#mod_development
1 messages ยท Page 395 of 1
We already have a mod that adds a diabetic mode: 1 insulin per day or you die ๐
I find stuff like that would be proper disadvantage traits. -15 trait for diabetic
it really sucks, there's another zombie game where a main character has that trait
she needs a shot every day and there's only 49 in the entire game
Oh... FeelsBadMan
Make it -20 then ^^
I think it is -12
lol yup
Im not sure what the negative effects are, when agitated, but im smoker and never find ciggies
And if you have them, you basically have to be a chain smoker
So i walk around hungry and pissed off
bad aiming, I don't think you can sleep
ya
Bad aiming kinda sucks in pvp
Bad aiming sucks even in pve ๐ฆ
But otherwise i use an axe anyway^^
Only just got onto a server with more guns now
But have to say i prefer it if ammo is rarer
Preferrably i want ppl to think about shooting around twice, because it will draw more zombies
Yeah. I don't enjoy having crates full of guns and ammo D:<
But i see that guns allow ppl to empty out a town easily
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
Wait does Oz meds have the diabetic thing on it already
https://theindiestone.com/forums/index.php?/topic/22480-anticipating-zombies-edited-zombie-behavior/ Hello, I made a mod that changes zombie behavior. Please try it out and give me your opinion if you have the time.
Hello. This mod edits the lunge behavior of zombies, which is the part where most of them stretch out their arms and run towards you. Instead of heading d...
Ohohoh wow this seems really interesting, I'll sure give it a try later ๐
Hello, does anyone know how to get contents of unequipped bag?
Reinstall windows
@silent mural I'm pretty sure you can access to contents of a bag without equipping it by dropping it on the ground.
@empty lagoon we're talking about modding. Don't forget about it
What?
- Rude.
- How on earth was that question related to modding?
@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```
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
@placid delta getItemContainer()...
I'll check it. Thank you.
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 ๐
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
@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).
So obviously, there are some sounds in SoundBank.lua which don't work. I found an other which is working ! Thanks ๐
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?
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
there's also public static IsoBarricade AddBarricadeToObject(BarricadeAble to, boolean addOpposite) which does not need a player?
Oh sweeet ! I'll definetly try this one, I'll tell you if it worked ๐
Wow, well... it worked ๐ฏ
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 ๐
@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/ :/
How does one go about decompiling the game?
http://jd.benow.ca/ you download a decompiler and open .class files from the game
Anyone around who would be willing to help someone with no idea what they are doing to install some mods for a server? :/
hey guys, did anyone ever encounter a problem where people were not able to forage?
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?
This might sound silly, but are you sure you're able to forage where you're attempting to forage?
Yeah you can't forage in some areas
I can remember the first time I tried foraging, I was so confused by it.
At first I didn't actually know it was an action you had to take. ๐
lol
@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?
Ohhh, and how do you make it so you dont spawn with a wife?
I know you said something about it before
Do the zombie.zip thing in the desc and then there won't be much survivors freezing in place due to pathfind failing
Settings file set wifespawn = false
Thanks pal
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?
i hope people are already pondering about mods for proper postapocalyptic cars
madmaxish and steampunk
stuff like this
with woodgas engines
they dont bring you far but they run on wood
Is the author of Farmoid around?
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
They're not light enough already? ๐
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.
@strange pond Try this code
ServerOptions.instance:changeOption('Open','true');
this method does not require do reloading.
and "changeOption" method maybe required do init.
ServerOptions.instance:init();
Thanks @bold drum I give it a try !
Is Nolan here?
How on earth do you use workshop mods on a dedicated server?
WorkshopItems= and Mods= in servertest.ini
That downloads the mods to the wrong place?
doing that puts mods in \steamapps\workshop\content\108600\steammodid\mods[modname]
they should go on \Zomboid\mods
They work fine from there as long as your steam client is on
The game loads mods exclusively from /Zomboid/mods when steam is off, otherwise it reads at least two other directories looking for them.
does anyone know a mod that allows you to control weather?
this is the method I used on my dedi and it works fine
clients need to suscribe to the mods on the workshop
does your dedi have steam installed on it though?
steamcmd
hmm
what am I doing wrong them as the mods download fine they just dont get used in the server
they are set correctly in the config
if I copy the files out to Zomboid\mods the mods work so the files are fine
are you sure they are set correctly?
after WorkshopItems= you need to enter the mod id not its name
WorkshopItems=503640135;520512517
I assume they are all correct or they would not have donwloaded when I started the server
'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.
is there a way to preserve players and zombies skins separately?
id like to live a cnnibalistic lifestyle and would like to show it ^^
also pants and jackets made from players skins
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?
They will eat food from their bag equipped
@placid delta just me or no longer infinite pickup of bags? heheh
my dude ran off and got lost somewhere though ๐ฆ
Must have saw a ghost zombie
@placid delta bug? "Follow" order no longer following me, instead switches to the new "control npc directly' thing ๐ (new install just returned from couple months break)
i do like the control directly bit ๐
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
I need some help here
With the "Hydrocraft/ORGM Ammo Crafting"
There is this one guy who says it does not work in MP
i have no idea how to help him
aside from the quick stab of "is it installed on the server side and not just his client?" no clue ๐
Well, he figured it out himself. He forgot the restart the server X)
welp i was technically right
^^
@granite linden there is a step by step guide on the forums here: https://theindiestone.com/forums/index.php?/topic/21951-the-one-stop-tilezed-mapping-shop/
Here you will find a (hopefully) comprehensive guide to map modding using TileZed, from scratch, to uploading to Steam Workshop.
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Step 1) Install...
I made a thing!
Can someone just please let me know whether I've followed the correct procedure for submitting a mod and all?
https://theindiestone.com/forums/index.php?/topic/22587-lewd-literature-mod-zomboid-v3714/
Ah, it has to be approved by mods first, sorry.
Ok, it seems it's been approved so that's fine. ๐
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?
Yea Repair them. Lol jk. Atm I'm not sure if there is a mod for that right now.
@lusty folio Now we need the boner moodle
ehi guys, how do i disable mods autoupdates on my server?
๐ by the way, thank you blackbeard
make your own mod out of them maybe and separate from the developers builts?
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
@royal chasm
@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 ๐
yes you can do that
@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.
should be similar as the other book renaming mod
im wondering about what would happen if you ran both
Getting wet for carpentry volume 1?
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?
names of the items would be the same, so i guess one item definition would overwrite the other
wouldnt knwo which one comes out top
but the recipies should remain as they are defined in hydrocraft anyway, wouldnt it?
how could i influence though which item definitions it should prefer?
can i maybe just import the items names somehow, just to add them o my loottables?
hmm and how would i prevent it to use the loottable in hydrocraft then?
hm crap... is it really not possible to even reference another mod somehow without copying it entirely??
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?
@red zinc
as i did for my pack of maps
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
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 ๐ฎ
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
understood
If your server is private, then you probably won't need permission btw
Is woldren right though, that the mod doesnt need to be on steam and clients will also download directly fromservers?
@royal chasm Why do you even want to disable auto-updating mods?
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
if i use this method, putting the mods in Mods Folder as Rekkie sayd, i could avoid all these issues
Do workshop mods not update when a server restarts?
They do but you have to restart the server
If you have your own mod you can update whenever you want
With zomboid thats ok, because its not huge loads of data
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
For everyone,who been bored because of the missing weapon models !
http://steamcommunity.com/sharedfiles/filedetails/?id=948023908
Throwed a link with the permission of the author
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?
@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.
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.
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
@lusty folio here it is: https://steamcommunity.com/sharedfiles/filedetails/?id=854848547&searchtext=Book.
And yes was just a stupid joke ^^
@lusty folio I think you can just overwrite the translation
Why this craft uses "PZ_Slicebread sound" instead of "Zombie scratching sound"? http://undeniable.info/pz/wiki/recipe.php?ID=3495
@cursive roost Overwrite the translation? I'm not sure what that means.
@lusty folio check the media/lua/shared/Translate/* files for the name of the book
then just create a mod thta changes that
@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? ๐
anything is possible, just a question of how much work.
sure ๐ i aint good enough to, so just suggestion/idea ๐
what file would point to if a fridge etc adds fridge/freezer effect?
FYI I fixed the problem with survivors not being able to walk while you are walking
๐
my problem with em now is they all died XD
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 ๐ so back to being alone in the apocalypse ahah
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!
Is this channel for mdoders or those who use it.. or both?
both, but weighing to the creators side atm
The only way to test whether a mod is compatible with the current version (and possibly other mods) is to test it?
@red zinc linked a book mod earlier, and I wonder if it works with hydrocraft
I see 2 cases: 1) Breaks the game. 2) Only classic is affected
I think it's the latter, but I can't test it today :/
And there are so many workshop mods that are not maintained anymore
Just tested. It works ๐
What did devs use to create .bank files? Fmod?
yes
thanks
Fmod studio.
@placid delta suggestion - if hydrocraft+cars mod installed, allow dismantle car for car battery ๐
hi guys, is there a way to see the file on my server that contains all the faction list? it says 0 in game ๐ but Yesterday there were 5
https://theindiestone.com/zomboidjavadocs/zombie/characters/IsoZombie.html Hello, is it possible to use the variables in the "Field Summary" table in Lua somehow?
Anyone know what variable controls -how much- battery an item uses? (In this case a radio) The only property i see is "UsesBatter" = true
Battery*
Alright, how bout this one then. Anyone here know the process for getting a mod onto Workshop?
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
But there's no way to delete these bastards out of the folders as they autogenerate again as soon as you delete them.
I've been wrestling with this bs all afternoon
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?
i wanna move it to 37 so i can accually pour water ๐
@earnest quartz should be media/lua/client/TimedActions/ISTransferWaterAction.lua
๐ ty
uh pz 38.x is vehicle branch?
nope google says iwbums ๐
both cases ISTransferWaterAction.lua says files identical ๐ฆ okie back to diggin
ok so compare folders, 32 files changed between release and iwbums, thats managable
error is in ISInventoryPane.lua but file unchanged
ISInventoryPaneContextMenu.lua is changed
and bingo code refering to water xfer ๐
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? ๐
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?
Heya guys, I was wondering on how to go about adding 2 stacks using:
AddItem("Base.Base.Pop");
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?
As in
recipe Make The Thing
{
keep Hammer,
ThingPart1,
ThingPart2,
Result:Plank, <<Can put multiple different items here? Or must use OnCreate and lua script?
}
@plush abyss Use AddItems(InventoryItemย item, intย use)
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.
@stark cape Try getPlayer():getInventory():getItems()
@bold drum If I'm not mistaken this gives me all items from player's inventory, but not the nearby containers.
Isinventorypane.lua probably no easy way to do it.
Anyone know what the standard size of the newer 2x art for a single tile, say full wall size is?
I saw somewhere 32x128 but that seems like a 1x size to me
@The Red One#6783 128x256
Anyone heard about net neutrality?
Spreading the word
@scenic sigil Thanks Finch
Guys
can I pose a question here about hydrocraft?
I know thats not the best place for it
thats why I am asking
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 ๐
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Hydrocraft is a mod based around crafting and filling in the empty world of zomboid with more stuff. It is inspired by survival crafting games like H...
Thanks !
anyone of you guys might look at this: https://theindiestone.com/forums/index.php?/topic/16112-coxis-reload-sync/&do=findComment&comment=259289
Greetings all!ย I modded this thing in a couple of minutes and thought it might be useful for other people as well.I coded it mainly for my own purpose and w...
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
so it looks like just some hiccup with the client asking the server before the proper connection is established
Ey-oh, are there any modders around? I'd like some quick feedback on a thought.
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.
I'd be happy to do it myself, or to pay a quick PayPal buck for the trouble if someone does it for me. ๐
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.
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!
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 >.>
Aaand I got it.
Is it possible to create a new window (i.e ISCollapsableObject derivative) without having it run on startup?
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
also, @waxen chasm I could whip you up a script that removes boredom and depression without needing to use an item
That sounds cool! If you can throw it my way, I'll have a good look at it soonish. Gotta sleep right now.
Cheat Mod has some infinite no depression & boredom in it
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?
Not if the servers setting always is used instead of the client's version
few, cheaters
@vocal wigeon DoLuaChecksum=false
but, really, I suggest setting that only when playing with trustworthy people
never public
will this work
table.insert(SuburbsDistributions["Garbagebag"].items, "marcin_items.WaterBottleBigEmpty");
table.insert(SuburbsDistributions["Garbagebag"].items, 0.5);
?
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 ๐
Check if the recipe is visible in the window where all known recipes are displayed?
@earnest quartz http://undeniable.info/pz/wiki/recipe.php?ID=2455
I just updated the wiki, recipie now mentions a book that the recipie must be learnt from
Oh bless
@placid delta damn ๐ฆ i even looked through the books to see, didnt catch that, thx
no one a clue regarding my client-server-message problem? (https://theindiestone.com/forums/index.php?/topic/16112-coxis-reload-sync/&do=findComment&comment=259446)
Greetings all!
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I modded this thing in a couple of minutes and thought it might be useful for other people as well.
I coded it mainly for my own purpo...
Looks good
Mate that stuff looks good.
@thorny kayak I want to know what that Mod is about, ma dude. Mind telling me?
for now just make new loot from storages of super markets
like you can find a box of food
So basically to make PZ a little more realistic since super markets get shipments and stuff.
I like it.
Me too
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
awesome mod! hope you expand it to pretty much all the loot
deliveries would come in big boxes to stores
someone please tell me why i cant find the spawn zombie function on necro forge anymore
@placid delta
you can use that but normally it'll only spawn 1.
you can change spawn function though.
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
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
@upper bough thanks
GetWorld():GetGlobalTemperature() is always returning zero, what is the best way to retrieve temp in a cell?
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...
global temp returns zero, I dont want clothing temp, what does heat source temp return?
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...
interesting, I'll try these and see what I get, thank you
now it seems to be working, I haven't tested a real heat source yet, but using these 2 works
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?
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
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.
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
nice
Looking good
I want to add a small thermometer icon between C and F, but it throwed a ton of error messages and I disabled it
Reccomend some good mods\
any with my name on it ๐
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
I think I have a few of yours
I didnt know if the survivors mod would work in muklti
I think it doesnt
More Edibles is nice, there are several other small mods about extra food items that are nice too
I just like being able to fine tune my multi
I did a single and the survivors are cool
@hasty surge did your wife die?
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
lol "not yet" love the confidence
He says he's starvinf
why would he mourn someone he killed on purpose?
Idk
@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
my survivors? that mod was made by Nolan
Oh my b
Yeah if @placid delta could help me with it thatwould be coolio
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
Okay yeah I accidently dissmissed her and she attacked and kkilled me :/
Not a happy marriage
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
Nolan, you need to fix that lbeach issue, I lost some survivors to that as well
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
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...
Why can I place some boxes/crates but not others
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
A nurse I had died from eating too much pasta
i forget. Do they take bleach of the floor and drink it? or just from container?
i guess if i just change bleachs category to something other than food...
I mean its fun and forces you to adapt
But the casualness of "Oh, look some tasty bleach" is 2014 all over again
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
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
I didnt know you could die from pasta overdose in zomboid
...Dammit Nolan, now I'm going to lose my vanilla purity for this game
"raw"
@placid delta did you make the survivor mod?
Yes he is
@placid delta why zombies spawn on Military North East blockade?
@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
military map ooo
btw is there a mod or a map that add alot of snow?
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
snow is on december?
probably limited to december, but itshouldnt
@nimble spoke put shaders on and play on December/January
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
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?
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.
Anybody works on graphics here?
what kind of graphics?
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 ๐
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 !
@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.?
@placid delta they are in the .pack files
there are a few pack unpackers on the forums
@placid delta https://oc.anderdonau.de/index.php/s/TBhS2pSR4KEnEzN
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
wich are better 1 or 2
I like the label
For a moment I thought those containers were official.
Great spritework, blends in with the PZ Sprite style.
its not mine i bought it from a artist
it cost me like 5 euro
Who's the guy?
For only $5, arveyyudi will create a pixel art character or object. | You can ask me to draw any object (single object/character) in pixel art by ordering this gig.This is the right gig for you if you | On Fiverr.com
here
What do you think? ---> https://youtu.be/uCWuZ1CFZM4
A simple mod to allow your to build gates out of your log walls. To build a gate, have a saw, hammer and rope in your inventory, then walk right up to and fa...
5 euro for how many sprites?
Gates log walls, eh? looks pretty good
I wish it were a drawbridge but this is still neat
@nimble spoke one
@placid delta you should make those garage doors actually open and close
Can anybody here tell me if it's possible add shadows for the game?
anyone have Hydrocraft for build 33?
@drifting ore Craft menu is'nt working
@placid delta Great job ๐
@drifting ore https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/ You can add objects with custom sprites, so you might be able to add fake shadows like that...
Creating and Manipulating World Objectsย ย Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it.ย Mos...
It's possible make a full shadow traslation on day and night?
Shadows of what? Walls? Players?
The game is 2D so that'd be a hard thing to pull off
Tiles are 2D, players are 3D when models are turned on
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 ๐
@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?
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
I want make 3D models for gun and stuff in Project Zomboid, i need use modding tools like Blender and Unity?
I don't think you can 3D model in Unity. But blender can do that
ok
https://www.youtube.com/watch?v=1ut4cXXToPA I'm working on a thing to make zombies take each other into account.
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
It probably would use more processing power than the current ai is optimized for.
But it looks really neat.
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
should i make a giant walmart map that would be 10x hard as the mall map...
or should it be a home depot
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. ๐
You should design your own mall.
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
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
I suppose it'd be neat if you start with decent carpentry, build up walls and slowly expand
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
I would shoot a couple of shotgun shells outside to lure out all the zombies inside. ๐
Easy Pickins! Muahahahahah!
I will make supplys extra scarce - just for you
D:
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
Snowballs Mod!
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
Can't you just use some kind of cheat mod to spawn snow?
Instead of waiting 2 ingame months I mean
^
The devs probably have debugging tools. It'd be real nice of them to make those publicly available.
Debug tools are available. Just add -debug as launch parameter
public void setForceSnow(boolean forceSnow)
{
this.forceSnow = forceSnow;
}
in Core.class might be usefull
Is it possible to make a snow map in the editor?
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.
@vocal wigeon thanks alot for that, I'll give it a try
so, how exactly I use this debug mode?
put -debug in the startup parameters
Just a few bullet points for now, will expand on it later:ย Will fill this out as I go, we're uploading an SI test release btwย Must be in debug mode (either...
If your lua files at least load when the game loads you can press a reload button to reload the active lua file
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
Uhh can you make a screenshot of what you're seeing?
with the debug mode on?
Yeah
lol, for some reason it is not the same screen this time
now I actually see the map
Did you see something like this?
yeah
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
ok, way too much information... I just need a working code that forces it to snow and what I tried did nothing
Sorry ๐ฆ
no problem, I apreciate all the help
but so far, setForceSnow(true) didnt magically make everything white
Have you tried at least letting one day pass?
@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
but it looks like my code is wrong, so isForceSnow isnt true
oh woops
what would be the proper line of code to use it in lua? it tells me object tried to call nil
lemme check
if I had to guess, I have to refernece the erosion system somehow, but I'm officially lost
Core:getInstance():setForceSnow(true)
print(Core:getInstance():isForceSnow())
forceSnowCheck()
I just covered my world with snow
@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
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
lol, I scratched my whole body by making snowballs and died?
yeah, throwing an object can make you bleed?
I guess digging into snow and ice with bare hands would rough em up a bit.
dunno about throwing them though
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!
Has anyone gotten renderIsoCircle working once? Or know other ways of visualizing things within zomboid for debug purposes?
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?
https://theindiestone.com/forums/index.php?/forum/53-tutorials-resources/ Is what I used myself, not everything is documented very well
The place to learn and gather everything you could need for modding PZ!
Thanks.
http://pz-mods.net/guide/get-what-data-getmoddata/ And this and other guides
https://theindiestone.com/forums/index.php?/topic/61-robomats-modding-tutorials-updated-12112013/ is probably the best place to start
RoboMat's Modding Tutorials
- An introduction to modding for Project Zomboid -
ย
I - Introduction
I1 - Where to start I2 - What is n...
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?
Which API?
As in, all the events, and predefined functions
The tutorials cover oddly specific things you can do
for functions you can either look at the javadoc or decompile zomboid
Oh, so it's not really well documented?
for events you can either look at http://pz-mods.net/guide/event-reference/ which is not very complete
or again, decompile zomboid
that's what I do most of the time, grepping through a decompiled version
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);
Tutorial & Resource page again
yes that
https://theindiestone.com/zomboidjavadocs/zombie/characters/IsoPlayer.html is the player in that function
Yeah I see, this is what I was looking for
javadocs are outdated IIRC
I think this: http://projectzomboid.com/modding/allclasses-noframe.html
is what @timid sand is looking for
mhm yeah, pretty much.
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?
incompatible current -> max conditions?
I dont know exactly how the numbers are handled but unexpected fractions could make the system go crazy
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?
@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_(ใ)_/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.
makes sense
Hmmm... So the only way to boost item durability is decreasing the chance for it to break on hit?
you can raise max condition to a level and then decrease the break chance
@spare cloud If you raised max condition to 127 and decreased break chance, then yes I suppose that would work.
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.
@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.
Um. 7% for value of 15?..
Wait. So ConditionLowerChanceOnIn is "1/X", not "X%"?
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 >_<
They are integers.
You said byte?..
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.
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?
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.
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.
I have to brush up on my probability one second...
Sneaky edit
Yes, it could do more.
Yup, I meant realistic expectations
Sure, but keep in mind there are modifiers in the background to change the potential outcome.
Modifications and skill, decrease the chance of breaking.
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.
I suppose the system is more abstracted than necessarily logical.
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 ^_^
No problem. 
Can I add my status? I mean such as illness, pain, hypothermia, hunger and other
Fiarly sure you can remove them, maybe the answer is online if you dont get an answer here
what do you mean by add a status?
As in change how much hunger etc you have?
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
that could be... pretty useless, or not
I think he wants to make a challange
Statuses are generally more derived from the value of the stats.
Injuries being the exception though.
getPlayer():getStats():setHunger(100)
^:^:setFatigue(100)
^:^:setAnger(100)
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
Etc, etc
Moodles, in their current state aren't really movable.
*moddable goddamn autocorrect.
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
I want to mod how wetness is calculated
To be fair, Moodle stuff is planned to be exposed to lua when it gets a fix up down the road.
Connall, the real question is, Will i be able to make my own Moodles?
realistically.
ohhh man, that poop moodle will be real
and then I wont free up space in my house by destroying the toilet
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
will that come before or after NPCs?
Doesn't really have any bearing on it.
I just wanted to have a really vague ETA
that's ok, good to know it is coming anyway, I may write down some modding ideas
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
I have modded from starcraft 1 and 2, to baldur's gate and neverwinter nights, to the original x-com and super mario world
Ill be sure to go out of my way...to delete everything you made buhaha
you can't
and I'll tell your mom
what if I am my mom?
that would be an unexpected turn
I'd have to let your mom persona know what your daughter persona is doing
oh thats bad news
What program do they use to develop PZ?
keyboard
Is that sarcastic or a real program
Built in Java using LWJGL for some nice funky stuff, utility tools like TileZed is built by the team. FMOD is used for sound.
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.
Oh cool
Has anyone every used Lua coroutines while modding zomboid?
i using only notepad)
coroutines is not a text editor
@mystic cape I have only one exntesion mod released, SC Expanded, but I contributed to many maps, mostly as an artist
ah so you didn't actually put any of the maps together?
I have helped in some directly, but they wont have my name as an author
for example the italian version of mass recall
Ahh, alright. ๐
I'm bad with sc2 terrain, that's the reason
Currently getting: "Internal Kahlua error - coroutine changed in pcall" even without yielding
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.
Well I'm trying to use them in my mod right now and it does not seem to work ๐ฆ
I know that with the help of mods I can change the main menu, but can I change the loading screen and background music?
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.
thanks, I'll try to run the music)
coroutines are pretty rough in Lua because it's a single threaded lang
performance isn't great with them
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
I lost the preservation of buildings (crash files), but they are already exported to the mod, can I pull them out like that?
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
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.
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.
Well, thanks for doing it in your spare time ๐
Oh well, I'll survive without it. Thank you regardless
Why is StateMachine not exposed through Lua? ๐ฆ I can't call RevertToPrevious() like this
http://steamcommunity.com/sharedfiles/filedetails/?id=1135650782 I made something really dumb, but in my opinion it's funny.
Is there a mod that puts guns back how they used to be when they were good still?
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".
Morry, thanks! It says "for PZ 36.4". Will try for current build
Seems working smooth
was there a tutorial on adding custom sprites? Not the item picture, but mainly the 3d model the player holds.
https://theindiestone.com/forums/index.php?/topic/8249-tutorial-world-objects/ This comes to mind, but I'm not sure if it's what you're looking for.
Creating and Manipulating World Objectsย ย Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it.ย Mos...
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.
Hydrocraft has custom models for some weapons right? Maybe you could copy whatever they did?
"hydrocraft uses custom models made by someone else, maybe you should ask the authors what they did" fixed that for you
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
But what is your point in that case?
Hi! Where i can change text for "survivial guide" ?
oh , nwm, fount it . \media\lua\shared\Translate
I guess my point was... uhhh whatever I forgot
๐ฆ
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
washing machine mod? What would it do?
make washing machines coutn as containers that spawn clothes
I dont think it is possible to make them actually wash clothes though
I dont like simple solutions as that. I love to make it require water, electricity, soap or wahtever you need to wash them
Thats better than running a machine to spawn clothes though
If you had soap water and electricity you'd do it by hand
Well more places where clean clothes spawn would be nice with the new update (Bloody, Dirty)
but that takes up time, washing machines can do all the work while you do something else
What do you still need to do to finish the snowball mod?
It takes about 5 minutes to clean a full set of clothes in PZ right now
Ingame time
Oh, thanks Soul. ๐
Excellent choice of Mod.
I hope it goes from Mod to Base Feature.
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
What do you use to decompile? jd gui?
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 ๐ฆ
yeah
I dont remember which file exactly right now, but it was one of the Ice Queen files
part of the erosion system
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
EveryTenMinutes
to be honest I dont know how often playerupdate is
I think we should have a EveryMinute
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
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
https://theindiestone.com/forums/index.php?/topic/8090-references-luamethods-events-exposed-classes/
Made a little alphabetically sorted cheat sheet for stuff mentioned in title, thought id share for whomever it is usefull.ย Events:(note a reference can also...
OnRednerTick?
OnRenderUpdate?
OnRenderUpdate would be it, but it's not triggered anywhere ๐ฆ
(Or it's called in a part of the source code that wasn't properly decompiled)
it is worth testing
Gonna try it out tomorrow
You can add physics objects with trashcan sprites now with some addPhysicsObject function, pushing trashcans around with a car is funny
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
As far as I remember not, players are not physics objects atm
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?
There's a playlist in this channel's Pinned Messages. Try that and see if it's any help
okay thanks - I'll have a nose around - don't use Discord a great deal so there still loads I don't about ๐
(I see the pinned messages though that I totally did not even register initially)
For sure, and no worries. It's a bit scattered at first
http://projectzomboid.com/modding/allclasses-noframe.html or just /modding is a thing that was mentioned a while ago. Which seems to be more up to date than javadocs
And absolute worst case you can decompile the game with something like jd-gui to look at things such as the LuaManager and LuaEventManager
Should have the up to date stuff pinned if it isn't already <@&136624934184026113>
Sorry if I'm out of line lol
Nice one, cheers guys ๐
sendServerCommand uses UDP, is there a way to send data and using tcp so I know it'll arrive?
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
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?
OnConnected
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...
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
Well it's good to know it's not just me
Turns out I didn't need communication between server and client anyway...
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") ๐ฆ
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"
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
Anyone know where I can get JUST the mod that allows the lil duct tape pouches to be added to bags? @ me if so.
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?
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?
You usually don't.
sorry, long questions confuse me...
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
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
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;
}
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%.
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!
Guys, really appreciate the responses to help explain that - now I feel daft because it seems obvious xD thanks for the help ๐
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. ๐ Not used to Lua.
Trying to make a project Zomboid porno?
Oh of course. Nothing hotter than shambling corpses trying to kill you, eh? ๐
IIRC zombie model is chosen randomly when spawned. You'd have to edit the java files manually.
Ah, gotcha. Thanks. ๐
Rule 34. Its always rule 34.
No links, sorry ๐
DobriyDed, why don't you just use ServerWelcomeMessage from the server ini?
Morry, no one reads this message and its disappears really fast if global chat enabled and 10+ players online.
Could always post something in the minor suggestions thread and could be something we look at.
Or look at the UI code yourself
Or that.
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?
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
Creating and Manipulating World Objectsย ย Seen questions pop a few times regarding placing objects on the map so decided to make a little tutorial on it.ย Mos...
I think it is time for updated tutorials
and better ones about making stuff we are most likely to try
Well regardless this should just work... ;_;
What kind of tutorials do you think are missing?
tutorials about creating info panels would be nice
adding buildable stuff from a context panel
tutorials about creating info panels would be nice
To read I'm sure. Wouldn't be nice to write ๐
Well I rather have .new() fixed than a new tutorial right now.
Someone know a mod multiplayer of survivors (npc)?
There is a mod something like "Survivors!" on the workshop
Oh multiplayer it doesn't do it if i remember sorry dor useless info ^^
ok
eh.....
i have no idea
it's not made easier by the fact that they're pointing the same way
@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 ore i used necroforge for that
Wow
Cool
Very impressive work
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 thanks i'll check it out
@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
i wonder though, can we mod weapon?
You should be able to, there's people that have added gun muds.
muds?
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
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 ๐ )
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.
@vivid zinc why does the data have to be available after death?
how would you re-connect it with another player?
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
@pine vigil thanks for the details! i'll keep messing around trying to figure something out ๐
@vivid zinc use the gametime object's modData
local gameTime = GameTime:getInstance();
local gTmD = gameTime:getModData();
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
awesome, that should work perfectly, thanks very much
yw ๐
just make sure to namespace your data
like gTmD["myModID"] = {} and then use that object for storage
to avoid namespace clashes
oh yeah fo sho
well dang i was farming in Black Desert but now i gotta go try this out ๐
It potentially is, but I would expect a lot of headache and a bit of skullduggery to figure it out.
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 ;)
I'll mention it in our chat system but I don't know how long it would be until they addressed it.
i'm curious, how many dev works on PZ ?
Around... 12-13? Maybe. Probably missing someone.
you work from home or in a studio ?
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)
and each developer has something to work on or you sometime have to work with someone else ?
Depends what's being done I suppose.
i see
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
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.
It's actually just that (AFAIK) calling method with : passes self as the first argument automatically, where as . Does not.
So I guess they are both the same?
thanks ! ๐๐ป
neat
that'd be pickupvan
the problem is that pickupvanlights doesn't show in the spawn list
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
those look pretty sweet
@grim ledge Definition? you probably mean the .tiles file
@nimble spoke maybe, how can i open those files ?
TileZed
thanks i'll try ๐
@grim ledge What exactly do you mean by "definitions"
@pine vigil like where is it said that a mail box or a counter, or a oak corner counter are container
for special object like oven or microwave they have related lua files (ISOvenUI.lua, ISMicrowaveUI.lua), but they should 'inherit' from simple container
it probably has something to do with the InventoryItem class somehow