name of the book

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then just create a mod thta changes that

earnest quartz
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@placid delta browsed code, survivors have x chance in config to not allow inviting, suggestion - perhaps some way to bribe them to change their minds? ๐Ÿ˜ƒ

placid delta
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anything is possible, just a question of how much work.

earnest quartz
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sure ๐Ÿ˜ƒ i aint good enough to, so just suggestion/idea ๐Ÿ˜ƒ

earnest quartz
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what file would point to if a fridge etc adds fridge/freezer effect?

placid delta
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FYI I fixed the problem with survivors not being able to walk while you are walking

earnest quartz
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๐Ÿ˜„

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my problem with em now is they all died XD

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i got spawn rate fairly low so ran into maybe 10, and half were hostile, 3 dudes i didnt wanna take home, 2 women who rejected me ๐Ÿ˜› so back to being alone in the apocalypse ahah

wispy path
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does anyone know of the most comprehensive guide to begin modding PZ? Im interested in attempting some small projects, as im a noob programmer. But eventually like to try a total conversion mod, which i havent seen yet. Any info would be appreciated, thanks guys!

half sage
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Is this channel for mdoders or those who use it.. or both?

cursive roost
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both, but weighing to the creators side atm

half sage
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The only way to test whether a mod is compatible with the current version (and possibly other mods) is to test it?

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@red zinc linked a book mod earlier, and I wonder if it works with hydrocraft

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I see 2 cases: 1) Breaks the game. 2) Only classic is affected

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I think it's the latter, but I can't test it today :/

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And there are so many workshop mods that are not maintained anymore

half sage
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Just tested. It works ๐Ÿ˜ƒ

scenic sigil
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What did devs use to create .bank files? Fmod?

cursive roost
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yes

scenic sigil
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thanks

drifting ore
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Fmod studio.

earnest quartz
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@placid delta suggestion - if hydrocraft+cars mod installed, allow dismantle car for car battery ๐Ÿ˜„

royal chasm
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hi guys, is there a way to see the file on my server that contains all the faction list? it says 0 in game ๐Ÿ˜„ but Yesterday there were 5

vocal wigeon
brave bane
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Anyone know what variable controls -how much- battery an item uses? (In this case a radio) The only property i see is "UsesBatter" = true

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Battery*

brave bane
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Alright, how bout this one then. Anyone here know the process for getting a mod onto Workshop?

brave bane
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I keep getting "There are unrecognized files in your Contents/ folder. Only folders are allowed in Contents/." Problem is, there -are- only folders in Contents/ . I suspect like Windows' Thumb.db files, OSX's .DS_Store hidden folder files are to blame

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But there's no way to delete these bastards out of the folders as they autogenerate again as soon as you delete them.

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I've been wrestling with this bs all afternoon

earnest quartz
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for version 38, im told theres a fix for the pouring of water into containers (in 37 i'm getting exceptions that block it from working), where would the fix/file/code be?

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i wanna move it to 37 so i can accually pour water ๐Ÿ˜›

cursive roost
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@earnest quartz should be media/lua/client/TimedActions/ISTransferWaterAction.lua

earnest quartz
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๐Ÿ˜ƒ ty

earnest quartz
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uh pz 38.x is vehicle branch?

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nope google says iwbums ๐Ÿ˜„

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both cases ISTransferWaterAction.lua says files identical ๐Ÿ˜ฆ okie back to diggin

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ok so compare folders, 32 files changed between release and iwbums, thats managable

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error is in ISInventoryPane.lua but file unchanged

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ISInventoryPaneContextMenu.lua is changed

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and bingo code refering to water xfer ๐Ÿ˜ƒ

royal chasm
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hi guys, i was looking for a mod that adds Papers with notes already written inside the libraries, for example, but I haven't found it. Is there a way to make it? ๐Ÿ˜„

brave bane
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What does UseDelta amounts on items actually amount to in time? For instance, a radio has a UseDelta=0.014. I don't know how this variable is internally used in the equation for how fast a battery is consumed. Higher number higher time or higher number lower time? Any idea what say a value of UseDelta=1.0 equals in actual time?

plush abyss
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Heya guys, I was wondering on how to go about adding 2 stacks using:
AddItem("Base.Base.Pop");

brave bane
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Is it possible in Item modding to have multiple items that are different items as a result, or must you extend that with single-item returns scripts via lua? If so, what's the proper syntax for that?

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As in

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recipe Make The Thing
{
keep Hammer,
ThingPart1,
ThingPart2,
Result:Plank, <<Can put multiple different items here? Or must use OnCreate and lua script?
}

bold drum
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@plush abyss Use AddItems(InventoryItemย item, intย use)

stark cape
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Hey guys! Does anyone know how to get all loot inventories accessible to the player? getPlayerLoot(id) can give you only selected loot container, but I want to get all that are visible on the right side of the loot panel.

bold drum
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@stark cape Try getPlayer():getInventory():getItems()

stark cape
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@bold drum If I'm not mistaken this gives me all items from player's inventory, but not the nearby containers.

drifting ore
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Isinventorypane.lua probably no easy way to do it.

brave bane
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Anyone know what the standard size of the newer 2x art for a single tile, say full wall size is?

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I saw somewhere 32x128 but that seems like a 1x size to me

scenic sigil
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@The Red One#6783 128x256

earnest crystal
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Anyone heard about net neutrality?

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Spreading the word

brave bane
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@scenic sigil Thanks Finch

elder gate
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Guys

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can I pose a question here about hydrocraft?
I know thats not the best place for it

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thats why I am asking

winged lotus
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I think you'll have more accurate answers on the mod's post on the forum / the workshop page of the mod. Those would be better places for you to get answers ๐Ÿ˜‰

elder gate
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Thanks !

river plinth
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for some strange reason the server doesn't receive the request the client has sent, but if I call the exact same function with a button press, the client-server-communication works

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so it looks like just some hiccup with the client asking the server before the proper connection is established

waxen chasm
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Ey-oh, are there any modders around? I'd like some quick feedback on a thought.

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Me and my friend want to be rid of the boredom and depression mechanics. We think it's ridiculous how quickly that will drag a survivor down when there's so much surviving to be done. Would that be a lot of work? I kinda expect it to be a very simple mod.

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I'd be happy to do it myself, or to pay a quick PayPal buck for the trouble if someone does it for me. ๐Ÿ˜ƒ

waxen chasm
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Currently thinking of making a 'stress ball' kinda reusable item that removes boredom and unhappiness, but struggling to find a reference for making a reusable item.

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Arite nvm I've figured it out - made a simple food item that removes boredom and unhappiness and a cheap-ass recipe that makes the item. Cheers anyway!

waxen chasm
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Okay, hum, my script works fine when I put it in [zomboid]/media/scripts. When I make a mod however, I can get the game to see the mod, but the script doesn't seem to do anything. If anyone wanders along who can help, lemme know >.>

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Aaand I got it.

upper bough
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Is it possible to create a new window (i.e ISCollapsableObject derivative) without having it run on startup?

upper bough
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I have a main function that can only run on OnFillWorldObjectContextMenu, and one of the modules within passes arguments to my input window creator. Problem is, because it seems as though I have to add windows on game load, I just can't have the call there. This also means I can't create windows on the fly.
I'd like to keep each of the module's things in the module itself, the code looks disjointed otherwise and I can see this issue becoming a bigger thorn in my side in the near future

upper bough
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also, @waxen chasm I could whip you up a script that removes boredom and depression without needing to use an item

waxen chasm
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That sounds cool! If you can throw it my way, I'll have a good look at it soonish. Gotta sleep right now.

vocal wigeon
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Cheat Mod has some infinite no depression & boredom in it

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Is there a way to create a setting, for example a boolean, that is used on the server side and does not get you kicked for having a different value locally?

empty lagoon
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I doubt it.

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That sounds an awful lot like cheating.

vocal wigeon
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Not if the servers setting always is used instead of the client's version

narrow rain
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few, cheaters

cursive roost
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@vocal wigeon DoLuaChecksum=false

#

but, really, I suggest setting that only when playing with trustworthy people

#

never public

thorny kayak
#

will this work

#

table.insert(SuburbsDistributions["Garbagebag"].items, "marcin_items.WaterBottleBigEmpty");
table.insert(SuburbsDistributions["Garbagebag"].items, 0.5);

#

?

earnest quartz
#

anyone else use hydrocraft? ever since last update i havent been able to use one of the recipes, taking eggs out of bird nest, nothing shows on right click menu, yet i look at the files, recipe seems ok (was working before update), compared to pre update recipe block and identical, no books needed before or after to learn recipee o.O

#

as far as i can see nothing touching HCBirdnesteggs item has been touched

#

i is confused how it looks to be unchanged yet its borked ๐Ÿ˜›

vocal wigeon
#

Check if the recipe is visible in the window where all known recipes are displayed?

earnest quartz
#

its not ;\

#

no book mentions recipe but nor did any before update when it worked

placid delta
fiery dragon
#

Oh bless

earnest quartz
#

@placid delta damn ๐Ÿ˜ฆ i even looked through the books to see, didnt catch that, thx

river plinth
thorny kayak
#

box of cans

fleet folio
#

Looks good

lyric lynx
#

Mate that stuff looks good.

#

@thorny kayak I want to know what that Mod is about, ma dude. Mind telling me?

thorny kayak
#

for now just make new loot from storages of super markets

#

like you can find a box of food

lyric lynx
#

So basically to make PZ a little more realistic since super markets get shipments and stuff.

#

I like it.

fleet folio
#

Me too

stark fable
#

Is it covers all kind of cans or only beans?

#

Also this would be great for all kind of stuff that should be in supermarket

#

Clothes etc

river plinth
#

awesome mod! hope you expand it to pretty much all the loot

#

deliveries would come in big boxes to stores

fiery dragon
#

It could be a little darker colored

#

it would stand out in a dark room too much

placid delta
#

someone please tell me why i cant find the spawn zombie function on necro forge anymore

hallow gull
#

@placid delta

#

you can use that but normally it'll only spawn 1.

#

you can change spawn function though.

tribal sparrow
#

can someone give me the lua code which can set all skill back to zero?

#

like the cheat menu, but i would like to have it as a crafting recipe, with OnGiveXP:

#

function Sprinting(recipe, ingredients, result, player) player:getXp():AddXP(Perks.Sprinting, 100); end

#

cant get similar codes with setting level to work though

upper bough
#
local pf = PerkFactory.PerkList
local pfSize = PerkFactory.PerkList:size()    
for i = pfSize-1, 0, -1 do -- loop through PerkList and set level to 10
    local obj = pf:get(i)
    local skill = obj:getType()
    
    getPlayer():level0(skill) -- make sure that xp and level is set to 0 first before levelling
end
#

@tribal sparrow try this

tribal sparrow
#

@upper bough thanks

nimble spoke
#

GetWorld():GetGlobalTemperature() is always returning zero, what is the best way to retrieve temp in a cell?

vocal wigeon
#

GetGlobalTemperature does not seem to be used anywhere...

#

media/lua/server/Seasons/season.lua: local goalTemp = player:getPlayerClothingTemperature() + getWorld():getGlobalTemperature() + heatSourceTemp
Maybe that?

#

seasons.lua does seem to set the temperature...

nimble spoke
#

global temp returns zero, I dont want clothing temp, what does heat source temp return?

vocal wigeon
#

line 128: local heatSourceTemp = getCell():getHeatSourceTemperature(player:getX(), player:getY(), player:getZ())

#

from season.lua

#

and seasons.lua should set the global temperature every 10 mintues...

nimble spoke
#

interesting, I'll try these and see what I get, thank you

nimble spoke
#

now it seems to be working, I haven't tested a real heat source yet, but using these 2 works

vocal wigeon
#

I'm just testing getWorld():getGlobalTemperature() myself now

#

1501774238530 Temperature:
1501774238530 -4
1501774239214 Temperature:
1501774239214 -2.5799999237060547
1501774239915 Temperature:
1501774239915 -2.5799999237060547
1501774240200 Key Pressed
1501774240742 Temperature:
1501774240743 -2.5799999237060547
1501774241465 Temperature:
1501774241465 -2.5799999237060547
1501774242167 Temperature:
1501774242167 -2.5799999237060547
1501774242894 Temperature: 1501774242895 -2.5799999237060547 1501774243610 Temperature: 1501774243611 -1.1699999570846558 1501774244307 Temperature: 1501774244307 -1.1699999570846558 1501774245114 Temperature: 1501774245114 -1.1699999570846558

#

Seens to just work?

nimble spoke
#

ohhhh so those are the values? weird, with global + heat source I get what looks like celsius temp range

#

but in a "very hot" world it got up to 52C, I may have to add a modifier so the displayed result isn't that crazy

vocal wigeon
#

printed values are jsut the changed value of global temperature that happen every 10 ingame minutes. No idea if it's supposed to be celcius. But it's december on that save.

nimble spoke
#

ahhhh ok, makes sense, I'm testing it in a new save

#

so it is far from winter still

#

thank you, now I have a working thermometer item

vocal wigeon
#

nice

nimble spoke
#

I just need to show/hide the ui panel

#

just like with clocks

vocal wigeon
#

Looking good

nimble spoke
#

I want to add a small thermometer icon between C and F, but it throwed a ton of error messages and I disabled it

hasty surge
#

Reccomend some good mods\

nimble spoke
#

any with my name on it ๐Ÿ˜‹

#

now seriously, the one that organizes books and things like paint buckets is a must have

#

survivors is a lot of fun, but I still can't survive a single week when using it

hasty surge
#

I think I have a few of yours

#

I didnt know if the survivors mod would work in muklti

nimble spoke
#

I think it doesnt

#

More Edibles is nice, there are several other small mods about extra food items that are nice too

hasty surge
#

I just like being able to fine tune my multi

#

I did a single and the survivors are cool

placid delta
#

@hasty surge did your wife die?

hasty surge
#

Not yet

#

I don't know when she needs to eat

#

If she does

#

But some guy killed his wife and won't stop mourning her

placid delta
#

lol "not yet" love the confidence

hasty surge
#

He says he's starvinf

placid delta
#

why would he mourn someone he killed on purpose?

hasty surge
#

Idk

hasty surge
#

@nimble spoke I have some questions about your Survivors! mod

#

The mod says you can let a survivor become idle, but the only thing that comes close is a dissmiss from party

nimble spoke
#

my survivors? that mod was made by Nolan

hasty surge
#

Oh my b

hasty surge
#

Yeah if @placid delta could help me with it thatwould be coolio

placid delta
#

im not sure if i understand the question. but dismiss means to remove from your party. if you want them to be "free of orders" so they will idle wander around the building, taking food freely etc, give them the "Come" command. because after they "come" to you, the order is considered finished after that and they will be free of orders

hasty surge
#

Okay yeah I accidently dissmissed her and she attacked and kkilled me :/

nimble spoke
#

lol

#

enraged ex girlfriend

hasty surge
#

Not a happy marriage

nimble spoke
#

didnt know it was a relevant way to idea

#

worse than zombies

hasty surge
#

I remeber killing myself cause I read a phone book

#

Well my wife got hungry and drank bleach

#

She has now proceded to eat 50 pounds of canned goods

#

update She died

nimble spoke
#

Nolan, you need to fix that lbeach issue, I lost some survivors to that as well

placid delta
#

i don't see it as an issue, i see it as a troll feature

#

im not sure why a survivor would immediately attack you on dismiss, i don't remember programming them to do that

hasty surge
placid delta
#

no credit? no problem, just give a 99% down payment

#

btw though i refuse to "fix" it. i didn't make them drink bleach on purpose, bleach's item category is food. therefore, bleach satisfies the "go find and eat some ""Food"" procedure...

hasty surge
#

Why can I place some boxes/crates but not others

nimble spoke
#

of course nolan, but it makes no sense that they casually drink bleach like that, and it forces players to search for bleach first and hide/throw it away somehow just to keep them alive. I respect your decision, but it is an absurd situation

#

not that I try too hard to keep them alive anyway

#

I use the mod mainly for the initial mayhem

hasty surge
#

A nurse I had died from eating too much pasta

placid delta
#

i forget. Do they take bleach of the floor and drink it? or just from container?

hasty surge
#

Container

#

My survivor was close to a bathroom

placid delta
#

i guess if i just change bleachs category to something other than food...

hasty surge
#

I mean its fun and forces you to adapt

#

But the casualness of "Oh, look some tasty bleach" is 2014 all over again

placid delta
#

i've never had any tragic deaths from bleach yet personally

#

have you tried taking a large group into the woods and order all forage. wait just 1 minute, then bring them all to your and order all -> drop all. and you'll have a mountain of foragable goods

hasty surge
#

Uh I nearly killed my single one because she ate three raw pasta

#

Can you give your survivors items

#

Like a salad

#

Nvm figured a work around

nimble spoke
#

I didnt know you could die from pasta overdose in zomboid

empty lagoon
#

...Dammit Nolan, now I'm going to lose my vanilla purity for this game

stark fable
#

"raw"

tribal sparrow
#

@placid delta did you make the survivor mod?

stark fable
#

Yes he is

hot spear
#

@placid delta why zombies spawn on Military North East blockade?

tribal sparrow
#

@hot spear you are using the survivor mod too right? do you know how i can give my survivor gun AND melee weapon wihtout having to order my entire team to switch between melee and gun?

#

i can only swap

hot spear
#

@tribal sparrow yep im using Survivors mod but im petty new

#

idk bra

worldly aspen
#

military map ooo

worldly aspen
#

btw is there a mod or a map that add alot of snow?

nimble spoke
#

so far I have not found one

#

I need one of testing purposes

#

devs said if you set the world to very cold and very rainy it should snow frequently, but Ive been sitting in an empty world forever and no snow so far

hot spear
#

snow is on december?

nimble spoke
#

probably limited to december, but itshouldnt

hot spear
#

@nimble spoke put shaders on and play on December/January

upper bough
#

Cheat Menu has a time warp feature, you could warp to December and set the world timescale to slow in the worldsettings so you have plenty of time to test

#

Cheat Menu also has weather control, so turning on rain during December should make it snow

nimble spoke
#

should, as I said Ive been stitting around in december raining all the f time and nothing

#

it got to -21C outside and ti was raining

#

can extremecold actually kill you?

placid delta
#

Hey! @winged lotus you? and or someone else? was making this gate for a map mod right? I want to look at possibly making a mod which lets you build yourself kind of draw bridge out of log walls. It would save me a lot of time if you could share with me your code.

drifting ore
#

Anybody works on graphics here?

nimble spoke
#

what kind of graphics?

winged lotus
#

Hi @placid delta ! Yes it was @strange pond and I that worked on the gate for our map mod project indeed. And yes we can share the code of course !

The code is located on five lua files, and I think you could really easily rework the code to make it work like a bridge. Just a little context before the code, on our map there is four doors and each doors have a terminal to open and close it's gate. This is made by removing and placing tiles through timed actions using functions.

#

Timed actions :

#

Then we use this little file to configure the gates we are place/removing when the gate is open/closed :

#

Here is the interactable terminals code :

#

And last but not least. The Gates code that manage coordinates of the gates, opening and closing...

#

The code should have enough comments to be understood easily. We tested it a lot and it should work on single player as well as in multiplayer. Also, it took quite a long time to put this together and test it so credits are appreciated ๐Ÿ˜ƒ

#

Oh and one last thing, I don't know if you noticed it but we also created an utility for mappers to allow you placing interactable/custom items on the map. Things from walls, compost and campfires to zombies at precise places. I don't know if you are creating a map right now but if you do and are interested in it, please give it a try ! ;)

http://steamcommunity.com/sharedfiles/filedetails/?id=974718243

#

Wishing you luck for your mod !

placid delta
#

@winged lotus Looks great, I see the methods you made to add and remove the walls, which is what I wanted. I noticed that you create the "walls"/ fence by adding a new thumpable iso obj. which to create you need the sprite name, you use that fence sprite "fencing_01_58" . Where did you find that sprite name? where can I find the sprite names for the log walls.?

cursive roost
#

@placid delta they are in the .pack files

#

there are a few pack unpackers on the forums

#

that's the one I use

#

link valud for 1 week

#

I don't know the author, though. I downloaded it somewhere off the forums

placid delta
#

right, done that before duh

#

carpentry_02_80

thorny kayak
#

wich are better 1 or 2

terse flame
#

I like the label

feral eagle
#

For a moment I thought those containers were official.

#

Great spritework, blends in with the PZ Sprite style.

thorny kayak
#

its not mine i bought it from a artist

feral eagle
#

Wish they canonically existed now in the base game.

#

Oh. Lol.

thorny kayak
#

it cost me like 5 euro

feral eagle
#

Who's the guy?

thorny kayak
#
#

here

placid delta
nimble spoke
#

5 euro for how many sprites?

fiery dragon
#

Gates log walls, eh? looks pretty good

#

I wish it were a drawbridge but this is still neat

thorny kayak
#

@nimble spoke one

nimble spoke
#

@placid delta you should make those garage doors actually open and close

drifting ore
#

Can anybody here tell me if it's possible add shadows for the game?

hot spear
#

anyone have Hydrocraft for build 33?

drifting ore
#

Go to a cracked version of the mod

#

Go and find it at Google

hot spear
#

@drifting ore Craft menu is'nt working

drifting ore
#

Hydrocraft's day off...

#

Wtf

#

Okay listen, find other link

winged lotus
#

@placid delta Great job ๐Ÿ˜‰

vocal wigeon
drifting ore
#

It's possible make a full shadow traslation on day and night?

vocal wigeon
#

Shadows of what? Walls? Players?

drifting ore
#

Yea

#

Not only a little circle making a shadow on zeds and players

vocal wigeon
#

The game is 2D so that'd be a hard thing to pull off

drifting ore
#

2D?

#

It wasn't 3D?

vocal wigeon
#

Tiles are 2D, players are 3D when models are turned on

drifting ore
#

Right

#

That's normal on Isometric games?

#

ok

tame pasture
#

From my understanding, the main issue with shadows in a game like PZ is that it would need multiple per-pixel passes on the post-processing fragment shader; performance suffers as a result, compared to 3D geometric shapes which are easier for the GPU to compute. There are alternative methods, such as pre-baked shadows, but then if you want to alter a building it may leave un-wanted baked shadow artifacts which are messy. Maybe an adaption of the visual cone which your character projects could be used, but I suspect that would be expensive on performance... just some thoughts ๐Ÿ˜ƒ

stark fable
#

@placid delta Amazing as always your mods are. As anyone said : can you do this thing with ingame garage doors? Or at least add garage doors to carpentry menu?

nimble spoke
#

I was thinking about giving it a try myself, but I'm sure Nolan would figure it out way faster than me

#

working with single-tile stuff is easy, but when I tried to understand multi-tile objects I... couldn't

drifting ore
#

I want make 3D models for gun and stuff in Project Zomboid, i need use modding tools like Blender and Unity?

vocal wigeon
#

I don't think you can 3D model in Unity. But blender can do that

drifting ore
#

ok

vocal wigeon
fiery dragon
#

Oh man that looks amazingly good

#

I'm surprised something like that isn't in the base game.

#

unless it causes some sort of insane drain on the computer

feral eagle
#

It probably would use more processing power than the current ai is optimized for.

#

But it looks really neat.

vocal wigeon
#

It's indeed more computer intensive because every zombie needs to check for neighbours, but with a bit prep work it runs alright. Can't guarantee it'll run smooth, but I'm trying

granite linden
#

should i make a giant walmart map that would be 10x hard as the mall map...

#

or should it be a home depot

feral eagle
#

I think a Mall's more visually appealing than a gigantic warehouse depot store like Wal-Mart or Home Depot.

#

They'd just be row after row of shelved merchandise, walkways, and displays.

#

That'd be TOO EASY. ๐Ÿ˜›

#

You should design your own mall.

fiery dragon
#

I wouldn't mind a mega mart flooded with zombies in the main map.

#

maybe even a 100% alramed chance

#

Just so it's a huge cache of loot that you need to slowly work to get

granite linden
#

if it were to be a walmart or a homedepot (Which i would make many many times bigger than the current mall map), their would be only one giant floor. Yes, the only thing that their will be is shelves and a rooms here and their, but thats it. You will be very exposed, and god help you if you get stuck between 2 aisles with zombies coming at you from both ways...

#

Their would only be two entrances as well, so their is very little room for escape since the only two entrances have loads of zombies at them

fiery dragon
#

I suppose it'd be neat if you start with decent carpentry, build up walls and slowly expand

granite linden
#

and the only food is in the front near the entrances in those little refrigarators and candy shelves near the self checkout lanes

#

i guess the map will make you focus more on carpentry and on farming since their is also a gardening section of Home Depot too

feral eagle
#

I would shoot a couple of shotgun shells outside to lure out all the zombies inside. ๐Ÿ˜

#

Easy Pickins! Muahahahahah!

granite linden
#

I will make supplys extra scarce - just for you

feral eagle
#

D:

nimble spoke
#

after 2 in-game months just waiting for the snow it finally happened... and surprise, suprise, I can't interact with it using context menus that dtect the sprite I'm clicking

feral eagle
#

Snowballs Mod!

nimble spoke
#

exactly what Im working on

#

the item works perfectly, but I made it from test tiles, not from "real snow"

#

I need help to understand EorsionIceQueen.class to solve this

vocal wigeon
#

Can't you just use some kind of cheat mod to spawn snow?

#

Instead of waiting 2 ingame months I mean

empty lagoon
#

^

#

The devs probably have debugging tools. It'd be real nice of them to make those publicly available.

vocal wigeon
#

Debug tools are available. Just add -debug as launch parameter

#

public void setForceSnow(boolean forceSnow)
{
this.forceSnow = forceSnow;
}

#

in Core.class might be usefull

granite linden
#

Is it possible to make a snow map in the editor?

feral eagle
#

I don't think you can make a default Snow Map, but you could probably manipulate the weather to force snow all year round.

#

Granted you make it a standalone map.

nimble spoke
#

@vocal wigeon thanks alot for that, I'll give it a try

nimble spoke
#

so, how exactly I use this debug mode?

vocal wigeon
#

put -debug in the startup parameters

#

If your lua files at least load when the game loads you can press a reload button to reload the active lua file

nimble spoke
#

I tried adding setForceSnow(true) to a function when I load a save but nothing happened

#

yeah, I added that to the startup parameters, I just dont know what ot do with that crazy screen that shows up when I load a map

vocal wigeon
#

Uhh can you make a screenshot of what you're seeing?

nimble spoke
#

with the debug mode on?

vocal wigeon
#

Yeah

nimble spoke
#

lol, for some reason it is not the same screen this time

#

now I actually see the map

vocal wigeon
nimble spoke
#

yeah

vocal wigeon
#

That's the debugging part for code

#

The code at the top right can be double clicked to put down breakpoints, points the code will stop and show you information

#

bottom right has all active lua files, the small black bar is a search box, use it to find your own lua files

#

The object stack is uhh... the last accessed variables in the order of a stack, so last in last out

#

Locals is all currently local variables, which you can double click to get more information

#

F11 is continue, so unless something is crashing the debug should dissapear then

#

F11 can also be used to show this again

#

F5 for step in, F6 for step over

#

And uhh, when normally ingame F2 now does some really funky stuff

nimble spoke
#

ok, way too much information... I just need a working code that forces it to snow and what I tried did nothing

vocal wigeon
#

Sorry ๐Ÿ˜ฆ

nimble spoke
#

no problem, I apreciate all the help

#

but so far, setForceSnow(true) didnt magically make everything white

vocal wigeon
#

Have you tried at least letting one day pass?

nimble spoke
#

hmmmm no

#

I'll try that

vocal wigeon
#

@LuaMethod(name="forceSnowCheck", global=true)
public static void forceSnowCheck()
{
ErosionMain.getInstance().snowCheck();
}

#

try that

#

calls snowCheck, snowCheck should do all it's snowstuff when isForceSnow is true

nimble spoke
#

but it looks like my code is wrong, so isForceSnow isnt true

vocal wigeon
#

oh woops

nimble spoke
#

what would be the proper line of code to use it in lua? it tells me object tried to call nil

vocal wigeon
#

lemme check

nimble spoke
#

if I had to guess, I have to refernece the erosion system somehow, but I'm officially lost

vocal wigeon
#

Core:getInstance():setForceSnow(true)
print(Core:getInstance():isForceSnow())
forceSnowCheck()

#

I just covered my world with snow

#

@nimble spoke

nimble spoke
#

wow it works!!!! thank you. Someone should add that as an admin power

#

now I have unlimited testing time

#

no need to let a character bored to death for months just for it

vocal wigeon
#

Well you can use Cheat Menu for most things

#

Has a small lua interpreter in it as well. So you can write lua without being in debug mode

nimble spoke
#

lol, I scratched my whole body by making snowballs and died?

#

yeah, throwing an object can make you bleed?

fiery dragon
#

I guess digging into snow and ice with bare hands would rough em up a bit.

#

dunno about throwing them though

nimble spoke
#

no, I'm getting hurt when I throw, not when I dig

#

wait, I think I got hurt because the ball hit a wall and bounced to hit me!

fiery dragon
#

Oh my god that'd be hillarious

#

What a way to die

viscid walrus
#

xD

#

death by a snowball

vocal wigeon
#

Has anyone gotten renderIsoCircle working once? Or know other ways of visualizing things within zomboid for debug purposes?

timid sand
#

I'm a fluent programmer in Lua and was wondering where's a good place to start for modding PZ? where can I find documentation on the API and such?

vocal wigeon
timid sand
#

Thanks.

vocal wigeon
timid sand
#

Ah I see, so most of the interface for modding is through hooks/events

#

Where can I find documentation on all of the API though?

vocal wigeon
#

Which API?

timid sand
#

As in, all the events, and predefined functions

#

The tutorials cover oddly specific things you can do

vocal wigeon
#

for functions you can either look at the javadoc or decompile zomboid

timid sand
#

Oh, so it's not really well documented?

vocal wigeon
#

or again, decompile zomboid

timid sand
#

Yeah something like that is what I wanted

#

Thanks

vocal wigeon
#

that's what I do most of the time, grepping through a decompiled version

timid sand
#

Is there similar documentation for methods/functions? for example ; the 'player' passed to the function in this example has a method :Say()

function derpFunction(player,item)
ย  ย  player:Say(player:getName().." is attacking with "..item);
end
Events.onWeaponSwing.Add(derpFunction);
vocal wigeon
#

The methods that are called are java methods

#

So I guess the javadocs?

timid sand
#

Where can I find that?

vocal wigeon
#

Tutorial & Resource page again

#

yes that

timid sand
#

Yeah I see, this is what I was looking for

upper bough
#

javadocs are outdated IIRC

placid delta
timid sand
#

mhm yeah, pretty much.

spare cloud
#

A question; probably a stupid one at that, but: if I change ConditionMax on an item, then, when loading the game, I find all items of that type that the character has handled, broken. Any idea why?

nimble spoke
#

incompatible current -> max conditions?

#

I dont know exactly how the numbers are handled but unexpected fractions could make the system go crazy

spare cloud
#

I'm not sure I understand. Let's say I make baseball bat ConditionMax = 300, then I pick up one at 50% condition. Then I quit, then go back to the game, load, and it's broken. How does that happen? Where do I look for what happens when you load the game?

pine vigil
#

@spare cloud It's not the load.

#

It's the save.

#

Condition of item gets saved as a byte, which I think is a max 127?

#

So I assume when the item is saved, and you have condition max so high, it probably fails in some way and defaults it to 0 or negative number, which the game would set as being broken. Edit: Even 50% of max condition would still set it outside the bounds.

#

I might be wrong, I was curious about this so I just poked around in the code to see what it could be. ยฏ_(ใƒ„)_/ยฏ

#

I was curious, so I just tested, 150 would return -106 on save, so yeah. That's probably the problem. Reduce max condition a bit, and it'll be fine.

nimble spoke
#

makes sense

spare cloud
#

Hmmm... So the only way to boost item durability is decreasing the chance for it to break on hit?

nimble spoke
#

you can raise max condition to a level and then decrease the break chance

pine vigil
#

@spare cloud If you raised max condition to 127 and decreased break chance, then yes I suppose that would work.

spare cloud
#

Thanks! Another question, though: what's the difference between weight and weaponweight? My gut tells me weight is when the item's in the inventory or somewhere else, and weaponweight is when it's equipped. Is that right?

#

And regarding the break chance: values are direct percentages, correct? As in, ConditionLowerChanceOneIn = 15 means every time the item's being used, there's 15% chance current condition will decrease by 1. And also, are they base values? Meaning, do skills lower them further? If yes, how much? I can't seem to find anything on the skill/trait mechanics in the game.

pine vigil
#

@spare cloud I don't think Weapon weight does anything, it might be a holdover but I can't find from where or for what, so I'm not sure.

#

The ConditionLowerChanceOnIn sounds about right, but in that case I think it would be about 7% not 15.

#

Traits decrease or increase the chance I believe for the condition to lower, which is more of a sliding scale based on the player builds. Again that's only a cursory look over the code.

spare cloud
#

Um. 7% for value of 15?..

pine vigil
#

Yes because it has a 1/15 chance of happening.

#

15/100 or 3/20 would be 15%

spare cloud
#

Wait. So ConditionLowerChanceOnIn is "1/X", not "X%"?

spare cloud
#

Hm. So, let's say baseball bat has 10 durability and 30 condition lower chance; it means it can do between 10 and 300 strikes before breaking?

#

Can ConditionLowerChanceOnIn be higher than 100? Like, 200?

#

I have a request for future patches. Please, please make conditionmax and currentcondition an integer. It's ridiculous a solid steel crowbar won't survive breaking in a thousand skulls at minimum >_<

pine vigil
#

They are integers.

spare cloud
#

You said byte?..

pine vigil
#

They get converted to bytes for current condition saving.

#

Condition Max doesn't get saved because it doesn't need to, so it can be an integer.

spare cloud
#

Is it possible they won't get converted in the future, so people would be able to make items that survive 200-250 hits, not 125-1250?

pine vigil
#

Keep in mind the game is saving thousands of objects, I can't speak to the save system. I didn't create it, Byte probably keeps save files in somewhat reasonable sizes.

#

Hm. So, let's say baseball bat has 10 durability and 30 condition lower chance; it means it can do between 10 and 300 strikes before breaking?

No.

spare cloud
#

How/what is it, then?

#

I mean, statistically, if I count between the event firing every time and firing at exactly the set percentage, 1/30 for the result of 10 is between 1x10 and 30x10. Of course it can do even more, but that's not likely.

pine vigil
#

I have to brush up on my probability one second...

#

Sneaky edit

#

Yes, it could do more.

spare cloud
#

Yup, I meant realistic expectations

pine vigil
#

Sure, but keep in mind there are modifiers in the background to change the potential outcome.

#

Modifications and skill, decrease the chance of breaking.

spare cloud
#

Yes, but that's essentially handling and maintenance, which don't affect items in the same way. As in, if a person knows how to handle a hunting knife, they can do more hits before they have to sharpen it or before rewiring the grip, but the blade itself is a solid piece of steel that doesn't just break on its 10th nor its 200th strike. And no matter the way you handle a solid steel hammer, it can cave in thousands of skulls and only get scratched.

pine vigil
#

I suppose the system is more abstracted than necessarily logical.

spare cloud
#

I guess so. Still, it'd be nice if modders would have more freedom with basic stuff like this, and the game will be storing values in at least shorts rather than bytes, so people who want it to be logical could make it so.
Anyway, thanks a lot for making things clear ^_^

pine vigil
#

No problem. spiffo

frigid fossil
#

Can I add my status? I mean such as illness, pain, hypothermia, hunger and other

drifting ore
#

Fiarly sure you can remove them, maybe the answer is online if you dont get an answer here

nimble spoke
#

what do you mean by add a status?

pine vigil
#

As in change how much hunger etc you have?

drifting ore
#

I think he means can you use a command to actually add statuses to your character

#

so say.. Broken bone

#

A cough

#

without needing to actually go out into the rain or jump off the roof

nimble spoke
#

that could be... pretty useless, or not

drifting ore
#

I think he wants to make a challange

pine vigil
#

Statuses are generally more derived from the value of the stats.

#

Injuries being the exception though.

#

getPlayer():getStats():setHunger(100)

#

^:^:setFatigue(100)

#

^:^:setAnger(100)

frigid fossil
#

I would like to create new statuses or edit existing ones.
For example, if you are tired or hungry for (100), then the death animation, but in fact there will be a fainting state

pine vigil
#

Etc, etc

drifting ore
#

that

#

needs to be coded in

pine vigil
#

Moodles, in their current state aren't really movable.

#

*moddable goddamn autocorrect.

drifting ore
#

oh RIP, moodles are badly coded

#

the jig is up

nimble spoke
#

I'm all up for moving EVERYTHING to lua

#

just saying

drifting ore
#

i cant say much, I coded a program so I could send it to someone and when you run it, all it said was "send nudes" and a kappa pride emote would fade in

nimble spoke
#

I want to mod how wetness is calculated

pine vigil
#

To be fair, Moodle stuff is planned to be exposed to lua when it gets a fix up down the road.

drifting ore
#

Connall, the real question is, Will i be able to make my own Moodles?

#

realistically.

pine vigil
#

In the new system?

#

Yeah

nimble spoke
#

ohhh man, that poop moodle will be real

#

and then I wont free up space in my house by destroying the toilet

drifting ore
#

Id like to be able to make a sort of more elaborate moodle system by just adding and changing some of the existaing moodles, I would go nuts with it but id pretty much be making a new game off PZ so its a no no

pine vigil
#

You never know, the refresh might be what you were going to make.

#

-Mystery-

nimble spoke
#

will that come before or after NPCs?

pine vigil
#

Doesn't really have any bearing on it.

nimble spoke
#

I just wanted to have a really vague ETA

pine vigil
#

No ETA's, etc.

#

Sorry.

drifting ore
#

when connall implys game is changing

#

kappa

nimble spoke
#

that's ok, good to know it is coming anyway, I may write down some modding ideas

drifting ore
#

only game ive ever modded was Civ 6 like 3 days after releace and it actually became part of the game

#

its my life complete

nimble spoke
#

I have modded from starcraft 1 and 2, to baldur's gate and neverwinter nights, to the original x-com and super mario world

drifting ore
#

I only started playing Starcraft 2 a month ago

#

:d

nimble spoke
#

if you ever see soul filcher in the credits, that's me

#

for custom maps of course

drifting ore
#

Ill be sure to go out of my way...to delete everything you made buhaha

nimble spoke
#

you can't

drifting ore
#

ill use zurg magic

#

wiggles fingers

nimble spoke
#

and I'll tell your mom

drifting ore
#

what if I am my mom?

nimble spoke
#

that would be an unexpected turn

drifting ore
#

Expectations are ment to be passed

#

๐Ÿ˜„

nimble spoke
#

I'd have to let your mom persona know what your daughter persona is doing

drifting ore
#

oh thats bad news

mystic cape
#

@nimble spoke which maps did you make?

#

On SC II

naive crystal
#

What program do they use to develop PZ?

drifting ore
#

keyboard

naive crystal
#

Is that sarcastic or a real program

pine vigil
#

Built in Java using LWJGL for some nice funky stuff, utility tools like TileZed is built by the team. FMOD is used for sound.

drifting ore
#

Khaulua2 for Lua, trove for constructs, apache Commons for math and logging, puppy games (at some point) for basic Steam integration, studio Max for models, custom sprite program for 2d textures, along with Photoshop...

#

On and on and on.

naive crystal
#

Oh cool

vocal wigeon
#

Has anyone every used Lua coroutines while modding zomboid?

frigid fossil
#

i using only notepad)

vocal wigeon
#

coroutines is not a text editor

nimble spoke
#

@mystic cape I have only one exntesion mod released, SC Expanded, but I contributed to many maps, mostly as an artist

mystic cape
#

ah so you didn't actually put any of the maps together?

nimble spoke
#

I have helped in some directly, but they wont have my name as an author

#

for example the italian version of mass recall

mystic cape
#

Ahh, alright. ๐Ÿ˜„

nimble spoke
#

I'm bad with sc2 terrain, that's the reason

mystic cape
#

I've tried my hand at it, but I'm no good, so don't feel bad. :d

#

๐Ÿ˜„

vocal wigeon
#

Currently getting: "Internal Kahlua error - coroutine changed in pcall" even without yielding

pine vigil
#

I think coroutine is used like, once in the entire project so I can't speak to it's reliability, but it seems like one of those things that would have unpredictable results.

vocal wigeon
#

Well I'm trying to use them in my mod right now and it does not seem to work ๐Ÿ˜ฆ

frigid fossil
#

I know that with the help of mods I can change the main menu, but can I change the loading screen and background music?

pine vigil
#

I don't think the loading screen is exposed for lua alteration.

#

I feel like you can overwrite music with a mod, which I suppsoe would be the way to change the loading screen music.

frigid fossil
#

thanks, I'll try to run the music)

timid sand
#

coroutines are pretty rough in Lua because it's a single threaded lang

#

performance isn't great with them

vocal wigeon
#

I just wanted to distribute some forloops over multiple frames in an easy way. Guess I'll just have to do something manually if I want to do that

frigid fossil
#

I lost the preservation of buildings (crash files), but they are already exported to the mod, can I pull them out like that?

pine vigil
#

To those interested, the latest build now has the debug console suggest functions and shows their return types.

#

Can use tab to use the suggestion

vocal wigeon
#

Looks cool.
Any changes to the lua reload button? Ever since I started using multiple files for a mod pressing the button results into all kinds of errors, so I have to restart or quit game -> continue.

pine vigil
#

Not yet, it's not the easiest of problems to solve but I might take a look at it in the future.

#

The console was done in my spare time, I'm currently assigned on other tasks so don't expect something soon.

winged lotus
#

Well, thanks for doing it in your spare time ๐Ÿ˜ƒ

vocal wigeon
#

Oh well, I'll survive without it. Thank you regardless

vocal wigeon
#

Why is StateMachine not exposed through Lua? ๐Ÿ˜ฆ I can't call RevertToPrevious() like this

vocal wigeon
naive crystal
#

I saw that

#

It looked great

vital jungle
#

Is there a mod that puts guns back how they used to be when they were good still?

soft jewel
#

Hi! Is anybody seen some sort of "helping tool" for Hydrocraft crafting recipies for actual build? Context help with "you can craft this YYYY from this XXXX, using ZZZZ".

soft jewel
#

Morry, thanks! It says "for PZ 36.4". Will try for current build

soft jewel
#

Seems working smooth

short shell
#

was there a tutorial on adding custom sprites? Not the item picture, but mainly the 3d model the player holds.

vocal wigeon
short shell
#

i've saw that too. Thanks for your help. It looks like it is more for the editor. I'm just trying to not have the shotgun as the placeholder for a bunch of rifles and other mods i'm working on.

vocal wigeon
#

Hydrocraft has custom models for some weapons right? Maybe you could copy whatever they did?

nimble spoke
#

"hydrocraft uses custom models made by someone else, maybe you should ask the authors what they did" fixed that for you

vocal wigeon
#

I mean the method, not the models themselves...

#

There's nothing wrong with looking at other people their code to figure out how to do specific things

nimble spoke
#

of course not, that was not my point

#

I've learned a lot from all the mods on steam

vocal wigeon
#

But what is your point in that case?

soft jewel
#

Hi! Where i can change text for "survivial guide" ?

#

oh , nwm, fount it . \media\lua\shared\Translate

nimble spoke
#

I guess my point was... uhhh whatever I forgot

vocal wigeon
#

๐Ÿ˜ฆ

nimble spoke
#

I'm still stuck with a dying laptop, I can't make a mod about washing machines

#

and I haven't finished my mod about snowballs

vocal wigeon
#

washing machine mod? What would it do?

nimble spoke
#

make washing machines coutn as containers that spawn clothes

#

I dont think it is possible to make them actually wash clothes though

twilit pebble
#

Just remove dirty and spawn clean

#

with a 1:1 ratio

nimble spoke
#

I dont like simple solutions as that. I love to make it require water, electricity, soap or wahtever you need to wash them

twilit pebble
#

Thats better than running a machine to spawn clothes though

#

If you had soap water and electricity you'd do it by hand

vocal wigeon
#

Well more places where clean clothes spawn would be nice with the new update (Bloody, Dirty)

nimble spoke
#

but that takes up time, washing machines can do all the work while you do something else

vocal wigeon
#

What do you still need to do to finish the snowball mod?

twilit pebble
#

It takes about 5 minutes to clean a full set of clothes in PZ right now

#

Ingame time

feral eagle
#

Oh, thanks Soul. ๐Ÿ‘Œ

#

Excellent choice of Mod.

#

I hope it goes from Mod to Base Feature.

nimble spoke
#

I need to detect snow on the ground

#

I have some items ready to benefit from it as well as some ideas I still need to try

#

but the part of java code that could help me was screwed up when I tried to decompile it

#

@feral eagle I agree that as a base feature it would work way better

vocal wigeon
#

What do you use to decompile? jd gui?

soft jewel
#

Hmmm..... anyone know how to change "survival guide" text for dedicated server?
that right-side tutorial box, just after connection?
\media\lua\shared\Translate seems not working ๐Ÿ˜ฆ

nimble spoke
#

yeah

#

I dont remember which file exactly right now, but it was one of the Ice Queen files

#

part of the erosion system

vocal wigeon
#

Does anyone know an easy way of having an general update and not OnZombieUpdate or OnPlayerUpdate? the OnTick event seems to be triggered more often than an update function

nimble spoke
#

EveryTenMinutes

#

to be honest I dont know how often playerupdate is

#

I think we should have a EveryMinute

vocal wigeon
#

PlayerUpdate is every frame, I want something that's every frame but not tied to a specific object I guess. So I know it'll just get executed 1 time each frame

nimble spoke
#

I remember seeing some different events when checking the java files, but I dont remember what they were

#

I think someone made a list of events

#

OnRednerTick?

#

OnRenderUpdate?

vocal wigeon
#

OnRenderUpdate would be it, but it's not triggered anywhere ๐Ÿ˜ฆ

#

(Or it's called in a part of the source code that wasn't properly decompiled)

nimble spoke
#

it is worth testing

vocal wigeon
#

Gonna try it out tomorrow

vocal wigeon
#

You can add physics objects with trashcan sprites now with some addPhysicsObject function, pushing trashcans around with a car is funny

nimble spoke
#

can you push them on foot?

#

when I found the movable option for the sprites I thought players would be able to push them

#

the green ones with wheels

vocal wigeon
#

As far as I remember not, players are not physics objects atm

tardy magnet
#

Hey y'all - Hoping some one can point me the right way - Wanted to see about modding but haven't got a clue (ive changed the items.txt and stuff but no mods) I was wondering if RoboMat's Modding Tutorials (Updated 12/11/2013) was still relevant for the latest version or if theres anything more up to date that I can use to get started?

delicate whale
#

There's a playlist in this channel's Pinned Messages. Try that and see if it's any help

tardy magnet
#

okay thanks - I'll have a nose around - don't use Discord a great deal so there still loads I don't about ๐Ÿ˜ƒ

#

(I see the pinned messages though that I totally did not even register initially)

delicate whale
#

For sure, and no worries. It's a bit scattered at first

vocal wigeon
#

And absolute worst case you can decompile the game with something like jd-gui to look at things such as the LuaManager and LuaEventManager

delicate whale
#

Should have the up to date stuff pinned if it isn't already <@&136624934184026113>

#

Sorry if I'm out of line lol

iron salmon
#

Sheesh

#

Fukin banned

#

๐Ÿ˜„

#

Just the link Morry posted? Or anything else too

tardy magnet
#

Nice one, cheers guys ๐Ÿ˜‰

vocal wigeon
#

The debug command console does not work in multiplayer?

#

oh nevermind

vocal wigeon
#

sendServerCommand uses UDP, is there a way to send data and using tcp so I know it'll arrive?

cursive roost
#

IIRC there's inbuilt mechanism to make sure it arrives

#

but to answer your question, no, I don't think there's a TCP variant

vocal wigeon
#

Well as long as it arrives, was kind of worried it saying udp

#

thanks

vocal wigeon
#

Kay uhh... LuaNet claims that OnGameTimeLoaded is "called when the client udp engine is running and player properly initialised" but when I try to send a client command through luanet's init it never arrives. However when I send one with EveryTenMinutes it always arrives.

#

Does anyone what a good event would be to send a client command with when a player connects to a server?

cursive roost
#

OnConnected

vocal wigeon
#

Sounds like a good idea, but so far it doesn't show up in the command promt when printing things when it should trigger

#

same for OnConnectionStateChanged...

river plinth
#

I have the exact same problem with LuaNet @vocal wigeon and already chatted with Turbotutone about it, still no clue why the command doesn't arrive

#

I've tried all the network-related events, but none works right after the player joins

vocal wigeon
#

Well it's good to know it's not just me

vocal wigeon
#

Turns out I didn't need communication between server and client anyway...

soft jewel
tardy magnet
#

Hey, does any one know where the vanilla profession icons are? apparently they don't seem to actually exist as a file??? (or at least when I search for "nurse" or "burglar" in the base PZ folder I get "No Results") ๐Ÿ˜ฆ

nimble spoke
#

they are packed

#

there is an unpacker somewhere

naive crystal
#

Well because it is spelled Burgerler

#

XD

tardy magnet
#

Actually thought I'd Spelt Burglar wrong then xD - Soul FIlcher - Thanks I wasn't aware they were packed. I'm not exactly a big programmer / develpoer type so alot of these sort of things I dont get (decompiling and unpacking and the likes - I'm more of a "dabbler"

nimble spoke
#

after unpacking you get a xml file with the list of files and several other things in them, and png files containing the icons, but not separate files for each icon

#

I dont know what you want to do with them, but that may be important

wraith moat
#

Anyone know where I can get JUST the mod that allows the lil duct tape pouches to be added to bags? @ me if so.

tardy magnet
#

Hey, can anyone advise what addXPBoost does at all? I've looked at the java docs, but I can't seem to find any where that actually describes how it works / what it does?

tardy magnet
#

okay - Forget the above managed to figure out what XPBoost does from the base files - what I can't figure out though is Perks.Axe = Blade Accuracy - Which in base files has +2 levels, but also seems to get an XP multiplier?? Lumberjack for example gets addXPBoost(Perks.Axe, 2) which in game also shows +100% next to the entry for "(Blade) Accuracy" -- where is this +100% coming from? the MainCreationMethods.lua doesn't seem to have anything else which modyfies the perk / trait?

quaint nightBOT
#

You usually don't.

nimble spoke
#

PZbot, you understand shit about zomboid mechanics

#

we should hire a better bot

quaint nightBOT
#

sorry, long questions confuse me...

vocal wigeon
#

I do not completely understand your question. But as far as I can tell Perks is an enum. So it's basically an identifier for the actual perk...

#

None(0), Agility(1), Cooking(2), Melee(3), Crafting(4), Fitness(5), Strength(6), Blunt(7), Axe(8), Sprinting(9), Lightfoot(10), Nimble(11), Sneak(12), Woodwork(13), Aiming(14), Reloading(15), Farming(16), Survivalist(17), Fishing(18), Trapping(19), Passiv(20), Firearm(21), PlantScavenging(22), BluntParent(23), BladeParent(24), BluntGuard(25), BladeGuard(26), BluntMaintenance(27), BladeMaintenance(28), Doctor(29), Electricity(30), Blacksmith(31), MetalWelding(32), Melting(33), MAX(34);
Being the current identifiers

tardy magnet
#

my apologies - I appreciate the explination, but perhaps my phrasing was bad. within main lua files, the lumber jack profession , for example, gets the perk for blade accuracy - Which I believe is Perk.Axe (wierd) and the code goes on with ' 2 ' - which obvs give +2 levels in blade accuracy (which it does) but, when creating any character that gets blade accuracy as a proffesion perk there is a % number next to the levels it provides - E.G LumberJack gets +2 blade accuracy and I think, +75% - which leads me to believe that he gets an additional 75% increase in xp for Blade accuracy.

I just cannot seem to determine where this additional XP boost comes from? - As it doesn't seem to be specified in the perks, nor in the Lumberjack profession

vocal wigeon
#

Zomboid source code isn't always as good as you'd hope. It's probably happening somewhere as some side effect of addXPBoost. It might be applyTraits in IsoGameCharacter

#

Except this is the part where the levels get added.... Because addXPBoost sounds more like it should be the 75/100/125% part.

#

There's something that looks like the percentages one of the addXP functions also in IsoGameCharacter

#
  boolean bDoneIt = false;
        for (Map.Entry<PerkFactory.Perks, Integer> entry : IsoGameCharacter.this.getDescriptor().getXPBoostMap().entrySet()) {
          if (entry.getKey() == perk.getType())
          {
            bDoneIt = true;
            if ((((Integer)entry.getValue()).intValue() == 0) && (!isSkillExcludedFromSpeedReduction((PerkFactory.Perks)entry.getKey()))) {
              mod *= 0.25F;
            } else if ((((Integer)entry.getValue()).intValue() == 1) && (entry.getKey() == PerkFactory.Perks.Sprinting)) {
              mod = (float)(mod * 1.25D);
            } else if (((Integer)entry.getValue()).intValue() == 1) {
              mod = (float)(mod * 1.0D);
            } else if ((((Integer)entry.getValue()).intValue() == 2) && (!isSkillExcludedFromSpeedIncrease((PerkFactory.Perks)entry.getKey()))) {
              mod = (float)(mod * 1.33D);
            } else if ((((Integer)entry.getValue()).intValue() >= 3) && (!isSkillExcludedFromSpeedIncrease((PerkFactory.Perks)entry.getKey()))) {
              mod = (float)(mod * 1.66D);
            }
          }
        }
        if ((!bDoneIt) && (!isSkillExcludedFromSpeedReduction(perk.getType()))) {
          mod = 0.25F;
        }
pine vigil
#

The +2 you get from the lumberjack is the +100% it's just another way of representing what it means.

#

@tardy magnet so it's not +2 AND +100% it's +2/+100%

#

+1 is 75%, +2 is 100% and +3 is 125%.

soft jewel
#

Hey, allmighty Moders! There one small request from mere mortal....
Can anybody give a small example , how to display window with some text to player, when it connects to my server ?
Just a small lua with hook and window creation sample with blah blah blah inside.
Thank you!

tardy magnet
#

Guys, really appreciate the responses to help explain that - now I feel daft because it seems obvious xD thanks for the help ๐Ÿ˜„

worldly ledge
#

If you'll pardon my silly little question, is there any way to adjust the gender ratio of zombies? Possibly through a built in variable or through a script setting zombie gender based on a random number?

#

I tried modifying a script to check once OnZombieUpdate and make the change there, but had little success. Not sure if OnZombieUpdate can't be used in this case or if I just did something wrong. ๐Ÿ˜› Not used to Lua.

twilit pebble
#

Trying to make a project Zomboid porno?

worldly ledge
#

Oh of course. Nothing hotter than shambling corpses trying to kill you, eh? ๐Ÿ˜‰

upper bough
#

IIRC zombie model is chosen randomly when spawned. You'd have to edit the java files manually.

worldly ledge
#

Ah, gotcha. Thanks. ๐Ÿ˜ƒ

soft jewel
#

Rule 34. Its always rule 34.
No links, sorry ๐Ÿ˜‚

vocal wigeon
#

DobriyDed, why don't you just use ServerWelcomeMessage from the server ini?

soft jewel
#

Morry, no one reads this message and its disappears really fast if global chat enabled and 10+ players online.

pine vigil
#

Could always post something in the minor suggestions thread and could be something we look at.

vocal wigeon
#

Or look at the UI code yourself

pine vigil
#

Or that.

vocal wigeon
#

So there's this DirtySlice() method in IsoObject that seems to do nothing at all, but it is called in a lot of objects. What's up with that?

vocal wigeon
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Ok I have a problem. https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/ This tutorial by Turbotutone features instantiating objects through calling their constructor, e.g. IsoObject.new(). But right now this only works for me while being in debug mode... When in regular mode I get this instead:
java.lang.RuntimeException: attempted index: new of non-table: null

nimble spoke
#

I think it is time for updated tutorials

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and better ones about making stuff we are most likely to try

vocal wigeon
#

Well regardless this should just work... ;_;

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What kind of tutorials do you think are missing?

nimble spoke
#

tutorials about creating info panels would be nice

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adding buildable stuff from a context panel

pine vigil
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tutorials about creating info panels would be nice

#

To read I'm sure. Wouldn't be nice to write ๐Ÿ˜›

vocal wigeon
#

Well I rather have .new() fixed than a new tutorial right now.

onyx copper
#

Someone know a mod multiplayer of survivors (npc)?

livid comet
#

There is a mod something like "Survivors!" on the workshop

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Oh multiplayer it doesn't do it if i remember sorry dor useless info ^^

onyx copper
#

ok

drifting current
#

eh.....

#

i have no idea

#

it's not made easier by the fact that they're pointing the same way

drifting current
#

@drifting ore copy the old one, and save over the one with the correct name

#

that's the easiest way to do it

#

there's a more difficult way so that you could add it independently but i'm not sure how that works yet

drifting current
#

@drifting ore i used necroforge for that

twilit pebble
#

Wow

naive crystal
#

Cool

twilit pebble
#

Very impressive work

grim ledge
#

Hello, i'd like to make a sprinkler mod, it would be a piece of furniture that you craft and put on the ground, then you would put water in it (bottle or whatever), and activate it, and it would water everything around the sprinkler. Would it be possible to do and where should i get started please ?

cursive roost
#

check the waterpipes mod

#

that one might actually still work...

grim ledge
#

@cursive roost thanks i'll check it out

cursive roost
#

@grim ledge simply put, you can use water hoses to create a drip irrigation system. All plants on the squares with the water pipes get enough water to keep their current level of hydration. At least that was the case way back then

tardy ginkgo
#

i wonder though, can we mod weapon?

drifting current
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You should be able to, there's people that have added gun muds.

tardy ginkgo
#

muds?

vivid zinc
#

hey guys, quick question about mod data..

i'm trying to store some permanent information about a player on the server. based on my tests it looks like player mod data gets reset on death. i looked into getServerModData it's listed as a void method in the api documentation, and doesn't return anything

is there any mechanism to do something like what i'm trying to do?

#

i have an idea for a workaround involving writing all of the mod data to a specific tile or permanent object or something like that, but i don't want to re-invent the wheel if there's something i'm missing

pine vigil
#

I didn't realise ModData was destroyed on player death, guess that kind of makes sense. Seems like a very reasonable workaround, I didn't cut my teeth on mod making, I got access to the code so if there's a better way to handle it I'm not aware of it. (Doesn't mean it doesn't exist ๐Ÿ˜‰ )

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Also as an addendum while getServerModData is void, it's running a command for the client that requests it. It triggers the sendCustomData lua event on the server. How exactly that works it's way back to the client, I'm not entirely sure.

cursive roost
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@vivid zinc why does the data have to be available after death?

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how would you re-connect it with another player?

vivid zinc
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i was thinking i could do it by username, and people could use the username/password system

#

and basically i want to create a mod that has match based game play and ideally i'd like to store each players wins/losses, and some other things if that's possible

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@pine vigil thanks for the details! i'll keep messing around trying to figure something out ๐Ÿ˜ƒ

cursive roost
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@vivid zinc use the gametime object's modData

#
local gameTime = GameTime:getInstance();
local gTmD = gameTime:getModData();
vivid zinc
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do you know that to save with the server and stuff? i can test if you're not sure, but if so that's awesome

cursive roost
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it saves

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I've used it in my mods before

vivid zinc
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awesome, that should work perfectly, thanks very much

cursive roost
#

yw ๐Ÿ˜‰

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just make sure to namespace your data

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like gTmD["myModID"] = {} and then use that object for storage

#

to avoid namespace clashes

vivid zinc
#

oh yeah fo sho

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well dang i was farming in Black Desert but now i gotta go try this out ๐Ÿ˜›

pine vigil
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It potentially is, but I would expect a lot of headache and a bit of skullduggery to figure it out.

pine vigil
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Not that I'm currently aware of, but I don't work on the cars. The abilities to insert custom models etc a bit above my paygrade ;)

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I'll mention it in our chat system but I don't know how long it would be until they addressed it.

grim ledge
#

i'm curious, how many dev works on PZ ?

pine vigil
#

Around... 12-13? Maybe. Probably missing someone.

grim ledge
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you work from home or in a studio ?

pine vigil
#

Some of us are home based (I am) some of us work out of offices. We're fairly spread out.

#

@drifting ore On 21/10/2017 at 11:18, Martin Greenall wrote:

At the moment I don't think it's technically possible, I would think the main stumbling block would be setting the physics up and importing the model. The anim update will include a better way of importing models/skinned objects and I assume(!) at some point the ability to set the physics up from cars will be added but not sure how easy that will be as it done in code atm.

(From someone far more knowledgeable than me on the matter)

grim ledge
#

and each developer has something to work on or you sometime have to work with someone else ?

pine vigil
#

Depends what's being done I suppose.

grim ledge
#

i see

grim ledge
#

in lua, is

LuaTimedActionNew.new(self, self.character);

the same as

LuaTimedActionNew:new(self.character);

I'm just starting to learn this langage and i'm still a little confused, thanks

placid delta
#

It seems like the . Is used as more of a reference to the definition of the function. And the : is used when actually callin the function method for use.

pine vigil
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It's actually just that (AFAIK) calling method with : passes self as the first argument automatically, where as . Does not.

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So I guess they are both the same?

grim ledge
#

thanks ! ๐Ÿ‘๐Ÿป

drifting current
#

neat

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that'd be pickupvan

#

the problem is that pickupvanlights doesn't show in the spawn list

grim ledge
#

Where can i find the "definition" of furniture like Mail Box or stuff like that, looked into every file in the media folder and I can't find any occurrence

livid zinc
#

those look pretty sweet

nimble spoke
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@grim ledge Definition? you probably mean the .tiles file

grim ledge
#

@nimble spoke maybe, how can i open those files ?

nimble spoke
#

TileZed

grim ledge
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thanks i'll try ๐Ÿ‘

pine vigil
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@grim ledge What exactly do you mean by "definitions"

grim ledge
#

@pine vigil like where is it said that a mail box or a counter, or a oak corner counter are container

grim ledge
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for special object like oven or microwave they have related lua files (ISOvenUI.lua, ISMicrowaveUI.lua), but they should 'inherit' from simple container

grim ledge
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it probably has something to do with the InventoryItem class somehow