#mod_development
1 messages Β· Page 396 of 1
no, it isn't related to the inventory item class, that works only for items, not tiles
you should check the .tiles with tilezed
@nimble spoke the weird thing is that i can't open .tiles with tilezed
there is an option in "Tools" I think
I used it some months ago it is hard to remember everything, but I did what you want to do, checked tile definitions to change a few things about them
thanks a lot !
Hey if anyone is interested in making some props for my map I'm working on or Military related props even - shoot me a message. I'm looking to get the more authentic feel for my map it's been missing! Thanks and this is how you died...........
Food are items, items can be modded?
yes
When it's released.
when will it be released
It will be released when it's ready to be released. TIS generally does not give ETAs so as to not disapoint and put undue pressure on themselves.
β€ @quaint night
where are the NPCs?
NPCs are being constantly worked on, but are not yet ready for release. They will not be out for a while yet.
http://steamcommunity.com/app/108600/discussions/0/520518053449950851/#c520518053450165555 && http://steamcommunity.com/app/108600/discussions/0/520518053449950851/?tscn=1461077150#c361787186439298400
http://theindiestone.com/forums/index.php?/topic/14491-the-silver-lining-of-npc-delays-etc/
http://theindiestone.com/forums/index.php/topic/16278-no-npc-mentions-policy/
The tl;dr is 'We know we're slow, but we're not going to compromise by rushing them into the game, or rushing the game to completion. NPCs always being worked on, and no one wants them out there more than us.'
This is something I've wanted to say for a while, and something everyone should remember when getting frustrated by the delay to the NPCs.Β We started develo...
Who are the NPCs?
more than pcs
Mods from SpiffoSpace Russia server
http://steamcommunity.com/sharedfiles/filedetails/?id=1176223660
Hey modders, has anyone here worked with some lua functions about web/http/udp?
REST calls?
Do you mean in zomboid itself?
java mods?
Hum
I meant by that, doing POST and GET requests (http) or even sending packets (through udp/tcp)
with a lua function (so a mod)
Can we put colors in item's DisplayName?
:c
I heven't seen that
Oh maybe there isn't any way
Has anyone dissected the Challenge maps to find a way to make their own challenges? Random I know but I don't mod just map, just curious.
There is sendClientCommand and sendServerCommand to send stuff, both have an event that triggers when they are used. It has a string as a command and a KahluaTable args which can be your json equivalent / payload thing
So you can hopefully achieve the same results with that. The only problem is that you cannot properly send stuff to the player when he just arrives on the server
Ahh, so pretty much if you did mod it, it would be broken anyways? excuse my modding/coding ignorance
No I mean you'll just have to deal with the fact that you cannot send stuff during OnGameStart for some reason
Anything else goes as far as I can tell
There's a doChallenge function in LuaManager.
but dunno when it's used
doChallenge is used by the main menu to set up the game for the challenge mode.
So does that mean it would be possible to modify and exchange conditions for your own custom ones? for Custom challenges?
If you go to lua/client/LastStand you will find the challenges themselves that you can take a peek at to figure out how they work/if you want to make some tweaks.
Not entirely certain how new ones get added to the menu. Might be automatic, idk. Would need to look into it to figure it out.
Thank you, just curious as to the limitations more than anything. I doubt it will do me much good but who knows maybe I'll get motivated if it's possible to do some different challenges.
@pine vigil Do you know if you can change an item's displayname's color? Through LUA or thanks to an html code or something?
@rocky yarrow Not possible AFAIK.
Oh, well, thanks!
@pine vigil What is the reason that OnZombieUpdate is disabled on the server side? I made a mod that uses that event, because the event not called serversided it does not work on MP.
@vocal wigeon I don't know the design decision behind it, it's just set up to only trigger for client. I assume because the zombie update function is something that's only really done clientside anyway.
Nevermind server does use it, so really no idea.
That's a shame
Maybe it could later be activated for the server as well?
As long as it's tested and all
ah OnZombieUpdate is how I emulated kickback to explosives here: https://www.youtube.com/watch?v=tS7m3zRvhso
and noticed was not being called server side thus the SP only disclaimer
It would be awesome if it'd work in mp. Wink wink nudge nudge.
Do i need to include the ENTIRE vanilla lua file in my mod for basicFarming if im modifying a seed?
@hallow dome modding farming can be a lot of trouble just for a small change. Check my farming time mod on steam
it changes the main farming files so separate mods can coexist
I saw yours, but does that mean I require your mod as a dependency?
also, how would I hook in using your mod? do you have an example I could look at?
oh @nimble spoke whoops
Okay I see how this is organised. Going to take a while but this is awesome, thank you so much.
no problem, if you have any questions let me know
So where do I put the things in basicFarming? <elseif(planting.typeOfSeed == "OnexSMed") then
planting = farming_vegetableconf.growOnexSMed(planting, nextGrowing, updateNbOfGrow)
end>
@hallow dome you use my version of basicFarming, then add your own file based on my "SFFarmNewVeggies". Each crop type added there has a new value called growCode which is the name of the function it is going to use
in that same file you can see I add the functions listed for each crop
do i need ISUI?
yes, you do, check the one I use there, it is also made so that you don't need to change the original file
basically use my version of the original files, and make new files copying the ones I created
this way your mod will be compatible with mine without the need to have both
your file in the ISUI folder will check for your seed types only
Okay, i thought it would be way harder to convert, but im about to test it now (with most original icons!)
elseif planting.typeOfSeed then
if farming_vegetableconf.props[planting.typeOfSeed].growCode ~= nil then
local growCode = farming_vegetableconf.props[planting.typeOfSeed].growCode
planting = assert(loadstring('return '..growCode..'(...)'))(planting, nextGrowing, updateNbOfGrow)
there was a bug where my own icons would not show in the info panel when you check a plant in game, I don't know if it still happens
this looks like its automating for unknown seed labels, is that right?
yes, that line makes it possible to use a custom function defined by the plant type without the need to add it in there directly
genius. so I dont even modify basic farming?
no, just use my version in your mod
sweet. did you by any chance include custom icons for the growing veg?
im tied my icons in for items, now i just need the tile models
do you mean the tiles? I wanted to, but right now they use existing tiles
the problem is that there is no way to set up proper tiles for both standard size tiles and 2x size, so I decided to use existing tiles
oh man...
so theres no way to use my custom plants at all?
you can use your own tiles, but you have to decide if you set up the correct size for standard or 2x, you can't do both
ahh
Okay, I built it as 2x, so then I repack them and it should work?
I still need to look into labelling, im sure this is going to be a whole new nightmare
yeah, if you added your tiles correctly then it should work
First step is tilezed, load them up to get metadata written, then the .png's should be okay to run through the converter
from what i could see on the ONE tutorial i found, it looks this easy
I couldn't find a useable pot mod, and my character keeps getting sad during the winter
I figured I'd try and make one that doesnt dump drugs in every zombie you kill and every box you check
but once i get all this sorted, I want to work on making an oven variant for indoor growing
interesting, I have plans for some spices and plants that may have other uses too. There is a function in my mod that will be useful for you, it allows you to keep the plant when you harvest, and define which growth stage is used
I think there is an example in it somewhere
that reminds me, in the original growth code it has two chunks for the mature and mature with seeds stage
i added a seed switch into both stages, should that matter?
basically when you can harvest it has seeds in this case, I wanted to buy more time between spoiling and usability
I think it will work fine, you have a lot of freedom if you understand the grow function
it is possible to make the plant survive even if you dont harvest it
I dont remember exactly how though
wouldnt you just loop it back to an earlier stage?
yeah, I think the other value I added serves that purpose
hhmmm no, I think I didn't leave an example in those files
ohhh here retainOnHarvest is what you need to add to your plant values
then set the grow stage you want
I dont remember what happens if you dont harvest it though
how do i make my XML for the master sheet of tiles?
the one spit out by the zomboid base tiles looks like a pain to go through
won't the converter generate one?
ahh tilezed needs me to place it first
@nimble spoke Why How is adding custom tiles broken?
@pine vigil So far there are no known methods to make our tiles select 1x or 2x texture size
at least the last time I read about it other modders were complaining about it too
So you can add custom tiles, you just have no way to determine which tile you should be using?
yeah, we can add only one file name, so it will be either 1x or 2x
If there was (or perhaps I created) a method/function that told you whether game was running with 1x/2x tiles would that solve the problem?
most of the lua code wont make use of that. For our example here, farming, plants have a table for each growth stage, allowing me to detect 1x/2x won't help
So you need to supply two files and the game needs to be able to determine which tile to be using from the mod automatically, since you can't have two different tile names?
We need a way to have 2 files with the same name, in a way the game knows one is for 1x and the other for 2x
yeah
You think you could give me an example mod that tries to replace a tile in farming? I don't know my way around that system yet, but I could have a poke around when I have the time. See how difficult it would be to fix. [Quiet SpiffoBot]
well, Farmoid and Hydrocraft use custom tiles in farming as far as I know
my mod doesn't
Alright, I'll take a look.
Thank you
Can't promise anything, but I'll look. π
I know how these things work
I think most popular mods are simply using 2x textures now
where the heck is the create pack file option?
There was a tutorial about that, but I don't have a link
i found it
but it points me to the tools bar, neither the command listed nor the implied button exist
im also looking the wiki but cant find the bit about extracting my xml data
Are you using the right version of TileZed?
Wiki is outdated
the easy pickins tut on indiestone is from 2014
idk when this tilezed was updated but...
holy shit... how did i download the ORIGINAL tilezed
UPDATED AND STILL NOT WORKING Β Im going to bed - few questions about errors im getting:
Β
1: Im using a texture pack, and in the info file i point...
if anyone could take a look, ive been messing with this for 5 hours and im getting fed up XP I use Filchers Farming mod as a dependency
what do you mean by "getting fed up xp"?
1509676699657 java.security.InvalidParameterException: Error: Type = Item is not a valid parameter in item: OnexZigs what does this even mean?
fed up, like tired of it. Converting to your files made a LOT of issues clear up, but Ive never been able to get a mod to work and Im also fed up with quitting. So, I made unique tiles and dammit I'm eventually publishing this!
nevermind... found the string error
last error I think, cant solve it. Im getting this
1509680166473 function: OPotISFarmingMenu.lua -- file: OPotISFarmingMenu.lua line # 3
java.lang.RuntimeException: Object tried to call nil in OPotISFarmingMenu.lua
oh... I had OPot{}; not = {};
Awesome. It looks like everything works from the item side. @nimble spoke I'm getting a stack error in regards to the item seed menu, attempted index: haveSeed of non-table: null
im not seeing a nomenclature issue, which is what 90% of my other issues were
@vocal wigeon I have made OnZombieUpdate trigger serverside now. Awaiting any particular objections to the change, but if there's none it should go out in the next update.
@hallow dome Check the haveSeed function, be sure the tables you create are the ones you're adding seeds to
Error messages alsways give you the line in the code, so it should be easy to find the problem
I've never been this excited over the possible removal of an if statement, thank you.
@nimble spoke Yeah everything should be good, I cant find what I'm doing wrong here. Its saying im indexing props in non table null. I keep thinking I fixed it, but now im at a dead end. ill update the post on indiestone with my code
Tell me when you updated the post and I'll take a peek.
@hallow dome Where is OPotfarming_vegetableconf.props even defined?
Shouldn't you just be using farming_vegetableconf.props
That's the only thing I see defined in your files.
in the vegconf lua
OPotfarming_vegetableconf.props = {};
OPotfarming_vegetableconf.props["Medical Indica"] = {};
OPotfarming_vegetableconf.props["Medical Indica"].seedsRequired = 6;
etc etc
Everywhere I look "farming_vegetableconf.props" not "OPotfarming_vegetableconf.props"
The only time I see it.
Is for sprites.
ugh
farming_vegetableconf.props = {};
farming_vegetableconf.props["Medical Indica"] = {};
farming_vegetableconf.props["Medical Indica"].seedsRequired = 6;
Well if this is how its set up.
That's why you're getting null table.
So either rename all this, or change that line to say
local OnexIMOption = subMenu:addOption("Indica Mids", worldobjects, ISFarmingMenu.onSeed, customseedsList.OnexIMSeed, farming_vegetableconf.props["OnexIM"].seedsRequired, "OnexIM", currentPlant, sq, player);
The interpreter does not lie!
so in this piece here
local OnexIMOption = subMenu:addOption("Indica Mids", worldobjects, ISFarmingMenu.onSeed, customseedsList.OnexIMSeed,
I assume I also need ISFarmingMenu
to be OPotISFarmingMenu.onSeed
I don't see why you would?
I assume it's piggy backing of the core games version of it.
You don't have an onSeed function defined in that file in any case.
@hallow dome go back and check how I added my plant types to the original seed menu, it looks like you made some unneeded changes there
Do not touch what points to the original files
If I use a zombRand in multiplayer in the server folder, is the returning value going to be the same for everyone? Or will everyone get a different value?
It depends how you're using it.
If it gets run client side then each client will generate a random number. If it's being run serverside then it will generate a random number, but if the clients need to know what that number is, I suppose you will have to transmit it to them.
I don't know if that really answers your question or not. @vocal wigeon
pretty much, thank you
Shame on me for asking and assuming someone would do it, but itd be pretty nice to have the smoker trait be a little more dynamic. Things like stress and depression increasing much faster when you dont smoke to a rediculous amount up until the 14 day mark (since last smoke) and then decreasing slowly over a long period of time until the trait is eventually removed. This could also be changed to where people who smoke that arent smokers gain the trait.
You usually don't.
well i mean
if my character goes 98 years without a cigarette and still needs one
@drifting ore
I want the symptoms to ramp up for gameplay balance
I mean, in all honesty some people have absolutely no problems quitting smoking and some people just dont have the willpower to do it.
That being said, you want to try and make the player want a smoke.
A generic addiction mechanic that can be applied to smoking might be better
The stress increase for the smoker trait happens in java, so overwriting is not going to happen
@vocal wigeon https://theindiestone.com/forums/index.php?/topic/23090-released-iwbums-build-3827/&page=2&tab=comments#comment-263828
On 10/30/2017 at 5:51 AM, EasyPickins said:
Was this a brand-new savefile, or did you create the new character using a savefile your previou...

γγΏγΌγΌγΌ(γβγ)γΌγΌγΌγΌ!!!!!
I'm sure like most highly anticipated presents, it will be bitterly disappointing.
I'll try it out when I have the time. Hopefully it runs alright
Yo can someone remove the fire limit in a workshop mod? 
fire limit?
maybe its a mod about fire ? π
or try it yourself π this lua shit is fkn easy to edit
Kay currently these are the results: The event is definitely executed, a print can be displayed. However it does not seem to update anything zombie related π¦
Which might explain why it was turned off. But it also makes me wonder, what's so special about mp that it does not work?
Well it was worth a shot
"I'm sure like most highly anticipated presents, it will be bitterly disappointing."
I guess Connal was right
Didn't want to write that myself. But yeh, as expected from Zomboid I guess. Regardless I'm glad he responded and all
Guess it's to figure out why it doesn't work
98 years and not a single zombie killed?
What is this?! True pacifist mode or something.
I think that's an achievable goal, and its logical. Obviously, if you don't get close enough to try and kill the zombie with a melee weapon, it can't grab and bite you either. By avoiding zombies, you avoid getting bitten, and thus survive longer.
@vocal wigeon So what's actually wrong with the event?
Well the event itself works. The things I'm using it for do not work. In one mod I'm calling zombie.Move(x,y) to replace the way zombies lunge at survivors. The other one I'm using zombie:say() which also does not show up.
So I guess the extra zombie actions I'm doing just don't get send from client to server. Which is understandable for :Say(), but I expected changing a position through Move() at least to work.
I could add an event to Move
"OnZombieMove"
I can understand why you would think OnZombieUpdate should trigger for it.
Move for zombies is only triggered by LungeState and WalkTowardsState, not update.
Which is a kettle of fish in itself.
Well I'm calling it only in the lunge state as well. One time to negate the movement of the call and another time to do desired movement
It works in sp
In which case, why not use "OnAIStateExecute"?
You'll have to whittle the state down obviously.
Or would that even work actually...
OnAIStateExecute is one specific state as far as I know
not all of them
LuaState is cool though
But then what's even the point of LuaState?
You can put a gamecharacter in it and control a character with your own logic
I did it once with zombies
Seems kind of crazy there is LuaEvents for it, but not the base state class.
At least to me.
I dunno, there's only a really old forum post I can find on it that it was being worked on
Lua driven entities or something. So I guess it's half-finished or something
Also the statemachine itself isn't exposed to lua
Hmm.
Well like I say, I could maybe add the event, don't know if that perhaps has some performance implications. Would need to check.
Not to the states, but to the ZombieMove.
Do you think that would work?
LungeState has a GamerServer.sendZombie at the end that seems to be an empty method, at least in my decompiler. No idea if that means anything
Possible it's a hold over, to early multiplayer work.
I have a problem. For the test, I changed one texture in UI.pack and created a new, modified UI.pack, but when I move this new file to my mod, the game crashes. If I put vanilla, then everything works.
I took a vanilla UI.pack and modified UI.pack and compared them and that's what issued:
@Connal Could you please tell me how I can detect snow on a tile?
@nimble spoke I don't know if there's actually a way...
You might be able to do a general check on whether snow is about, but not necesarily whether snow is on a tile. I'm not certain, not versed in the Erosion/Weather stuff that's more TurboTuTones territory.
I believe you need to check for the actual name of the tile
of the tiles texture I mean
That sounds right. Listen to Blindcoder.
Why does the console write that the vanilla sound has been rewritten to a new one, but the game still plays vanilla sound? Vanilla sounds can`t be changed?
I tried checking for the tile's name, it worked when I spawned the snow tile on the floor, but not when I clicked "real snow" tile using that same tile
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Hi Guys
So, the weather system has to remove snow from tiles, unfortunately that part of the java code fails to decompile, so I don't know how it is done
ErosionIceQueen.setSnow(boolean _isSnow)?
@vocal wigeon where is that called? It could be the global snow, and not tile snow
isn't there a mod that makes tiles turn to snow gradualyl when it snows? i recall seing a video of it. checking the code in that mod probably easiest way to figure it out
.mod snow
I could not find any mods like "snow"
.mod winter
@placid delta
Winter Clothing by TalSh
Top Rated Rank #65
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Make warmer clothes for winter.
Workshop ID: 680389814
Mod ID: WC...
I think that was a java mod that was posted in the General Discussion.
setSnow does a forloop over a bunch of sprites
snowCheck calls it
so I need to check for snowState?
snowState seems to be a boolean for each tile, if I understand it correctly
ohhh so snowstate is for the sprite? yeah, I can check the sprite in a square
hello guys.
hello
whatsupp?
being sure if there's snow on the ground is hard
No idea to find sprites but the "vegetation_ornamental_01_" and "f_bushes_2_" look those up
jesus what
That's not supposesd to be that long
vegetation_ornamental _ 01 _
morry you game maker?
discord's fugging up the underscores
I'm not making money making games, if that's what you mean
yes but not everybody is a game maker here
no I was just wondering if you were the maker of the game
ops sorry
I was to ask you a few questions
Everyone in the dev section is a developer
If it's mod related just dump it here and hopefully conall will respond
I was going to ask you which game engine and language you are using
google translater its wrong
Zomboid uses mostly Java and Lua. LWJGL for java stuff
Kahlua2 for lua stuff
that's about what I know
what game engine do you use
Most of it is written by themselves
unfortunately there is no good code knowledge to write a game
LWJGL is as 'engine' as it gets for zomboid
hard?
oh. thanks
@nimble spoke vegetation_ornamental_01_ and f_bushes_2_ look at those sprites, or sprites that start with that. If there's any ground tiles named that way then it's what you need to look for
Thank you
I would describe LWJGL as more a framework than an engine.
Wish I could be more helpful to you Soul about this snow stuff, but I know little about it.
you think for unity?
Are you asking what I think of Unity?
Don't worry about it, just needed to be sure I understand.
thank you (^_^)
I think it's a good engine personally, very easy to use it to make a bad game but when in the right hands can make some tremendous stuff. The tools you get with it are pretty phenomenal, though I do think that it can be detrimental when you're trying to keep things small and tightly made.
I have gotten into writing my own stuff for personal projects, or even poking around Godot to see what that's like.
@pine vigil no problem, I know I've been meddling with things nobody tried modding, I will get it working eventually
Sadly not in time for this Christmas
No one helped me with the sounds :c
scroll up
I am sorry that I can not help because I can not be a software developer but I think that you can change it
and because I use translation, I can not express myself exactly as I
sorry :/
Try punching the computer
if that doesn't work
burn it and buy the new model next month
Repeat until it works
I made a new Ambient.bank in FMOD with one changed sound, then put it in my mod and console wrote that Ambient.bank has been rewritten to a new one, BUT, game still plays vanilla sounds. Can someone tell me how they (devs) used FMOD studio?
@naive crystal i will do this soon π π«
Have fun
youtube?
XD
@scenic sigil The only thing I can tell you is that some files appear in the list as being loaded but are not actually used, it happened to me but I don't remember which file it was
Try the following: turn the mod on, then restart zomboid to test it
It works for .tiles
Okay, i try it
Anyway, it doesnt work. I have a feeling that PZ has hidden sounds, which cannot be overwritten by mods
You might want to check if there are mods that change these files
My mod is the only one
In this case Connall may be your best bet
We have something weird going on with these files
We can't let him work peacefully these days
Have you tried to replace the whole bank file on it's original location? (backing up the original of course) Just to test it works in that case?
Nope. I check it.
probably gonna be a noob question as I'm late to the party, but getting a custom weapon model in the game, is that possible now?
@placid delta
Chainsaw Mod by nolanritchie
Top Rated Rank #110
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Adds a chainsaw to the game.
Have a gas can in your inventory and right click on chain saw to add gas. A chainsaw with gas equipped will automatically start, no need to turn it on. will keep running while equipped.
Can be found in crates, metal shelves, storage units and lockers.
Running chainsaw stats:
Very slow swing
Makes noise
Max hit 6 targets
1 hit kill most the time vs zombie
2 hit to break door
2 hit to chop tree
Without gas can still be used as weapon with stats comparible to a bat b...
@naive crystal
Missing weapon models by FinchEz
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!!! UPDATE 11/9/17 !!!
REWORKED MODELS AND FIXED SOME BUGS (Rolling pin and etc.)
Models have been reworked by - "veinsafire", say thanks to him.
This is a mod which adds missing models in game.
New models for:
- Spoon
- Fork
- Rolling pin
- Butter knife
- Fishing rod
- Combat knife
- Crowbar
- Scissors
- Screwdriver
- Wooden lance
- Pens
- Pencil
- Hunting rifle
- Varmint rifle
- Stone tools
Workshop ID: 948023908
Mod ID: MWM...
.mod a better irl life
I could not find any mods like "a better irl life"
:C
A better in real life life?
Ye
Lol 35th place
I just realized that you made the mod.
.mod More build
@bold drum
More build by ProjectSky
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More build ...
@scenic sigil Are you sure the sound you replaced is the one that's getting played by the game? You only replaced one sound, yes?
Yeah
If I subscribe to a workshop mod and make a server, will anyone on it be able to see and use the items added?
Or will they need to subscribe to them as well
They will need to subscribe, but they will be prompted to subscribe when they connect to the server.
Neat
Also any word on to when we might be able to expect cars to come to the stable version of the game?
Afraid not! Sorry.
Finch what sound are you trying to replace?
rain.wav
Hey modders! wanna see your stats? Type .modder YOUR_STEAM_NAME
.modder blindcoder
@placid delta
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.modder FinchEz
@scenic sigil
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.modder Soul Filcher
@nimble spoke
Sorry. I could not find any modders called "Soul Filcher".
.modder SoulFilcher
@nimble spoke
Modder SoulFilcher Ranked #55 in Total Subscribers
Has published a total of 5 Mod(s)
With a total of 9863 Subcribers
And a total of 27748 Visitors
And a total of 210 Favorites
SoulFilcher's top ranking mod Soul Filcher's Building Time is ranked #96 with:
4/5 Stars
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Total favorites: 80
.mod building time
@placid delta
Soul Filcher's Building Time by soulfilcher
Top Rated Rank #96
Total unique visitors: 12462
Total unique subscribers: 4152
Total favorites: 80
This mod adds masonry and carpentry options. To access the masonry menu you will need a mason's trowel in your inventory. For now players can build fences, walls, door or window frames and floors using concrete and bricks. A wooden window frame was also added to the carpentry menu.
Note: After building things with concrete the empty bucket will be placed on the floor.
Please let me know in the comments what else I should add to this mod.
Workshop ID: 891373781
Mod ID: SoulFilchersBuildingTime...
You're adding some neat functions to this bot
yeah the command list is starting to get a bit long .... see .help
@placid delta Big thanks for your help yesterday, I've managed to get this as a end result!
magpulized AF
lol, yea, based off a rifle I once owned.
arg.. invisble gun, we no longer need the model loader right?
oo, found out a way, but gotta fix this. lol
That detail
yep! gotta work on that texture and mesh....
Well good luck
thanks!
.modder ProjectSky
@bold drum
Modder ProjectSky Ranked #4 in Total Subscribers
Has published a total of 8 Mod(s)
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ProjectSky's top ranking mod sChinese Translate Mod is ranked #17 with:
5/5 Stars
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.modder modder
@naive crystal
Sorry. I could not find any modders called "modder".
damn, so this custom weapon is floating above the players hands, even with moving it a little in blender is still floats in same location.. any ideas?
Did you try turning it off and on again
.modder ethanwdp
@upper bough
Modder ethanwdp Ranked #8 in Total Subscribers
Has published a total of 2 Mod(s)
With a total of 71334 Subcribers
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ethanwdp's top ranking mod Cheat Menu V2.6 is ranked #4 with:
5/5 Stars
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Doesn't that model have way too much detail to be seen ingame?
hello guys among you
use unreal engine
Connall, so what about my problem? cannot be fixed?
I've currently not been in a position to investigate, I'll take a look on Monday, if you don't hear anything from me then give me a poke on here. I'm not too up with it on the FMOD/Audio stuff, but I'll try and see what I can find. @scenic sigil
Only thing I can think of is, to make sure the sound is actually being used, you could try replacing everything single sound with the same thing to see if PZ uses it. If it doesn't, then I would assume it's an issue of loading modded sound banks.
@vocal wigeon I do know the tris are 1,400 ish. It was my first design so I may have to tone it down alot
regardless it looks good
I tested it with another sound, but problem is still here. When I replace vanilla sounds, then nothing plays. Maybe the problem is that I'm doing something wrong in the FMOD.
Monday
@pine vigil
When you replaced other sounds, were the vanilla sounds playing or was nothing playing?
Was nothing playing
In which case it's an Fmod thing and I know next to zilch about it. I'm under the impression, there's some funky metadata for Fmod files so I imagine replacing sounds is not a simple process.
But I don't touch the Fmod side of things.
Okay, who understands this?
RJ, TurboTuTone or EasyPickins maybe, if you can get a response from them.
Anyway thank you <Π
Wish I could have been more helpful.
any news regarding the LuaNet problem where packages aren't transmitted right after the player joins?
I'm still stuck on this floating weapon issue, could someone help me please? I've followed WolfeClaw's video to the T and it is still an issue. Did the update break the ability to use custom 3d models?
Show that pic of the issue again
this is my issue
i have temporarily used another modder's .txt file and it has the weapon in the proper position, so I have found the issue to be exporting from blender to a .txt file. I am using Jab's 3d model import /export script
Which part of the gun is on z axis pointing down on blender?
here is a pic of my script in blender right now
Z axis down is where the pistol grip is
So what happens when you just drag it to the right about the length of the guns but? Then resave
I tried doing so, but it still shows up the same. I will try that now again, and see if the issue was on my end...
so I moved it...
and it still shows in same position
ignore texture, I can figure that issue out... after this
the scale is slightly smaller, then the last picture
hard to tell if it moved or not that way...
just ,move it like 80% to the right, which is way to much but at least you'll know if your changes are having any effect or not
sure, do so now
interesting why your rifle is muzzle facing y axis. my rocket launcher is pointing down on the z axis:
I've just did that this run, I'll see if it changes
Can you explain how having the model vertical makes it work ingame when it's horizontal ingame? @placid delta
When I experimented it didn't work like that
odd still no change, not even 1 pixel or inch..
it just matters what way(angle) the pz game loads and uses it at
i veighly recall, having trouble exporting sometimes if i made too many changes since loading said model
close blender, inport the model. move it once. save it. then try
i'll see about using an entierly different model in blender and trying again
this is using a different model, now it shows it floating, but not the very same as mine..
damn still no difference, even with moving it.... I am using blender v2.79 is that what you are using?
wait a minute........... I think I know the issue
I'll copy my m4.txt and see if you can spot the issue
ResizeWorldIcon = 2,
couldn't do paste all of it... but this is probaly why...
are you sure your actually moving the model and not just the camera or something?
tap G first then the Y (for the Y axis) then move it and click to set
ok, trying that
hmm.. alright.. I'm getting some food and a break... I will recreate the mod from scratch and see if the issue is the same....
are you guys rotating/moving it in object mode of edit mode?
@drifting ore Hey EG, if I could ask for a verrrry tiny favor for my server. http://steamcommunity.com/sharedfiles/filedetails/?id=972598201
We're currently using this for our server, to run special supply drop events. A few of my community members are working on an admin tool for radio broadcasts.
Problem is this mod suffers from the same problem as ORGM. The debug key is on the numberpad, and it spawns a lot of very overpowered stuff. Would it be too much trouble to make another debug key override for it?
.mod server props
@placid delta
Server Props by mikeomni
Top Rated Rank #248
Total unique visitors: 5701
Total unique subscribers: 1087
Total favorites: 17
Adds Admin-Spawned Props for MP use.
Workshop ID: 972598201
Mod ID: ServerProps
To spawn items, use:
/additem ServerProps.USAFAirdropGreen
/additem ServerProps.USAFAirdropGrey
/additem ServerProps.USAFAirdropBlue
/additem ServerProps.USAFPalletGreen
/additem ServerProps.USAFPalletGrey
/additem ServerProps.USAFPalletBlue
/additem ServerProps.USAFParachuteL
/additem ServerProps.USAFParachuteR
/additem ServerProps.USAFCaseGreen
/additem ServerProps.USAFCaseGrey
/additem ServerProps.USAFCaseBlue
/additem Se...
so It must have been how I designed the rifle. It is now much better. in Blender I was using a plane to trace the outline of the rifle, then add a face to the mesh, then adding a solidfy module to thinken it. The new design is a more widely used one, easily found on any blender tutorial.. Now that it seems to be fixed, I can now work at getting it to work
Very happy day!! I have FINALLY figured it out! Thank you @placid delta for your help yesterday. The issue was how I designed the rifle in blender.. I have a few tweeks to finish, but all the major issues are now resolved!
I'm looking forward to getting your mods
@short shell Good work man, glad to see you still active π
Always am, I take a break here and there, usually during new game releases.. I've got a few bugs to resolve and need to implement a better way to spawn the mod as loot.. Should be done in a day or two.
@placid delta
Modder blackbeard Ranked #39 in Total Subscribers
Has published a total of 8 Mod(s)
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blackbeard's top ranking mod MRE Mod is ranked #75 with:
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hi guys... i don't know if you can help me
i have a problem with a mod "Driving Cars Mod"
when i am into a vehicle, zombies can hurt me and kill me...
i'm not protected
is there a bug?
or i wrong anything?
just once randomly? or all the time?
all the time...
they can kill me...
it's really strange
because a vehicle has a protection...
right?
i tried to stay into the vehicle with the engine turned on
but zombies can to kill me....
and don't damage the vehicle
i tried also with more vehicles.... but it's the same thing
and it's a shame..... i really love that mod....
so much+
it should yes. see this recent video of someone using the car:
https://www.youtube.com/watch?v=-Y32QO8m2Do&t=43s
near the end the car protects him from multiple gun shots. and the vehicle takes damage instead
though the damage protection system is very fragile. (it actually just detects and restores injuries, not protects) you should not rely on it. keep your car moving and there is no chance at getting bitten or scratched really.
mmhh ok
i'd like to know where is the problem...
too hard for me.... i can change something from the file, but i don't know how to resolve thigs bug
i believe that is a problem of static/dynamic object....
the zombies can walk through the car for to hit the character..
weird, could it another mod be interfering with it?
mmh
i have some mod
but i don't know which is the mod that can to conflict with the vehicles
if there is a conflict....
i would disable all, except the cars, then try it. If you continue to have issues then you know that it is the mod itself. At this point we can easily isolate the issue. I can see that there are 3 mods for the cars, 2 by nolan and 1 by ddraigcymraeg.. I would verify that you are using the right one.. It could be an inssue with the mod itself and the new updates pz are pushing.
it's right...
but probably it's a limitation of the script...
i'm not sure of this...
i can suppose that it's not simple to create a similar mod, it's really hard.
Hey I found the channel!
π Welcome
Thank you
it got replaced with an empty file and ultimately deleted
@sly dirge if your talking about Survivors mod, the zombie.zip was java side changes which stopped working when pz updated some of the files I had edited in java causing a conflict. so instead of re-making it, I just did my best to make it not necessary though some features were lost during that change.
Welcome Kurogo, I hope that means Farmoid update will be here soon
aw
Zombie.zip made the survivors less stupid lol
What I really missed was the option to become one of them...
So you can atleast pretend that they're doing something while you're controlling them.
Also i notice some pathfinding issues were fixed due to it, the survivors actually accurately follow you.
Shame it crashes the game a few minutes in.
Thanks Soul, I'm not sure about soon, but I'm making some nice progress on it
hello all. Is there a modder that knows how to stop bleeding in lua? I have reviewed the java docs and nothing is stopping the bleeding.
I tried
player:getBodyDamage():SetBleeding(BodyPartType.ToIndex(BodyPartType.ForeArm_L), false);
player:getBodyPart(BodyPartType.ForeArm_L):SetBleeding(BodyPartType.ToIndex(BodyPartType.ForeArm_L), false);
as well as setStitch and setBleedingStememd
also tried player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):SetBleeding(BodyPartType.ToIndex(BodyPartType.ForeArm_L), false);
thinking there needs to be some sort of update or refresh??
thanks for any help!
BTW, I am making a mod to make bone sutures
some of their code call for an item id without the module before it, if that's the case you can make your own suture needle work just by giving it the same id name. For example I made my own Module.InsecticideSpray (I dont remeber if that's the exact name but it's jsut an example) that works exactly like Base.InsecticideSpray
because the code checks for InsecticideSpray not the module+id name
It is not always the case but is worth checking
Thanks Soul!
Do I need one of those electric multitool things to add a battery to a portable mining machine?
found how stop bleeding!!!
FYI
player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):setBleeding(false);
player:getBodyDamage():getBodyPart(BodyPartType.ForeArm_L):setBleedingTime(0);
those both need to be in the Lua. and the lua script has to be in the lua/server location. Dont know why, but there you go
i was looking at that! Looks awesome
don't we already have necroforge?
Anyone play around with the radio/TV broadcasts?
Well, I'm wondering if, since we can gain xp on certain broadcasts, is it possible to make it so we could also learn a recipe that way too?
hey people
is there someone for a question?
i need an information
about a personal mod
@cerulean yew Just ask and if anyone has an answer they'll tell you
We're all cool here
oook
it's a strange thing...
i created a mod with a custom class/occupation, that overpower the strenght and combat skills
i always used this class/occupation for to play... yestarday i started the game with a character with no skills/traits etc. etc.
and gaining skills, it seems that the damage on the zombies, was better of the character with full strenght and skills
my question is: Is is possible that with a mod there can be a bug on damage value if overpower skills and strenght?
sorry for my bad english, i am italian
No worried
I've never tried to do anything with modifying traits so I can't help you, but I'm sure when people read if they can they'll help
ah ok...
it's really strange, because when i use the character with custom class/occupation, i can see that there are max values on strenght and combat skills
and it should be ok.....
Have you tested it with the same weapon?
I never modded ocupations so I don't know if they could be the source of such a bug
But maybe using certain skill values can bug the system, try lower skills and see what happens
mmh
i tried only with baseball bat
probably overpowering values, there is a bug?
i had over 200 in strenght
but there is the limit on 10
the cap is 10
probably is this the reason?
There's a good chance it would cause problems
if there's a cap you should respect it, because game code may not take other values into consideration, which could mean it is counting as zero
mmh
probably you are right
my sensation was that increasing skills manually, i can do more damages....
i'm not completely sure of this
but probably over the cap, there should be a bug that decrease the power...
if currentwetness > 15 and currentwetness <= 40 then
player:getBodyDamage():setWetness(39);
elseif currentwetness > 40 and currentwetness <= 70 then
player:getBodyDamage():setWetness(69);
elseif currentwetness > 71 and currentwetness <= 90 then
player:getBodyDamage():setWetness(89);
elseif currentwetness > 91 then
player:getBodyDamage():setWetness(99);
end
end
end
end
--From RoboMat's RMUtility Mod
function rnd(_value)
return ZombRand(_value) + 1;
end
Events.OnPlayerUpdate.Add(wearPoncho);
anyone can help me to set these values for to have 0 wetness when i wear a poncho and it's raining?
Zomboid probably checks with a switch or if else what level your strength is. If you go out of those bounds it might give weird results.
Will probably look at it when I get home
?
i didn't understand
ahh
for the strength ans combat skills values...
yes friend, if you can take a look, i should be grateful
to you..
@cerulean yew remove all those lines including th first "end" then add a line
player:getBodyDamage():setWetness(0);
public float getHittingMod()
{
int level = getPerkLevel(PerkFactory.Perks.Strength);
if (level == 1) {
return 0.8F;
}
if (level == 2) {
return 0.85F;
}
if (level == 3) {
return 0.9F;
}
if (level == 4) {
return 0.95F;
}
if (level == 5) {
return 1.0F;
}
if (level == 6) {
return 1.05F;
}
if (level == 7) {
return 1.1F;
}
if (level == 8) {
return 1.15F;
}
if (level == 9) {
return 1.2F;
}
if (level == 10) {
return 1.25F;
}
return 0.75F;
}
public float getShovingMod()
{
int level = getPerkLevel(PerkFactory.Perks.Strength);
if (level == 1) {
return 0.8F;
}
if (level == 2) {
return 0.85F;
}
if (level == 3) {
return 0.9F;
}
if (level == 4) {
return 0.95F;
}
if (level == 5) {
return 1.0F;
}
if (level == 6) {
return 1.05F;
}
if (level == 7) {
return 1.1F;
}
if (level == 8) {
return 1.15F;
}
if (level == 9) {
return 1.2F;
}
if (level == 10) {
return 1.25F;
}
return 0.75F;
}
oh god damn that's larger than I expected...
Anyway. As you can see, if the Strength level isn't in any of the set levels it just returns 0.75, the same value as you'd get when being lvl 0 strength
@cerulean yew
mmh
Have you tried using a switch statement?
wooooooow
so this is the reason ..
i put strength or combat skill to a value as 400 o 500
or similar
so i return to zero
0.75
same thing for combat skills, morry?
ok... at this point i will create a character from zero
without skill or stat points
your code?
but are you a staff coder?
I said it's NOT my code in response to starkitty.
ahh ok
More specifically red names are developers, who may or may not be coders π
perfect ^^
hwy Morry.... if i remove the last string.... "return 0.75F;"
probably i resolve the problem?
that it isn't a problem but ok....
It's java code, you can't just edit that
can not
it's not a problem
it's simple to solve it
i can modify the traits and skill values of my persona occupation/class....
for to don't go over the cap
ah ok
Eeeeewwwww
Hiya guys!
Hello
Sweet. I now have it where you don't get the option to add seeds to the pots unless there is at least some soil in them, and you can't add more water to the pot than there is soil in it
π
Wow, ultra details there
Zomboid is moving towards real life simulator with zombies with all the recent additions
Survival sandbox
Can I slow down a player if he passes through a water tile?
and add the state of "wet"
Maybe you should check out the bush/hedge tiles that slow you down?
I'll try, but I do not see the bush property only the tree property
if I select a property of a tree, everything around it will be obscured (
but this is not accurate, it will be necessary to check
It would be interesting to have the slow property separate so we could use it
@nimble spoke >It would be interesting to have the slow property separate so we could use it
?
If the player becomes very wet, does it automatically slow down? maybe I'll just create this area and when i going through this area, the player will become wet
he was talking about the bushes slowing people down and then was asking if he could get slow seperate so he can use it on water tiles
Ahhh right
@pine vigil Trees slow you down when you cross them, that property could be used by other tiles whitout the need to make them trees
Yeah it would be cool
My understanding it's a check in code, rather than the map.
If the current tile you're on is occupied by a tree, it alters global movement speed for an object.
Theoretically, I guess you could attach a mod to a map but that's perhaps cumbersome.
The idea would be to have it as a separate flag in the tile's properties
In this case, in addition to the checkbox, also need to add a combox to enter the deceleration rate in %
I don't know much about the mapping side, but it also looks like there's a SpeedFactor for the grid, so maybe there is something that could be done?
According to the code.
So it's looking for something.
random bug found causing mod conflict
Hydrocraft
Events.OnPreFillInventoryObjectContextMenu.Add(ISCompassMenu.createMenuEntries);
Hotbar
Events.OnFillInventoryObjectContextMenu.Add(HotBar.FillContextMenu);
those events get triggerd at the same time causing all sorts of issues but they are named differently
it still works, just tons of java errors
Who can help me with the 3D model?
I found it on the forum and tried to add it to the game, but it does not work(
Hiya guys! How goes the modding?
Last modding attempt was plagued with functions that gave errors or only worked in debug mode, so could be better.
Aw, sorry to hear that Morry. Hopefully it's easy stuff to fix
Hmmmm.....How can I check to see if a tile already has a world object in it? Any ideas?
You should check the carpentry files
I did, most of them call for thumpable objects or specific carpentry buildables. I'm looking for something more general, such as anything that isn't a floor tile.
@dark peak <IsoGridSquare>:getObjects():isEmpty()
<IsoGridSquare>:getMovingObjects():isEmpty()
<IsoGridSquare>:getStaticMovingObjects():isEmpty()
<IsoGridSquare>:getWorldObjects():isEmpty()
?
I can not run a 3d model of weapons at all.
Thanks Connall! I've got to get a nap in before going to my parents for Thanksgiving dinner, but I'll try those out when I get back home tonight.
π Π‘!
anyone know how to get the current fps in lua
sent
that calendar class doesnt seem to work returning the seconds
I found this file in original folder here
ProjectZomboid \ Media \ Lua \ client \ ISO
Is it possible to make a mod which replaces the ingame music and sounds?
I haven't really taken a look but was hoping that somebody else would know?
There was a guy trying to do that recently, if I remember it right the tools are not working properly
Hmmm...this doesn't seem to be working with those lines
I also tried but it does not work
I tried adding a property for the water tile (tree) to slow down the characters, but in addition to slowing down the sound of the passage through the tree is also included
Did you use the SpeedFactor thing?
no, I do not know what it is. I just changed the property of the tile.
@vocal wigeon Where i can find the SpeedFactor?
Early this question seems to have been asked, but I still do not understand. Will I be able to add my 3D models (clothes) to the future? Earlier it could be done, why now it does not work? (
@astral junco how are you going about modifying tile properties? Might take a stab at it.
Good evening everyone, I'm working on a mod/map for the past 6 month and now I see that the vehicles are comming. I was wondering, is there any commands / tiles / zone I may use to make cars (and trafic jam cars) spawn on my map ?
Binary file media/newtiledefinitions.tiles matches
zombie/iso/IsoMovingObject.java:/* 655 */ if ((this.current.getProperties() != null) && (this.current.getProperties().Is("SpeedFactor"))) {
zombie/iso/IsoMovingObject.java:/* 656 */ return Float.parseFloat(this.current.getProperties().Val("SpeedFacto
")) / 100.0F;
@astral junco
@vocal wigeon This is cool, but I can't figure out how this can be used
You asked where you could find it, so I looked it up. Haven't done anything with it myself
@vocal wigeon Thanks, it would be great if the developers added this to the properties of each tile
@winged lotus
public static BaseVehicle addVehicle()
And a few more related functions exist in LuaManager.class. addVehicle picks a random vehicle atm so I'm not seeing an easy way to add a specific type of car yet.
But they're not done yet anyway
I think necroforge can spawn specific cars
hi guys, any mod that increase the torches light power?
@vocal wigeon Ouh, that's excellent, I'll have to check that ! Thanks π
hello fellow modders. I have a strange problem. I created a mod that lets me set a found key to any door. It "works" because after the perform, the door has a lock option on right click. But this is the strange part. I perform the lock on the door, I hear the click. When I right click again, the lock/unlock is gone! I drop my key, run out the window, and I can just walk in! So, my question is, are world doors defaulted to open/locked? And only created doors can be locked/unlock with a key??
Thanks for any help!
ha! it works for created doors!! guess that answered my own question!
@umbral spire Is it possible to create a unique key that is not suitable for other options, only for 1 door?
i think so, each key in game has its own unique ID, so if you want 1door to 1 key, you just match it to that door
@umbral spire and you managed to create a key for the door at the very beginning of the game?
)
sry)
sorry, only english
oh no, I had to find a dam key from a zed, even necroforge has no keys π¦
how to export 3d models of weapons? from a blender to PZ?
I was told that you need to download the script, but I did not understand where and how to do it. maybe there is a special video
ok,I found π
That's something I'd like to know too, could you share the link?
I found the video in YouTube, but maybe it's outdated
Here's a tutorial on how to use Jab's Import/Export script for Blender in order to prepare your model for use with Project Zomboid. Bare in mind that this is...
Does anyone know how PZ detects 1x vs 2x tilesets on start?
Is there a way to add custom tilesets packs to be loaded on demand after detecting 1x or 2x instead of forcing the user to use what the mapper favors?
The only other idea I have is to modify the vanilla texture packs to include my custom textures. But I don't think a mod would change this so I would have to have manual instructions for players which would suck?
Unless someone knows how detection works for 1x/2x at start ^^^^ which might be easier....... is that possible with a LUA mod?
Currently there isn't a way, but Connall said he was going to take a look (no promises)
Well they do it for the vanilla files, so there must be some way.......
I could open up the pack files modify them with my custom textures added, then I don't think the workshop mod would modify these files specifically, so I would have to give manual instructions to download and replace, thus it would work
But I was hoping there was an easier way.
I'm pretty sure in the bat file, there is a line that tells it to load these texture packs on start based on which tileset is selected via the options menu 1x or 2x. So as long as the texture packs names remain the same, and I'm only adding textures - to both 1x and 2x in their respective resolutions - I don't see it knowing the difference.
but what a pain in the ass? eh? and I don't think people would want to do that.
I feel like this isn't an impossible change to allow 2x tiles, I just been a bit swamped to actually deal with it.
EG was taking a look at the code, still undetermined if it's hardcoded or not
It does a check on startup to see the option, then just loads a different pack. That's it as far as I'm aware, mods don't make that distinction when they load tiles.
So im guessing there might be some LUA wizardtry that could be added to do that?
No, because it would probably need to come from the Java side to handle the intial loading and reloading (for activating and deactivating mods) that wouldn't be accomplished lua side. I imagine it would be possible to just use 2x sprites but that would probably cause incompatibility issues for anyone running 1x.
You could probably detect the tile size change, but I don't know if you could actually trigger a reload, or even specifiy the different set of files.
Since, at the end of the day all the tiles are the same, it's just loading a different pack.
ahhhhhhhhhhh so not happening on the modding side then
No, I wouldn't think so. I think, I might look at this tomorrow (technically today) been smacking my head against the wall with current tasks, so will look at this.
No rush man, glad to see someone finally taking a look at it!
@nimble spoke & @livid zinc Awaiting a review of my code, but hopefully if all is good you should see be able to support 1x and 2x texture packs in mods in the next build.
Thanks a lot man!
Omg that's amazing!
Now I have to work on tiles for my farming mod
Farming mod you say?
I'd enjoy another farming mod
Honestly I'm hoping to see massive scale farming using farm vehicles eventually
It's a small addition with the main objective of providing a system that makes farming mods compatible with each other
I'm hoping Kurogo will use it for farmoid
And now Connall just gave the good news that we will be able to create proper tiles, so I can work on that too
I would like to point out, I wasn't able to thoroughly test the change, so will say it's a bit experimental. Nothing crazy, and I'll have more details to share when the build comes out. There will be a thread detailing the change.
As an aside, this change will not affect any past mods, the change was made specifically to make sure it didn't break compatibility.
Fair enough
I just don't want anyone bitterly dissapointed if it doesn't work is all, so might be worth testing it out to see if the change work when it comes out. π
Np I think we just all appreciate the fact someone took a stab at it. It's one of those things that just kind of makes you scratch your head and wonder why it was never done. So thank you so much!
How to add a context menu to custom tiles?
@astral junco You can detect your tile's file name, and then add the menu
Where are files that determine tile properties so I can mod them? Newbie at modding here
not talking about the options in TileZed either
.tiles extesion is what you're looking for, I guess
There's a tool in TileZed that opens it
Yeah but how you modify the properties of tiles in tilezed? besides using the menu of options they provide?
There's no place to add the code that rocky suggested to modify tiles to make noclip? Like I said newb modder
What property are you looking for?
rocky suggested this to make those walkable "Rocky - Today at 1:03 PM
I can describe this idea. As we know, that in the stairs there is a collision on the sides, and the only way to go through it is to use noclip. I thought of making a perimeter, in which the coordinates of the staircase were indicated. And if the player was in them, then he would get the noclip property. But this property will also act on the buildings that will be built in this perimeter. so this method is far from ideal. It would be simpler if the developers duplicated the property of the ladder but would do it without collisions on the sides.
PStairs.square = {
P11 = {x = 1, y = 1};
P12 = {x = 2, y = 1};
P21 = {x = 2, y = 2};
P22 = {x = 1, y = 2};
};
I don't know where to do that ^^^
not from tilezed at least from what I can tell
I'm interested in modifying the behavior of tiles
beyond tilezed's menu
There are stairs without collision on the sides
I know that painfully well
or do you mean walking under them?
I get that, but where is the file that has the properties that determine that behavior ? so I can mimic or change that
Check the stair tiles
The one you're using
lol there's no option for that in tilezed
thats what i was saying
there's not a noclip function
So how do I make a tile, that isn't stairs, be defined as stairs? that you can move any direction on
he suggested that code^^ but i don't know where to put that code
Assume i know nothing beyond using tilezed, what do I do π
for this you will need to create a lua file in your mod, and this code does not solve the problem, I just showed an example)
Is there a way to modify the behavior of tiles besides adding new LUA? since I don't know how to do that, but I could probably manage modifying tile properties via notepad++
cause if the answer is no I'll stop wasting everyone's time lol
Do you want to change the behavior of the stairs?
how about any tiles lol?
i'd settle for that
I just want to do stuff beyond the options provided in tilezed
I assume there is a file somewhere where the behavior of tile's is set
if I could modify that file, or knew where to find it....... I would be a step closer
Or is the behavior hardcoded and unchangeable without creating new LUA scripts?
some explanation to this might help^
This doesn't be changed with the help of LUA. I think you just need to agree that you can climb the stairs up and down)
where would i do that
how would I do that
<--------treat me like I'm as dumb as I sound to you I guess it what I'm saying
I think first you should find the stairs tiles and check its details, then check the carpentry lua file, it may have something that helps
.tiles have all the tiles in the game, so search for the stairs
I opened tiledefinitions.tiles
This makes no sense
hell I don't even know where carpentry.lua is?
That's what I mean i need some help lol assume I know nothing about modding files/lua or where they are stored
it isn't called carpentry.lua, I don't remember the name
Greetings! Do not tell me? How can I unpack Characters.pack? I tried to open it with the help of Modding Tools, but it did not work. ((
WorldEd/TileZed provides a tool in the program that let's you open .pack files
Interesting why this does not work? Others files with the .pack format work well
Characters may not be a conventional pack file, more for just a way to compress the player stuff into one file. Rather than just being tiles.
I'm only guessing.
I think I finally found a function to play a sound at an arbitrary location without getting errors...
no idea
Considering this is a test build, they may be changing that, a .pack file perhaps?
I'm out of ideas, you should seek higher powers
Can I suggest correcting this code in the class HandWeapon.class?
I haw weapon Barrett M107, Weight = 13
In my opinion it would be more logical to write setWeight(getWeight() * part.getWeightModifier());
Because in the form in which it is, you can get a negative weight value for weapons.
If i add this mod in my M107:
That weight practically does not change, in fact the utility of this modification tends to zero. If I try to increase the value, I can get a negative weight from the rest of the weapon.
Is there a list of working functions for, let`s say GetSprite? I need to GetSprite()getName for example
Object:getSprite():getName();
yeah, but do we have a getCurrentFrame, CurrentTexture or whatever? Is there a known list somewhere?
I think there`s a getFrame but apparently that returns the number in a table of frames
Do you want to add post processing effects?
No, I want to detect ground texture (snow), and so far nothing worked
As I suspected, getName returns the original sprite name, thank you for the help
I`ll need to find whatever property is changed
I see there`s a ReplaceCurrentAnim, is there a GetCurrentAnim or something like that I could use to detect the frame?
@plucky jungle Not a character frame, the "tile frame"as it seems to be referenced
all the devs need to do is add a ford crown model and that mod will look great
Hey all
I'm working on a reloading mod to allow ammo crafting for the vanilla firearms, and I'm trying to make sense of the documentation. I'm wondering if anyone would have a minute to maybe give me an example of how I would, say, hook into the game's gunshot event
@plain monolith Yo.
You want to use the lua event "OnWeaponSwing" since it's a catch all for weapon attacks.
So in your script you want a line outside of anything else like:
Events.OnWeaponSwing.Add(functionName)
Where functionName is the name of your function that you want to call.
function onReload()
print("Player reload")
end
Events.OnWeaponSwing.Add(onReload)
For example.
Awesome, thanks! Is there a better way to look for the various events and such? I was making my way through the javadoc
I don't know if the JavaDoc actually lists the events. I might write something tomorrow.
I feel like a lot of the resources for that list have kind of dissapeared.
I see. Do you know if there are any resources for finding the events?
I feel like a lot of the resources for that list have kind of dissapeared.
Short of decompiling the code.
Gotcha
@plain monolith Quickly pulled from the source code
Don't have descriptions, so may not be a whole lot of use.
Oh thats cool!
What other projects is everyone working on?
π
ok so im trying to do the following:
in hydrocraft trade i added more to the trade table
so 100 dollar for a stack of lumber and that works, now when i wanna buy ammo from orgm it does not show the icon nor does it give me the item but it does take my money the bastard. So is this problem cause hydro cant read 9mmammo cause i didnt import the orgm data ?
holey shit a comment on OnTick
Now not in a txt file, and hosted somewhere under TIS control.
Pages are very basic and still need to actually make the rest of them, but at least there's a list that can be updated/amended by all.
@plucky jungle did you just alter the base game male character model?
No, it's a model of vest and pants
There are only three of them, trousers, a sweater and a vest
So you had to replace the clothing models of base game clothes?
Yes, unfortunately so far this is the only way to replace them.
@plucky jungle Have you experimented with trying to add more clothes
Yes, of course, but now it's impossible to do
I suggest adding a method that will allow us to load skinned mesh in game!
Β
I replaced the original models of clothes, and it looks good.
...
Connall promised to add this method to the next build of transport, as soon as it appears, I will check everything.
It's already been added, waiting for the build to clear.
Have you identified the place where a model is tied to an clothing type item?
@pine vigil And could you give me just this class for tests? Or is it really too brazen of me? :))
sadly the only build i can play without viscous lag and perfocmance problems is 37. so thats not so good news for me
You should try the vehicle build tomorrow and see how that fairs for you.