#mod_development

1 messages Β· Page 396 of 1

grim ledge
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but mosts of the items are defined in a items.txt

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counter, shelf, fridge are not

nimble spoke
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no, it isn't related to the inventory item class, that works only for items, not tiles

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you should check the .tiles with tilezed

grim ledge
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@nimble spoke the weird thing is that i can't open .tiles with tilezed

nimble spoke
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there is an option in "Tools" I think

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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

grim ledge
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thanks a lot !

livid zinc
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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...........

tardy ginkgo
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Can food be mod?

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πŸ˜›

vocal wigeon
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Food are items, items can be modded?

grim ledge
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yes

valid zephyr
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riot gear armor when

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Kappa

feral eagle
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When it's released.

grim ledge
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when will it be released

quaint nightBOT
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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.

grim ledge
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❀ @quaint night

placid delta
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where are the NPCs?

quaint nightBOT
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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.'

vocal wigeon
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Who are the NPCs?

fervent bear
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yeah

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"One of the most ambitious"

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Will they have like

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Personalities and shit

nimble spoke
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more than pcs

feral eagle
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They're making Skynet.

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You'll see.

mystic cape
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He knows too much.

silent mural
vocal wigeon
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oh boy java mods

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safe house overhaul sounds really cool though

rocky yarrow
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Hey modders, has anyone here worked with some lua functions about web/http/udp?

vocal wigeon
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REST calls?

vocal wigeon
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Do you mean in zomboid itself?

nimble spoke
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java mods?

rocky yarrow
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Hum

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I meant by that, doing POST and GET requests (http) or even sending packets (through udp/tcp)

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with a lua function (so a mod)

rocky yarrow
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Can we put colors in item's DisplayName?

rocky yarrow
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:c

nimble spoke
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I heven't seen that

rocky yarrow
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Oh maybe there isn't any way

livid zinc
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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.

vocal wigeon
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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

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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

livid zinc
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Ahh, so pretty much if you did mod it, it would be broken anyways? excuse my modding/coding ignorance

vocal wigeon
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No I mean you'll just have to deal with the fact that you cannot send stuff during OnGameStart for some reason

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Anything else goes as far as I can tell

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There's a doChallenge function in LuaManager.

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but dunno when it's used

pine vigil
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doChallenge is used by the main menu to set up the game for the challenge mode.

livid zinc
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So does that mean it would be possible to modify and exchange conditions for your own custom ones? for Custom challenges?

pine vigil
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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.

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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.

livid zinc
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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.

rocky yarrow
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@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?

pine vigil
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@rocky yarrow Not possible AFAIK.

rocky yarrow
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Oh, well, thanks!

vocal wigeon
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@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.

pine vigil
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@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.

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Nevermind server does use it, so really no idea.

vocal wigeon
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That's a shame

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Maybe it could later be activated for the server as well?

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As long as it's tested and all

placid delta
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and noticed was not being called server side thus the SP only disclaimer

vocal wigeon
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It would be awesome if it'd work in mp. Wink wink nudge nudge.

hallow dome
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Do i need to include the ENTIRE vanilla lua file in my mod for basicFarming if im modifying a seed?

nimble spoke
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@hallow dome modding farming can be a lot of trouble just for a small change. Check my farming time mod on steam

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it changes the main farming files so separate mods can coexist

hallow dome
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I saw yours, but does that mean I require your mod as a dependency?

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also, how would I hook in using your mod? do you have an example I could look at?

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oh @nimble spoke whoops

hallow dome
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Okay I see how this is organised. Going to take a while but this is awesome, thank you so much.

nimble spoke
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no problem, if you have any questions let me know

hallow dome
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So where do I put the things in basicFarming? <elseif(planting.typeOfSeed == "OnexSMed") then
planting = farming_vegetableconf.growOnexSMed(planting, nextGrowing, updateNbOfGrow)
end>

nimble spoke
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@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

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in that same file you can see I add the functions listed for each crop

hallow dome
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do i need ISUI?

nimble spoke
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yes, you do, check the one I use there, it is also made so that you don't need to change the original file

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basically use my version of the original files, and make new files copying the ones I created

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this way your mod will be compatible with mine without the need to have both

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your file in the ISUI folder will check for your seed types only

hallow dome
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Okay, i thought it would be way harder to convert, but im about to test it now (with most original icons!)

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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)

nimble spoke
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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

hallow dome
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this looks like its automating for unknown seed labels, is that right?

nimble spoke
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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

hallow dome
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genius. so I dont even modify basic farming?

nimble spoke
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no, just use my version in your mod

hallow dome
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sweet. did you by any chance include custom icons for the growing veg?

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im tied my icons in for items, now i just need the tile models

nimble spoke
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do you mean the tiles? I wanted to, but right now they use existing tiles

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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

hallow dome
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oh man...

nimble spoke
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I hope they fix it eventually

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because modding tiles is kinda broken because of it

hallow dome
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so theres no way to use my custom plants at all?

nimble spoke
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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

hallow dome
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ahh

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Okay, I built it as 2x, so then I repack them and it should work?

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I still need to look into labelling, im sure this is going to be a whole new nightmare

nimble spoke
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yeah, if you added your tiles correctly then it should work

hallow dome
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First step is tilezed, load them up to get metadata written, then the .png's should be okay to run through the converter

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from what i could see on the ONE tutorial i found, it looks this easy

nimble spoke
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let me know what happens

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ohhh and what plants are you adding?

hallow dome
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I couldn't find a useable pot mod, and my character keeps getting sad during the winter

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I figured I'd try and make one that doesnt dump drugs in every zombie you kill and every box you check

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but once i get all this sorted, I want to work on making an oven variant for indoor growing

nimble spoke
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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

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I think there is an example in it somewhere

hallow dome
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that reminds me, in the original growth code it has two chunks for the mature and mature with seeds stage

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i added a seed switch into both stages, should that matter?

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basically when you can harvest it has seeds in this case, I wanted to buy more time between spoiling and usability

nimble spoke
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I think it will work fine, you have a lot of freedom if you understand the grow function

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it is possible to make the plant survive even if you dont harvest it

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I dont remember exactly how though

hallow dome
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wouldnt you just loop it back to an earlier stage?

nimble spoke
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yeah, I think the other value I added serves that purpose

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hhmmm no, I think I didn't leave an example in those files

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ohhh here retainOnHarvest is what you need to add to your plant values

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then set the grow stage you want

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I dont remember what happens if you dont harvest it though

hallow dome
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how do i make my XML for the master sheet of tiles?

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the one spit out by the zomboid base tiles looks like a pain to go through

nimble spoke
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won't the converter generate one?

hallow dome
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ahh tilezed needs me to place it first

pine vigil
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@nimble spoke Why How is adding custom tiles broken?

nimble spoke
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@pine vigil So far there are no known methods to make our tiles select 1x or 2x texture size

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at least the last time I read about it other modders were complaining about it too

pine vigil
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So you can add custom tiles, you just have no way to determine which tile you should be using?

nimble spoke
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yeah, we can add only one file name, so it will be either 1x or 2x

pine vigil
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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?

nimble spoke
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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

pine vigil
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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?

nimble spoke
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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

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yeah

pine vigil
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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]

nimble spoke
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well, Farmoid and Hydrocraft use custom tiles in farming as far as I know

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my mod doesn't

pine vigil
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Alright, I'll take a look.

nimble spoke
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Thank you

pine vigil
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Can't promise anything, but I'll look. πŸ˜‰

nimble spoke
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I know how these things work

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I think most popular mods are simply using 2x textures now

hallow dome
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where the heck is the create pack file option?

nimble spoke
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There was a tutorial about that, but I don't have a link

hallow dome
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i found it

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but it points me to the tools bar, neither the command listed nor the implied button exist

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im also looking the wiki but cant find the bit about extracting my xml data

nimble spoke
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Are you using the right version of TileZed?

hallow dome
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omg is this tileD...

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wait now im confused

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the wiki is written for 2.0

nimble spoke
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Wiki is outdated

hallow dome
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the easy pickins tut on indiestone is from 2014

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idk when this tilezed was updated but...

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holy shit... how did i download the ORIGINAL tilezed

hallow dome
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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

nimble spoke
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what do you mean by "getting fed up xp"?

hallow dome
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1509676699657 java.security.InvalidParameterException: Error: Type = Item is not a valid parameter in item: OnexZigs what does this even mean?

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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!

hallow dome
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nevermind... found the string error

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last error I think, cant solve it. Im getting this

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1509680166473 function: OPotISFarmingMenu.lua -- file: OPotISFarmingMenu.lua line # 3
java.lang.RuntimeException: Object tried to call nil in OPotISFarmingMenu.lua

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oh... I had OPot{}; not = {};

hallow dome
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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

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im not seeing a nomenclature issue, which is what 90% of my other issues were

pine vigil
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@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.

nimble spoke
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@hallow dome Check the haveSeed function, be sure the tables you create are the ones you're adding seeds to

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Error messages alsways give you the line in the code, so it should be easy to find the problem

vocal wigeon
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I've never been this excited over the possible removal of an if statement, thank you.

pine vigil
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Well you know. Tis the season.

mystic cape
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Yes, yes I did.

hallow dome
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@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

pine vigil
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Tell me when you updated the post and I'll take a peek.

hallow dome
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bottom post has my latest code, using soul filchers mod

pine vigil
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@hallow dome Where is OPotfarming_vegetableconf.props even defined?

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Shouldn't you just be using farming_vegetableconf.props

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That's the only thing I see defined in your files.

hallow dome
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in the vegconf lua

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OPotfarming_vegetableconf.props = {};
OPotfarming_vegetableconf.props["Medical Indica"] = {};
OPotfarming_vegetableconf.props["Medical Indica"].seedsRequired = 6;

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etc etc

pine vigil
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Everywhere I look "farming_vegetableconf.props" not "OPotfarming_vegetableconf.props"

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The only time I see it.

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Is for sprites.

hallow dome
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ugh

pine vigil
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farming_vegetableconf.props = {};
farming_vegetableconf.props["Medical Indica"] = {};
farming_vegetableconf.props["Medical Indica"].seedsRequired = 6;

hallow dome
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I had the wrong directory open for that file

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modifying my backu[

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p

pine vigil
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Well if this is how its set up.

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That's why you're getting null table.

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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);

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The interpreter does not lie!

hallow dome
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so in this piece here

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local OnexIMOption = subMenu:addOption("Indica Mids", worldobjects, ISFarmingMenu.onSeed, customseedsList.OnexIMSeed,

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I assume I also need ISFarmingMenu

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to be OPotISFarmingMenu.onSeed

pine vigil
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I don't see why you would?

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I assume it's piggy backing of the core games version of it.

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You don't have an onSeed function defined in that file in any case.

nimble spoke
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@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

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Do not touch what points to the original files

vocal wigeon
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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?

pine vigil
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It depends how you're using it.

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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.

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I don't know if that really answers your question or not. @vocal wigeon

vocal wigeon
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pretty much, thank you

patent girder
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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.

quaint nightBOT
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You usually don't.

patent girder
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well i mean

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if my character goes 98 years without a cigarette and still needs one

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@drifting ore

twilit pebble
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I would honestly appreciate that

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Some people like the immersion

patent girder
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I want the symptoms to ramp up for gameplay balance

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I mean, in all honesty some people have absolutely no problems quitting smoking and some people just dont have the willpower to do it.

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That being said, you want to try and make the player want a smoke.

vocal wigeon
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A generic addiction mechanic that can be applied to smoking might be better

vocal wigeon
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The stress increase for the smoker trait happens in java, so overwriting is not going to happen

upper moat
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Does anyone know where Hydrocraft stores its loot distribution ?

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found it :p

pine vigil
vocal wigeon
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γ‚­γ‚ΏγƒΌγƒΌγƒΌ(γ‚œβˆ€γ‚œ)γƒΌγƒΌγƒΌγƒΌ!!!!!

pine vigil
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I'm sure like most highly anticipated presents, it will be bitterly disappointing.

vocal wigeon
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I'll try it out when I have the time. Hopefully it runs alright

patent girder
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Yo can someone remove the fire limit in a workshop mod? vineRizon

vocal wigeon
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fire limit?

upper moat
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maybe its a mod about fire ? πŸ˜›

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or try it yourself πŸ˜ƒ this lua shit is fkn easy to edit

vocal wigeon
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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 😦

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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?

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Well it was worth a shot

nimble spoke
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"I'm sure like most highly anticipated presents, it will be bitterly disappointing."

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I guess Connal was right

vocal wigeon
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Didn't want to write that myself. But yeh, as expected from Zomboid I guess. Regardless I'm glad he responded and all

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Guess it's to figure out why it doesn't work

drifting current
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98 years and not a single zombie killed?

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What is this?! True pacifist mode or something.

naive crystal
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Ikr

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It is liked they lived on a alone in the middle of the ocean

jade falcon
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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.

pine vigil
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@vocal wigeon So what's actually wrong with the event?

vocal wigeon
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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.

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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.

pine vigil
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I could add an event to Move

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"OnZombieMove"

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I can understand why you would think OnZombieUpdate should trigger for it.

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Move for zombies is only triggered by LungeState and WalkTowardsState, not update.

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Which is a kettle of fish in itself.

vocal wigeon
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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

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It works in sp

pine vigil
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In which case, why not use "OnAIStateExecute"?

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You'll have to whittle the state down obviously.

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Or would that even work actually...

vocal wigeon
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OnAIStateExecute is one specific state as far as I know

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not all of them

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LuaState is cool though

pine vigil
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But then what's even the point of LuaState?

vocal wigeon
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You can put a gamecharacter in it and control a character with your own logic

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I did it once with zombies

pine vigil
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Seems kind of crazy there is LuaEvents for it, but not the base state class.

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At least to me.

vocal wigeon
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I dunno, there's only a really old forum post I can find on it that it was being worked on

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Lua driven entities or something. So I guess it's half-finished or something

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Also the statemachine itself isn't exposed to lua

pine vigil
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Hmm.

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Well like I say, I could maybe add the event, don't know if that perhaps has some performance implications. Would need to check.

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Not to the states, but to the ZombieMove.

vocal wigeon
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Do you think that would work?

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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

pine vigil
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Possible it's a hold over, to early multiplayer work.

scenic sigil
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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:

quaint nightBOT
nimble spoke
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@Connal Could you please tell me how I can detect snow on a tile?

pine vigil
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@nimble spoke I don't know if there's actually a way...

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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.

cursive roost
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I believe you need to check for the actual name of the tile

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of the tiles texture I mean

pine vigil
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That sounds right. Listen to Blindcoder.

scenic sigil
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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?

nimble spoke
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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

quaint nightBOT
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There has been a new Mod Published!

fleet folio
#

.top mods

placid delta
#

.top modders

quaint nightBOT
#

Top 10 modders with the most total # of subscribers:

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naive crystal
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DANG

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Nice nolan

twilit pebble
#

he probably paid for his subs!!!

naive crystal
#

What is he rich?

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Oh

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oh ritchie

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he is definitly rich

twilit pebble
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Caught

naive crystal
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And he would have gotten away with it to'

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if it weren't for those meddling kids

twilit pebble
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!!!

drifting ore
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Hi Guys

nimble spoke
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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

vocal wigeon
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ErosionIceQueen.setSnow(boolean _isSnow)?

nimble spoke
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@vocal wigeon where is that called? It could be the global snow, and not tile snow

placid delta
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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

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.mod snow

quaint nightBOT
#

I could not find any mods like "snow"

placid delta
#

.mod winter

quaint nightBOT
#

@placid delta

Winter Clothing by TalSh
Top Rated Rank #65
Total unique visitors: 15013
Total unique subscribers: 7680
Total favorites: 118

Make warmer clothes for winter.

Workshop ID: 680389814
Mod ID: WC...

vocal wigeon
#

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

nimble spoke
#

so I need to check for snowState?

#

snowState seems to be a boolean for each tile, if I understand it correctly

vocal wigeon
#

You need check the sprite of something probably

#

Maybe a square?

nimble spoke
#

ohhh so snowstate is for the sprite? yeah, I can check the sprite in a square

drifting ore
#

hello guys.

nimble spoke
#

hello

drifting ore
#

whatsupp?

nimble spoke
#

being sure if there's snow on the ground is hard

vocal wigeon
#

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 _

drifting ore
#

morry you game maker?

vocal wigeon
#

discord's fugging up the underscores

#

I'm not making money making games, if that's what you mean

drifting ore
#

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

vocal wigeon
#

Everyone in the dev section is a developer

drifting ore
#

right

#

I did not see the name of the channel

#

sorry.

vocal wigeon
#

If it's mod related just dump it here and hopefully conall will respond

drifting ore
#

I was going to ask you which game engine and language you are using

#

google translater its wrong

vocal wigeon
#

Zomboid uses mostly Java and Lua. LWJGL for java stuff

#

Kahlua2 for lua stuff

#

that's about what I know

drifting ore
#

what game engine do you use

vocal wigeon
#

Most of it is written by themselves

drifting ore
#

unfortunately there is no good code knowledge to write a game

vocal wigeon
#

LWJGL is as 'engine' as it gets for zomboid

drifting ore
#

hard?

vocal wigeon
drifting ore
#

oh. thanks

vocal wigeon
#

@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

nimble spoke
#

Thank you

pine vigil
#

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.

drifting ore
#

you think for unity?

pine vigil
#

Are you asking what I think of Unity?

drifting ore
#

yep

#

sorry i use google translator

pine vigil
#

Don't worry about it, just needed to be sure I understand.

drifting ore
#

thank you (^_^)

pine vigil
#

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.

drifting ore
#

you professional

#

Well

#

good for beginners
?

pine vigil
#

Is Unity good for beginners?

#

Definitely.

drifting ore
#

yep sorry realy bad my english :/

#

yep its good emoji

nimble spoke
#

@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

scenic sigil
#

No one helped me with the sounds :c

drifting ore
#

What do you want help with?

#

about which sounds

scenic sigil
#

scroll up

drifting ore
#

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 :/

naive crystal
#

Try punching the computer

#

if that doesn't work

#

burn it and buy the new model next month

#

Repeat until it works

scenic sigil
#

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 😏 πŸ”«

naive crystal
#

Have fun

drifting ore
#

youtube?

naive crystal
#

XD

nimble spoke
#

@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

scenic sigil
#

πŸ€” πŸ”«

#

MOD: mod "" overrides media/sound/banks/Desktop/Ambient.bank

nimble spoke
#

Try the following: turn the mod on, then restart zomboid to test it

#

It works for .tiles

scenic sigil
#

Okay, i try it

#

Anyway, it doesnt work. I have a feeling that PZ has hidden sounds, which cannot be overwritten by mods

nimble spoke
#

You might want to check if there are mods that change these files

scenic sigil
#

My mod is the only one

nimble spoke
#

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

vocal wigeon
#

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?

scenic sigil
#

Nope. I check it.

short shell
#

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
#

Yes. Perhaps See chainsaw mod for a good example & starting point

#

.mod chainsaw

quaint nightBOT
#

@placid delta

Chainsaw Mod by nolanritchie
Top Rated Rank #110
Total unique visitors: 5904
Total unique subscribers: 9089
Total favorites: 62

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
#

.MOD MISSING WEAPON

#

.mod missing weapon model

quaint nightBOT
#

@naive crystal

Missing weapon models by FinchEz
Top Rated Rank #35
Total unique visitors: 17564
Total unique subscribers: 12012
Total favorites: 175

!!! 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...

twilit pebble
#

.mod a better irl life

quaint nightBOT
#

I could not find any mods like "a better irl life"

twilit pebble
#

:C

naive crystal
#

A better in real life life?

twilit pebble
#

Ye

scenic sigil
#

Lol 35th place

naive crystal
#

I just realized that you made the mod.

bold drum
#

.mod More build

quaint nightBOT
#

@bold drum

More build by ProjectSky
Top Rated Rank #50
Total unique visitors: 18219
Total unique subscribers: 45055
Total favorites: 303

More build ...

pine vigil
#

@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?

scenic sigil
#

Yeah

bold atlas
#

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

pine vigil
#

They will need to subscribe, but they will be prompted to subscribe when they connect to the server.

bold atlas
#

Neat

#

Also any word on to when we might be able to expect cars to come to the stable version of the game?

pine vigil
#

Afraid not! Sorry.

pine vigil
#

Finch what sound are you trying to replace?

scenic sigil
#

rain.wav

quaint nightBOT
#

Hey modders! wanna see your stats? Type .modder YOUR_STEAM_NAME

placid delta
#

.modder blindcoder

quaint nightBOT
#

@placid delta

Modder blindcoder Ranked #10 in Total Subscribers
Has published a total of 11 Mod(s)
With a total of 68920 Subcribers
And a total of 90775 Visitors
And a total of 1098 Favorites

blindcoder's top ranking mod Hotbar for 5-20 often-used items is ranked #28 with:
Total unique subscribers: 17925
Total unique visitors: 18243
Total favorites: 271

scenic sigil
#

.modder FinchEz

quaint nightBOT
#

@scenic sigil

Modder FinchEz Ranked #41 in Total Subscribers
Has published a total of 2 Mod(s)
With a total of 13004 Subcribers
And a total of 19484 Visitors
And a total of 185 Favorites

FinchEz's top ranking mod Missing weapon models is ranked #35 with:
Total unique subscribers: 12012
Total unique visitors: 17564
Total favorites: 175

nimble spoke
#

.modder Soul Filcher

quaint nightBOT
#

@nimble spoke
Sorry. I could not find any modders called "Soul Filcher".

nimble spoke
#

.modder SoulFilcher

quaint nightBOT
#

@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
Total unique subscribers: 4152
Total unique visitors: 12462
Total favorites: 80

placid delta
#

.mod building time

quaint nightBOT
#

@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...

nimble spoke
#

You're adding some neat functions to this bot

placid delta
#

yeah the command list is starting to get a bit long .... see .help

short shell
#

@placid delta Big thanks for your help yesterday, I've managed to get this as a end result!

valid zephyr
#

magpulized AF

short shell
#

lol, yea, based off a rifle I once owned.

short shell
#

arg.. invisble gun, we no longer need the model loader right?

short shell
naive crystal
#

That detail

short shell
#

yep! gotta work on that texture and mesh....

naive crystal
#

Well good luck

short shell
#

thanks!

twilit pebble
#

Dude what

#

You actually made it into a gun!

bold drum
#

.modder ProjectSky

quaint nightBOT
#

@bold drum

Modder ProjectSky Ranked #4 in Total Subscribers
Has published a total of 8 Mod(s)
With a total of 96230 Subcribers
And a total of 62081 Visitors
And a total of 874 Favorites

ProjectSky's top ranking mod sChinese Translate Mod is ranked #17 with:
5/5 Stars
Total unique subscribers: 13682
Total unique visitors: 10035
Total favorites: 286

naive crystal
#

.modder modder

quaint nightBOT
#

@naive crystal
Sorry. I could not find any modders called "modder".

short shell
#

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?

twilit pebble
#

Did you try turning it off and on again

naive crystal
#

Did you try hitting it with a hammer?

#

That seems to work everytime

upper bough
#

.modder ethanwdp

quaint nightBOT
#

@upper bough

Modder ethanwdp Ranked #8 in Total Subscribers
Has published a total of 2 Mod(s)
With a total of 71334 Subcribers
And a total of 89612 Visitors
And a total of 1036 Favorites

ethanwdp's top ranking mod Cheat Menu V2.6 is ranked #4 with:
5/5 Stars
Total unique subscribers: 67670
Total unique visitors: 81107
Total favorites: 948

vocal wigeon
#

Doesn't that model have way too much detail to be seen ingame?

valid zephyr
#

seems to be some coordinate problem?

#

(just from intuition)

drifting ore
#

hello guys among you
use unreal engine

scenic sigil
#

Connall, so what about my problem? cannot be fixed?

pine vigil
#

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.

scenic sigil
#

Thanks ❀

#

I`ll try it with another sound.

short shell
#

@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

vocal wigeon
#

regardless it looks good

scenic sigil
#

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.

scenic sigil
#

Monday
@pine vigil

pine vigil
#

When you replaced other sounds, were the vanilla sounds playing or was nothing playing?

scenic sigil
#

Was nothing playing

pine vigil
#

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.

scenic sigil
#

Okay, who understands this?

pine vigil
#

RJ, TurboTuTone or EasyPickins maybe, if you can get a response from them.

scenic sigil
#

Anyway thank you <Π—

pine vigil
#

Wish I could have been more helpful.

river plinth
#

any news regarding the LuaNet problem where packages aren't transmitted right after the player joins?

short shell
#

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?

placid delta
#

Show that pic of the issue again

short shell
#

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

placid delta
#

Which part of the gun is on z axis pointing down on blender?

short shell
#

here is a pic of my script in blender right now

#

Z axis down is where the pistol grip is

placid delta
#

So what happens when you just drag it to the right about the length of the guns but? Then resave

short shell
#

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...

#

ignore texture, I can figure that issue out... after this

#

the scale is slightly smaller, then the last picture

placid delta
#

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

short shell
#

sure, do so now

placid delta
#

interesting why your rifle is muzzle facing y axis. my rocket launcher is pointing down on the z axis:

twilit pebble
#

πŸ€”

#

That doesn't make any sense at all

short shell
#

I've just did that this run, I'll see if it changes

twilit pebble
#

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

short shell
#

odd still no change, not even 1 pixel or inch..

placid delta
#

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

short shell
#

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...

placid delta
#

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

short shell
#

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....

nimble spoke
#

are you guys rotating/moving it in object mode of edit mode?

forest ferry
#

@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?

placid delta
#

.mod server props

quaint nightBOT
#

@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...

short shell
#

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

short shell
#

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!

twilit pebble
#

I'm looking forward to getting your mods

livid zinc
#

@short shell Good work man, glad to see you still active πŸ˜ƒ

short shell
#

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
#

Oh? Blackbeard is a modder making a come back! interesting...

#

.modder blackbeard

quaint nightBOT
#

@placid delta

Modder blackbeard Ranked #39 in Total Subscribers
Has published a total of 8 Mod(s)
With a total of 15280 Subcribers
And a total of 38146 Visitors
And a total of 276 Favorites

blackbeard's top ranking mod MRE Mod is ranked #75 with:
4/5 Stars
Total unique subscribers: 9845
Total unique visitors: 17560
Total favorites: 158

cerulean yew
#

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?

placid delta
#

just once randomly? or all the time?

cerulean yew
#

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+

placid delta
#

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.

cerulean yew
#

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..

short shell
#

weird, could it another mod be interfering with it?

cerulean yew
#

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....

short shell
#

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.

cerulean yew
#

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.

dark peak
#

Hey I found the channel!

livid zinc
#

πŸ˜ƒ Welcome

dark peak
#

Thank you

sly dirge
#

I have no idea where to post this but:

#

@placid delta Whatever happened to zombie.zip?

cursive roost
#

it got replaced with an empty file and ultimately deleted

placid delta
#

@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.

nimble spoke
#

Welcome Kurogo, I hope that means Farmoid update will be here soon

sly dirge
#

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.

dark peak
#

Thanks Soul, I'm not sure about soon, but I'm making some nice progress on it

umbral spire
#

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

nimble spoke
#

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

umbral spire
#

Thanks Soul!

livid zinc
#

Do I need one of those electric multitool things to add a battery to a portable mining machine?

umbral spire
#

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

quaint nightBOT
umbral spire
#

i was looking at that! Looks awesome

sly dirge
#

don't we already have necroforge?

dark peak
#

Anyone play around with the radio/TV broadcasts?

dark peak
#

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?

cerulean yew
#

hey people

#

is there someone for a question?

#

i need an information

#

about a personal mod

twilit pebble
#

@cerulean yew Just ask and if anyone has an answer they'll tell you

#

We're all cool here

cerulean yew
#

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

twilit pebble
#

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

cerulean yew
#

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.....

nimble spoke
#

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

cerulean yew
#

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?

nimble spoke
#

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

cerulean yew
#

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...

cerulean yew
#

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?

vocal wigeon
#

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

cerulean yew
#

?

#

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..

nimble spoke
#

@cerulean yew remove all those lines including th first "end" then add a line

#

player:getBodyDamage():setWetness(0);

cerulean yew
#

oooh...

#

thanks

vocal wigeon
#
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

cerulean yew
#

mmh

naive crystal
#

Have you tried using a switch statement?

cerulean yew
#

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?

vocal wigeon
#

probably

#

That's not my code

cerulean yew
#

ok... at this point i will create a character from zero

#

without skill or stat points

#

your code?

#

but are you a staff coder?

vocal wigeon
#

I said it's NOT my code in response to starkitty.

pine vigil
#

Red names like me, are staff coders.

#

Well, except Will.

cerulean yew
#

ahh ok

pine vigil
#

More specifically red names are developers, who may or may not be coders πŸ˜‰

cerulean yew
#

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....

vocal wigeon
#

It's java code, you can't just edit that

cerulean yew
#

aah ok perfect

#

thanks for your precious help, Morry

vocal wigeon
#

can not

cerulean yew
#

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

vocal wigeon
#

ah ok

cerulean yew
#

your info are precious...

#

thanks for your good help πŸ˜ƒ

quaint nightBOT
quaint nightBOT
nimble spoke
#

Eeeeewwwww

dark peak
#

Hiya guys!

nimble spoke
#

Hello

dark peak
#

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

#

πŸ˜ƒ

nimble spoke
#

Wow, ultra details there

#

Zomboid is moving towards real life simulator with zombies with all the recent additions

twilit pebble
#

Survival sandbox

astral junco
#

Can I slow down a player if he passes through a water tile?
and add the state of "wet"

vocal wigeon
#

Maybe you should check out the bush/hedge tiles that slow you down?

astral junco
#

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

nimble spoke
#

It would be interesting to have the slow property separate so we could use it

patent girder
#

eeeh

#

youll get it with the animation update

pine vigil
#

@nimble spoke >It would be interesting to have the slow property separate so we could use it

?

patent girder
#

well

#

if you look at the context

astral junco
#

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

patent girder
#

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

pine vigil
#

Ahhh right

nimble spoke
#

@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

astral junco
#

Yeah it would be cool

pine vigil
#

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.

nimble spoke
#

The idea would be to have it as a separate flag in the tile's properties

astral junco
#

In this case, in addition to the checkbox, also need to add a combox to enter the deceleration rate in %

pine vigil
#

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.

umbral spire
#

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

quaint nightBOT
astral junco
#

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(

dark peak
#

Hiya guys! How goes the modding?

vocal wigeon
#

Last modding attempt was plagued with functions that gave errors or only worked in debug mode, so could be better.

dark peak
#

Aw, sorry to hear that Morry. Hopefully it's easy stuff to fix

dark peak
#

Hmmmm.....How can I check to see if a tile already has a world object in it? Any ideas?

nimble spoke
#

You should check the carpentry files

dark peak
#

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.

pine vigil
#

@dark peak <IsoGridSquare>:getObjects():isEmpty()

#

<IsoGridSquare>:getMovingObjects():isEmpty()

#

<IsoGridSquare>:getStaticMovingObjects():isEmpty()

#

<IsoGridSquare>:getWorldObjects():isEmpty()

#

?

astral junco
#

I can not run a 3d model of weapons at all.

dark peak
#

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.

astral junco
#

πŸŽ‰ Π‘!

placid delta
#

anyone know how to get the current fps in lua

astral junco
#

sent

placid delta
#

that calendar class doesnt seem to work returning the seconds

astral junco
#

I found this file in original folder here
ProjectZomboid \ Media \ Lua \ client \ ISO

forest ferry
#

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?

nimble spoke
#

There was a guy trying to do that recently, if I remember it right the tools are not working properly

quaint nightBOT
dark peak
#

Hmmm...this doesn't seem to be working with those lines

astral junco
#

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

vocal wigeon
#

Did you use the SpeedFactor thing?

astral junco
#

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? (

quaint nightBOT
quaint nightBOT
livid zinc
#

@astral junco how are you going about modifying tile properties? Might take a stab at it.

winged lotus
#

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 ?

vocal wigeon
#
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

astral junco
#

@vocal wigeon This is cool, but I can't figure out how this can be used

vocal wigeon
#

You asked where you could find it, so I looked it up. Haven't done anything with it myself

astral junco
#

@vocal wigeon Thanks, it would be great if the developers added this to the properties of each tile

vocal wigeon
#

@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

nimble spoke
#

I think necroforge can spawn specific cars

royal chasm
#

hi guys, any mod that increase the torches light power?

winged lotus
#

@vocal wigeon Ouh, that's excellent, I'll have to check that ! Thanks πŸ˜ƒ

quaint nightBOT
quaint nightBOT
umbral spire
#

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!

umbral spire
#

ha! it works for created doors!! guess that answered my own question!

astral junco
#

@umbral spire Is it possible to create a unique key that is not suitable for other options, only for 1 door?

umbral spire
#

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

astral junco
#

@umbral spire and you managed to create a key for the door at the very beginning of the game?

#

)

#

sry)

umbral spire
#

sorry, only english

#

oh no, I had to find a dam key from a zed, even necroforge has no keys 😦

quaint nightBOT
astral junco
#

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 πŸ˜ƒ

nimble spoke
#

That's something I'd like to know too, could you share the link?

astral junco
#

I found the video in YouTube, but maybe it's outdated

livid zinc
#

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?

nimble spoke
#

Currently there isn't a way, but Connall said he was going to take a look (no promises)

livid zinc
#

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.

pine vigil
#

I feel like this isn't an impossible change to allow 2x tiles, I just been a bit swamped to actually deal with it.

livid zinc
#

EG was taking a look at the code, still undetermined if it's hardcoded or not

pine vigil
#

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.

livid zinc
#

So im guessing there might be some LUA wizardtry that could be added to do that?

pine vigil
#

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.

livid zinc
#

ahhhhhhhhhhh so not happening on the modding side then

pine vigil
#

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.

livid zinc
#

No rush man, glad to see someone finally taking a look at it!

pine vigil
#

@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.

nimble spoke
#

Thanks a lot man!

livid zinc
#

Omg that's amazing!

nimble spoke
#

Now I have to work on tiles for my farming mod

twilit pebble
#

Farming mod you say?

#

I'd enjoy another farming mod

#

Honestly I'm hoping to see massive scale farming using farm vehicles eventually

nimble spoke
#

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

pine vigil
#

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.

nimble spoke
#

Fair enough

pine vigil
#

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. πŸ˜‰

livid zinc
#

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!

quaint nightBOT
astral junco
#

How to add a context menu to custom tiles?

quaint nightBOT
nimble spoke
#

@astral junco You can detect your tile's file name, and then add the menu

livid zinc
#

Where are files that determine tile properties so I can mod them? Newbie at modding here

#

not talking about the options in TileZed either

nimble spoke
#

.tiles extesion is what you're looking for, I guess

#

There's a tool in TileZed that opens it

astral junco
livid zinc
#

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

nimble spoke
#

What property are you looking for?

livid zinc
#

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

nimble spoke
#

There are stairs without collision on the sides

#

I know that painfully well

#

or do you mean walking under them?

livid zinc
#

I get that, but where is the file that has the properties that determine that behavior ? so I can mimic or change that

nimble spoke
#

Check the stair tiles

livid zinc
#

ok through what program?

#

notepad?

nimble spoke
#

The one you're using

livid zinc
#

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 πŸ˜›

astral junco
#

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)

livid zinc
#

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

astral junco
#

Do you want to change the behavior of the stairs?

livid zinc
#

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^

astral junco
#

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)

livid zinc
#

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

nimble spoke
#

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

livid zinc
#

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

nimble spoke
#

it isn't called carpentry.lua, I don't remember the name

quaint nightBOT
quaint nightBOT
quaint nightBOT
#
There has been a new Mod Published!
plucky jungle
#

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. ((

pine vigil
#

WorldEd/TileZed provides a tool in the program that let's you open .pack files

plucky jungle
#

You mean this one?

#

This does not work with Characters.pack. ((

quaint nightBOT
astral junco
#

Interesting why this does not work? Others files with the .pack format work well

pine vigil
#

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.

vocal wigeon
#

I think I finally found a function to play a sound at an arbitrary location without getting errors...

quaint nightBOT
quaint nightBOT
naive crystal
#

no idea

nimble spoke
#

funny how a deputy promotes bad modding habits

#

deleting police stuff

nimble spoke
#

Considering this is a test build, they may be changing that, a .pack file perhaps?

nimble spoke
#

I'm out of ideas, you should seek higher powers

quaint nightBOT
quaint nightBOT
plucky jungle
#

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.

plucky jungle
#

Then the sling will reduce the weight of the weapon as a percentage

nimble spoke
#

Is there a list of working functions for, let`s say GetSprite? I need to GetSprite()getName for example

plucky jungle
#

Object:getSprite():getName();

nimble spoke
#

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

plucky jungle
#

Do you want to add post processing effects?

nimble spoke
#

No, I want to detect ground texture (snow), and so far nothing worked

plucky jungle
#

Try it, maybe help.

nimble spoke
#

As I suspected, getName returns the original sprite name, thank you for the help

#

I`ll need to find whatever property is changed

nimble spoke
#

I see there`s a ReplaceCurrentAnim, is there a GetCurrentAnim or something like that I could use to detect the frame?

plucky jungle
#

character:getSpriteDef():getFrame()

#

character:getSpriteDef():getFrameCount()

quaint nightBOT
nimble spoke
#

@plucky jungle Not a character frame, the "tile frame"as it seems to be referenced

lusty dagger
#

all the devs need to do is add a ford crown model and that mod will look great

nimble spoke
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Yeah, I`d make the 9-1-1 a little smaller

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And I hope we will be able to mod wheels

twilit pebble
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I'd make everything a little smaller

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There's more blue than word on that car

quaint nightBOT
plain monolith
#

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

pine vigil
#

@plain monolith Yo.

pine vigil
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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)

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Where functionName is the name of your function that you want to call.

#
function onReload() 
    print("Player reload")
end

Events.OnWeaponSwing.Add(onReload)
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For example.

plain monolith
#

Awesome, thanks! Is there a better way to look for the various events and such? I was making my way through the javadoc

pine vigil
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I don't know if the JavaDoc actually lists the events. I might write something tomorrow.

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I feel like a lot of the resources for that list have kind of dissapeared.

plain monolith
#

I see. Do you know if there are any resources for finding the events?

pine vigil
#

I feel like a lot of the resources for that list have kind of dissapeared.

#

Short of decompiling the code.

plain monolith
#

Gotcha

pine vigil
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@plain monolith Quickly pulled from the source code

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Don't have descriptions, so may not be a whole lot of use.

plain monolith
#

Awesome, thanks!

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Better than nothing =p

plucky jungle
#

Oh thats cool!

plain monolith
#

What other projects is everyone working on?

quaint nightBOT
astral junco
#

πŸ‘

upper moat
#

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 ?

vocal wigeon
#

holey shit a comment on OnTick

plucky jungle
pine vigil
pine vigil
#

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.

placid delta
#

@plucky jungle did you just alter the base game male character model?

plucky jungle
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No, it's a model of vest and pants

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There are only three of them, trousers, a sweater and a vest

placid delta
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So you had to replace the clothing models of base game clothes?

plucky jungle
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Yes, unfortunately so far this is the only way to replace them.

quaint nightBOT
quaint nightBOT
placid delta
#

@plucky jungle Have you experimented with trying to add more clothes

plucky jungle
#

Yes, of course, but now it's impossible to do

#

Connall promised to add this method to the next build of transport, as soon as it appears, I will check everything.

pine vigil
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It's already been added, waiting for the build to clear.

placid delta
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Have you identified the place where a model is tied to an clothing type item?

plucky jungle
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@pine vigil And could you give me just this class for tests? Or is it really too brazen of me? :))

pine vigil
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A bit too brazen πŸ˜‰

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Should be out tomorrow I think.

placid delta
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sadly the only build i can play without viscous lag and perfocmance problems is 37. so thats not so good news for me

pine vigil
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You should try the vehicle build tomorrow and see how that fairs for you.

placid delta
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Di-Crash can u send me 1 clothing model txt u made so i can experiment with adding it

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if we can make military looking like characters, i'd want to make ai military survivors